Pathfinder: Kingmaker

Pathfinder: Kingmaker

351 ratings
Yosharian's Kingmaker Builds
By Yosharian
Useful information on the game and character builds for mercenaries and companions.
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Introduction

Welcome to my Kingmaker Steam page. On this page you'll find useful information on how to make character builds for the game. I made this page mainly for my own amusement, and for me to refer to. I shared it to be helpful to others. If you have any questions, please post them in the comments section.

I have completed designing the 'A-team' and this team is pretty much the most powerful composition I think you can have in the game. It will easily handle anything the game throws at you.

My next project for this game will be to create an all-Undead party that uses no spellcasters at all, aside from an Evil/Neutral Cleric, probably. I'll probably test out the 'auto' Kingdom Management setting because honestly I find that aspect of the game really tiresome. Other things I want to look at are creating some vanilla builds for unmodded players. However, this won't be for a long time because I need to take a break from Kingmaker - I'll probably look into this in 2023/2024.
Character Creation
When creating a character in Kingmaker, you'll be given a choice of races and classes. Here are my personal opinions on the available options. Note that just because I rate an option as relatively weak doesn't mean it's a bad choice for your character, it merely means that it might be mechanically weaker than other choices. Quick note here, when making your main character you have 25 points to buy ability scores, but mercenary characters only get 20. If buying mercenaries, buy them as soon as possible because they get exponentially more expensive as you level up.

Races
  • Dwarves:
    • Rating: B+. Dwarves are a pretty solid race but nothing really stands out here. I'd rather have a bonus to STR or DEX than CON. Good for classes that require WIS, but the CHA penalty really hurts Clerics. The weapon familiarity bonus is mostly useless. This race is pretty good for Kineticists.
  • Halflings:
    • Rating: B-. Halflings have quite a few drawbacks and are only really suited to a couple of classes, CHA-based that need DEX and don't principally rely on weapon die damage. That limits your options a lot, and the racial feats are mostly mediocre. Cautious Fighter is fairly good on certain tank builds though.
  • Elves:
    • Rating: A-. Elves have some very nice bonuses that fit a whole range of classes. The CON penalty isn't ideal, but it's fine. Unfortunately the weapon familiarity bonus is rather less important than it might otherwise be due to the game having quite a few 'free longbow proficiency' items.
  • Gnomes:
    • Rating: A. Gnomes are perfectly suited to being excellent sorcerers, which somewhat pigeonholes them but they are very good at that one thing. It helps that sorcerer is the best caster in the game.
  • Half-Elf:
    • Rating: A. Versatile and capable, with great bonuses. Skill focus allows you to specialize in skills such as Trickery, Persuasion and so on.
  • Half-Orc:
    • Rating: B. Half-Orcs are not so great because they have some weird bonuses that don't mix well, and one of their abilities, Orc Ferocity, doesn't always work well in practice, often getting them killed. The one thing they have which works well is Greataxe proficiency because the best weapon in the game is a Greataxe, so this is almost a free feat on certain builds.
  • Humans:
    • Rating: A. Humans are versatile and the extra feat can be extremely useful on some builds. A bit bland, though.
  • Tieflings:
    • Rating: S. Tieflings are borderline overpowered, what with their incredible variety in ability score bonuses and unique abilities such as bite attacks, CMB bonuses, spell DC bonuses, and so on.
  • Aasimar:
    • Rating: S+. The most powerful race in the base game by far. No ability score penalty, overpowered racial feat, the same variety in ability score bonuses as Tiefling. A bit hard to find good portraits for them though.

Classes
  • Alchemist:
    • Rating: A+. One of the best classes in the game. Vivisectionist is easily S+, the most powerful archetype in the game, for damage-dealing anyway.
  • Barbarian:
    • Rating: C+. Mediocre due to a poor selection of rage powers. Pounce is less useful in RTWP mode, if you're playing TB mode then having access to that ability makes this class a little better, but not much better. Invulnerable Rager can make a very good DR tank though.
  • Bard:
    • Rating: A-. Best support caster in the game, requires some careful thought to remain useful in the late-game when you come across a lot of mind-affecting-immune enemies though. Some of the abilities are buggy in RTWP mode.
  • Cleric:
    • Rating: A+. Best healer in the game, somewhat limited when comes to offense but can still work in that role. Domain abilities can be overwhelmingly powerful. Ecclesitheurge is probably the best archetype. Don't sleep on Archon's Aura.
  • Druid:
    • Rating: A. Underrated class. Possesses many amazing spells and the animal companion is completely broken (as in overpowered) - although other classes can obtain an animal companion so that makes the druid less unique I suppose. Wild Shape is mediocre though.
  • Fighter:
    • Rating: B. Pretty good at one thing, but lacks versatility. Overshadowed by other classes. Easy to use, though. This class is significantly improved by the COTW mod, so if you love Fighters, take a look at that mod.
  • Inquisitor:
    • Rating: A+. Top tier class, bit of a sleeper on release, many people didn't realise how good it was (myself included). Unfortunately many of the abilities are buggy in RTWP mode, and it's a bit 'fiddly' sometimes in combat. In turn-based mode this class is phenomenal, especially Tactical Leader.
  • Kineticist:
    • Rating: S. Broken if you know what you're doing. Quite difficult to figure out, though. Very versatile. A neat class for those races that get CON bonuses.
  • Magus:
    • Rating: A. Magus itself is an extremely strong class, but Sword Saint is just unbelievably overpowered, S+ easily. Somewhat limited when it comes to offensive spellcasting, but here's the thing: nobody is forcing you to use spells offensively. Just grab a two-hander and wreck people's faces.
  • Monk:
    • Rating: S+ as a dip, B otherwise. Ah the classic one-level Monk dip. Love it, abuse it. Somewhat weak as a main class. Sensei can be interesting.
  • Paladin:
    • Rating: A. Exceptional self-healing, excellent anti-Evil abilities, interesting spell list, great class abilities. Works well as a two-level dip. Lawful Good limits your options a bit though. A lot of the enemies you'll face aren't Evil, so Paladin is a little less meta than it usually is.
  • Ranger:
    • Rating: S. One of the best ranged classes in the game. Animal Companion is overpowered. Freebooter is an interesting archetype.
  • Rogue:
    • Rating: A+. It's frustrating that Debilitating Injury doesn't stack when you have multiple characters with it. Otherwise this class is exceptional at what it does, but it is a little narrow in focus. Thug is particularly strong.
  • Slayer:
    • Rating: A. This class is exceptional at what it does, but it is a little narrow in focus compared to other classes. Functions very similarly to Rogue. Makes a particularly good archer, probably S-tier that in that role.
  • Sorcerer:
    • Rating: S+. Best caster class in the game. Sylvan Sorcerer needs a whole other rank.. S++? The only thing that is a drawback for this class, and casters in general, is the amount of trash mobs that the game throws your way. Still, you'll pretty much always want a Sorcerer in your party.
  • Wizard:
    • Rating: A+. A very good caster, but somewhat weak compared to Sorcerer. Makes a good Arcane Trickster though. Thassilionian Evoker is a really powerful archetype, probably better than the basic wizard options.
Simple Guide to Modding
Since many of my builds now use mods I figured I'd write a simple guide to modding for those of you who are perhaps put off or intimidated by the idea of installing mods. It's really quite simple and there's no reason anyone should miss out on mods.

If you don't want to use mods you can still use these builds. You'll just have to modify some of the item setups and use mercenaries for the non-Baron builds. I do recommend using the Respecialization mod though because it's reasonably easy to use.

Step 1: Install Unity Mod Manager (UMM)
  • Download it from https://www.nexusmods.com/site/mods/21/?tab=files
  • Unzip the contents of the file you just downloaded to a new directory (not the game directory)
  • Double-click on UnityModManager.exe
  • Click the Install button, ensuring that the install method is set to Doorstop Proxy
  • Click the Mods tab
  • Click the Install Mod button to install mods, or drag and drop mod files onto the drop area
  • Close UMM when you are finished - you don't need to have it running while you play
Step 2: Choose mods to use
  • You can browse a list of recommended mods in the section on this page titled as such, lower down
  • All these mods have been tested by me to work, or I have detailed the bugs they have
  • Installing one of these mods is quite simple, just download the file and load it through UMM
  • If you use any other mods (e.g. COTW) I will not offer guidance/support in the comments section
Step 3: Use the mods in-game
  • When you load the game, the Unity Mod Manager (UMM) screen should pop up
  • You can also load the UMM screen by pressing CTRL+F10
  • Some mods only function when you have a game loaded
  • Some mods only function correctly when you are loaded into a game level (not the world map)
  • Some mods have options - see the Recommended Mods section for details
  • You can customize the size of the UMM screen to make it easier to use
The A-Team
Skills Overview:
  • Athletics (STR): Destroyer
  • Mobility (DEX): Kensei
  • Stealth (DEX): all characters
  • Trickery (DEX): Deadeye
  • Knowledge (Arcana) (INT): Temptress, Hydromancer
  • Knowledge (World) (INT): Destroyer, Temptress
  • Lore (Nature) (WIS): Emberlock, Deadeye
  • Lore (Religion) (WIS): Emberlock, Temptress
  • Perception (WIS): all characters
  • Persuasion (CHA): Kensei
  • Use Magic Device (CHA): Destroyer
Kingdom Management Advisors:
  • Community (Regent) (CHA): Octavia (use a CHA build for her)
  • Loyalty (Councillor) (WIS): Shandra Mervey, then Tristian later on
  • Military (General) (STR): Regongar
  • Economy (Treasurer) (INT): Maegar Varn
  • Divine (High Priest) (WIS): Jhod
  • Relations (Grand Diplomat) (CHA): Valerie (use a CHA build for her)
  • Stability (Warden) (CON): Kesten
  • Arcane (Magister) (INT): The Storyteller
  • Culture (Curator) (CHA): Jaethal (use a CHA build for her)
  • Espionage (Minister) (DEX): Ekundayo
Kingdom Choices:
I strongly recommend that you choose the Surtova envoy at the beginning of the game so that you get the councillor named Shandra Mervey. She's by far the best choice. Also, don't accept the offer during the coronation. Another matter would be when you get the option about taxes, pick lower taxes. When you get the option to make an agreement with Razmiran, refuse it (this will ensure you get the Ruin quarterstaff).

Recommended Difficulty Settings:
  • Install my recommended mod list
  • Choose 'Challenging' as the base difficulty
  • Set Enemy Difficulty to 'Insane'
  • Set Enemy Stat Adjustments to 'Normal'
  • Set Enable character retrain to Checked
  • Ensure Kingdom Management is set to 'Effortless'
1: Kensei [The Baron]
Classes: Sword Saint 13/Stalwart Defender 3/Divine Guardian 3/Scaled Fist 1
Role: Tank & Melee Damage (STR/INT/CHA)
Overview:
  • Attract enemy attention, tank spells, prevent damage to allies.
  • Never flat-footed once Uncanny Dodge is obtained.
  • Scaled Fist gives CHA to AC, and one free feat.
  • Divine Guardian gives CHA-to-saves, Smite Evil, immunities, and +4 AC.
  • You can use any quarterstaff early on, then Clarity as soon as you can afford it, then Bane of the Living later once you get hold of the Cloak of Sold Souls.
  • Access to the best Ghost Touch weapon in the game means ghosts are not an issue.
Race: Aasimar (Angelkin - Angel-blooded)
Alignment: LG (Monk, Protector's Robe, Paladin)
Deity: Any
Point buy: 25
  • STR: 17 (+2) [+5 increase = 22]
  • DEX: 14
  • CON: 14
  • INT: 14
  • WIS: 08
  • CHA: 16 (+2)
Skills: (3/level)
  • Persuasion (20): skill checks
  • Perception (20): skill checks
  • Use Magic Device (20): wands, scrolls, e.g. Mirror Image (early), Seamantle (late)
Camp role: Guard

Endgame Equipment:
  • Main Hand: Bane of the Living (+5 Living Bane Elven Curve Blade, DC20 Harm on-crit)
    • Location: CH4, fail to succeed at Remove Curse spell on wearer of Cloak of Sold Souls, twice.
  • Main Hand2: Clarity (+4 Magical Beast Bane Ghost Touch Elven Curve Blade)
    • Location: Artisan: Nazrielle (T4, 'Elven') - or Better Vendors (151k gp) I would recommend buying this weapon as soon possible since you'll basically be waiting half the game to get Bane of the Living, and also getting it from the Artisan is very unlikely.
  • Armor: Protector's Robe (grants +5 Dodge bonus to AC)
    • Location: CH4, Armag's Tomb, Hidden [P35] Locked [T34] box in Armag's Treasury
  • Belt: Belt of Physical Perfection +8 (+8 Enhancement to STR/DEX/CON)
    • Location: Various locations at endgame, e.g. Loot from Ilthuliak in Ilthuliak's Lair
  • Feet: Swamp Dweller's Boots (Immunity to ability damage/drain)
    • Location: Requires Better Vendors mod, 75k gp
  • Gloves: Alkali Gloves (+1D6 Acid damage on-hit)
    • Location: CH3, Varnhold Vanishing, Serpent's Trail, looted from a powerful enemy.
  • Head: Hat of Mental Perfection (+8 Enhancement to INT/WIS/CHA)
    • Location: Lonely Barrow, looted from Farras The Pensive - you can Dimension Door into his room although it is quite a tough fight.
  • Neck: Amulet of Evil Doom (DR 10/Good)
    • Location: Dropped by Misbegotten Troll, House at the Edge of Time. Until you get this amulet, you can use any amulet you like, such as Heart of Ira (Varnhold)
  • Ring1: Daring Duelist (+2 Untyped bonus to melee attack rolls, +1 Dodge bonus to AC)
    • Location: Artisan: Mim ('Ring', T4)
  • Ring2: Fortunate Fencer (+2 Untyped bonus to melee attack rolls)
    • Location: Artisan: Mim ('Ring', T3)
  • Shoulders: Absolver's Cloak (+4 Deflection to AC, +4 Resistance to saves, +4 Enhancement to Persuasion checks, +1 AC vs Evil enemies)
    • Location: CH4, Trader in Rushlight Fields - 65k gp
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
    • Location: CH2+, Lonely Barrow - Loot from Farras the Pensive
  • Special: Bokken's Elixir (Permanent +2 Inherent bonus to all ability scores)
    • Location: Artisan: Bokken (Masterpiece)
Immunities: Shaken, Frightened, Panicked, Disease, Blindness, Dazzling

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Divine Guardian 1: Dodge, Smite Evil
L02 Scaled Fist 1: Improved Initiative*
L03 Divine Guardian 2: Combat Reflexes, Divine Grace
L04 Divine Guardian 3: Divine Bodyguard, Mercy - Fatigued
L05 Sword Saint 1: Toughness, Chosen Weapon (Dueling Sword/Elven Curve Blade)
L06 Sword Saint 2: -
L07 Sword Saint 3: Outflank, Arcane Accuracy
L08 Sword Saint 4: -
L09 Stalwart Defender 1: Dazzling Display, Defensive Stance
L10 Stalwart Defender 2: Defensive Power: Roused Defense
L11 Stalwart Defender 3: Wings, Uncanny Dodge
L12 Sword Saint 5: Shatter Defenses*
L13 Sword Saint 6: Improved Critical (Elven Curve Blade), Enduring Blade
L14 Sword Saint 7: Lightning Draw
L15 Sword Saint 8: Power Attack
L16 Sword Saint 9: -
L17 Sword Saint 10: Weapon Specialization (Elven Curve Blade)
L18 Sword Saint 11: Greater Weapon Focus (Elven Curve Blade)*, Superior Reflexes
L19 Sword Saint 12: Shake It Off, Devoted Blade
L20 Sword Saint 13: Lethal Focus

Recommended Spells:
1st: True Strike
2nd: Mirror Image
3rd: Displacement
4th: Greater Invisibility

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +7: Dexterity bonus [24 Dexterity] (14 base, +8 Enhancement, +2 Bokken's Elixir)
  • +13: Dodge bonus [Monk AC - 36 Charisma] (16 base, +8 Enh., +2 Bokken's Elixir)
  • +7: Dodge bonus [Canny Defense - 24 Int.] (14 base, +8 Enh., +2 Bokken's Elixir)
  • +4: Deflection bonus [Absolver's Cloak]
  • +5: Dodge bonus [Protector's Robes]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Daring Duelist]
  • +3: Dodge bonus [Wings feat]
  • +1: Dodge bonus [Dodge feat]
  • +4: Untyped bonus [Divine Bodyguard]
  • -2: Size bonus [Legendary Proportions]
  • -- Non-Touch AC bonuses --
  • +6: Natural Armor bonus [Legendary Proportions spell]
  • +4: Natural Armor bonus [Transformation spell, cast by allied Alchemist]
  • +5: Enhancement to Natural Armor [Barkskin spell]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 86 (+9 vs Evil)
  • Touch Armor Class: 54 (+9 vs Evil)
Endgame Ability Scores (Fully buffed):
  • STR: 38 (22 base +8 Enhancement +2 Bokken +6 Legendary Proportions)
  • DEX: 24 (14 base +8 Enhancement +2 Bokken)
  • CON: 28 (14 base +8 Enhancement +2 Bokken +4 Legendary Proportions)
  • INT: 24 (14 base +8 Enhancement +2 Bokken)
  • WIS: 18 (08 base +8 Enhancement +2 Bokken)
  • CHA: 36 (16 base +8 Enhancement +2 Bokken, +10 ToG)
Endgame Saving Throws (Fully buffed):
  • Fortitude: 50
  • Reflex: 38
  • Will: 39
  • Shake It Off: +4, Blessing of the Faithful +2
Endgame Damage Examples (Fully buffed):
  • An average hit for this build deals 140 damage, before any reductions.
    • Base damage: 3D8+58 (avg 71.5) [Critical Hit: 218 (Including Harm), +43.95 on avg]
    • Axiomatic, Holy, Living Bane, Acid: 7D6 (avg 24.5)
  • Six attacks per round: 840 damage per round potential, before any reductions.
Attack Bonus Breakdown:
  • +20: Base Attack Bonus
  • +14: Strength
  • +2: Circumstance (Flanking)
  • +4: Morale (Greater Heroism)
  • +4: Competence (Inspire Courage)
  • +5: Enhancement (Bane of the Living)
  • +7: Insight (Arcane Accuracy)
  • +13: Untyped (Smite Evil)
  • +2: Untyped (Living Bane)
  • +2: Untyped (Defensive Stance)
  • +1: Untyped (Haste)
  • +2: Untyped (Outflank)
  • +2: Untyped (Weapon Focus, GWF)
  • +4: Untyped (Daring Duelist & Fortunate Fencer)
  • -2: Size penalty (Legendary Proportions)
  • -6: Untyped penalty (Power Attack)
  • Total Maximum Attack Bonus: 74
2: Destroyer [Regongar]
Classes: Vivisectionist 20
Role: Melee Damage, Buffer (STR/DEX/INT)
Overview:
  • 10d6 Sneak Attack dice at level 20 (35 damage per hit on average).
  • Mutagen: Alchemical bonus to STR/DEX/CON, bite attack, Wings.
  • Triple Fin Helmet adds cold iron gore attack.
  • 3 iterative attacks, 1 bite attack, 1 gore attack and 1 attack from Haste.
  • Intelligence-boosting item required.
  • You'll see why I named this build 'Destroyer' when you use it in-game.
Race: Half-Orc (grants Greataxe proficiency)
Alignment: Chaotic Evil (allows the use of Castigator's Cloak)
Vanilla Ability Score Distribution:
STR 19, DEX 13, CON 12, INT 10, WIS 08, CHA 16 (26 points)
New Distribution: (25 points)
  • STR: 19 (+2) [+5 => 24]
  • DEX: 14
  • CON: 14
  • INT: 14
  • WIS: 09
  • CHA: 08
Skills: 5/level
  • Knowledge (Arcana): skill checks, monster ID
  • Knowledge (World): skill checks, monster ID
  • Perception: skill checks
  • Use Magic Device: to utilize wands, scrolls
  • Athletics: skill checks
Camp Role: Cooking, Guard

Endgame Equipment:
  • Main Hand: Vanquisher (+5 Greataxe, +10 to damage)
    • Location: CH2+, Lonely Barrow, loot from the chest
  • Armor: Envy of the Master (+6 Enh. to INT, +4 Enh. to WIS, +4 Armor bonus)
    • Location: Artisan: Sharel ('Robe', T5)
  • Belt: Greater Infernal Cord (Fast Healing 4 on incoming crit, +4 CON)
    • Location: House next to Nok-Nok, upstairs on bed, hidden pile of clothes - only after upgrading capital to city.
  • Feet: Swamp Dweller's Boots (Immunity to ability drain/damage)
    • Location: Requires Better Vendors mod, 75k gp
  • Gloves: Star Soldier's Gauntlet (+8 Enhancement to STR)
    • Location: Made from all 17 Pieces of Skymetal Storyteller Relic. One of the pieces is a little difficult to track down, I think it's related to a quest.
  • Head: Triple Fin Helmet (Grants extra cold iron gore attack that has +2 Enhancement)
    • Location: CH5, River Blades Camp, P36
  • Neck: Gyronna's Amulet (+5 Insight to AC, free Mirror Image at start of encounters)
    • Location: Dropped by The Knurly Witch, House at the Edge of Time
  • Ring1: Daring Duelist (+2 Untyped bonus to melee attack rolls, +1 Dodge bonus to AC)
    • Location: Artisan: Mim ('Ring', T4)
  • Ring2: Dragonfly Ring (+8 Enhancement to Dexterity, Cleanse 3/day)
    • Location: Artisan: Nazrielle ('Speed', T5)
  • Shoulders: Charred Mantle (+6 Resistance bonus to saves, immunity to Fear/Confusion)
    • Location: CH5, reward from completing Regongar's personal quest
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
    • Location: CH5, Drops from Gaetane in Pitax Royal Palace
Immunities: Poison (Alchemist 10)

Feats (*: bonus feat/discovery):
L01 Vivisectionist 1: Power Attack
L02 Vivisectionist 2: Combat Trick: Cleave*
L03 Vivisectionist 3: Cleaving Finish
L04 Vivisectionist 4: Feral Mutagen*
L05 Vivisectionist 5: Combat Reflexes
L06 Vivisectionist 6: Feral Wings*
L07 Vivisectionist 7: Outflank
L08 Vivisectionist 8: Infusion*
L09 Vivisectionist 9: Weapon Focus (Greataxe)
L10 Vivisectionist 10: Crippling Strike*
L11 Vivisectionist 11: Improved Critical (Greataxe)
L12 Vivisectionist 12: Greater Mutagen*
L13 Vivisectionist 13: Dazzling Display
L14 Vivisectionist 14: Combat Trick: Shatter Defenses*
L15 Vivisectionist 15: Metamagic (Extend)
L16 Vivisectionist 16: Grand Mutagen*
L17 Vivisectionist 17: Iron Will
L18 Vivisectionist 18: Preserve Organs*
L19 Vivisectionist 19: Shake It Off
L20 Vivisectionist 20: Preserve Organs*, True Mutagen*, Preserve Organs*

Recommended Spellbook:
1st: Expeditious Retreat, Shield
2nd: Barkskin, Delay Poison
3rd: Displacement
4th: Echolocation, Death Ward
5th: Death Ward (E)
6th: Transformation, Legendary Proportions

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +10: Dexterity bonus [30 Dexterity] (14 base, +8 Enhancement, +8 Alchemical)
  • +5: Deflection bonus [Shield of Faith]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Daring Duelist]
  • +3: Dodge bonus [Feral Wings feat]
  • -2: Size penalty [Legendary Proportions spell]
  • -- Non-Touch AC bonuses --
  • +8: Natural Armor bonus [True Mutagen]
  • +4: Natural Armor bonus [Transformation spell]
  • +6: Size bonus to Natural Armor [Legendary Proportions spell]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 68
  • Touch Armor Class: 28
Endgame Ability Scores (fully buffed):
  • STR: 46 (24 base, +8 Enh., +8 True Mutagen +6 Legendary Proportions)
  • DEX: 30 (14 base, +8 Enhancement, +8 True Mutagen)
  • CON: 30 (14 base, +4 Enh., +8 True Mutagen +4 Legendary Proportions)
  • INT: 18 (14 base, +6 Enhancement, -2 True Mutagen)
  • WIS: 12 (10 base, +4 Enhancement, -2 True Mutagen)
  • CHA: 06 (08 base, -2 True Mutagen)
Endgame Damage Examples (fully buffed):
  • An average Vanquisher hit deals 147 damage, before any reductions.
    • Base damage: 4D6+66 (avg 80) [Critical Hit: 240, +32 on avg]
    • Sneak Attack damage: 10D6 (avg 35)
  • An average Triple Fin Helmet hit deals 84.9 damage, before any reductions.
    • Base damage: 3D6+37 (avg 47.5) [Critical Hit: 95, +2.375 on avg]
    • Sneak Attack damage: 10D6 (avg 35)
  • An average Bite hit for this build deals 82.8 damage, before any reductions.
    • Base damage: 3D6+35 (avg 45.5) [Critical Hit: 91, +2.275 on avg]
    • Sneak Attack damage: 10D6 (avg 35)
  • Six APR + One Gore + One Bite: 1049.7 damage per round.
Attack Bonus Breakdown:
  • +20: Base Attack Bonus
  • +18: Dexterity
  • +2: Circumstance (Flanking)
  • +4: Morale (Greater Heroism)
  • +4: Competence (Inspire Courage)
  • +5: Enhancement (Vanquisher)
  • +1: Untyped (Haste)
  • +2: Untyped (Outflank)
  • +1: Untyped (Weapon Focus)
  • +2: Untyped (Daring Duelist)
  • -2: Size penalty (Legendary Proportions)
  • -6: Untyped penalty (Power Attack)
  • Total Maximum Attack Bonus: 51
3: Emberlock [Tristian]
Classes: Ecclesitheurge of Sarenrae 20
Role: Support, healer, nuker, debuffer (WIS/CHA)
Overview:
  • Make sure you keep Tristian by following my spoiler guide at the end of this section.
  • Excellent support abilities and pretty devastating fire spells, especially effective against Undead.
  • Set auto-cast to Ray of Enfeeblement so that the AI doesn't send him into melee.
  • Don't forget to activate your Prayer-at-will.
  • Fire domain is mainly for the Fire resistance ability - feel free to grab Good as an alternative.
  • Mass Heal is a great offensive option against ghosts lategame.
  • I haven't tested it myself but apparently Holy Word works well.
Race: Human
Alignment: NG
Deity: Sarenrae
Domains: Fire (Primary), Glory (Secondary)
Vanilla Ability Score Distribution:
STR 09, DEX 12, CON 12, INT 10, WIS 17, CHA 16 (20 points)
New Distribution: (25 points)
  • STR: 10
  • DEX: 12
  • CON: 14
  • INT: 10
  • WIS: 19 (+2) [+5 => 24]
  • CHA: 14
Skills: 4/level
  • Perception: skill checks
  • Lore (Religion): skill checks
  • Lore (Nature): skill checks
  • Use Magic Device: using wands
Camp Role: Guard, Hunting, Special Role (increases HP & ability score recovery)

Endgame Equipment:
  • Main Hand: Black Raven's Staff (+3 Quarterstaff, Ray of Enfeeblement at-will)
    • Location: Semi-random artisan reward, Mim Wobblegander - Silverstep
  • Armor: Ambrosial Attire of Arcane Annihilation (+4 to ray AB, +4 Spell Pen, +1 fire spell dice)
    • Location: Artisan: Sharel (Masterpiece). Use Robe of Fire until you get this (obtained in Varnhold Vanishing at Sepulcher of Forgotten Heroes - this item is missable btw). Actually Robe of Fire is a perfectly good alternative, you will just have less Spell Penetration.
  • Belt: Conqueror Wyrm (+8 CON, Dragonkind III once/day)
    • Location: Artisan: Tirval ('Belt', T5)
  • Feet: Swamp Dweller's Boots (Immunity to ability drain/damage)
    • Location: Requires Better Vendors mod, 75k gp
  • Gloves: Butterfly Wings (+5 Resistance bonus to all saves)
    • Location: Artisan: Varrask (Kellid Style, T4)
  • Head: Brightest Darkness (+6 WIS/CHA, Channel Energy +2d6)
    • Location: Artisan: Sharel ('Clothes', T4)
  • Neck: Amulet of Four Elements (+1 damage per die when inflicting elemental damage)
    • Location: Artisan: Mim ('Amulet', T0)
  • Ring1: Energy Source (+2 Channel Energy uses per day)
    • Location: CH3, Season of Bloom: found in a crate at the Goblin Fort
  • Ring2: Energy Source (+2 Channel Energy uses per day [stacks with 1st one])
    • Location: Bought from Pilgrim Trader after you rebuild the Temple of the Elk
  • Shoulders: Cloak of the Chosen (Blind/Dazzle immunity, Prayer spell at-will, +3 Resistance to Will saves)
    • Location: Artisan: Sharel ('Cape', T4). The blindness immunity is kind of ironic.
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
    • Location: Drops from Nyrissa in House at the Edge of Time (Second Floor)
  • Belt Item: Rod of Flaming Vengeance (+3 to Evocation DC, +1 caster level, Maximise 5/day)
    • Location: Artisan: Irlene ('Rod', T5)
Feats (*: bonus feat, italics: important ability)::
L01 Cleric 1: Selective Channel, Spell Focus (Evocation)
L02 Cleric 2: -
L03 Cleric 3: Greater Spell Focus (Evocation)
L04 Cleric 4: -
L05 Cleric 5: Spell Penetration
L06 Cleric 6: -
L07 Cleric 7: Greater Spell Penetration
L08 Cleric 8: -
L09 Cleric 9: Metamagic (Empower)
L10 Cleric 10: -
L11 Cleric 11: Elemental Focus (Fire)
L12 Cleric 12: -
L13 Cleric 13: Greater Elemental Focus (Fire)
L14 Cleric 14: -
L15 Cleric 15: Allied Spellcaster
L16 Cleric 16: -
L17 Cleric 17: Metamagic (Heighten)
L18 Cleric 18: -
L19 Cleric 19: Shake It Off
L20 Cleric 20: -

Suggested Spellbook (*: Domain spells):
1st: Cure Light Wounds, Shield of Faith*
2nd: Delay Poison, Resist Energy, Bless Weapon*
3rd: Magic Vestment, Communal Resist Energy, Remove Blindness, Cure Serious Wounds*
4th: Death Ward, Divine Power*
5th: Flame Strike, Flame Strike*
6th: Heal, Heal*
7th: Flame Strike (Emp), Flame Strike (Emp)*
8th: Frightful Aspect, Shield of Law, Greater Angelic Aspect, Sunburst*
9th: Mass Heal, Archon's Aura (H), Fiery Body*

Endgame Ability Scores (fully-buffed):
  • STR: 16 (10 base, +6 Frightful Aspect)
  • DEX: 18 (12 base, +6 Fiery Body)
  • CON: 22 (10 base, +8 Enhancement, +4 Frightful Aspect)
  • INT: 10 (10 base)
  • WIS: 30 (24 base, +6 Enhancement)
  • CHA: 20 (14 base, +6 Enhancement)
How to keep Tristian and unlock his best ability (WARNING: SPOILERS):
  • Bring Tristian with you to Vordakai's Tomb
  • Let him steal the Eye
  • Go save him rather than choosing the other option
  • Forgive him and take him to the City of Hollow Eyes during Saving Grace
  • Choose the Neutral Good option regarding Ruthgert - this is important!
  • Choose Option 1 in the dialogue afterwards ("Go to Sarenrae...")
4: Hydromancer [Jubilost]
Classes: Arcane Sorcerer 20
Role: Spellcaster (CON/CHA)
Overview:
  • Incredible crowd-control abilities with Icy Prison and Mass Icy Prison.
  • Can also do very good AOE damage with Chain Lightning etc.
  • Set auto-cast to a cantrip so that the AI doesn't send him into melee.
  • Lategame you can use Weird to annihilate packs of Wild Hunt.
Race: Gnome
Alignment: Chaotic Neutral
Bloodline: Arcane
Familiar: Hare
Vanilla Ability Score Distribution:
STR 08, DEX 14, CON 12, INT 18, WIS 08, CHA 12 (20 points)
New Distribution: (25 points)
  • STR: 08 (-2)
  • DEX: 10
  • CON: 16 (+2)
  • INT: 14
  • WIS: 12
  • CHA: 19 (+2) [+5 increase = 24]
Skills: (3/level)
  • Knowledge (Arcana): skill checks
  • Perception: skill checks
  • Use Magic Device: use wands/scrolls
Camp role: Guard

Endgame Equipment:
  • Main Hand: The Call (+4 Quarterstaff, Glitterdust at-will)
    • Location: Artisan: Irlene ('Staff', T5)
  • Armor: Robe of Water (+2 Cold spell DC)
    • Location: Lonely Barrow, in a stone barrel
  • Belt: Sash of Slash (+6 Enhancement to DEX, DR 5/Slashing)
    • Location: Chest in Charred Ruins
  • Feet: Swamp Dweller's Boots (Immunity to ability drain/damage)
    • Location: Requires Better Vendors mod, 75k gp
  • Gloves: Butterfly Wings (+5 Resistance to saves)
    • Location: Artisan: Sharel ('Clothes', T4)
  • Head: Helmet of the Dusk (+6 Enhancement to WIS, immunity to Stun/Daze)
    • Location: Pass the trials in The Secrets of Suramgamin quest
  • Neck: Amulet of Four Elements (+1 elemental spell damage per dice rolled)
    • Location: Artisan: Mim (Amulet, T0)
  • Ring1: Greater Ring of Balance (+5 Defl. to AC, Emotion/Fear/Confusion immunity, FoM)
    • Location: Chest in House at the Edge of Time
  • Ring2: Ring of Circumstances (+2 Circumstance bonus to Cha, DC, Skills, Saves)
    • Location: CH5, Rushlight Tournament, Magical Accessories trader
  • Shoulders: Strigoi's Embrace (+8 Enhancement to CHA, Energy Drain once/day)
    • Location: Artisan: Sharel ('Cape', T5)
  • Wrist: Golden Vision (+1 to Illusion spell DC)
    • Location: Pitax: Hemlock Island, win the skill checks
  • Rod: Rod of Flaming Vengeance (+3 to Evocation DC, +1 caster level, Maximise 5/day)
    • Location: Artisan: Irlene (Rod, T5)
  • Rod: Rod of Power Source (+4 to Conjuration spell DC)
    • Location: Artisan: Irlene ('Rod', T3)
Immunities: Blindness, Dazzling, Slow, Trip, Nauseated

Feats (*: bonus feat, italics: important ability):
L01 Arcane Sorcerer 1: Spell Focus (Conjuration), Greater Spell Focus (Conjuration)*
L02 Arcane Sorcerer 2: -
L03 Arcane Sorcerer 3: Improved Initiative
L04 Arcane Sorcerer 4: -
L05 Arcane Sorcerer 5: Spell Focus (Evocation)
L06 Arcane Sorcerer 6: -
L07 Arcane Sorcerer 7: Greater Spell Penetration, Spell Penetration*
L08 Arcane Sorcerer 8: -
L09 Arcane Sorcerer 9: Elemental Focus (Cold)
L10 Arcane Sorcerer 10: -
L11 Arcane Sorcerer 11: Greater Elemental Focus (Cold)
L12 Arcane Sorcerer 12: -
L13 Arcane Sorcerer 13: Spell Focus (Illusion), Greater Spell Focus (Evocation)*
L14 Arcane Sorcerer 14: -
L15 Arcane Sorcerer 15: Allied Spellcaster, School Power (Evocation)
L16 Arcane Sorcerer 16: -
L17 Arcane Sorcerer 17: Metamagic (Quicken)
L18 Arcane Sorcerer 18: -
L19 Arcane Sorcerer 19: Shake It Off, Greater Spell Focus (Illusion)*
L20 Arcane Sorcerer 20: -

Recommended Spells:
1st: Grease, Enlarge Person, Mage Armor, Shield, Expeditious Retreat, Magic Missile*
2nd: Glitterdust, Mirror Image, Protection From Arrows, Blur, False Life, Invisibility*
3rd: Haste, Displacement, Communal Resist Energy, Fireball, Dispel Magic*
4th: Remove Curse, Greater False Life, Controlled Fireball, Dragon's Breath, Dimension Door*
5th: Icy Prison, Phantasmal Web, Communal Stoneskin, Echolocation, Break Enchantment*
6th: Greater Dispel Magic, Sirocco, Chains of Light, True Seeing*
7th: Legendary Proportions, Create Undead, Firebrand, Banishment*
8th: Stormbolts, Seamantle, Rift of Ruin, Power Word Stun*
9th: Mass Icy Prison, Weird, Fiery Body, Clashing Rocks*

New Arcana bonus spells:
4th: Animate Dead
6th: Chain Lightning
8th: Frightful Aspect

Spell DC Breakdown:
  • +10 Base
  • +17 Charisma
  • +1 Ring of Circumstances
  • +2 Robe of Water (Cold)
  • +2 Elemental Focus (Cold)
  • +2 Spell Focus feats (Evocation, Conjuration, Illusion)
  • +3 Rod of Flaming Vengeance (Evocation)
  • +2 School Power (Evocation)
  • +1 Gnome Magic (Illusion)
  • +4 Rod of Power Source (Conjuration)
  • +1-9 Spell Level
    • DC 40 (Weird)
    • DC 43 (Clashing Rocks)
    • DC 48 (Mass Icy Prison)
Endgame Ability Scores (fully-buffed):
  • STR: 14 (08 base, +6 Frightful Aspect)
  • DEX: 16 (10 base, +6 Enhancement)
  • CON: 20 (16 base, +4 Frightful Aspect)
  • INT: 14 (14 base)
  • WIS: 18 (12 base, +6 Enhancement)
  • CHA: 44 (24 base, +8 Enhancement, +2 Ring, +10 ToG)
5A: Temptress [Kalikke]
Classes: Bard 19/Fey Sorcerer 1
Role: Disabler/Buffer/Healer/Crafter (CON/CHA)
Overview:
  • Inspire Courage: competence bonus to attack/damage rolls.
  • Dirge of Doom inflicts Shaken without save.
  • Heroism and Good Hope: source of morale bonuses to many stats.
  • Cacophonous Call: use on enemies that are immune to Hideous Laughter.
  • In fights versus enemies that are immune to mind-affecting spells, switch to Kanerah.
  • Has strong Dispel Magic capabilities.
  • You can use this build for Linzi, too.
  • Set auto-cast to a cantrip so that the AI doesn't send her into melee.
Race: Tiefling (Spitespawn - Div-Spawn) [Originally standard Tiefling]
Alignment: CG
Vanilla Ability Score Distribution:
STR 10, DEX 17, CON 08, INT 19, WIS 10, CHA 14 (29 points)
New Distribution: (25 points)
  • STR: 9
  • DEX: 10 (+2)
  • CON: 14
  • INT: 14 (-2)
  • WIS: 10
  • CHA: 19 (+2) [+5 increase = 24]
Skills: (5/level)
  • Knowledge (Arcana): skill checks, monster ID
  • Knowledge (World): skill checks, monster ID
  • Perception: skill checks
  • Lore (Nature): skill checks, monster ID
  • Lore (Religion): skill checks, monster ID
Camp Role: Hunting, Cooking, Guard

Endgame Equipment:
  • Main Hand: Ruin (+5 Quarterstaff, +4 to Spell Penetration if Chaotic)
    • Location: Throne Room event involving Grand Diplomat: choose magical artifact. You MUST NOT choose to make a pact with Razmiran in order to obtain this item.
  • Armor: Dark Master's Robe (+8 Enh. to INT/CHA, +10 Competence to Kn. Arcana checks)
    • Location: Dropped by the Wriggling Man, House at the Edge of Time. You can use Dark Acolyte's Robe (Vordakai's Tomb) until you get this.
  • Belt: Greater Belt of Perfect Components (1st-, 2nd- and 3rd-level spells auto-extended)
    • Location: CH5, trader in Rushlight Fields
  • Feet: Swamp Dweller's Boots (Immunity to ability drain/damage)
    • Location: Requires Better Vendors mod, 75k gp
  • Gloves: Gloves of the Scribe (+10 Competence to Kn. checks, +4 Untyped to Dispel checks)
    • Location: CH5, Pitax Palace, hidden, Golden Golem room
  • Head: Mask of Nethys (+3 Untyped bonus to spell penetration and Dispel checks)
    • Location: Sorrowflow (DLC Companion final quest area), in a chest in a cave. Note that this quest occurs right at the end of the game, after HATEOT.
  • Neck: Maya's Charm (+2 to Enchantment & Illusion spell DC)
    • Location: CH5, Pitax Royal Palace, hidden door in same room as Avinash
  • Ring1: Ring of Reckless Courage (+2 DC mind-affecting spells, Confused on incoming crit)
    • Location: Collect all the Melted Shards of a Ring
  • Ring2: Great Dreamer's Smile (+2 Luck to atk/dmg/saves/skills/SP, curse immunity)
    • Location: Artisan: Mim (Masterpiece)
  • Shoulders: Enchanter's Cape (+1 to Enchantment spell DC)
    • Location: CH3, Varnhold Vanishing, Unfinished Clearing, in a cave
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
    • Location: Drops from Wriggling Man in House at the Edge of Time
Immunities: Nauseated, Slow, Trip

Feats (*: bonus feat):
L01 Bard 1: Spell Focus (Enchantment)
L02 Fey Sorcerer 1: Greater Spell Focus (Enchantment)*
L03 Bard 2: Lingering Performance, Improved Initiative*
L04 Bard 3: -
L05 Bard 4: Spell Penetration
L06 Bard 5:
L07 Bard 6: Greater Spell Penetration, Skill Focus (Knowledge - World)*
L08 Bard 7: -
L09 Bard 8: Skill Focus (Knowledge - Arcana)
L10 Bard 9: -
L11 Bard 10: Iron Will, Skill Focus (Lore - Nature)*
L12 Bard 11: -
L13 Bard 12: Improved Iron Will
L14 Bard 13: -
L15 Bard 14: Allied Spellcaster, Skill Focus (Lore - Religion)*
L16 Bard 15: -
L17 Bard 16: Toughness
L18 Bard 17: -
L19 Bard 18: Shake It Off, Skill Focus (Perception)*
L20 Bard 19: -

Recommended Spells:
1st: Hideous Laughter, Unbreakable Heart, Cure Light Wounds, Expeditious Retreat, Feather Step, Remove Fear, Mage Armor*, True Strike*
2nd: Heroism, Cacophonous Call, Cat's Grace, Mirror Image, Eagle's Splendor, Cure Moderate Wounds
3rd: Good Hope, Confusion, Displacement, Haste, Cure Serious Wounds, Overwhelming Grief
4th: Hold Monster, Freedom of Movement, Echolocation, Cure Critical Wounds, Greater Invisibility, Remove Curse
5th: Mass Cacophonous Call, Mind Fog, Phantasmal Web, Greater Dispel Magic, Greater Heroism
6th: Overwhelming Presence, Mass Cure Moderate Wounds, Brilliant Inspiration, Summon Huge Elemental, Waves of Ecstasy

Enchantment Spell DC Breakdown:
  • +10 Base
  • +16 Charisma
  • +1 Racial ability (Spitespawn Tiefling)
  • +2 Spell Focus feats (Enchantment)
  • +1 Enchanter's Cape (Enchantment)
  • +2 Maya's Charm (Enchantment & Illusion)
  • +2 Ring of Reckless Courage (Mind-affecting)
  • +2 Fey Bloodline Arcana (Compulsion)
  • +1-6 Spell Level
    • DC 42 (Overwhelming Presence)
Endgame Ability Scores (fully-buffed):
  • STR: 13 (09 base, +6 Enhancement, -2 Maya's Charm)
  • DEX: 16 (10 base, +6 Enhancement)
  • CON: 20 (14 base, +6 Enhancement)
  • INT: 22 (14 base, +8 Enhancement)
  • WIS: 10 (10 base)
  • CHA: 42 (24 base, +8 Enhancement, +10 Touch of Glory)
5B: Huntress [Kanerah]
Classes: Ranger 20
Role: Reach Damage (STR/WIS)
Overview:
  • Reach damage dealer specialized in killing Undead.
  • Switch in for Kanerah when you need damage more than crowd-control.
  • Can use Instant Enemy to gain bonuses vs other creature types (e.g. Fey).
Race: Tiefling (Hungerseed - Oni-Spawn) [Originally Hellspawn]
Alignment: LE
Vanilla Ability Score Distribution:
STR 14, DEX 08, CON 16, INT 10, WIS 18, CHA 10 (20 points) ??
New Distribution: (25 points)
  • STR: 19 (+2) [+5 increase = 24]
  • DEX: 12
  • CON: 14
  • INT: 10
  • WIS: 16 (+2)
  • CHA: 08 (-2)
Skills: (4/level)
  • Athletics: skill checks
  • Perception: skill checks
  • Lore (Nature): skill checks, monster ID
  • Lore (Religion): skill checks, monster ID
Camp Role: Hunting, Guard

Endgame Equipment:
  • Main Hand: Serpent Prince (+3 Corrosive Destructive Fauchard)
    • Location: Artisan: Shaynih'a the Tulip. This item is quite hard to get so I would advise using Better Vendors.
  • Armor: Assassin's Chainshirt (+4 to critical hit confirmation rolls)
    • Location: Act 2, body in Tenacious Marsh
  • Belt: Korgath's Shackled Fury (+6 Enhancement to STR, grants 8 rounds of Rage/day)
    • Location: CH4, Twice-Born Warlord, chest in Armag's Tomb
  • Feet: Swamp Dweller's Boots (Immunity to ability drain/damage)
    • Location: Requires Better Vendors mod, 75k gp
  • Gloves: Mad Scientist's Gloves (Fire/acid resistance 15)
    • Location: Artisan: Bokken ('Alchemical item', T2)
  • Head: Headband of Inspired Wisdom (+6 Enhancement bonus to WIS)
    • Location: Sold by Hassuf in Tuskdale
  • Neck: Charm of the Deep Waters (+6 Enhancement to CON, +5 Deflection to AC)
    • Location: CH5, Pitax Royal Palace, dropped by Engeldis
  • Ring1: Ring of Law (+4 Deflection to AC, immunity to Fear/Confusion)
    • Location: Trapped chest in Pitax Square
  • Ring2: Fortunate Fencer (+2 Untyped bonus to melee attack rolls)
    • Location: Artisan: Mim ('Ring', T3)
  • Shoulders: Ravena's Shadow (+5 Resistance bonus to saves, Poison immunity)
    • Location: CH5, Defeat Queen Ravena)
  • Wrist: Bracers of Armor +7 (+7 Armor bonus)
    • Location: CH5, drops from Ilthuliak in Ilthuliak's Lair
Feats (*: bonus feat):
L01 Ranger 1: Exotic Weapon Proficiency (Fauchard), Favored Enemy: Undead +2
L02 Ranger 2: Cleave*
L03 Ranger 3: Weapon Focus (Fauchard)
L04 Ranger 4: Hunter's Bond: Companions
L05 Ranger 5: Combat Reflexes, Favored Enemy: Undead +4, Aberrations +2
L06 Ranger 6: Cleaving Finish*
L07 Ranger 7: Outflank
L08 Ranger 8: -
L09 Ranger 9: Improved Critical (Fauchard), Evasion
L10 Ranger 10: Power Attack*, Favored Enemy: Undead +6, Humans +2
L11 Ranger 11: Dazzling Display, Quarry
L12 Ranger 12: -
L13 Ranger 13: Shatter Defenses
L14 Ranger 14: Critical Focus*
L15 Ranger 15: Iron Will, Favored Enemy: Undead +8, Fey +2
L16 Ranger 16: Improved Evasion
L17 Ranger 17: Improved Iron Will
L18 Ranger 18: Great Cleave*
L19 Ranger 19: Shake It Off, Improved Quarry
L20 Ranger 20: Favored Enemy: Undead +10, Outsiders +2

Recommended Spellbook:
1st: Delay Poison, Lead Blades, Resist Energy
2nd: Sense Vitals, Barkskin
3rd: Instant Enemy
4th: Freedom of Movement

Endgame Ability Scores (fully-buffed):
  • STR: 36 (24 base, +6 Enhancement, +6 Legendary Proportions)
  • DEX: 12 (12 base)
  • CON: 20 (14 base, +6 Enhancement)
  • INT: 10 (10 base)
  • WIS: 22 (16 base, +6 Enhancement)
  • CHA: 08 (08 base)
6: Deadeye [Nok-Nok]
Classes: Spawn Slayer 20
Role: Ranged Damage (DEX/STR)
Overview:
  • With Manyshot and Rapid Shot, up to 5(+1) attacks/round when Hasted.
  • Devastating ranged damage throughout the entire game.
  • Weak versus ghosts and other incorporeal-type enemies.
  • +19 Initiative bonus allows this guy to shoot first in most fights.
Race: Goblin
Alignment: CE
Deity: Lamashtu
Vanilla Ability Score Distribution:
STR 08, DEX 18, CON 12, INT 12, WIS 09, CHA 08 (20 points)
New Distribution: (25 points)
  • STR: 12 (-2)
  • DEX: 21 (+4) [+5 increase = 26]
  • CON: 14
  • INT: 14
  • WIS: 11
  • CHA: 05 (-2)
Skills: 4/level
  • Mobility: skill checks
  • Trickery: skill checks
  • Perception: skill checks
  • Stealth: skill checks
Camp Role: Guard, Camouflage

Endgame Equipment:
  • Main Hand: Mirror Bow (+5 Composite Longbow, extra mirror arrow with each attack)
    • Location: Artisan: Kimo (Masterpiece)
  • Armor: Shepherd's Armor (+2 Untyped AB/DMG to ranged attacks)
    • Location: CH2+, Lonely Barrow, loot from the chest
  • Belt: Belt of Physical Perfection (+8 Enhancement to STR/DEX/CON)
    • Location: CH6, Drops from Misbegotten Troll in House at the Edge of Time
  • Feet: Swamp Dweller's Boots (Immunity to ability drain/damage)
    • Location: Requires Better Vendors mod, 75k gp
  • Gloves: Death From Afar (+4 untyped bonus to ranged weapon attack rolls)
    • Location: Tenebrous Depths Level 6, hidden chest
  • Head: Sharp Eye (+6 Competence to Perception checks, +2 Untyped to ranged attacks)
    • Location: Artisan: Mim (Headband, T5)
  • Neck: River Fox's Memento Pendant (+1D6-4D6 Sneak Attack dice, +5 Competence to Mobility/Trickery)
    • Location: CH6, Chest in Pitax port
  • Ring1: Ring of Chaos (+4 Deflection bonus to AC, permanent Freedom of Movement)
    • Location: CH5, Hidden wall brick in Whiterose Abbey
  • Ring2: Ring of Plentiful Hunts (+1 Untyped bonus to damage rolls with bows)
    • Location: CH2, sold by Hassuf
  • Shoulders: Castigator's Cloak (+2 Untyped bonus to attack/damage rolls vs Shaken targets)
    • Location: CH5, Rushlight Tournament: buy from Trader
  • Wrist: Bracers of the Ruby Phoenix Champion (+3 Untyped bonus to Longbow AB/DMG)
    • Location: CH6, HATEOT, Second level, chest near a locked door
  • Quiver: Ancient Hunt (Infinite Lawful & Cold Iron arrows)
    • Location: CH4, The Twice-Born Warlord: Barbarian Camp, Gwart's tent
Feats & Abilities (*: bonus feat, italics: important ability):
L01 Vivisectionist 1: Point-Blank Shot
L02 Vivisectionist 2: Combat Style (Archery): Precise Shot*
L03 Vivisectionist 3: Rapid Shot
L04 Vivisectionist 4: Trapfinding*
L05 Vivisectionist 5: Accomplished Sneak Attacker
L06 Vivisectionist 6: Combat Style (Archery): Manyshot*
L07 Vivisectionist 7: Weapon Focus (Longbow)
L08 Vivisectionist 8: Combat Trick: Improved Initiative*
L09 Vivisectionist 9: Clustered Shots
L10 Vivisectionist 10: Familiar (Hare)*
L11 Vivisectionist 11: Improved Critical (Longbow)
L12 Vivisectionist 12: Crippling Strike*
L13 Vivisectionist 13: Dazzling Display
L14 Vivisectionist 14: Combat Style (Archery): Point-Blank Master*
L15 Vivisectionist 15: Shatter Defenses
L16 Vivisectionist 16: Blinding Strike*
L17 Vivisectionist 17: Outflank
L18 Vivisectionist 18: Combat Trick: Deadly Aim*
L19 Vivisectionist 19: Shake It Off
L20 Vivisectionist 20: Combat Trick: Improved Precise Shot*

Endgame Ability Scores (Items, Legendary Proportions):
  • STR: 20 (12 base, +8 Enhancement)
  • DEX: 34 (26 base, +8 Enhancement)
  • CON: 22 (14 base, +8 Enhancement)
  • INT: 14 (14 base)
  • WIS: 11 (11 base)
  • CHA: 05 (5 base)
Endgame Damage Examples (Fully buffed):
  • An average arrow deals 77.8 damage, before any reductions.
    • Base damage: 1D6+38 (avg 41.5) [Critical Hit: 124.5, adds 8.3 on avg]
    • Sneak Attack damage: 8D6+12 (avg 28)
  • An average Manyshot arrow deals 41.5 damage, before any reductions.
    • Base damage: 1D6+38 (avg 41.5)
  • An average Mirror Arrow deals 63.6 damage, before any reductions.
    • Base damage: 1D4+20 (avg 22.5) [Critical Hit: 45, adds 1.125 on avg]
    • Sneak Attack damage: 8D6+12 (avg 40)
  • Six APR + One Manyshot + Six Mirror Arrows: 890 damage per round.
Attack Bonus Breakdown:
  • +20: Base Attack Bonus
  • +12: Dexterity
  • +1: Size
  • +4: Morale (Greater Heroism)
  • +4: Competence (Inspire Courage)
  • +5: Enhancement (Mirror Bow)
  • +4: Insight (Quarry)
  • +1: Untyped (Haste)
  • +5: Untyped (Studied Target)
  • +1: Untyped (Point-Blank Shot)
  • +3: Untyped (Ruby Bracers)
  • +1: Untyped (Weapon Focus)
  • +2: Untyped (Shepherd's Armor)
  • +2: Untyped (Sharp Eye)
  • +4: Untyped (Death From Afar)
  • +4: Untyped (Studied Spawn - Colossal enemy)
  • -2: Untyped penalty (Rapid Shot)
  • -6: Untyped penalty (Deadly Aim)
  • Total Maximum Attack Bonus: 65
7: Buff Sequences
Use the Auto Buff mod together with this guide to make buffing easy. However, remember that anything that has metamagic on it won't be cast - you'll have to cast those manually (Heightened Archon's Aura for example). A short note on dinosaur bones - you'll probably run out of these fairly quickly if you use Legendary Proportions often, since Hassuf only stocks 200 of them, so you'll have to decide for yourself how to want to manage that.

Long Duration Buffs
  • (1) Kensei:
    • Divine Troth (SELF)
  • (2) Destroyer:
    • Delay Poison (4x)
    • Barkskin (SELF, Kensei)
    • Echolocation (SELF, Kensei, Deadeye, Temptress)
    • Mutagen (SELF)
  • (3) Emberlock:
    • Delay Poison (2x)
    • Resist Energy (6x) - choose an element, usually Fire is a good choice
    • Magical Vestment (Kensei & Destroyer)
    • Touch of Glory (Kensei, Hydromancer, Temptress)
  • (4) Hydromancer:
    • Echolocation (SELF)
    • Protection From Arrows (SELF)
  • (5) Temptress:
    • Echolocation (SELF)
    • Freedom of Movement (5x)
Medium Duration Buffs
  • (1) Kensei:
    • Mirror Image (SELF)
    • Arcane Weapon Enhancement (SELF)
  • (2) Destroyer:
    • Expeditious Retreat (SELF, Kensei, Emberlock, Deadeye)
    • Shield (SELF, Kensei)
    • Legendary Proportions (SELF, Kensei)
  • (3) Emberlock:
    • Shield of Faith (Destroyer)
    • Bless Weapon (Destroyer)
    • Frightful Aspect (SELF)
    • Greater Angelic Aspect (SELF)
    • Fiery Body (SELF)
    • MANUAL CAST - Heightened Archon's Aura (SELF)
  • (4) Hydromancer:
    • Expeditious Retreat (SELF)
    • Mirror Image (SELF)
    • Seamantle (SELF)
    • Frightful Aspect (SELF)
    • Fiery Body (SELF)
  • (5) Temptress:
    • Expeditious Retreat (SELF)
    • Good Hope (SELF)
    • Mirror Image (SELF)
    • Greater Heroism (Kensei, Destroyer, Deadeye)
Short Duration Buffs
  • (2) Destroyer:
    • Displacement (SELF, Kensei)
    • Transformation (SELF, Kensei)
  • (3) Emberlock:
    • Shield of Law (SELF)
    • Divine Power (SELF)
  • (4) Hydromancer:
    • Firebrand (SELF)
  • (5) Temptress:
    • Haste (SELF)
Kanerah Buffs
  • Long: Barkskin, Longstrider, Freedom of Movement, Echolocation (Destroyer)
  • Medium: Lead Blades, Legendary Proportions (Destroyer)
  • Short: Sense Vitals, Hunter's Bond
The B-Team: Spellcasters (WIP)
NOTE: a lot of these are unfinished and using placeholders, bear with me

Main character build and five builds for companions. The Respecialization mod by Newman55 is required for the companion builds. This team is designed for Insane monster stats scaling using the Difficulty Modifiers Scale With Level mod to make the early game less unforgiving and the late game harder. It's also designed with turn-based mode in mind, and uses Spacehamster's Races Unleashed mod for the Fetchling race. Finally, I'll be making use of the Craft Magic Items mod to craft my own ability score-boosting enchantments, so the item suggestions take that into account.

1: MC Fetchling Draconic Sorc-Monk - necromancy specialist
2: Jaethal Undying build
3: Nok-Nok Grenadier - dmg/buffs
4: Jubilost Arcane Sorcerer - cold, evocation & illusion
5: Harrim Darkness/Madness
6: Kalikke Thassilonian Wiz/AT - fire, evocation & conjuration
6: Kanerah Cleric negative channeler

The two frontline characters in this party both have Undead status which means they receive the following:
  • Immunity: mind-affecting effects (e.g. shaken, frightened, confusion)
  • Immunity: death effects
  • Immunity: cold damage, negative energy damage (e.g. Boneshard)
  • Immunity: poison, disease, bleed, sickened, nauseated
  • Immunity: stun, paralysis, sleep, daze
  • Immunity: ability/energy drain, ability damage
  • Immunity: exhaustion, fatigue
  • Fortitude save and HP derived from CHA bonus
  • Can't 'die' from being reduced to 0 hit points or lower
  • Can't be healed by positive energy
  • Can be healed by Inflict Wounds spells and channeled negative energy
  • Cannot benefit from spells such as Legendary Proportions
A frontline made from undead summons (such as those summoned by Animate Dead) and these two characters can force enemies to fight within Cloudkill-type spells without suffering any ill effects. They're also immune to many other effects, such as the damage from Banshee Blast.

Recommended Difficulty Settings:
  • Choose 'Challenging' as the base difficulty
  • Set Enemy Difficulty to 'Insane'
  • Set Enemy Stat Adjustments to 'Normal'
  • Set Enable character retrain to Checked
  • Ensure Kingdom Management is set to 'Effortless'
1: Wraith [The Baron]
Classes: Draconic Sorcerer 19/Scaled Fist 1
Role: Tank & Spellcaster (DEX/CHA)
Overview:
  • This is a tank caster build designed around the item Dead Man's Hat which turns your character into an Undead creature. You'll have to either spawn the item in using Bag of Tricks or buy it when you have enough money using Better Vendors.
  • It uses the special Fetchling race from Races Unleashed which gets the effects of Displacement when under the Blur spell, which we get permanently from Ring of Blur.
Race: Fetchling (Traits: Shadow Agent)
Alignment: Any Lawful
Deity: n/a
Bloodline: Any Draconic
Point buy: 25
  • STR: 10
  • DEX: 18 (+2)
  • CON: 07 [Negated by Undeath]
  • INT: 14
  • WIS: 09 (-2)
  • CHA: 19 (+2) [+5 increase = 24]
Skills: (3/level + 1)
  • Persuasion: skill checks [~ +?? unbuffed]
  • Perception: skill checks [~ +?? unbuffed]
  • Mobility: skill checks and escaping grapple effects
  • Knowledge Arcana: one point to unlock skill checks
Camp role: Guard or Assist

Endgame Equipment:
  • Main Hand: Dormition (+2 to the DCs of Death effect spells)
    • Bought using Better Vendors
  • Off-hand: kept free for the purposes of Deflect Arrows
  • Armor: Robe of False Death (crit immunity)
    • CH5, Chest in Blakemoor's Hideout, Middle of the Road
  • Belt: Sash of Slash (DR 5/- Slashing)
    • CH3, Varnhold Vanishing, Charred Ruins, box behind golem
  • Feet: Bonethreader Boots (DR 5/- Bludgeoning)
    • Bought using Better Vendors
  • Gloves: Gloves of Elvenkind (+5 Competence to Kn. Arcana, +5 to Concentration checks)
    • CH4, The Twice-Born Warlord, room with Defaced Sister fight
  • Head: Dead Man's Hat (+2 Necromancy spell DCs, user becomes undead)
    • Bought using Better Vendors, or spawned with Bag of Tricks
  • Neck: Wind Breath (+4 morale bonus to Initiative)
    • Bought using Better Vendors or obtained from Mim the artisan
  • Ring1: Ring of Blur (Permanent Blur spell)
    • CH5, War of the River Kings, The Menagerie
  • Ring2: Ring of Circumstances (+2 Circumstance bonus to CHA/DEX, +1 DC/AC)
    • CH5, Rushlight Tournament, Magical Accessories trader
  • Shoulders: Cloak of Sold Souls (+2 to CL/DC for Necro spells, 3x Vamp Touch)
    • Ancient Scraps of Script-Covered Leather quest reward
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
    • Various places, e.g. Lonely Barrow
  • Special: Bokken's Elixir (Permanent +2 Inherent bonus to all ability scores)
    • Bokken masterpiece
  • Trinket: Oculus (All spells automatically extended)
    • Possible quest reward during mid-game
  • Trinket2: Rod of Undeath (+2 to Necromancy spell DCs)
    • Artisan item
  • Enchantments added via Craft Magic Items: +8 to all ability scores except CON, +5 Deflection to AC, +30 Enhancement to movement speed, +6 Resistance bonus to all saving throws, +5 Enhancement to Natural Armor bonus, Energy resistance 30 to all types, Freedom of Movement, +10 Enhancement to skills.

Immunities: All mind-affecting effects, Death effects, Disease, Poison, Stun, Ability or energy drain, Ability damage, Exhaustion/Fatigue, Slow, Paralyze, Entangle, Difficult Terrain, Critical Hits.

Recommended Spells (*: bonus spells):
1st: Cause Fear, Shield, Expeditious Retreat, Ray of Enfeeblement, Ray of Sickening, Mage Armor*
2nd: Mirror Image, Blindness, Web, Protection From Arrows, Boneshaker, Resist Energy*
3rd: Slow, Communal Resist Energy, Haste, Heroism, Dispel Magic*
4th: Animate Dead, Boneshatter, Enervation, Greater False Life, Fear*
5th: Cloudkill, Vampiric Shadow Shield, Icy Prison, Echolocation, Spell Resistance*
6th: Banshee Blast, Undeath to Death, True Seeing/Sirocco, Dragonkind I*
7th: Create Undead, Finger of Death, Waves of Exhaustion, Dragonkind II*
8th: Horrid Wilting, Frightful Aspect, Seamantle, Dragonkind III*
9th: Wail of the Banshee, Foresight, Overwhelming Presence*

Feats (*: bonus feat, italics: important ability):
L01 Draconic Sorcerer 1: Spell Focus (Necromancy), Greater Spell Focus (Necromancy)*
L02 Scaled Fist 1: Improved Initiative*
L03 Draconic Sorcerer 2: Deflect Arrows
L04 Draconic Sorcerer 3: -
L05 Draconic Sorcerer 4: Spell Specialization
L06 Draconic Sorcerer 5: -
L07 Draconic Sorcerer 6: Spell Penetration
L08 Draconic Sorcerer 7: -
L09 Draconic Sorcerer 8: Greater Spell Penetration, Toughness*
L10 Draconic Sorcerer 9: -
L11 Draconic Sorcerer 10: Skill Focus (Persuasion)
L12 Draconic Sorcerer 11: -
L13 Draconic Sorcerer 12: Persuasive
L14 Draconic Sorcerer 13: Metamagic (Quicken)*
L15 Draconic Sorcerer 14: Intimidating Prowess
L16 Draconic Sorcerer 15: -
L17 Draconic Sorcerer 16: Defensive Combat Training
L18 Draconic Sorcerer 17: -
L19 Draconic Sorcerer 18: Dodge
L20 Draconic Sorcerer 19: Skill Focus (Mobility)*

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +10: Dexterity bonus [30 Dexterity] (18 base, +8 Enh., +2 Bokken's Elixir, +2 RoC)
  • +13: Dodge bonus [Monk AC - 36 Charisma] (24 base, +8 Enh., +2 Bokken's Elixir, +2 RoC)
  • +5: Deflection bonus [Crafted enchantment]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Dodge feat]
  • +3: Dodge bonus [Draconic Wings ability]
  • +8: Cover bonus [Seamantle]
  • +1: Circumstance bonus [Ring of Circumstances]
  • -- Non-Touch AC bonuses --
  • +6: Natural Armor bonus [Frightful Aspect]
  • +4: Natural Armor bonus [Dragon Resistances] (stacks with other NA bonuses)
  • +5: Enhancement to Natural Armor [Crafted enchantment]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 84
  • Touch Armor Class: 52
Endgame Ability Scores (fully-buffed):
  • STR: 26 (10 base +8 Enhancement +6 Size +2 Bokken)
  • DEX: 30 (18 base +8 Enhancement +2 Bokken +2 RoC)
  • CON: - (7 base -6 Robe -4 Cloak, negated by Undead status)
  • INT: 24 (14 base +8 Enhancement +2 Bokken)
  • WIS: 19 (9 base +8 Enhancement +2 Bokken)
  • CHA: 36 (24 base +8 Enhancement +2 Bokken +2 RoC)
2: Undying [Jaethal]
Classes: Invulnerable Rager 10/Stalwart Defender 10
Role: Tank (CHA)
Overview:
  • This build exploits Jaethal's immunity to fatigue, which allows her to cycle between Rage and Defensive Stance freely. Every time she does so, she gains temporary hit points equal to double her hit dice (i.e. at level 20, 40 hit points).
  • It also uses many abilities and items to grant a total of 29 DR/- at level 20. Since Jaethal is difficult to heal, a good way for her to tank is to mitigate as much damage as possible.
Race: Elf
Alignment: Neutral Evil
Deity: Urgathoa
Vanilla Ability Score Distribution:
STR 16, DEX 14, CON --, INT 14, WIS 16, CHA 14 (25 points)
New Distribution: (25 points)
  • STR: 14
  • DEX: 16 (+2)
  • CON: 06 (-2) [Negated by Undeath]
  • INT: 14 (+2)
  • WIS: 12
  • CHA: 17 [+5 increase = 22]
Skills: 5/level mostly
  • Perception: essential skill
  • Whatever other skills you require
Camp Role: Guard or Other

Some Recommended Equipment:
  • Main Hand: Tyrant (+5 Flail, on hit applies stacking penalty to AC/saves/CMD)
  • Offhand: Ancestral Dwarven Shield (+2 Heavy Shield, DR 2/-)
  • Armor: Armor of Wealth (+5 Scalemail, DR 5/-)
  • Feet: Manticore Skin Boots (+10 untyped bonus to movement speed, +4 Enhanced NA)
  • Head: Evasive Round Helmet (Immunity to Critical Hits)
  • Belt: Mirrored Belt (Mirror Image 2x day, +4 Resistance bonus to Reflex saves)
  • Neck: Gyronna's Amulet (+5 Insight bonus to AC, Mirror Image once/encounter)
  • Shoulders: Absolver's Cloak (+2 atk/dmg vs Shaken)
  • Ring1: Sentinel (DR 2/-)
  • Ring2: Greater Ring of Ultimate Protection (+5 Deflection & Res to saves, DR 2/-)
  • Wrists: Bracers of Armor +8 (+8 Armor bonus to AC)
  • Hands: Mad Scientist's Gloves (Fire/acid resistance 15)
    • Crafted Enchantments: +8 to all ability scores, +5 Deflection to AC, +30 Enhancement to movement speed, +6 Resistance bonus to all saving throws, +5 Enhancement to Natural Armor bonus, Energy resistance 30 to all types, Freedom of Movement, +10 Enhancement to all skills.

Immunities: All mind-affecting effects, Death effects, Disease, Poison, Stun, Ability or energy drain, Ability damage, Exhaustion/Fatigue, Slow, Paralyze, Entangle, Difficult Terrain, Critical Hits.

Feats (*: bonus feat):
L01 Invulnerable Rager 1: Toughness
L02 Invulnerable Rager 2: Guarded Stance
L03 Invulnerable Rager 3: Dodge
L04 Invulnerable Rager 4: Lesser Beast Totem
L05 Invulnerable Rager 5: Shield Focus
L06 Invulnerable Rager 6: Beast Totem
L07 Invulnerable Rager 7: Missile Shield
L08 Invulnerable Rager 8: Increased Damage Reduction
L09 Stalwart Defender 1: Extra Rage Power (Increased Damage Reduction), Defensive Stance
L10 Stalwart Defender 2: Defensive Power: Smash
L11 Stalwart Defender 3: Extra Rage Power (Increased Damage Reduction), Uncanny Dodge
L12 Stalwart Defender 4: Defensive Power: Renewed Defense
L13 Stalwart Defender 5: Weapon Focus (Flail)
L14 Stalwart Defender 6: Defensive Power: Increased Damage Reduction
L15 Stalwart Defender 7: Dazzling Display
L16 Stalwart Defender 8: Defensive Power: Increased Damage Reduction
L17 Stalwart Defender 9: Shatter Defenses
L18 Stalwart Defender 10: Defensive Power: Increased Damage Reduction
L19 Invulnerable Rager 9: ?
L20 Invulnerable Rager 10: -

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +3: Dexterity bonus (16 base)
  • +5: Deflection bonus [Greater Ring of Ultimate Protection]
  • +4: Dodge bonus [Stalwart Defender passive bonus]
  • +2: Dodge bonus [Stalwart Defender active ability - Defensive Stance]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Dodge feat]
  • +3: Dodge bonus [Guarded Stance]
  • +5: Insight bonus [Gyronna's Amulet]
  • -- Non-Touch AC bonuses --
  • +3: Natural Armor bonus [Beast Totem]
  • +4: Enhancement to Natural Armor [Manticore Skin Boots]
  • +4: Shield bonus [Shield spell]
  • +5: Enhancement to Shield [Ancestral Dwarven Shield, upgraded to +5]
  • +8: Armor bonus [Bracers of Armor +8]
  • +1: Additional Shield bonus [Shield Focus]
  • +5: Enhancement to Armor [Armor of Wealth]
  • +5: Enhancement to Armor [Magic Vestment] (stacks with armor enchantment)
  • Total Armor Class: 70
  • Touch Armor Class: 35
Endgame Ability Scores (fully-buffed):
  • STR: 14 (14 base)
  • DEX: 16 (16 base)
  • CON: -- (10 base)
  • INT: 14 (14 base)
  • WIS: 14 (14 base)
  • CHA: 30 (22 base +8 Enhancement)
3: Crackpot [Nok-Nok]
Classes: Grenadier 20
Role: Ranged Damage & Support Caster (DEX/INT)
Overview:
  • coming soon
Race: Goblin
Alignment: Neutral Evil
Deity: Lamashtu
Vanilla Ability Score Distribution:
STR 08, DEX 22, CON 12, INT 12, WIS 09, CHA 08 (20 points)
New Distribution: (25 points)
  • STR: 10 (-2)
  • DEX: 18 (+4)
  • CON: 14
  • INT: 17 [+5 increase = 22]
  • WIS: 12
  • CHA: 06 (-2)
Skills: 6/level
  • Knowledge (World): skill checks, monster ID
  • Knowledge (Arcana): skill checks, monster ID
  • Lore (Nature): skill checks, monster ID
  • Perception: essential skill
  • Trickery: skill checks
  • Mobility: to escape entangle effects
Camp role: Cooking, Hunting or Guard

Endgame Equipment:
  • Main Hand: Greater Sting (+2 Light Crossbow, 1d6 acid, stun-on-crit DC17)
    • Location: test
  • Main Hand2: Quarterstaff of Whispering Souls (+4 Profane bonus to INT)
  • Armor: Bombardier's Vest (+2 to attack rolls with bombs)
  • Belt: Bombardier's Utility Belt (4 additional bombs per day)
  • Feet: Swamp Dweller's Boots (Immunity to ability drain/damage)
  • Gloves: Bomb Thrower's Gloves (+2 ?? bonus to bomb attack rolls and DCs)
  • Head: Red Dragonscale Helmet (+6 Enhancement to INT, fire resistance 15)
  • Neck: River Fox's Memento Pendant (+1D6 damage to flanked, +3D6 to stunned/paralyzed)
  • Ring1: Explosion Ring (+12 damage with bombs)
  • Ring2: Explosion Ring (+12 damage with bombs)
  • Shoulders: Cloak of Resistance +6 (+6 Resistance bonus to saves)
  • Wrist: Gear's Rule (various bonuses)
  • Trinket: ? (?)
    • Crafted Enchantments: +8 to all ability scores, +5 Deflection to AC, +30 Enhancement to movement speed, +6 Resistance bonus to all saving throws, +5 Enhancement to Natural Armor bonus, Energy resistance 30 to all types, Freedom of Movement, +10 Enhancement to all skills, Speed enchantment on weapon.

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Grenadier 1: Point-Blank Shot
L02 Grenadier 2: Infusion*, Precise Bombs*
L03 Grenadier 3: Precise Shot
L04 Grenadier 4: Acid Bomb*
L05 Grenadier 5: Ability Focus: Bombs
L06 Grenadier 6: Cognatogen*
L07 Grenadier 7: Rapid Shot
L08 Grenadier 8: Fast Bombs*
L09 Grenadier 9: Metamagic (Extend)
L10 Grenadier 10: Force Bombs*
L11 Grenadier 11: Extra Bombs
L12 Grenadier 12: Greater Cognatogen*
L13 Grenadier 13: Extra Bombs
L14 Grenadier 14: Cursed Bomb*
L15 Grenadier 15: Extra Bombs
L16 Grenadier 16: Grand Cognatogen*
L17 Grenadier 17: Extra Bombs
L18 Grenadier 18: Holy Bomb*
L19 Grenadier 19: Extra Bombs
L20 Grenadier 20: Spontaneous Healing*, Awakened Intellect*, Nauseating Flesh*

Recommended Extracts:
1st: Shield, Expeditious Retreat, Targeted Bomb Admixture, Bomber's Eye
2nd: Barkskin, Blur, Protection From Arrows
3rd: Displacement, Communal Resist Energy, Thorn Body
4th: Death Ward, Freedom of Movement, Echolocation
5th: Spell Resistance
6th: Transformation, True Seeing, Heal

Endgame Ability Scores (fully-buffed):
  • STR: 10 (10 base)
  • DEX: 20 (20 base)
  • CON: 14 (14 base)
  • INT: 42 (22 base +6 Enh. +2 Awakened Intellect +8 Grand Cognatogen +4 Profane)
  • WIS: 12 (12 base)
  • CHA: 06 (6 base)
Endgame Saving Throws (unbuffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
4: Sage [Jubilost]
Classes: Arcane Sorcerer 20
Role: Spellcaster (CON/CHA)
Overview:
  • coming soon
Race: Gnome
Alignment: Chaotic Neutral
Deity: ?
Bloodline: Arcane
Vanilla Ability Score Distribution:
STR 08, DEX 14, CON 12, INT 18, WIS 08, CHA 12 (20 points)
New Distribution: (25 points)
  • STR: 10 (-2)
  • DEX: 10
  • CON: 16 (+2)
  • INT: 14
  • WIS: 10
  • CHA: 19 (+2) [+5 increase = 24]
Skills: (3/level)
  • ?
  • Perception: essential
  • ?
Camp role: Guard or Assist

Endgame Equipment:
  • Main Hand: ? (?)
  • Offhand: Lightning Duelist (+1 Shock Dagger, +1 Dodge to AC, +4 Insight to Initative)
  • Armor: Robe of Water (+2 Cold spell DC)
  • Belt: Belt of Physical Perfection +6 (+6 to STR/DEX/CON)
  • Boots: Bonethreader Boots (DR 5/Bludgeoning)
  • Gloves: Butterfly Wings (+5 Resistance to saves)
  • Head: Crown (+6 Enh. to INT/WIS/CHA)
  • Neck: Wind Breath (+4 Morale bonus to Initiative)
  • Ring1: ? (?)
  • Ring2: ? (?)
  • Shoulders: ? (?)
  • Wrist: Bracers of Armor +6 (+6 Armor bonus)
  • Trinket: Rod of Power Source (+4 to Conjuration spell DC)
  • Trinket: Rod of Flaming Vengeance (+3 to Evocation spell DC, +1 caster level, Maximise 5/day)
    • Crafted Enchantments: +8 to all ability scores, +5 Deflection to AC, +30 Enhancement to movement speed, +6 Resistance bonus to all saving throws, +5 Enhancement to Natural Armor bonus, Energy resistance 30 to all types, Freedom of Movement, +10 Enhancement to all skills.
Immunities: ?

Feats (*: bonus feat, italics: important ability):
L01 Arcane Sorcerer 1: Spell Focus (Conjuration), Greater Spell Focus (Conjuration)*, Spell Focus (Evocation)
L02 Arcane Sorcerer 2: -
L03 Arcane Sorcerer 3: Greater Spell Focus (Evocation)
L04 Arcane Sorcerer 4: -
L05 Arcane Sorcerer 5: Spell Penetration
L06 Arcane Sorcerer 6: -
L07 Arcane Sorcerer 7: Greater Spell Penetration, Improved Initiative*
L08 Arcane Sorcerer 8: -
L09 Arcane Sorcerer 9: Elemental Focus (Cold), Fleeting Glance (Greater Invisibility)
L10 Arcane Sorcerer 10: -
L11 Arcane Sorcerer 11: Greater Elemental Focus (Cold)
L12 Arcane Sorcerer 12: -
L13 Arcane Sorcerer 13: Metamagic (Heighten), Metamagic (Quicken)*
L14 Arcane Sorcerer 14: -
L15 Arcane Sorcerer 15: Spell Focus (Necromancy), Fey Magic (+2 Spell Penetration)
L16 Arcane Sorcerer 16: -
L17 Arcane Sorcerer 17: Greater Spell Focus (Necromancy)
L18 Arcane Sorcerer 18: -
L19 Arcane Sorcerer 19: Toughness, Dodge*
L20 Arcane Sorcerer 20: ?

Recommended Spells:
1st: Grease, Mage Armor, Expeditious Retreat, Enlarge Person, Magic Missile
2nd: Glitterdust, Web, Mirror Image, Invisibility, Blindness
3rd: Haste, Displacement, Stinking Cloud, Communal Resist Energy
4th: Animate Dead, Greater False Life, Dimension Door, Communal Protection From Energy
5th: Animal Growth, Icy Prison, Vampiric Shadow Shield, Cloudkill
6th: Chains of Light, Sirocco, Undeath to Death
7th: Legendary Proportions, Finger of Death, Waves of Exhaustion
8th: Frightful Aspect, Seamantle, Protection From Spells
9th: Mass Icy Prison, Wail of the Banshee, Fiery Body

Useful Bonus Spells:
5th: ?

Spell DC Breakdown:
  • +10 Base
  • +11 Charisma
  • +1 Ring of Circumstances
  • +4 Rod of Power Source (Conjuration)
  • +3 Rod of Flaming Vengeance (Evocation spells)
  • +2 Robe of Water (Cold spells)
  • +2 Elemental Focus (Cold spells)
  • +2 Spell Focus feats
  • +1-9 Spell Level
  • Total for 9th level spells:
    • DC 36 (Evocation)
    • DC 37 (Conjuration),
    • DC 40 (Mass Icy Prison)
Initiative Bonus Breakdown::
  • +4 (Dexterity)
  • +4 (Lightning Duelist)
  • +4 (Improved Initiative)
  • +4 (Wind Breath)
  • Total bonus: +16
AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +4: Dexterity bonus [18 Dexterity] (12 base, +6 Enhancement)
  • +5: Deflection bonus [?]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Dodge feat]
  • +3: Dodge bonus [Wings feat]
  • +8: Cover bonus [Seamantle]
  • -- Non-Touch AC bonuses --
  • +6: Natural Armor bonus [Frightful Aspect]
  • +5: Enhancement to Natural Armor [Barkskin spell]
  • +4: Shield bonus [Shield spell]
  • +6: Armor bonus [Bracers of Armor +6]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 58
  • Touch Armor Class: 32
Endgame Ability Scores (fully-buffed):
  • STR: 20 (08 base, + 6 Enhancement, +6 Frightful Aspect)
  • DEX: 18 (12 base, +6 Enhancement)
  • CON: 22 (16 base, +6 Enhancement, +4 Frightful Aspect)
  • INT: 16 (10 base, +6 Enhancement)
  • WIS: 18 (12 base, +6 Enhancement)
  • CHA: 32 (24 base, +6 Enhancement, +2 Ring)
5: Geomancer [Harrim]
Classes: Kineticist 20
Role: Ranged Damage (DEX/CON)
Overview:
  • coming soon
Race: Dwarf
Alignment: Chaotic Neutral
Deity: Groetus
Vanilla Ability Score Distribution:
STR 14, DEX 08, CON 16, INT 10, WIS 18, CHA 10 (20 points)
New Distribution: (25 points)
  • STR: 12
  • DEX: 16
  • CON: 19 (+2) [+5 increase = 24]
  • INT: 10
  • WIS: 14 (+2)
  • CHA: 06 (-2)
Skills: (2/level)
  • Stealth: skill checks, being sneaky
  • Perception: skill checks
Camp role: Guard

Endgame Equipment:
  • Main Hand: -
  • Armor: ? (?)
  • Belt: ? (?)
  • Feet: ? (?)
  • Gloves: Death From Afar (+4 untyped bonus to ranged weapon attack rolls)
    • Location: Tenebrous Depths Level 6, hidden chest
  • Head: Crown of Elements (+3D6 to blast damage, +6 Enhancement to INT/WIS/CHA)
  • Neck: Amulet of Mighty Fists +5 (+5 to kinetic blast attack rolls)
  • Ring1: ? (?)
  • Ring2: ? (?)
  • Shoulders: Cloak of Resistance +6 (+6 Resistance bonus to saves)
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
  • Trinket: ? (?)
    • Crafted Enchantments: +8 to all ability scores, +5 Deflection to AC, +30 Enhancement to movement speed, +6 Resistance bonus to all saving throws, +5 Enhancement to Natural Armor bonus, Energy resistance 30 to all types, Freedom of Movement, +10 Enhancement to all skills.

Immunities: ?

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Kineticist 1: Point-Blank Shot, Elemental Focus (Water), Blast (Water), Infusion (Pushing)
L02 Kineticist 2: Wild Talent (Kinetic Healer)
L03 Kineticist 3: Precise Shot, Infusion (Extended Range)
L04 Kineticist 4: Wild Talent (Bonus Feat: Bull Rush)
L05 Kineticist 5: Weapon Focus (Kinetic Blast), Infusion (Kinetic Blade)
L06 Kineticist 6: Wild Talent (Bonus Feat: Greater Bull Rush)
L07 Kineticist 7: Improved Initiative, Expanded Element (Earth)
L08 Kineticist 8: Wild Talent (Bonus Feat: Trip)
L09 Kineticist 9: Fury's Fall, Infusion (Bowling)
L10 Kineticist 10: Wild Talent (Bonus Feat: Greater Trip)
L11 Kineticist 11: Steel Soul, Infusion (Wall)
L12 Kineticist 12: Wild Talent (Tremorsense)
L13 Kineticist 13: Dazzling Display, Infusion (Deadly Earth)
L14 Kineticist 14: Wild Talent (Expanded Defense: Flesh of Stone)
L15 Kineticist 15: Shatter Defenses, Earth Element (apparently this should be AIR element)
L16 Kineticist 16: Wild Talent (Bonus Feat: Deflect Arrows)
L17 Kineticist 17: Toughness, Infusion (any)
L18 Kineticist 18: Wild Talent (Expanded Defense: Enveloping Winds)
L19 Kineticist 19: Improved Critical (Kinetic Blast), Infusion (any), Metakinetic Mastery (Empower)
L20 Kineticist 20: Wild Talent (Tidal Wave)

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +8: Dexterity bonus [26 Dexterity] (18 base, +6 Enhancement, +2 Bokken's Elixir)
  • +12: Dodge bonus [Monk AC - 34 Charisma] (24 base, +6 Enh., +2 Bokken's Elixir, +2 RoC)
  • +5: Deflection bonus [Shield of Faith]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Dodge feat]
  • +3: Dodge bonus [Wings feat]
  • +8: Cover bonus [Seamantle]
  • +3: Dodge bonus [Arcane Protector]
  • -- Non-Touch AC bonuses --
  • +6: Natural Armor bonus [Frightful Aspect]
  • +4: Natural Armor bonus [Dragon Resistances] (stacks with other NA bonuses)
  • +4: Enhancement to Natural Armor [Manticore Skin Boots]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 82
  • Touch Armor Class: 51
Endgame Ability Scores (fully-buffed):
  • STR: 11 (9 base +2 Bokken)
  • DEX: 26 (18 base +6 Enhancement +2 Bokken)
  • CON: - (7 base -6 Robe -4 Cloak, negated by Undead status)
  • INT: 16 (14 base +2 Bokken)
  • WIS: 12 (10 base +2 Bokken)
  • CHA: 34 (24 base +6 Enhancement +2 Bokken +2 RoC)
6: Thaumaturge [Kanerah] WIP
Classes: Thassilonian Evoker 9/Arcane Trickster 10/Rogue 1
Role: Ranged Damage (DEX/INT)
Overview:
  • coming soon
Race: Tiefling (Hellspawn)
Alignment: Lawful Evil
Deity: n/a
Vanilla Ability Score Distribution:
STR 14, DEX 08, CON 16, INT 10, WIS 18, CHA 10 (20 points) ??????????
New Distribution: (25 points)
  • STR: 10
  • DEX: 16
  • CON: 14
  • INT: 17 (+2) [+5 increase = 22]
  • WIS: 10
  • CHA: 10
Skills: at least 4/level
  • Stealth: skill checks, being sneaky
  • Knowledge (Arcana): skill checks
  • Knowledge (World): skill checks
  • Perception: skill checks
Camp role: ?

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Thassilonian Evoker 1: Point-Blank Shot, Spell Focus (Evocation)*, Familiar (Hare)
L02 Rogue 1: Sneak Attack +1d6
L03 Thassilonian Evoker 2: Precise Shot
L04 Thassilonian Evoker 3: -
L05 Thassilonian Evoker 4: Accomplished Sneak Attacker
L06 Arcane Trickster 1: -
L07 Arcane Trickster 2: Weapon Focus (Ray), Sneak Attack +2d6
L08 Arcane Trickster 3: -
L09 Arcane Trickster 4: Spell Specialization, Sneak Attack +3d6
L10 Arcane Trickster 5: -
L11 Arcane Trickster 6: Spell Penetration, Sneak Attack +4d6
L12 Arcane Trickster 7: -
L13 Arcane Trickster 8: Dazzling Display, Sneak Attack +5d6
L14 Arcane Trickster 9: -
L15 Arcane Trickster 10: Shatter Defenses, Sneak Attack +6d6, Surprise Spells
L16 Thassilonian Evoker 5: Greater Spell Penetration
L17 Thassilonian Evoker 6: ?
L18 Thassilonian Evoker 7: -
L19 Thassilonian Evoker 8: ?
L20 Thassilonian Evoker 9: -

Recommended Spells:
1st: Expeditious Retreat, Magic Missile, Enlarge Person, Ray of Enfeeblement, True Strike
2nd: Scorching Ray, Mirror Image, Sense Vitals, Protection From Arrows, Invisibility
3rd: Battering Blast, Displacement?, Stinking Cloud?, Fireball, Dispel Magic?

4th: Controlled Fireball, Enervation,, Animate Dead
5th: Icy Prison, Fire Snake, Hungry Pit, Echolocation,
6th: Chain Lightning, Sirocco, Phantasmal Putrefaction,
7th: Ki Shout, Create Undead, Firebrand,
8th: Stormbolts, Seamantle, Rift of Ruin,
9th: Mass Icy Prison, Weird, Fiery Body,
The C-Team [Mercenary Builds]
These are good builds for players wanting to use mercenaries for whatever reason. The item selections assume that Craft Magic Items isn't used so it's suitable for an unmodded or console version of the game. There's a lot of pets in this build, be prepared for them to dominate the battlefield. If you find that the game becomes too easy, respec into different domains with the divine characters and take the Arcane bloodline with the Sorcerer build. I moved away from mercenaries because I found that the game is designed too much with companions in mind for them to be truly satisfying to use. I also moved away from using pets because they are too strong in Kingmaker, and they are a pain in the butt to buff all the time. But, you might still get some enjoyment from these builds. If you want a Baron build to go with these, just use Kensei from the A-Team - it fits well with this party. Lastly, I strongly recommend using turn-based mode with Tactician especially because Inquisitor abilities, and the Tactical Leader's in particular, are very fiddly in RTWP mode.
2: Destroyer (Alchemist)
Classes: Vivisectionist 20
Role: Melee Damage, Buffer (STR/DEX/INT)
Overview:
  • 10d6 Sneak Attack dice at level 20 (35 damage per hit on average).
  • Mutagen: Alchemical bonus to STR/DEX/CON, bite attack, Wings.
  • Triple Fin Helmet adds cold iron gore attack.
  • 3 iterative attacks, 1 bite attack, 1 gore attack and 1 attack from Haste.
  • Can cast Extracts with a range of Personal, such as Shield, on allies.
  • Intelligence-boosting item required.
Race: Half-Elf
Alignment: Any Evil (Greater Infernal Cord, Castigator's Cloak)
Attribute Point-Buy: 20
  • STR: 17 (+2) [+5 => 22]
  • DEX: 14
  • CON: 14
  • INT: 14
  • WIS: 10
  • CHA: 08
Skills: 4/level
  • Knowledge (Arcana): skill checks, monster ID
  • Knowledge (World): skill checks, monster ID
  • Perception: essential skill
  • Trickery: skill checks [~ +43 unbuffed]
Camp Role: Cooking or Guard

Endgame Equipment:
  • Main Hand: Vanquisher (+5 Greataxe, +10 to damage)
  • Ranged: Any ranged weapon, such as a composite longbow
  • Armor: Dark Master's Robe (+8 Enh. to INT/CHA, +10 Competence to Kn. Arcana checks)
  • Belt: Greater Infernal Cord (+4 Enh. to Constitution, 1 minute of Fast Healing 4 when critted)
  • Feet: Swamp Dweller's Boots (Immunity to Ability Drain/Damage)
  • Gloves: Star Soldier's Gauntlet (+8 Enh. to Strength, 4d6 Laser ranged touch attack at-will)
  • Head: Triple Fin Helmet (Grants extra cold iron gore attack that has +2 Enhancement)
  • Neck: Gyronna's Amulet (+5 Insight bonus to AC, Mirror Image once/encounter)
  • Ring1: Great Dreamer's Smile (+2 Luck to atk/dmg/saves/skills/SP, curse immunity)
  • Ring2: Dragonfly Ring (+8 Enhancement to Dexterity, Cleanse 3/day)
  • Shoulders: Castigator's Cloak (+4 Res. to saves, +4 Defl. to AC, +2 Atk/Dmg vs Shaken)
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
Immunities: Ability Drain, Ability Damage, Poison (Alchemist 10)

Loot Locations:
Main Hand: Vanquisher [CH2+, Lonely Barrow, loot from the chest - you can obtain this very early, see Tips & Tricks]
Offhand: -
Armor: Dark Master's Robe [Loot Reaford Tabulus Vallersteil, lower level Pitax Royal Palace. Until you get this item, there's a robe you can use that drops in Vordakai's Tomb, L2. If you're using the CMI mod, you could always just enchant one of the other items to grant a +4 Intelligence bonus or better, thus freeing up the armor slot for other items such as Ghost Leather]
Belt: Greater Infernal Cord [Capital after upg. to final city, SW building by well next to Nok-Nok, upstairs, bed P39]
Feet: Swamp Dweller's Boots [Requires Better Vendors mod, otherwise just use any boots]
Gloves: Star Soldier's Gauntlet [Collect all the Pieces of Skymetal]
Head: Triple Fin Helmet [CH5, River Blades Camp, P36]
Neck: Gyronna's Amulet [CH6, loot from Knurly Witch. Note: this is an extremely late item, though a nice one for endgame]
Ring1: Great Dreamer's Smile [Artisan: Mim (Masterpiece)]
Ring2: Dragonfly Ring [Artisan-Nazrielle ('Speed', T5)]
Shoulders: Castigator's Cloak [CH5, Rushlight Tournament: buy from Trader]
Wrist: Bracers of Armor +8 [Endgame loot]


Feats (*: bonus feat/discovery):
L01 Vivisectionist 1: Martial Weapon Proficiency, Skill Focus (Trickery)*
L02 Vivisectionist 2: Infusion*
L03 Vivisectionist 3: Weapon Focus (Greataxe)
L04 Vivisectionist 4: Feral Mutagen*
L05 Vivisectionist 5: Dazzling Display
L06 Vivisectionist 6: Feral Wings*
L07 Vivisectionist 7: Outflank
L08 Vivisectionist 8: Combat Trick: Shatter Defenses*
L09 Vivisectionist 9: Blind-Fight
L10 Vivisectionist 10: Crippling Strike*
L11 Vivisectionist 11: Improved Critical (Greataxe)
L12 Vivisectionist 12: Greater Mutagen*
L13 Vivisectionist 13: Combat Reflexes
L14 Vivisectionist 14: Combat Trick: Power Attack*
L15 Vivisectionist 15: Metamagic (Extend)
L16 Vivisectionist 16: Grand Mutagen*
L17 Vivisectionist 17: Iron Will
L18 Vivisectionist 18: Combat Trick: Cleave*
L19 Vivisectionist 19: Improved Iron Will
L20 Vivisectionist 20: Combat Trick: Cleaving Finish*, True Mutagen*, Spontaneous Healing*

Recommended Spells:
1st: Shield, Expeditious Retreat
2nd: Barkskin, Lesser Restoration
3rd: Displacement, Communal Delay Poison, Communal Resist Energy
4th: Death Ward, Freedom of Movement, Echolocation
5th: Spell Resistance
6th: Legendary Proportions, Transformation

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +10: Dexterity bonus [30 Dexterity] (14 base, +8 Enhancement, +8 Alchemical)
  • +4: Deflection bonus [Castigator's Cloak]
  • +1: Dodge bonus [Haste spell]
  • +3: Dodge bonus [Feral Wings feat]
  • +5: Insight bonus [Gyronna's Amulet]
  • -2: Size penalty [Legendary Proportions spell]
  • -- Non-Touch AC bonuses --
  • +8: Natural Armor bonus [True Mutagen]
  • +6: Size bonus to Natural Armor [Legendary Proportions spell]
  • +5: Enhancement to Natural Armor [Barkskin spell]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 67
  • Touch Armor Class: 31
Endgame Ability Scores (fully-buffed):
  • STR: 44 (22 base, +8 Enh., +8 True Mutagen +6 Legendary Proportions)
  • DEX: 30 (14 base, +8 Enhancement, +8 True Mutagen)
  • CON: 30 (14 base, +4 Enh., +8 True Mutagen +4 Legendary Proportions)
  • INT: 20 (14 base, +6 Enhancement, -2 True Mutagen)
  • WIS: 08 (10 base, -2 True Mutagen)
  • CHA: 14 (08 base, +8 Enhancement, -2 True Mutagen)

Endgame Damage Examples (fully-buffed):
  • An average Vanquisher hit for this build deals 105 damage before any reductions.
  • An average Vanquisher critical hit for this build deals 245 damage before any reductions.
  • An average Triple Fin Helmet hit for this build deals 74 damage before any reductions.
  • An average Triple Fin Helmet critical hit for this build deals 112 damage before any reductions.
  • An average Bite hit for this build deals 72 damage before any reductions.
  • An average Bite critical hit for this build deals 108 damage before any reductions.
  • Six iterative attacks per round (while Hasted): 682 damage per round.
  • This calculation takes critical hits into account.
3: Sentinel (Fighter-Cleric)
Classes: Cleric of Erastil 19/Fighter 1
Role: Reach Melee Damage & Support Caster (STR/WIS)
Overview:
  • Focus is on reach melee damage & support spells.
  • Up to 4 attacks per round with Haste.
  • Animal Domain: smilodon, leopard or elk recommended.
  • Community Domain: Guarded Hearth & Calming Touch are really strong.
  • WIS-boosting item required for spellcasting.
  • Good alignment recommended to use a good early game armor.
  • Fighter grants heavy armor & martial weapon proficiency, and a free feat.
  • Bestow Grace of the Champion gives significant saving throw bonuses.
Race: Aasimar (Angel-Blooded)
Alignment: LG, NG (Erastil, Blessed Path)
Domains: Community, Animal
Point-buy: 20
  • STR: 19 (+2) [+5 => 22]
  • DEX: 7
  • CON: 10
  • INT: 7
  • WIS: 14
  • CHA: 18 (+2)
Skills: 1/level
  • Perception: essential skill
Camp Role: Guard (Perception)

Endgame Equipment:
  • Main Hand: Champion of Graves (+5 Bardiche, 3D6 Negative Energy on-hit)
  • Main Hand2: Incorruptible Petal (Cast 9th-level spell Heroic Invocation (CL17) 1/day)
  • Offhand: -
  • Ranged: Any ranged weapon, such as javelin
  • Armor: Onslaught (+5 Mithral Full Plate, +8 Enh. to Strength, +20 Enh. bonus to move speed)
  • Belt: Sash of Slash (+6 Enhancement bonus to Dex, DR 5/Slashing)
  • Feet: Opportunist's Boots (+2 Attacks of Opportunity per round)
  • Gloves: Alkali Gloves (Additional dmg: 1D6 Acid)
  • Head: Brightest Darkness (+6 Enh. to Wis/Cha, Channel Energy +2d6)
  • Neck: Charm of the Deep Waters (+6 Enh. to Con, +5 Deflection bonus to AC)
  • Ring1: Energy Source (+2 Channel Energy uses per day)
  • Ring2: Energy Source (+2 Channel Energy uses per day [stacks with 1st one])
  • Shoulders: Ravena's Shadow (+5 Resistance bonus to saves, Immunity to Poison)
  • Wrist: Forest Knight's Bracers (Shaken immunity, Confusion/Fear/fey attack protection)
Immunities: Shaken, Poison

Loot Locations:
Main Hand: Champion of Graves [CH6, trapped (P44) chest, Castle of Knives)
Main Hand2: Incorruptible Petal [CH5, Pitax Castle, Irovetti's bedroom)
Offhand: -
Armor: Onslaught [Artisan: Dragn (Masterpiece)]
Belt: Sash of Slash [CH3, Varnhold Vanishing, Charred Ruins, box behind golem]
Feet: Opportunist's Boots [Artisan: Varrask ('Kellid Style', T0)]
Gloves: Alkali Gloves [CH3, Varnhold Vanishing, Serpent's Trail, looted from a powerful enemy.]
Head: Brightest Darkness [Artisan: Tirval ('Magical Item', T4)]
Neck: Charm of the Deep Waters [CH5, Pitax Royal Palace, Loot Engelidis]
Ring1: Energy Source [CH3, Season of Bloom: found in a crate at the Goblin Fort]
Ring2: Energy Source [Bought from Pilgrim Trader after you rebuild the Temple of the Elk]
Shoulders: Ravena's Shadow [CH5/CH4, Giggling Hills, Loot or Bid good luck to Queen Ravena]
Wrist: Forest Knight's Bracers [Collect all the Shard of Knight's Bracers]


Feats (*: bonus feat, italics: important ability)::
L01 Fighter 1: Weapon Focus (Bardiche), Dazzling Display*
L02 Cleric 1: -
L03 Cleric 2: Selective Channel
L04 Cleric 3: -
L05 Cleric 4: Boon Companion
L06 Cleric 5: -
L07 Cleric 6: Outflank
L08 Cleric 7: -
L09 Cleric 8: Shatter Defenses
L10 Cleric 9: -
L11 Cleric 10: Metamagic (Extend)
L12 Cleric 11: -
L13 Cleric 12: Blind-Fight
L14 Cleric 13: -
L15 Cleric 14: Power Attack
L16 Cleric 15: -
L17 Cleric 16: Improved Critical (Bardiche)
L18 Cleric 17: -
L19 Cleric 18: Wings
L20 Cleric 19: -

Suggested Spells (*: Domain spells):
1st: Shield of Faith, Remove Fear, Bane, Bless*
2nd: Aid, Delay Poison, Lesser Restoration, Hold Animal*
3rd: Magic Vestment, Communal Resist Energy, Communal Delay Poison, Prayer*
4th: Divine Power, Death Ward, Freedom of Movement, Communal Protection From Energy*
5th: True Seeing, Spell Resistance, Burst of Glory*
6th: Eaglesoul, Blade Barrier, Heal, Summon Nature's Ally VI*
7th: Bestow Grace of the Champion, Holy Aura, Greater Restoration, Greater Restoration*
8th: Frightful Aspect, Mass Cure Critical Wounds, Shield of Law, Legendary Proportions*
9th: Energy Drain, Mass Heal, Mass Heal*
Note: be sure to unlock the secret Cleric/Inquisitor spell by completing the Wise Way quest that's started in Chapter 6, in the south-west corner of the Castle of Knives.

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +1: Dexterity bonus [13 Dexterity] (07 base, +6 Enhancement)
  • +5: Deflection bonus [Charm of the Deep Waters]
  • +2: Sacred bonus [Eaglesoul]
  • +1: Dodge bonus [Haste spell]
  • +3: Dodge bonus [Wings]
  • -1: Size penalty [Frightful Aspect]
  • -- Non-Touch AC bonuses --
  • +6: Natural Armor bonus [Frightful Aspect]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +4: Shield bonus [Shield spell]
  • +9: Armor bonus [Full Plate]
  • +5: Enhancement to Armor [+5 Full Plate]
  • Total Armor Class: 50
  • Touch Armor Class: 21
Endgame Ability Scores (fully-buffed):
  • STR: 42 (22 base, +8 Enhancement, +6 Frightful Aspect, +4 Eaglesoul)
  • DEX: 13 (07 base, +6 Enhancement)
  • CON: 20 (10 base, +6 Enhancement, +4 Frightful Aspect)
  • INT: 7 (07 base)
  • WIS: 20 (14 base, +6 Enhancement)
  • CHA: 24 (18 base, +6 Enhancement)
Endgame Damage Examples (fully-buffed):
  • An average hit for this build deals 79 damage before any reductions.
  • An average critical hit for this build deals 133 damage before any reductions.
  • Four iterative attacks per round (while Hasted): 359 damage per round.
  • This calculation takes critical hits into account.
  • The animal companion's damage is not taken into account here.
4: Feylock (Sorcerer)
Classes: Sylvan Sorcerer 20
Role: Ranged Disabler/Buffer/Nuker (CON/CHA)
Overview:
  • Animal Companion is basically the strongest bloodline power in the game.
  • Smilodon, leopard or elk are the best pets. The Leopard is best for Feylock.
  • Rods, feats and other items boost a lot of spell DCs up to very high levels.
  • Good initiative bonuses but don't expect to always beat enemies.
Race: Human
Alignment: TN (Ring of Balance)
Bloodline: Sylvan (Fey)
Ability Score Point-Buy: 20
  • STR: 08
  • DEX: 12
  • CON: 14
  • INT: 10
  • WIS: 12
  • CHA: 19 (+2) [+5 => 24]
Skills: 3/level
  • Perception: essential skill
  • Knowledge (Arcana): skill checks, monster ID
  • Lore (Nature): skill checks, monster ID
Camp Role: Guard or Hunting

Endgame Equipment:
  • Main Hand: Dormition (+5 Dagger, +2 to spell DC when casting a Death spell)
  • Offhand: Lightning Duelist (+1 Shock Dagger, +1 Dodge to AC, +4 Insight to Initative)
  • Armor: Robe of Water (+2 Cold spell DC)
  • Belt: Belt of Physical Perfection +6 (+6 to STR/DEX/CON)
  • Boots: Bonethreader Boots (DR 5/Bludgeoning)
  • Gloves: Butterfly Wings (+5 Resistance to saves)
  • Head: Crown (+6 Enh. to INT/WIS/CHA)
  • Neck: Wind Breath (+4 Morale bonus to Initiative)
  • Ring1: Greater Ring of Balance (+5 Defl. to AC, Emotion/Fear/Confusion immunity, FoM)
  • Ring2: Ring of Circumstances (+2 Circumstance bonus to Cha, DC, Skills, Saves)
  • Shoulders: Cloak of Sold Souls (-4 CON, +2 to CL/DC for Necro spells, 3x Vamp Touch)
  • Wrist: Bracers of Armor +6 (+6 Armor bonus)
  • Rod: Rod of Power Source (+4 to Conjuration spell DC)
  • Rod2: Rod of Undeath (+2 to Necromancy spell DC, +1 caster level, Maximise 5/day)
  • Rod3: Rod of Flaming Vengeance (+3 to Evocation spell DC, +1 caster level, Maximise 5/day)
Immunities: Movement-related (FoM), Emotion, Fear, Confusion

Loot Locations:
Main Hand: Dormition [CH4, Twice-born Warlord: side with Enneo and against Jaethal, or use Better Vendors (recommended)]
Offhand: Lightning Duelist [Loot Stefano Moskoni]
Armor: Robe of Water [CH2+, Lonely Barrow, chest - can be obtained very early. This item boosts Icy Prison, one of the best disabling spells in the game.]
Belt: Belt of Physical Perfection +6 [Common endgame loot]
Boots: Bonethreader Boots [Requires Better Vendors mod, otherwise just use any boots]
Gloves: Butterfly Wings [Artisan: Sharel ('clothes', T4)]
Head: Crown [Coronation event]
Neck: Wind Breath [Artisan: Mim ('amulet', T0)]
Ring1: Greater Ring of Balance [CH6, HATEOT, in the room with the 3rd key. The Lesser version is also good and can be found in Brineheart after the quest Deal With The Devil, if you let Darven live.]
Ring2: Ring of Circumstances [CH5, Rushlight Tournament, Magical Accessories trader]
Shoulders: Cloak of Sold Souls [Collect 15x Ancient Scrap of Script-Covered Leather]
Wrist: Bracers of Armor +6 [Unknown]
Rod: Rod of Power Source [Artisan: Irlene ('Rod', T3)]
Rod2: Rod of Undeath [Artisan: Irlene ('Rod', T4)]
Rod3: Rod of Flaming Vengeance [Artisan: Irlene ('Rod', T5)]


Feats (*: bonus feat, italics: important ability):
L01 Sylvan Sorcerer 1: Spell Focus (Conjuration), Greater Spell Focus (Conjuration)*, Spell Focus (Evocation)
L02 Sylvan Sorcerer 2: -
L03 Sylvan Sorcerer 3: Greater Spell Focus (Evocation)
L04 Sylvan Sorcerer 4: -
L05 Sylvan Sorcerer 5: Spell Penetration
L06 Sylvan Sorcerer 6: -
L07 Sylvan Sorcerer 7: Greater Spell Penetration, Improved Initiative*
L08 Sylvan Sorcerer 8: -
L09 Sylvan Sorcerer 9: Elemental Focus (Cold), Fleeting Glance (Greater Invisibility)
L10 Sylvan Sorcerer 10: -
L11 Sylvan Sorcerer 11: Greater Elemental Focus (Cold)
L12 Sylvan Sorcerer 12: -
L13 Sylvan Sorcerer 13: Metamagic (Heighten), Metamagic (Quicken)*
L14 Sylvan Sorcerer 14: -
L15 Sylvan Sorcerer 15: Spell Focus (Necromancy), Fey Magic (+2 Spell Penetration)
L16 Sylvan Sorcerer 16: -
L17 Sylvan Sorcerer 17: Greater Spell Focus (Necromancy)
L18 Sylvan Sorcerer 18: -
L19 Sylvan Sorcerer 19: Toughness, Dodge*
L20 Sylvan Sorcerer 20: Soul of the Fey (Poison Immunity, DR 10/Cold Iron)

Recommended Spells:
1st: Grease, Mage Armor, Expeditious Retreat, Enlarge Person, Magic Missile
2nd: Glitterdust, Web, Mirror Image, Invisibility, Blindness
3rd: Haste, Displacement, Stinking Cloud, Communal Resist Energy
4th: Animate Dead, Greater False Life, Dimension Door, Communal Protection From Energy
5th: Animal Growth, Icy Prison, Vampiric Shadow Shield, Cloudkill
6th: Chains of Light, Sirocco, Undeath to Death
7th: Legendary Proportions, Finger of Death, Waves of Exhaustion
8th: Frightful Aspect, Seamantle, Protection From Spells
9th: Mass Icy Prison, Wail of the Banshee, Fiery Body

Useful Bonus Spells:
5th: Vinetrap
6th: Greater Dispel Magic
8th: Summon Nereid
9th: Summon Hamadryad

Spell DC Breakdown:
  • +10 Base
  • +11 Charisma
  • +1 Ring of Circumstances
  • +4 Rod of Power Source (Conjuration)
  • +6 Dormition/Cloak of Sold Souls/Rod of Undeath (Necromancy)
  • +3 Rod of Flaming Vengeance (Evocation spells)
  • +2 Robe of Water (Cold spells)
  • +2 Elemental Focus (Cold spells)
  • +2 Spell Focus feats
  • +1-9 Spell Level
  • Total for 9th level spells:
    • DC 36 (Evocation)
    • DC 37 (Conjuration),
    • DC 39 (Necromancy),
    • DC 40 (Mass Icy Prison)
Initiative Bonus Breakdown::
  • +4 (Dexterity)
  • +4 (Lightning Duelist)
  • +4 (Improved Initiative)
  • +4 (Wind Breath)
  • Total bonus: +16
AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +4: Dexterity bonus [18 Dexterity] (12 base, +6 Enhancement)
  • +5: Deflection bonus [Greater Ring of Balance]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Dodge feat]
  • +3: Dodge bonus [Wings feat]
  • +8: Cover bonus [Seamantle]
  • -- Non-Touch AC bonuses --
  • +6: Natural Armor bonus [Frightful Aspect]
  • +5: Enhancement to Natural Armor [Barkskin spell]
  • +4: Shield bonus [Shield spell]
  • +6: Armor bonus [Bracers of Armor +6]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 58
  • Touch Armor Class: 32
Endgame Ability Scores (fully-buffed):
  • STR: 20 (08 base, + 6 Enhancement, +6 Frightful Aspect)
  • DEX: 18 (12 base, +6 Enhancement)
  • CON: 22 (16 base, +6 Enhancement, +4 Frightful Aspect, -4 Cloak of Sold Souls)
  • INT: 16 (10 base, +6 Enhancement)
  • WIS: 18 (12 base, +6 Enhancement)
  • CHA: 32 (24 base, +6 Enhancement, +2 Ring)
5: Shrieker (Bard)
Classes: Bard 20
Role: Ranged Disabler/Buffer/Nuker (CON/CHA)
Overview:
  • Inspire Courage: competence bonus to attack/damage rolls (rare bonus type).
  • Dirge of Doom inflicts Shaken without save.
  • Heroism and Good Hope: source of morale bonuses to many stats.
  • Cacophonous Call: use on enemies that are immune to Hideous Laughter.
  • Slow works on most enemies. Use Shout spells in difficult fights.
  • Makes a good crafter if you're using the CMI mod.
Race: Aasimar (Emberkin - Peri-Blooded)
Alignment: any Chaotic (Ring of Chaos)
Ability Score Point-buy: 20
  • STR: 10
  • DEX: 10
  • CON: 14
  • INT: 14 (+2)
  • WIS: 10
  • CHA: 19 (+2) [+5 increase = 24]
Skills: (5/level)
  • Knowledge (Arcana): skill checks, monster ID
  • Knowledge (World): skill checks, monster ID
  • Perception: essential skill
  • Lore (Religion): skill checks, monster ID
  • Use Magic Device: wands
Camp Role: Hunting, Cooking, Guard or Special Role

Endgame Equipment:
  • Main Hand: Perfection (+2 Inherent to AC, saves, skill checks)
  • Offhand: Arcane Protector (+3 Dodge to AC, Sickened/Nauseated immunity)
  • Armor: Oak Pelt (+5 Natural Armor bonus)
  • Belt: Belt of Physical Perfection +6 (+6 Enhancement to Str/Dex/Con)
  • Feet: Hellstrider Boots (Fire resistance 30, Immunity to Poison)
  • Gloves: Gloves of the Scribe (+10 Competence to Knowledge checks, +4 to Dispel checks)
  • Head: Metal Reborn (+6 WIS/CHA, DR 5/Bludgeoning)
  • Neck: Clockwork Pendant (+10 untyped bonus to movement speed, Haste spells extended)
  • Ring1: Ring of Chaos (+4 Deflection bonus to AC, permanent Freedom of Movement)
  • Ring2: Ring of Magic Devices (+5 Competence to Use Magic Device checks, 2x Dispel Magic)
  • Shoulders: Cloak of Resistance +6 (+6 Resistance to saves)
  • Wrist: Bracers of Armor +6 (+6 Armor bonus)
  • Rod: Rod of Flaming Vengeance (+3 to Evocation spell DC, +1 caster level, Maximise 5/day)
Immunities: Movement-based effects (Freedom of Movement), Poison, Sickened, Nauseated

Loot Locations:
Main Hand: -
Offhand: -
Armor: Oak Pelt [Varnhold DLC loot, obtained from Goblin merchant]
Belt: Belt of Physical Perfection +6 [Common end-game loot]
Feet: Hellstrider Boots [Requires Better Vendors mod, otherwise just use any boots]
Gloves: Gloves of the Scribe [CH5, Pitax Palace, hidden, Golden Golem room]
Head: Metal Reborn [Reward for finishing Harrim's questline, apparently you have to give the paladins of Torag at least 2 gems when you finish Unbreakable Metal, unverified]
Neck: Clockwork Pendant [CH3, Shivering Glade, container in main (2nd) room]
Ring1: Ring of Chaos [CH5/CH4, Whiterose Abbey, Hidden [P29] in hallway after first fight]
Ring2: Ring of Magic Devices [Artisan: Mim ('Ring', T1)]
Shoulders: Cloak of Resistance +5 [Common end-game loot]
Wrist: Bracers of Armor +6 [Common end-game loot]
Rod: Rod of Flaming Vengeance [Artisan: Irlene ('Rod', T5)]


Feats (*: rogue talent):
L01 Bard 1: Lingering Performance
L02 Bard 2: Combat Trick: Improved Initiative*
L03 Bard 3: Spell Focus (Enchantment)
L04 Bard 4: -
L05 Bard 5: Greater Spell Focus (Enchantment)
L06 Bard 6: Skill Focus (Knowledge - World)*
L07 Bard 7: Spell Penetration
L08 Bard 8: -
L09 Bard 9: Greater Spell Penetration
L10 Bard 10: Skill Focus (Knowledge - Arcana)*
L11 Bard 11: Metamagic (Extend)
L12 Bard 12: -
L13 Bard 13: Spell Focus (Evocation)
L14 Bard 14: Skill Focus (Lore - Religion)*
L15 Bard 15: Greater Spell Focus (Evocation)
L16 Bard 16: -
L17 Bard 17: Toughness
L18 Bard 18: Skill Focus (Use Magic Device)*
L19 Bard 19: Wings
L20 Bard 20: -

Recommended Spells:
1st: Hideous Laughter, Grease, Cure Light Wounds, Unbreakable Heart, Expeditious Retreat, Remove Fear
2nd: Heroism, Cacophonous Call, Cure Moderate Wounds, Delay Poison, Mirror Image, Invisibility
3rd: Displacement, Haste, Good Hope, Slow, Dispel Magic, Cure Serious Wounds
4th: Shout, Echolocation, Freedom of Movement, Greater Invisibility, Cure Critical Wounds, Dimension Door
5th: Ki Shout, Greater Dispel Magic, Mass Cacophonous Call, Joyful Rapture, Phantasmal Web
6th: Greater Shout, Overwhelming Presence, Mass Cure Moderate Wounds, Eyebite, Euphoric Tranquility

Evocation Spell DC Breakdown:
  • +10 Base
  • +10 Charisma
  • +3 Rod of Flaming Vengeance
  • +2 Spell Focus feats
  • +1-6 Spell Level
Total for 6th level spells: DC 31

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +3: Dexterity bonus [16 Dexterity] (10 base, +6 Enhancement)
  • +4: Deflection bonus [Ring of Chaos]
  • +1: Dodge bonus [Haste spell]
  • +3: Dodge bonus [Wings]
  • +3: Dodge bonus [Arcane Protector]
  • +2: Inherent bonus [Perfection]
  • -- Non-Touch AC bonuses --
  • +5: Natural Armor [Oak Pelt]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +4: Shield bonus [Shield spell]
  • +6: Armor bonus [Bracers of Armor +6]
  • +5: Enhancement to Armor [Magic Vestment]
  • Total Armor Class: 51
  • Touch Armor Class: 26
Endgame Ability Scores (fully-buffed):
  • STR: 16 (10 base, +6 Enhancement)
  • DEX: 16 (10 base, +6 Enhancement)
  • CON: 20 (14 base, +6 Enhancement)
  • INT: 14 (14 base)
  • WIS: 16 (10 base, +6 Enhancement)
  • CHA: 30 (24 base, +6 Enhancement)
6: Tactician (Inquisitor-Paladin)
Classes: Tactical Leader 19/Divine Hunter 1
Role: Ranged Damage (DEX/STR/WIS)
Overview:
  • With Manyshot and Rapid Shot, up to 6 attacks/round when Hasted.
  • Animal Companion makes this build stronger than most other archers.
  • Slower archery progression but has Inquisitor buffs and support spells.
  • Paladin: extra feat, Smite Evil (bypasses DR).
  • Give Precise Strike, Outflank and Shake It Off to all allies just before a fight.
  • Activate Bane just before tough fights for a big damage bonus.
Race: Human
Alignment: LG (Erastil, Paladin)
Deity: Erastil
Domain: Animal
Ability Score Point-buy: 20
  • STR: 14
  • DEX: 17 (+2) [+5 increase = 22]
  • CON: 14
  • INT: 10
  • WIS: 14
  • CHA: 08
Skills: 5/level
  • Stealth: skill checks [~ +45 unbuffed]
  • Athletics: skill checks
  • Perception: essential skill
  • Lore (Nature): skill checks, monster ID
  • Lore (Religion): skill checks, monster ID
Camp Role: Camouflage, Hunting or Guard

Endgame Equipment:
  • Main Hand: Longbow of the Cold Moon (+3 Composite Longbow, deals 3D6 cold damage)
  • Main Hand2: Gamekeeper of the First World (+5 Composite Longbow, expanded crit range)
  • Offhand: -
  • Armor: Shepherd's Armor (+5 Studded Leather Armor, +2 atk/dmg with bows)
  • Belt: Belt of Physical Perfection +8 (+8 to Str/Dex/Con)
  • Feet: Owlbear Skin Boots (Slow/Paralyze/Entangle/Difficult Terrain immunity)
  • Gloves: Death From Afar (+4 untyped bonus to ranged weapon attack rolls)
  • Head: Helmet of the Dusk (+6 Enh. to Wisdom, Stun/Daze immunity, attack protection)
  • Neck: Necklace of the Eternal Hunter (+2 ?? bonus to attack rolls and +4 ?? bonus to damage rolls vs magical beasts)
  • Ring1: Signet of the Incorruptible (+3 Judgement uses per day)
  • Ring2: Chameleon Ring (+10 Competence bonus to Stealth checks)
  • Shoulders: Absolver's Cloak (+4 Resistance to saves, +4 Deflection to AC)
  • Wrist: Bracers of the Ruby Phoenix Champion (+1 untyped bonus to Longbows)
  • Quiver: Ancient Hunt (Infinite Lawful & Cold Iron arrows)
Immunities: Slow, Paralyze, Entangle, Difficult Terrain, Stun, Daze

Loot Locations
Main Hand: Longbow of the Cold Moon [Lostlarn Keep, if found in Varnhold's Lot DLC]
Main Hand2: Gamekeeper of the First World [Chest in HATEOT, behind book puzzle; you can use Mirror Bow in the meantime]
Offhand: -
Armor: Shepherd's Armor [CH2+, Lonely Barrow (tip: use Dimension Door!)]
Belt: Belt of Physical Perfection +8 [CH??, Lonely Barrow]
Feet: Owlbear Skin Boots [Artisan: Tirval ('Boots', T3)]
Gloves: Death From Afar [Tenebrous Depths Level 6, hidden chest]
Head: Helmet of the Dusk [CH??, The Secrets of Suramgamin: reward for passing ALL the trials]
Neck: Necklace of the Eternal Hunter [CH2, merchant Hassuf]
Ring1: Signet of the Incorruptible [Given by Nortellara if Jaethal doesn't kill her. Note that you have to side against Enneo during Chase My Shadow in order to obtain this, which means you won't get Dormition - you'll have to obtain it using Better Vendors]
Ring2: Chameleon Ring [Artisan: Nazrielle ('elven', T1)]
Shoulders: Absolver's Cloak [Trader in Rushlight Fields]
Wrist: Bracers of the Ruby Phoenix Champion [CH6, HATEOT, Second level, chest near a locked door]
Quiver: Ancient Hunt (CH4, The Twice-Born Warlord: Barbarian Camp, Gwart's tent)


Feats & Abilities (*: bonus feat, italics: important ability):
L01 Divine Hunter 1: Precise Shot*, Point-Blank Shot, Weapon Focus (Longbow)*, Smite Evil
L02 Tactical Leader 1: -
L03 Tactical Leader 2: Dazzling Display
L04 Tactical Leader 3: Shake It Off*
L05 Tactical Leader 4: Boon Companion, Animal Companion*
L06 Tactical Leader 5: -
L07 Tactical Leader 6: Rapid Shot
L08 Tactical Leader 7: -
L09 Tactical Leader 8: Shatter Defenses
L10 Tactical Leader 9: Outflank*
L11 Tactical Leader 10: Manyshot
L12 Tactical Leader 11: -
L13 Tactical Leader 12: Clustered Shots
L14 Tactical Leader 13: -
L15 Tactical Leader 14: Metamagic (Extend)
L16 Tactical Leader 15: -
L17 Tactical Leader 16: Deadly Aim
L18 Tactical Leader 17: -
L19 Tactical Leader 18: Improved Critical (Longbow), Precise Strike*
L20 Tactical Leader 19: -

Suggested Spells (H: Heighten spell):
1st: Cure Light Wounds, Remove Fear, Shield of Faith, Expeditious Retreat
2nd: Cure Moderate Wounds, Lesser Restoration, Invisibility, Remove Paralysis
3rd: Cure Serious Wounds, Magical Vestment, Remove Curse, Communal Resist Energy
4th: Divine Power, Greater Invisibility, Crusader's Edge, Freedom of Movement, Cure Critical Wounds
5th: Spell Resistance, Break Enchantment, True Seeing
6th: Heal, Blade Barrier, Cleanse
Note: be sure to unlock the secret Cleric/Inquisitor spell by completing the Wise Way quest that's started in Chapter 6, in the south-west corner of the Castle of Knives.

Useful Spells to Extend:
4th: Greater Invisibility, Divine Power, Crusader's Edge
5th: Spell Resistance, True Seeing

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +5: Dexterity bonus [30 Dexterity, limited by armor] (22 base, +8 Enhancement)
  • +4: Deflection bonus [Lesser Ring of Ultimate Protection]
  • +1: Dodge bonus [Haste spell]
  • -2: Size bonus [Legendary Proportions]
  • -- Non-Touch AC bonuses --
  • +5: Enhancement to Natural Armor [Barkskin]
  • +6: Size bonus to Natural Armor [Legendary Proportions spell]
  • +4: Shield bonus [Shield spell]
  • +3: Armor bonus [Studded Leather Armor]
  • +5: Enhancement to Armor [+5 Studded Leather Armor]
  • Total Armor Class: 41
  • Touch Armor Class: 19
Endgame Ability Scores (fully-buffed):
  • STR: 28 (14 base, +8 Enhancement, +6 Legendary Proportions)
  • DEX: 30 (22 base, +8 Enhancement)
  • CON: 26 (14 base, +8 Enhancement, +4 Legendary Proportions)
  • INT: 10 (10 base)
  • WIS: 20 (14 base, +6 Enhancement)
  • CHA: 08 (8 base)
Endgame Damage Examples (fully-buffed):
  • An average hit for this build deals 74 damage before any reductions.
  • An average critical hit for this build deals 194 damage before any reductions.
  • Six iterative attacks per round (while Hasted): 516 damage per round.
  • This calculation takes critical hits into account.
  • These calculations are made using Divine Power, Judgement and Greater Bane active.
  • A different bow must be used against Wild Hunt since they are immune to cold damage.
  • The animal companion's damage is not taken into account here.
EXTRA: Tips, Tricks & Useful Information
Alignment-based Damage
  • Holy is situationally good in this game, against evil enemies.
  • Axiomatic is good against Chaotic Evil and Chaotic Neutral enemies (e.g. fey, undead).
  • Unholy and Anarchic are mostly useless.
Shatter Defenses
  • Allows attack rolls to more easily hit targets with the 'Shaken' condition (lesser type of fear).
  • Enemies are considered 'flat-footed' with Shatter Defenses + Shaken.
  • Flat-footed enemies lose DEX bonus to AC, as well as all Dodge bonuses to AC.
  • They're also subject to Sneak Attacks, as if they were flanked.
  • You are not restricted to the weapon you chose for your Weapon Focus feat.
Demoralize, and Inflicting Shaken
  • The Dazzling Display feat inflicts Shaken on a failed save, but uses a full-round action.
  • The Cornugon Smash feat inflicts this penalty whenever you hit a target with Power Attack.
  • The Bard performance 'Dirge of Doom', obtained at 8th level, inflicts Shaken without a save.
  • The 8th-level spell Frightful Aspect inflicts Shaken without a save.
Loot by Chapter
Item Database 1
Item Database 2
Artisan Database
  • https://docs.google.com/spreadsheets/d/1MiCvkSx_fZsgz4156K8weP6gMgwVv7y5pgSfHzr2T04/
  • Includes information on how each Artisan 'ranks up'. Thanks to Reddit user EjnarH for this.
  • Artisans cannot make their Masterpiece item if you tell them to make a specific item
  • If you have completed their 'rank up' objectives then they can start working on their Masterpiece.
  • Tell them to make whatever they want, rather than asking for a specific item, to receive Masterpieces.
Camp Roles
  • Characters can only fulfil one role at once, see the skills section for details.
  • Only the main character can perform the vast majority of Persuasion checks.
Kingdom Management Suggestions
  • I recommend putting Kingdom Management on Effortless or Easy.
  • The KM feature has many unintuitive aspects that can make it frustrating.
  • But if you put it on 'Auto', you lose out on Artisans.
  • Upgrade your Stability kingdom score when suffering from 'Worried' or 'Crumbling' status.
  • Bag of Tricks can make all kingdom events complete in one day - very useful.
  • Be careful when using mods with Kingdom Management, sometimes there are glitches.
Blind-Fight
  • Allows melee attackers to re-roll attack rolls vs concealment, Blur, DIsplacement, etc.
  • Spells that can be used as an alternative: Echolocation, True Seeing.
  • Blind-Fight grants immunity to a particularly nasty late-game paralysis attack.
  • Highly recommend picking up this feat around level 9, for the Season of Bloom chapter.
  • If you can obtain Echolocation from a friendly alchemist instead, you don't need it.
Lonely Barrow
  • As early as Chapter 2, a location can be found called 'Lonely Barrow'.
  • Within this location is a powerful enemy that is difficult to kill. This enemy drops powerful items.
  • However, there are also some items in a chest in this location.
  • With the use of a certain spell that allows for teleportation, one can teleport into the area...
  • ...sneak past the enemy, loot the chest, and teleport out, all without fighting at all.
  • This means several powerful items can be obtained relatively easily, and quite early on.
  • If you want more details, there are various Reddit threads that go into more detail on this.
More Alchemist Extracts
  • Alchemists have 'extracts' that function similarly to spells.
  • You can even cast spells with a range of Personal using the Infusion discovery.
  • Did you know alchemists can learn new extracts in the same way as wizards learn new spells?
  • Just buy a scroll from a vendor and have your alchemist learn the new extract.
  • Bear in mind you can only learn new extracts that are on the alchemist's extract list.
Delay Poison... Infinitely?
  • The spell Delay Poison seems to suggest that poison effects are temporarily suspended.
  • However, the spell actually just makes you immune to all poisons.
  • The Communal version of this spell is particularly effective. Make sure you use it.
Dealing With Alchemists and Wisps
  • Both wisps and alchemists repeatedly nuke you with elemental damage. Annoying.
  • The Resist Energy spell has a long duration and will block most, if not all of this damage.
  • Again, the Communal version of this spell is particularly effective. Make sure you use it.
Smite Evil & Lay On Hands
  • When players dip Paladin levels, they often forget about Smite Evil.
  • However, it's a fantastic ability that is incredibly effective even at Paladin 1 or Paladin 2.
  • It grants bonus AC and attack, and bypasses all DR - but only against an Evil creature.
  • So don't forget to use this ability whenever you can against tough enemies.
  • Lay On Hands is another ability that doesn't seem very useful if you only have 1 or 2 Paladin levels.
  • However, using this ability on yourself is a swift action, which means it's effectively free HP.
  • Up to 8D6 extra HP during a fight can really make a difference, so don't forget about it.
Transformation on Animal Companions
  • Animal Companions have significantly less BAB than main characters do.
  • They have up to +12 BAB when their owner reaches level 20 in a pet class such as Druid.
  • The spell Transformation can be cast on pets by an Alchemist with the Infusion ability.
  • Transformation uses the caster's caster level to give the target a new BAB.
  • For example, a 20th level Alchemist grants the target 20 BAB.
  • When cast on a pet, this is a significant boost to their attacks.
  • Furthermore, some pets like the Dog get extra attacks based on their BAB...
  • ...so this boost is even more effective for them.
  • It's for this reason that I strongly recommend casting Transformation on pets during key fights.
Custom Formations
  • Make sure to set a custom formation using the formation button in the bottom left corner.
  • Put the animal companions near the front to provide a protective shield for your back line.
Defensive Stance
  • In the PnP game, Defensive Stance's extra hit points are removed when you turn it off.
  • However, in Kingmaker, Owlcat decided to use temporary hit points instead.
  • This is a huge buff because you can 'cycle' Defensive Stance each round to maximise efficiency.
  • Kensei uses Lay On Hands (swift action when cast on self) to remove the Fatigue effect.
  • So the player activates Defensive Stance then immediately turns it off, then uses Lay On Hands.
  • Next round the player repeats this. You get an extra chunk of temporary hit points every round.
  • At level 12 this is equivalent to 24 temporary hit points every round.
  • The Barbarian's Rage ability also gives THP.
EXTRA: Recommended Mods
I've given all of the mods a difficulty rating. One star * means they are lightweight and cannot possibly screw up your game. Two stars ** means there is some difficulty, for example you need to set up some options within the mod to make it work correctly. Three stars *** means this mod can royally screw up your game if you aren't careful, so use it wisely and back up your saves.

A fantastic buffing mod that is easy to use and quite smart. It's one failure is that it cannot understand metamagic spells properly, so you cannot use Extended spells with it. That aside, it's a phenomenal mod and I highly recommend trying it out.

Arcane Unleashed*: Go to the Steam store and find the DLC for Kingmaker on its store page
Not a mod, but a free DLC that you can install from the Steam store. I just put it here because people might not know about it and it adds some extremely powerful spells.

A great mod by Spacehamster that introduces new races to Kingmaker. Some of these races are a little unbalanced to say the least, but they add some much-needed variety to the game's race list and one of the races is used in my B-team setup.

A great new mod by Hambeard that helps reduce save file bloat.

Not a mod, exactly. Place the savegame file in your Kingmaker save game folder (located within Users/<username>/AppData/LocalLow/Owlcat Games). It will not appear in your savegame list in-game, but when the time comes to select your Varnhold Lot savegame for import, you'll be able to choose it. This is perfect for people who have lost their DLC save, or just want the DLC items.

This gem of a mod has been updated by another user and can now be used safely since it's being actively bugfixed. It allows you to craft new magic items and also upgrade old ones, so for example if you find a +3 weapon you like, you can upgrade it to +5. Ultimately this mod is too powerful and destroys the game's balance, if you use all of its features - the main issue is that Kingmaker throws far too much gold at you, so enchanting your own items with insanely powerful effects is just too easy. I still use this mod to enchant weapons up to +5, though, since the game is missing the Magic Weapon spell.

A mod that lets you view the loot that is in the Area you are currently in, including enemy/ally inventories. It is a simple list of what you are missing at that moment, it doesn't however tell you where the items are. This mod is a godsend, frankly.

Allows you to set an exponential XP scale that means you can reach level 20 by the end of the game. Check the discussion tab for some good advice. I have personally tested the following values on the 'Exponential' setting, and they result in your party reaching level 20 at the end of Act 6, if you do all available content: Base XP Multiplier: 1; Divider: 15; Exponent: 2.5.

Includes a variety of features, not least of which is the Vendor Injector: this remarkable mod allows you to instantly (as in instantly, on the fly, without even restarting the game) add any item to a Capital Square vendor, so that you can purchase it. It's a very lightweight and should be safe to use, as well as safe to uninstall after use. It's technically a cheat, but it's a palatable one for items which are proving hard to obtain, or have been missed. It's a nice way to solve Artisan RNG, for example - if you know you've unlocked a certain tier but the game keeps diddling you on RNG, you can just sell the item you actually received and buy the one you wanted. There are also items which exist in the game's files but not in the campaign, such as Twin Serpents. Another thing would be the Changestaff spell which requires a non-magical quarterstaff as a resource, which, oddly enough, is quite a rare item, but not with this mod. Many thanks to Hambeard for creating this mod at my request.

I previously recommended Cheat Menu, however Bag of Tricks is constantly being updated and is by far the better choice now. It allows you to modify an astounding number of things, such as experience, gold, and so on. This mod is basically part of the base game, for me.

This mod does a few different things, but the principal thing I like is that it adds a 'clean' button to the loot window when you leave a zone. It removes all loot and NPC corpses from the zone, which reduces the size of your saves. I think this will help prevent the issue where loading times for saves begin to get longer and longer. Be careful when using this mod, so as not to 'clean' important items you haven't picked up yet, you can screw up your game! Notably, the screen pops up when you leave your throne room if you have things stored in your stash, so be careful that you don't clean your stash by accident.

Difficulty Modifiers Scale With Level**: https://www.nexusmods.com/pathfinderkingmaker/mods/193
Changes the way that difficulty works so that the modifiers applied to enemies depend on your level. This makes the game a lot more managable on unfair in the early game and makes the game more difficult at the end. This is a must-have for my builds as otherwise the lategame will become trivial, even with Insane monster stats.

I now use this mod with all my builds (well, except for the Baron). There are some known bugs when you use this mod with certain characters, such as Regongar (portrait sometimes breaks - I can't confirm this because I use a custom portrait for him) and Ekun (can break his companion quest - just revert him back to vanilla for the quest (the party thing) and you'll be fine). Back up your saves before respeccing, and check the mod's description page for more details. Overall this mod is a must-have since it allows you complete build flexibility while using companions.

NOTE: I have noticed a bug with the Respec mod that can be easily fixed. When you respec a character that has levels in Sword Saint, the Chosen Weapon feature can fail to be removed properly. This causes problems if you respec into SS again and choose a different chosen weapon. You can fix this by respeccing to level 1 (not SS) and then using Bag of Tricks to remove the Weapon Focus feat - this should resolve the issue and you can then continue levelling as normal.
EXTRA: Animal Companion Information


Here are the stats for each animal companion in greater detail. These stats are taken from the pet when its owner is at level 20 (note that pets don't actually reach level 20, they cap out at about level 16 or so, so if your pet isn't the same level as you, that's not a bug).

Some observations:
  • Pets have more or less the same Hit Points, Armor Class, and Attack Bonus.
  • The number of attacks each pet has varies wildly. Some have 1, others have 5.
  • Mastodon's high damage is only for its 1st attack. The second one has lower damage...
  • ...and the same applies to the elk. Its second and third attacks have less damage.
  • Mastodon has a trample ability that can knock targets down in an area of effect.
  • Centipede and lizard have poisoned attacks that are fairly weak, lizard's being the weakest.
  • You might notice that the centipede has no Intelligence score. This is because it's vermin...
  • ...and as such, is supposed to get vermin immunities. It doesn't, though, apparently.
  • Smilodon has 5 APR making it the most damaging pet by far.
  • The 6th level arcane spell 'Greater Polymorph' grants any pet 5 APR by turning it into a dragon.
  • The dragon form is quite large and cumbersome, though. Maybe only use it for boss fights.
  • The leopard has the best stats early on, but later gets outclassed by the smilodon.
  • The Animal Growth spell grants Strength & lowers Dexterity, so Weapon Finesse isn't that useful.
  • There are some differences in speed which might make some pets better for rushing casters.
  • It's important to note that the pets which only have 1 attack actually gain iterative attacks as they gain BAB. They have medium BAB, so they can eventually get 3 APR, though these attacks don't quite compete with the other pets because of the way iterative attack bonuses work (increasing penalty with each attack)...
  • However... if you cast the Transformation spell, the pet inherits a BAB score equal to the Alchemist's caster level, potentially granting the pet up to 20 BAB and 4 iterative attacks. This means that lategame, pets like the Dog can become exceptionally strong, almost as strong as the Smilodon.
Overall the best pet is the smilodon, because of its high damage output. The leopard performs very well early game, and it's the best tripping pet by far so if you want a tripping pet, that's the one to go for. It's also slightly smaller than the other pets but this only has a minor effect most of the time. The elk is also an excellent pet, lacking trip and having less attacks per round than the smilodon, but being very fast and having a special powerful charge ability. The mastodon's trample ability might make up for its lower number of attacks. The other pets, that only have 1 APR, eventually get better offensive power as they level up, and the ones that have trip attacks (such as the Dog) have the potential to become stronger than any other pet, though only when buffed with Transformation or Greater Polymorph.

Smilodon AC Bonus Breakdown:
  • +46: Base AC at level 20
  • +2: Increase to Natural Armor bonus [Animal Growth]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +5: Deflection bonus [Shield of Faith]
  • +1: Dodge bonus [Haste spell]
  • +4: Shield bonus [Shield spell]
  • +4: Armor bonus [Mage Armor]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 70
EXTRA: Artisan Information
Masterpiece items must be unlocked before there is a chance Artisans will start working on them. To unlock masterpiece items, you must:
  • Successfully complete the Artisan's associated quests;
  • Have built their workshop in their associated settlement (Upgrading is not required);
  • Have unlocked the artisan's 6th tier quality items by performing 6 tier unlock actions.
Once a masterpiece has been unlocked to work on, there is a 33% * (1 + TurnsWithoutMasterpieces) chance that an artisan will start working on their masterpiece. If a specific item type is requested, the artisan will not attempt to create a masterpiece or increase the masterpiece chance for that attempt. Masterpiece items take 180 days to produce.

Note: apparently the artisans give you a gift whenever you rank up their related Kingdom stats, or something like that. I found the info here.

Bokken the Alchemist
  • Bokken's found in the Outskirts. You should get him automatically.
  • You only need Bokken's Masterpiece, his elixir, so let Bokken make whatever he wants once he's ranked up. Until then, the Mad Scientist gloves (tier 2, 'alchemical items') are useful when fighting alchemists; Bombardier's Utility Belt (tier 3, 'alchemical items'), Acerbic Ring (tier 0, 'alchemical items') and Explosion Ring (tier 5, 'alchemical items') are great for a bomb build; and finally all of the items on the 'potions' list are quite useful.
  • Suggested tier unlocks: finish quest 'An Ancient Formula'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Arcane up to 4; rank Loyalty up to 3.
  • Optional tier unlocks: Loyalty 6, Outskirts upgrades (Economy Center, Military Fort, Relations Center)

Dragn the Armorsmith
  • Dragn will call on you automatically after the Troll questline.
  • This artisan is mainly useful because of his masterpiece, 'Onslaught'. His 'plate armor' list has some other nice items that might be useful, or you could sell them for a lot of gold. Remember to tell him to make whatever he wants, once he's sufficiently ranked to make his masterpiece.
  • Suggested tier unlocks: finish quest 'Lawbringer'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Stability up to 6.

Varrask the Enforcer
  • You meet Varrask in the Kamelands.
  • All his stuff is pretty useless for my team so I just have him make 'Orc' stuff because the Chain Shirt he makes sells well.
  • Suggested tier unlocks: finish quest 'Earthbreaker' by getting the blood of Varrask's enemy; have the coronation throne room event occur (2 tiers); build a Workshop; rank Military up to 6.

Shaynih'a the Exotic Smith
  • You need to build a town in the South Narlmarches, then visit it and speak to her with Linzi in your party.
  • Heart Piercer, a +3 Sai, is extremely useful for Kensei, and its easy to get - rank 0 item. You will probably have to buy it using Better Vendors, though, because of RNG.
  • Suggested tier unlocks: finish her quest and build the building she requires so that she starts making items.

Mim the Jewelcrafter
  • Mim is from the Silverstep region - when you claim this region and create a town in it, she will approach you and ask for an emerald, which you can buy from Hassuf for 2000g. Go to the town that you built (not the existing village) and give her the emerald. Don't forget to build her shop after completing this quest.
  • We need six items from Mim: two 'amulets' from tier 0 (Wind Breath/Four Elements), a 'ring' from tier 3 (Fortunate Fencer), a 'ring' from tier 4 (Daring Duelist), and her masterpiece (Great Dreamer's Smile). If RNG strikes, use the Better Vendors mod. Also a 'ring' from tier 1 (Colossus Ring) is somewhat useful.
  • Suggested tier unlocks: finish quest 'Three Wishes'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Economy up to 5.

Tirval the Leatherworker
  • Tirval is from Varnhold and she'll turn up after you complete that area. She'll ask you to help her.
  • We need: 'gloves' from tier 0 (Cheatsheet Gloves), tier 5 'boots' (Sure Step), and several copies of the tier 0 'belt' (Mirrored Belt).
  • Suggested tier unlocks: finish quest 'The Varnhold Militia'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Espionage up to 3.

Irlene the Shady Dealer
  • She's from Shrike, but she turns up in your throne room after you unlock the Magister role.
  • We only need rods from her (tier 1, Rod of Undeath, tier 3, Rod of Power Source, and tier 5, Rod of Flaming Vengeance), so just have her making those all the time, initially - we can make use of multiple copies of each. We don't need her masterpiece, but it is very nice to have, so when your shopping list is done, let her make whatever she wants. Also, the rod she makes at tier 0 is very useful as well. Get her ASAP!
  • Note that these rods' spell DC-increasing effects stack with themselves, so for example if you equip two Rods of Undeath, you get the +2 DC bonus twice, for a total of +4 DC... I chose not to exploit this when I drafted my item builds, but the choice is yours.
  • Suggested tier unlocks: finish quest 'A Simple Favor'; have the coronation throne room event occur (2 tiers); build a Workshop; upgrade to Studio or rank Relations up to 3.

Sharel the Tailor
  • You need to build a town in the North Narlmarches, then visit it and speak to him. You'll need to complete his quest, which involves quite a bit of bother.
  • His tier 4 'cape' item, Cloak of the Chosen, is needed. The tier 0 robe he makes is useful early game. His masterpiece, Ambrosial Attire of Arcane Annihilation, is needed, too.
  • Suggested tier unlocks: finish quest 'A Bloody Craft' (2 tiers); have the coronation throne room event occur (2 tiers); build a Workshop.

Nazrielle the Weaponsmith
  • You need to build a town in the Kamelands, then visit it and speak to her.
  • None of her items are needed, so tell her to make swords and then sell them for gold.
  • Suggested tier unlocks: finish quest 'Nazrielle's Greatest Creation'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Community up to 5.

Kimo the Woodmaster
  • You need to build a town in the Northern Narlmarches, then visit it and speak to him. Eventually you will need to visit the Swamp Witch's Hut.
  • His masterpiece (Mirror Bow) is extremely powerful, and his quivers are very useful, too. Have him make quivers until he ranks up enough high enough, then ask him to make whatever he likes so that he'll work on his masterpiece.
  • Suggested tier unlocks: finish quest 'Affairs of the Heart'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Culture up to 5 OR rank Loyalty up to 4.

Kingdom Stat Goals
  • Community: 5 (Nazrielle)
  • Loyalty: 4 (Kimo)
  • Military: 6 (Varrask)
  • Economy: 5 (Mim)
  • Relations: 3 (Irlene)
  • Divine: n/a
  • Arcane: 4 (Bokken)
  • Stability: 6 (Dragn)
  • Culture: 5 (Kimo)
  • Espionage: 3 (Tirval)
EXTRA: Kingdom Advisors
If you are playing Lawful, you have some options to help keep your advisors alive that other alignments don't have. This is regarding Jhod and Kesten, who are both extremely useful advisors and it hurts a lot to lose one. At one point in the game you get the option to go to a dangerous area or return to your capital. Here is the information regarding that choice (spoiler warning):

If you're any lawful you can persuade Kresten to go back home instead of playing the hero. That his duty is to protect the citizens back at the capital. He will agree with you and head back. You then go to the capital and he will help you clear the capital of monsters which will save Jhod. I can confirm this as I just did this for my play through last Wednesday and I am playing as Lawful-Neutral. - Thanks to Sylva748 on Reddit for this information.

Kingdom Management Advisors:
Community
  • Role: Regent
  • Key ability score: Charisma
  • Options: Valerie, Octavia, Lander Lebeda
  • Best choice: Valerie, Octavia
  • Worst choice: Lander - don't pick this guy!
Loyalty
  • Role: Councillor
  • Key ability score: Wisdom
  • Options: Tristian, Shandra Mervey, Tsanna
  • Best choice: Shandra Mervey
  • Worst choice: Tristian has some questionable advice at times but he's not too bad
Military
  • Role: General
  • Key ability score: Strength
  • Options: Amiri, Regongar, Kassil Aldori
  • Best choice: any of these three will do fine
Economy
  • Role: Treasurer
  • Key ability score: Intelligence
  • Options: Jubilost, Kanerah, Bartholomew, Maegar
  • Best choice: any of these three will do fine.
Divine
  • Role: High Priest
  • Key ability score: Wisdom
  • Options: Harrim, Jhod, Tsanna
  • Best choice: any of these, depending on your alignment (I favor Jhod)
Relations
  • Role: Grand Diplomat
  • Key ability score: Charisma
  • Unlocks at: Community IV
  • Options: Valerie, Linzi, Bartholomew
  • Best choice: Bartholomew or Valerie (only if using CHA build)
  • Worst choice: Linzi has some questionable advice at times
Stability
  • Role: Warden
  • Key ability score: Constitution
  • Unlocks at: Military IV
  • Options: Regongar, Ekundayo, Kesten
  • Best choice: Kesten (others have low CON) (keep him alive!)
Arcane
  • Role: Magister
  • Key ability score: Intelligence
  • Unlocks at: Divine IV
  • Options: Octavia, The Storyteller, Vordakai
  • Best choice: The Storyteller
Culture
  • Role: Curator
  • Key ability score: Charisma
  • Unlocks at: Loyalty IV
  • Options: Linzi, Jaethal, The Storyteller
  • Best choice: Jaethal, but only if you respec her (or use Bag of Tricks) into high CHA
Espionage
  • Role: Minister
  • Key ability score: Dexterity
  • Unlocks at: Relations IV
  • Options: Jaethal, Jubilost, Ekundayo
  • Best choice: any of these three will do fine, I favour Ekun

Kingdom Choices:
I strongly recommend that you choose the Surtova envoy at the beginning of the game so that you get the councillor named Shandra Mervey. She's by far the best choice, though you only get to keep her if you side with Surtova or have a Neutral alignment, so bear that in mind - you can always switch to Tristian later though. Also, don't accept the offer during the coronation. Another matter would be when you get the option about taxes, pick lower taxes.
Appendix I: Bonus Builds
These builds are for companions that aren't in your main party but you want them to be competently-built when you bring them for special quests and the like. They will require the Respecialization mod and I have deliberately chosen 25-point ability score distributions so make sure you choose that when you respec them. Bear in mind that the mod author made respecs cost 1000g but I usually just use Bag of Tricks to skip that cost, by giving myself the 1000g.
1: Beastmaster [Amiri]
Classes: Druid 20
Role: Reach damage dealer, summoner (STR/WIS)
  • I tried to envisage a more useful class for Amiri that wasn't too out of line with her character.
  • One might imagine that she turned to the patron spirit of her clan and asked for guidance.
  • Requires at least a +4 Wisdom item to cast 9th level spells.
  • Improving her Strength also improves her effectiveness as a Kingdom general.
Vanilla Ability Score Distribution:
STR 16, DEX 13, CON 16, INT 10, WIS 12, CHA 10 (20 points)

New Distribution: (25 points)
  • STR: 19 (+2) [+5 increase = 24]
  • DEX: 14
  • CON: 12
  • INT: 10
  • WIS: 15
  • CHA: 08
Skills: 4/level
  • Stealth: to sneak past the enemies at Flintrock Grasslands
  • Athletics: skill checks, to pass the check at Flintrock Grasslands
  • Perception: skill checks
  • Persuasion: to pass the check at Flintrock Grasslands
Camp role: Guard or Hunting

Feats & Abilities (*: bonus feat):
L01 Druid 1: Martial Weapon Proficiency, Power Attack
L02 Druid 2: -
L03 Druid 3: Cleave
L04 Druid 4: -
L05 Druid 5: Cleaving Finish
L06 Druid 6: -
L07 Druid 7: Outflank
L08 Druid 8: -
L09 Druid 9: Improved Initiative
L10 Druid 10: -
L11 Druid 11: Weapon Focus (Bardiche)
L12 Druid 12: -
L13 Druid 13: Dazzling Display
L14 Druid 14: -
L15 Druid 15: Shatter Defenses
L16 Druid 16: -
L17 Druid 17: Toughness
L18 Druid 18: -
L19 Druid 19: Shake It Off
L20 Druid 20: -

Spells:
1st: Acid Maw, Cure Light Wounds
2nd: Barkskin, Lesser Restoration
3rd: Communal Delay Poison, Communal Resist Energy, Greater Magic Fang
4th: Freedom of Movement, Cure Serious Wounds, Echolocation
5th: Animal Growth, Death Ward, Cure Critical Wounds
6th: Sirocco
7th: Legendary Proportions, Creeping Doom, Heal, True Seeing
8th: Seamantle, Frightful Aspect
9th: Elemental Swarm
Note: Druids can 'spontaneously' cast Summon Nature's Ally, so consider that spell automatically taken at every level. Experiment with the creature you choose - apparently some of the 8th and 9th level fey summons are very powerful.
2: The Fop [The Baron]
Classes: Eldritch Scion 20
Role: Melee damage, disables (DEX/CHA)
Overview:
Race: Fetchling (Shadow Agent)
Alignment: Chaotic Neutral
Deity: Calistria
Point buy: 25
  • STR: 10
  • DEX: 19 (+2) [+5 increase = 24]
  • CON: 14
  • INT: 10
  • WIS: 10
  • CHA: 16 (+2)
Skills: (2/level)
  • Persuasion: skill checks [~ +?? unbuffed]
  • Perception: skill checks [~ +?? unbuffed]
Camp role: Guard

Endgame Equipment:
  • Main Hand: Bloodhound (+5 Dueling Sword, +2 stacking damage on subsequent hits)
    • Location: Lonely Barrow, end boss
  • Armor: Robes of Water (+2 Spell DC on Cold-tagged spells e.g. Icy Prison)
    • Location: Lonely Barrow
  • Belt: Belt of Physical Perfection (+8 Enhancement to STR/DEX/CON)
    • Location: ?
  • Feet: Swamp Dweller's Boots (Immunity to Ability Drain/Damage)
    • Location: Requires Better Vendors mod
  • Gloves: Gloves of Deathdealer (+1D6 to Sneak Attack damage)
    • Location: Requires Better Vendor mod, alternatively use any gloves
  • Head: Paragon of Defenders (+2 Untyped bonus to AC, +3 Insight to Intimidate checks)
    • Location: CH4, Betrayer's Flight, west section of Abandoned Keep
  • Neck: Amulet of Evil Doom (DR 10/Good)
    • Location: Loot Misbegotten Troll, House at the Edge of Time
  • Ring1: Ring of Blur (Permanent Blur spell)
    • CH5, War of the River Kings, The Menagerie
  • Ring2: Ring of Circumstances (+2 Circumstance bonus to CHA/DEX, +1 DC/AC)
    • CH5, Rushlight Tournament, Magical Accessories trader
  • Shoulders: Cloak of Shadows (+10 Competence to Stealth checks, immunity to Blindness)
    • Location: Sold by Hassuf in the capital city for 6,000
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
    • Location: CH2+, Lonely Barrow, or craftable
  • Special: Bokken's Elixir (Permanent +2 Inherent bonus to all ability scores)
    • Location: Artisan: Bokken (Masterpiece)
  • Trinket: Rod of Flaming Vengeance (+3 to Evocation DC, +1 caster level, Maximise 5/day)
    • Location: Artisan: Irlene (Rod, T5)
Immunities: ?

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Eldritch Scion 1: Weapon Finesse
L02 Eldritch Scion 2: -
L03 Eldritch Scion 3: Spell Focus (Evocation)
L04 Eldritch Scion 4: -
L05 Eldritch Scion 5: Exotic Weapon Proficiency (Dueling Sword), Weapon Focus (Dueling Sword)*
L06 Eldritch Scion 6: -
L07 Eldritch Scion 7: Outflank
L08 Eldritch Scion 8: -
L09 Eldritch Scion 9: Greater Spell Focus (Evocation), New Arcana (Sense Vitals)
L10 Eldritch Scion 10: -
L11 Eldritch Scion 11: Elemental Focus (Cold), Dazzling Display*
L12 Eldritch Scion 12: -
L13 Eldritch Scion 13: Greater Elemental Focus (Cold), New Arcana (Icy Prison)
L14 Eldritch Scion 14: -
L15 Eldritch Scion 15: Shatter Defences, School Power: Evocation
L16 Eldritch Scion 16: -
L17 Eldritch Scion 17: Metamagic (Heighten), Combat Reflexes*, New Arcana (Echolocation)
L18 Eldritch Scion 18: -
L19 Eldritch Scion 19: Arcane Strike
L20 Eldritch Scion 20: True Magus

Recommended Spells:
1st: ?

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +12: Dexterity bonus [34 Dexterity] (24 base, +8 Enhancement, +2 Bokken's Elixir)
  • +5: Deflection bonus [?]
  • +5: Dodge bonus [Protector's Robes]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Daring Duelist]
  • +3: Dodge bonus [Wings feat]
  • +2: Untyped bonus [Paragon of Defenders]
  • -- Non-Touch AC bonuses --
  • +5: Enhancement to Natural Armor [Custom enchantment]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: ??
  • Touch Armor Class: ??
Endgame Ability Scores (unbuffed, with items):
  • STR: 20 (10 base +8 Enhancement +2 Bokken)
  • DEX: 34 (24 base +8 Enhancement +2 Bokken)
  • CON: 24 (14 base +8 Enhancement +2 Bokken)
  • INT: 20 (10 base +8 Enhancement +2 Bokken)
  • WIS: 20 (10 base +8 Enhancement +2 Bokken)
  • CHA: 26 (16 base +8 Enhancement +2 Bokken)
Endgame Saving Throws (unbuffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
3: Trickster [Linzi]
Classes: Bard 19/Fey Sorcerer 1
Role: Ranged Disabler/Buffer/Nuker (CON/CHA)
Overview:
  • More or less the same build as A-team's Octavia.
Race: Halfling
Alignment: CG
Vanilla Ability Score Distribution:
STR 08, DEX 16, CON 14, INT 14, WIS 10, CHA 16 (25 points)
New Distribution: (25 points)
  • STR: 10 (-2)
  • DEX: 14 (+2)
  • CON: 14
  • INT: 14
  • WIS: 08
  • CHA: 19 (+2) [+5 increase = 24]
Skills: (5/level)
  • Knowledge (Arcana): skill checks, monster ID
  • Trickery: skill checks
  • Perception: skill checks
  • Stealth: being sneaky
  • Lore (Religion): skill checks, monster ID
Camp Role: Hunting, Cooking, Guard

Endgame Equipment:
  • Main Hand: Arcane Protector (+3 Dodge bonus to AC)
    • Location: use Better Vendors
  • Offhand: Arcane Protector (+3 Dodge bonus to AC)
    • Location: use Better Vendors
  • Armor: Oak's Pelt (+5 Natural Armor bonus)
    • Location: Goblin Merchant (DLC)
  • Belt: Greater Belt of Perfect Components (1st-, 2nd-, 3rd-level spells auto-extended)
    • Location: CH5, Trader in Rushlight Fields
  • Feet: Swamp Dweller's Boots (Immunity to Ability Drain/Damage)
    • Location: Requires Better Vendors mod
  • Gloves: Gloves of the Scribe (+10 Competence to Kn. checks, +4 Untyped to Dispel checks)
    • Location: CH5, Pitax Palace, hidden, Golden Golem room
  • Head: Mask of Nethys (+3 Untyped bonus to spell penetration and Dispel checks)
    • Location: Sorrowflow (DLC Companion final quest area), in a chest in a cave
  • Neck: Maya's Charm (+2 to Enchantment & Illusion spell DC)
    • Location: CH5, Pitax Royal Palace, hidden door in same room as Avinash
  • Ring1: Ring of Reckless Courage (+2 DC mind-affecting spells, Confused on incoming crit)
    • Location: Collect all the Melted Shards of a Ring
  • Ring2: Honor of Death (Negative Energy Resistance 20)
    • Location: Artisan: Mim (Ring, T4)
  • Shoulders: Enchanter's Cape (+1 to Enchantment spell DC)
    • Location: CH3, Varnhold Vanishing, Unfinished Clearing, in a cave
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
    • Location: Common mid- to late-game loot, or craftable
  • Enchantments added via Craft Magic Items: +8 to all ability scores, +5 Deflection to AC, +30 Enhancement to movement speed, +6 Resistance bonus to all saving throws, +5 Enhancement to Natural Armor bonus, Energy resistance 30 to all types, Freedom of Movement, +10 Enhancement to necessary skills.
Immunities: Nauseated

Feats (*: bonus feat):
L01 Bard 1: Spell Focus (Enchantment)
L02 Fey Sorcerer 1: Greater Spell Focus (Enchantment)*
L03 Bard 2: Lingering Performance, Skill Focus (Trickery)*
L04 Bard 3: -
L05 Bard 4: Crafting (Wondrous Item)
L06 Bard 5:
L07 Bard 6: Crafting (Arms & Armor), Skill Focus (Knowledge - Arcana)*
L08 Bard 7: -
L09 Bard 8: Crafting (Forge Ring)
L10 Bard 9: -
L11 Bard 10: Spell Penetration, Skill Focus (Stealth)*
L12 Bard 11: -
L13 Bard 12: Greater Spell Penetration
L14 Bard 13:
L15 Bard 14:Toughness , Skill Focus (Lore - Religion)*
L16 Bard 15: -
L17 Bard 16: Dodge or Extra Performance or any other feat
L18 Bard 17: -
L19 Bard 18: Shake It Off, Skill Focus (Perception)*
L20 Bard 19: -

Recommended Spells:
1st: Hideous Laughter, Grease, Cure Light Wounds, Unbreakable Heart, Expeditious Retreat, Remove Fear, Mage Armor*, Shield*
2nd: Heroism, Cacophonous Call, Glitterdust, Mirror Image, Cure Moderate Wounds, Delay Poison
3rd: Good Hope, Confusion, Displacement, Haste, Cure Serious Wounds, Remove Curse
4th: Dimension Door, Hold Monster, Echolocation, Cure Critical Wounds, Greater Invisibility, Freedom of Movement
5th: Mass Cacophonous Call, Mind Fog, Phantasmal Web, Greater Dispel Magic, Greater Heroism
6th: Overwhelming Presence, Mass Cure Moderate Wounds, Brilliant Inspiration, Summon Huge Elemental, Waves of Ecstasy

Enchantment Spell DC Breakdown:
  • +10 Base
  • +11 Charisma
  • +2 Spell Focus feats (Enchantment)
  • +1 Enchanter's Cape (Enchantment)
  • +2 Maya's Charm (Enchantment & Illusion)
  • +2 Ring of Reckless Courage (Mind-affecting)
  • +2 Fey Bloodline Arcana (Compulsion)
  • +1-6 Spell Level
    • DC 36 (Overwhelming Presence)

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +6: Dexterity bonus [22 Dexterity] (14 base, +8 Enhancement)
  • +5: Deflection bonus [Custom enchantment]
  • +1: Dodge bonus [Haste spell]
  • +3: Dodge bonus [Arcane Protector]
  • +3: Dodge bonus [Arcane Protector]
  • +1: Size bonus [Halfling]
  • -- Non-Touch AC bonuses --
  • +5: Natural Armor [Oak Pelt]
  • +5: Enhancement to Natural Armor [Custom enchantment]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment]
  • Total Armor Class: 55
  • Touch Armor Class: 28
Endgame Ability Scores (fully-buffed):
  • STR: 16 (10 base, +8 Enhancement, -2 Maya's Charm)
  • DEX: 22 (14 base, +8 Enhancement)
  • CON: 22 (14 base, +8 Enhancement)
  • INT: 22 (14 base, +8 Enhancement)
  • WIS: 18 (10 base, +8 Enhancement)
  • CHA: 32 (24 base, +8 Enhancement)
4: Valerie - Witch (Sor 19/Ftr 1)
Sylvan Sorcerer 19/Tower Shield Specialist 1
  • Can replace Feylock. High CHA means very good spell DCs.
Vanilla Ability Score Distribution:
STR 14, DEX 13, CON 19, INT 09, WIS 10, CHA 15 (27 points)

Recommended Distribution: (28 points)
  • STR: 14
  • DEX: 14
  • CON: 14
  • INT: 10
  • WIS: 10
  • CHA: 19 (+2) [+5 increase = 24] [+2 personal quest = 26]
Skills: 3/level
  • Perception: essential skill
  • Any other skills you require
Camp role: Guard or Other

Endgame Equipment:
Same as Feylock, except use Ring of Law in place of Greater Ring of Balance.

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Tower Shield Fighter 1: Weapon Proficiency (Bastard Sword), Toughness, Dodge*
L02 Sorcerer 1: Spell Focus (Evocation)*
L03 Sorcerer 2: Greater Spell Focus (Evocation)
L04 Sorcerer 3: -
L05 Sorcerer 4: Spell Penetration
L06 Sorcerer 5: -
L07 Sorcerer 6: Greater Spell Penetration
L08 Sorcerer 7: Improved Initiative*
L09 Sorcerer 8: Elemental Focus (Cold)
L10 Sorcerer 9: Fleeting Glance (Greater Invisibility)
L11 Sorcerer 10: Greater Elemental Focus (Cold)
L12 Sorcerer 11: -
L13 Sorcerer 12: Blind-Fight
L14 Sorcerer 13: Metamagic (Quicken)*
L15 Sorcerer 14: Metamagic (Heighten)
L16 Sorcerer 15: Fey Magic (+2 Spell Penetration)
L17 Sorcerer 16: Spell Focus (Necromancy)
L18 Sorcerer 17: -
L19 Sorcerer 18: Greater Spell Focus (Necromancy)
L20: Sorcerer 19: Lightning Reflexes*

Recommended Spells:
1st: Grease, Mage Armor, Expeditious Retreat, Enlarge Person, Magic Missile
2nd: Glitterdust, Web, Mirror Image, Invisibility, Blindness
3rd: Haste, Displacement, Stinking Cloud, Communal Resist Energy
4th: Animate Dead, Greater False Life, Dimension Door, Communal Protection From Energy
5th: Animal Growth, Icy Prison, Vampiric Shadow Shield, Cloudkill
6th: Chains of Light, Sirocco, Undeath to Death
7th: Legendary Proportions, Finger of Death, Waves of Exhaustion
8th: Seamantle, Protection From Spells, Frightful Aspect
9th: Wail of the Banshee, Mass Icy Prison
6: Witch [Kalikke]
Classes: Kineticist 20
Role: Ranged Damage (DEX/CON)
Overview:
  • Same build as Harrim.
Race: Tiefling (Hellspawn)
Alignment: Chaotic Good
Deity: n/a
Vanilla Ability Score Distribution:
STR 10, DEX 18, CON 18, INT 10, WIS 14, CHA 10 (27 points)

New Distribution (25 points):
  • Str: 10
  • Dex: 16
  • Con: 19 (+2) [+5 increase = 24]
  • Int: 10
  • Wis: 12 (+2)
  • Cha: 10 (-2)
Skills: 2/level
  • Stealth: skill checks, being sneaky
  • Perception: skill checks
Camp role: Guard or Camouflage

Endgame Equipment:
  • Main Hand: -
  • Armor: ? (?)
  • Belt: ? (?)
  • Feet: ? (?)
  • Gloves: Death From Afar (+4 untyped bonus to ranged weapon attack rolls)
    • Location: Tenebrous Depths Level 6, hidden chest
  • Head: Crown of Elements (+3D6 to blast damage, +6 Enhancement to INT/WIS/CHA)
  • Neck: Amulet of Mighty Fists +5 (+5 to kinetic blast attack rolls)
  • Ring1: ? (?)
  • Ring2: ? (?)
  • Shoulders: Cloak of Resistance +6 (+6 Resistance bonus to saves)
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
  • Trinket: ? (?)
    • Crafted Enchantments: +8 to all ability scores, +5 Deflection to AC, +30 Enhancement to movement speed, +6 Resistance bonus to all saving throws, +5 Enhancement to Natural Armor bonus, Energy resistance 30 to all types, Freedom of Movement, +10 Enhancement to all skills.

Immunities: ?

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Kineticist 1: Point-Blank Shot, Elemental Focus (Water), Blast (Water), Infusion (Pushing)
L02 Kineticist 2: Wild Talent (Kinetic Healer)
L03 Kineticist 3: Precise Shot, Infusion (Extended Range)
L04 Kineticist 4: Wild Talent (Bonus Feat: Bull Rush)
L05 Kineticist 5: Weapon Focus (Kinetic Blast), Infusion (Kinetic Blade)
L06 Kineticist 6: Wild Talent (Bonus Feat: Greater Bull Rush)
L07 Kineticist 7: Improved Initiative, Expanded Element (Earth)
L08 Kineticist 8: Wild Talent (Bonus Feat: Trip)
L09 Kineticist 9: Fury's Fall, Infusion (Bowling)
L10 Kineticist 10: Wild Talent (Bonus Feat: Greater Trip)
L11 Kineticist 11: Steel Soul, Infusion (Wall)
L12 Kineticist 12: Wild Talent (Tremorsense)
L13 Kineticist 13: Dazzling Display, Infusion (Deadly Earth)
L14 Kineticist 14: Wild Talent (Expanded Defense: Flesh of Stone)
L15 Kineticist 15: Shatter Defenses, Earth Element (apparently this should be AIR element)
L16 Kineticist 16: Wild Talent (Bonus Feat: Deflect Arrows)
L17 Kineticist 17: Toughness, Infusion (any)
L18 Kineticist 18: Wild Talent (Expanded Defense: Enveloping Winds)
L19 Kineticist 19: Improved Critical (Kinetic Blast), Infusion (any), Metakinetic Mastery (Empower)
L20 Kineticist 20: Wild Talent (Tidal Wave)
Credits
The icons used on this page were made by Freepik[www.flaticon.com] and obtained from https://www.flaticon.com/. Thanks to the creator and the host for providing them.

The builds on this page were made possible with the help of many other players. Thanks to Haplo for helping me with weapon information and other things, and for generally being a nice dude. Thanks to Desiderius for giving me the idea to dip Sorcerer on Bard. Thanks to EinjarH for the Artisan spreadsheet and the other database creators.
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337 Comments
Yosharian  [author] Jun 15 @ 10:46am 
@Lord Imperial der Weltherrschaft: thanks for the heads up. I changed the MC build to STR and forgot to change the stat line at the top.

Deadeye doesn't need martial weapon proficiency - as it says in the overview, it gets Longbow proficiency from a bracer item which you get very early in act 1.
also the Deadeye character in A-Team doesnt have martial weapons proficiencies for Longbow right? or is that a mod?
There are some inconsistencies with the A-Team Kensei. You are speccing into Str but it says he is a dex character.
Yosharian  [author] May 17 @ 11:22pm 
Feat reordering is mostly done, just need to add some feats to Regongar's build.
Yosharian  [author] May 17 @ 10:30pm 
I'm going to be making some changes to a few of the builds just so you're aware, mostly feat reordering but the MC is going to be changed to the WIP build listed below it, once I've finalized it
Yosharian  [author] May 17 @ 10:20pm 
@Ganelon: basic sorcerer with Fey bloodline
Ganelon May 17 @ 3:29pm 
what do you mean by Fey Sorcerer - I can't find such class. Did you meant Sylvan Sorcerer? Or basic sorcerer with Fey Bloodline?
Yosharian  [author] Feb 19 @ 11:45pm 
I can't remember why I put empower so early, there must have been a reason... I'll log into the game later and check
Yosharian  [author] Feb 19 @ 11:44pm 
@eternal: uhh that is to empower the fire spells so that he gets to fully utilize his spell slots offensively. You can skip it till later if you want
Eternal Feb 19 @ 6:16pm 
Im kinda new to the game and am using your Emberlock [Tristian] build at level 5 you picked empower metamagic, which spells am i supposed to empower?