Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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Character and party builds
От Xhal
Trying to keep mostly single class builds.

I know this game has an absurd amount of possible builds.

I generally dislike wierd builds that spread across 8 different classes and often I don't really see how they are better than some strong class builds.

I wanted to see if I can get access to most buffs and bring a lot of utility to the group, have a strong party while having everyone(almost) ride and being able to buff pets and riders as much as possible while keeping mostly/exclusively single classes.

Builds are updated to current patch and final DLC as of October 5

You can do this with mercs or you can use the respec mod to respec some companions into these builds.
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Core Party
This combination is made to get access to pretty much every buff available while keeping each character useful in combat, it also keeps 1 slot free so the MC can be anything you want. If you use one of these builds for the MC then you have 1 slot free to add another character that could provide something the core party doesn't, like a Freebooter or just get a powerful melee character like a Demonslayer ranger or Sohei Monk.

1. Brown-Fur transmuter : This is your most useful and I would say most necessary character, while also being the least useful in combat. Their main purpose is to share powerful transmutation buffs that can normally be only cast on themselves to other characters (Frightful aspect, stat buff spells, etc). They also increase the stat that transmutation spells give and its basically the only way to push for really high physical stats in a party.

Early game : They will be mostly using CC as needed (grease, glitterdust).
Late game : Once everyone is buffed their job is pretty much done, they can provide some CC and some damage spells, but generally CC isn't as needed late game as your melee characters often kill everything in the 1st round.

2. Wildland Shaman : This character brings a lot to the table, they get a pet they can ride, get 3/4 BAB so decent in melee, they get weapon specialisation, full level 20 caster with all druid spells (barkskin), and they even get hexxes.
Early game : Hexxes as needed and then melee
Late game : Once you got everyone buffed mostly melee, sometimes hex a High AC ennemy.

3. Crusader Cleric or Oracle : This character brings a lot to the table, they get a pet they can ride, get 3/4 BAB so decent in melee, the cleric get greater weapon specialisation, full cleric spells, and get access to domains. Now this is the character that unfortunately just doesn't get enough mythic abilities, so you have hard choices to make depending on how many domains you want to get, if you don't care about domains this could be replaced by an Oracle with a similar build that will get more spell casts and lose domains but gain revelations which are also really useful.

4. Skald Inciter (Could be any other archetype you fancy) : Now this character brings the powerful Skald songs which are essentially barbarian rage for your entire party, really powerful stuff and highly customisable depending on what you want to get, they also get decent buff spells freeing spell slots for your other spellcasters. Biggest downside is they cannot get a mount normally, you can give them bismuth.

Early game : Useful buffs like remove fear, blur, start Skald song before attacking.
Late game : More of the same, greater heroism, freedom of movement.

5. Martyr Paladin : Paladin with bard song, loses some stuff like smite but honestly its fine, full BAB melee character with a mount, really good stuff, also gets the paladin unique buffs.

Summing up, this core party gives you :
Spells : Full Cleric, Druid, Arcane, Bard/Skald spells.
Songs : Both Bard and Skald songs.
Domains : Access to all domains.
Hexxes : Access to all hexxes.
Mounts : 3 characters out of 5 on mounts.
MC : Your MC can be anything you want because the core party covers everything you need.
Unfair party
Now unfair is really difficult, enemies just do a crap ton of damage, they have crazy high saves and the DC from their abilities is insanely high.

Act 1 is 100% the hardest part of the game on unfair, you have no mythic powers yet and your characters are just so much weaker than everything you encounter.

I tried different party compositions and in the end settled for this one.

MC : Lord of Light Oracle Angel
Seelah : Respecced as the Paladin Martyr build
Lann : Respecced as the Sohei / Freebooter build
Arueshalae : Respecced as melee Skald build riding bismuth (use Daeran as ranged Skald build in Act 1-2)
Ulbrig respecced as Wildland Shaman build (Can respec Camellia into this build in act 1 until you get Ulbrig)
Ember respecced as Buffbot brownfur build

I'm missing out on Guarded Hearth and domains. Honestly while domains are useful I generally feel like they are overrated, there are lots of issues with them. I kept Sosiel a while and did use domain abilities but didn't find them necessary at all.
My issues with domains are :
- Really short durations
- Guarded Hearth is a single use so you have to rest every time you wanna use it again
- Madness domain is affected by spell resistance, so if you buff your entire party with high spell resistance from your Oracle Angel MC, then your cleric won't even be able to use madness on anyone but himself, which isn't really that useful since you would want to put it on a full BAB character like Seelah.

Final issue is if you're using an Oracle Angel MC which is one of the strongest MCs in the game for unfair, he can cast all the spells the cleric can, and better than the cleric since the MC has a merged spellbook and higher caster level.

All the most difficult fights I ran into, enemies had ACs so high that Guarded Hearth was not usually enough to make a difference to hit them reliably so you have to resort to nuking with angel spells or ray spells with Ember, or using greater invisibility to hit their flat footed AC.

Even the shaman could be replaced past act 1, slumber is really bloody useful in act 1 but I barely use hexxes any more in act 3.
Weapons
On weapons, you can technically build the characters using any weapon that you want. That being said the best weapons in the game are those that have the highest critical range : 18-20 crit chance.
The improved critical feat will double your crit range to 15-20.
If you play as a Trickster mythic path you can boost this further on your entire party for 11-20, making tricksters who switch to other endgame paths like legend generally speaking the most powerful builds out there, having your entire party critting every other attack is insanely powerful.

All my builds will be using one of those weapons.

It is generally advised to have each character using a different weapon type.

On to the weapons.

2 HANDERS

***Grave Singer Greataxe (Special case) ***THIS HAS NOW BEEN NERFED AND NO LONGER RECOMMENDED.
Damage : 1D12
Crit range : 18-20 X3
Proficiency : Martial
***If your class doesn't have martial proficiency and you need to save a feat, pick a background that has greataxe proficiency, choices are :
Craftsman -> Lumberjack or Regional -> Warrior of the Linnorm Kings
***IMPORTANT This was recently nerfed and improved critical no longer stacks with it, its still ok but no longer the best weapon in the game as you would only get a max of 17-20 critical range at maximum. It is the only greataxe that has these stats, other greataxes just have 20 crit range. Can be gotten right at the start of chapter 3.

Elven Curved Blade
Damage : 1D10
Crit range : 18-20 X2
Proficiency : Exotic
Probably the best 2 hander outside of the Grave Singer relic, there aren't that many of those in the game but there are enough, highest damage of crit 2 handers.
Recommended weapon : Second Chance, dropped from Forn Autumn Haze in act 3 random encounter.

Falchion
Damage : 2D4
Crit range : 18-20 X2
Proficiency : Martial
Decent 2 hander, damage is a bit on the low side but its only martial proficiency, good for characters who are feat starved and can't spare an exotic feat, there's a bunch of these in the game and you get a few really early too, all in all a solid choice.
Recommended weapon : Ashbringer Holy Blare, sold by skeleton merchant random encounter in act 3. (It just looks a lot like Ashbringer from WoW)

REACH WEAPONS

Fauchard
Damage : 1D10
Crit range : 18-20 X2
Proficiency : Exotic
This one is pretty crazy, you could even say its better than Grave Singer, lower damage but it has a base of 6 feet reach where other weapons have 2 feet, this means once you are mounted and get enlarge buffs, you will basically reach half the screen with this, meaning a crazy character like Sohei monk that can boost this type of weapon to a ridiculous amount and have a crazy amount of attacks with it and basically delete half the screen every round.
Recommended weapon : Mighty blow of good, sold by the exotic vendor in Drezen in act 3.

1 HANDERS

Estoc
Damage : 2D4
Crit range : 18-20 X2
Proficiency : Exotic
The Falchion's snobby and more expensive cousin, who is also a 1 hander and has the same stats as the falchion. Its pretty good if you want or have to use a 1 hander, that being said if you are on a mount you don't really care about AC so you don't need something in your off hand, you will get a lower STR rating bonus to your attacks, and you need to spend an exotic fear. Still a good weapon for a martial focused character that has extra feats to spare.
- Night flash : Buy from Wirlong in flesh markets in act 4.

Scimitar
Damage : 1D6
Crit range : 18-20 X2
Proficiency : Martial (You can get proficiency from some backgrounds : Regional -> Shackles Corsair or Wanderer -> Nomad)
Solid one hander, probably the best in the game, damage is a bit lower but the crits more than make up for it, there are also a lot of these in the game and really early as well, you could even potentially have multiple characters using these no problem. This is great for a feat starved build that can get the proficiency from background.
Recommended weapons :
- Dawnflower's Kiss, gotten from Ineluctable Prison in act 5, there are 2 versions of this weapon, the good version is great for melee characters and the evil version is for your brownfur transmuter to boost his caster level.
- Faith Bearer, gotten from spinning walkways treasure chest in upper city in act 4.
- Rupturing Storm : Loot from Darrazand in midnight fane at the end of act 3.
- Rapscallion : Loot from Kertz the pirate in flesh markets in act 4.

Rapier
Damage : 1D6
Crit range : 18-20 X2
Proficiency : Martial (You can get proficiency from the Noble background)
For the 3 musketeers and renaissance fans, also if you want to run a dex build, they can be pretty decent but they aren't as common as the scimitars, still a solid choice.
- Interceptor : Buy from Wirlong in flesh markets in act 4.

Kukri
Damage : 1D4
Crit range : 18-20 X2
Proficiency : Martial
Lowest damage 1 hander and only good for some specific dex builds that dual wield these types of weapon like knife master, they are plentiful in the game and among the early weapons you can get, that being said those builds don't really cut it in WOTR so I would avoid this, we have much better choices elsewhere.
Enduring Spells
Almost all my builds that have buff spells have Enduring Spells and Greater Enduring Spells as soon as possible, that is a personal preference I just really dislike playing and having buffs wear off, they always seem to wear off at the worst possible times and you don't notice it.

If you don't like the enduring mythic ability I would recommend picking the abundant casting earlier instead and then pick whatever you prefer later on.
Spells per level
I will list which spells I use for each level, spells marked with a * are priority and should be tried to kept on all members at all times or if that member is mounted and its a movement or AC spell, kept on their mount.
Level 2 spells have lots of high priority buffs, you will have to make choices and run out of spell slots, prioritise Barkskin on all mounts and foot characters and Bull's STR on melees.

Buffs :

LEVEL
SPELLS
1
Bless, Cure Light Wounds, Divine Favor, Enlarge Person*, Expeditious Retreat*, Hurricane Bow, Lead Blades, Mage Armor, Remove Fear, Shield, Shield of Faith*, True Strike, Unbreakable Heart,
2
Animal Aspect(Only use this later to trigger Master shapeshifter mythic ability for characters that don't trigger it with their regular buffs), Aura of Greater Courage*, Barkskin*, Bear's Endurance*, Blur*, Bull's Strength*, Cat's Grace*, Cure Moderate Wounds, Delay Poison*, Eagle's Splendor, Fox's Cunning, Mirror Image, Owl's Wisdom, Restoration, Lesser, Resist Energy(Only as needed), See Invisibility*
3
Archon's Aura, Cure Serious Wounds, Delay Poison, Communal*, Dispel Magic, Displacement (Short duration, angel can have this on all the time), Good Hope*, Heroism* (Good hope is AOE Heroism on a short duration, they don't stack), Greater Magic Weapon*, Haste* (Only for difficult encounters initially until you can get high level enough to have it on 24h), Magical Vestment(Low priority, only if you have spare spell slots and have a low + armor on character or mount), Neutralize Poison, Prayer(Short duration pre buff right before pulling, hard fights only), Protection From Energy(Only as needed until you can keep it on 24h), Resist Energy, Comm(Once you have enough spell slots and buffs for 24h you can keep all resists from all energies on all the time), See Invisibility, Comm*,
4
Crusader's Edge*, Cure Critical Wounds, Death Ward, Divine Power, Echolocation*, Freedom of Movement*, Greater Invisibility, Protection from Energy, Comm, (Once you have enough spell slots and buffs for 24h you can keep all protects from all energies on all the time), Restoration
5
Angelic Aspect(Only keep this on 1 person for the aura), Animal Growth*, Breath of Life, Burst of Glory, Cure Light Wounds, Mass, Raise Dead, Spell Resistance*
6
True Seeing*, (Mass stats buffs can replace single versions, I won't relist them all.)*, Cure Moderate Wounds, Mass, Dispel Magic, Greater, Eaglesoul, Heal, Heroism, Greater*, Transformation(Only on specific melee caster builds like the Lich build)
7
Legendary Proportions(Limited uses because it costs dinosaur bones and you have a finite number of them in the game, only use this when it counts like for final act dungeons/bosses), Restoration, Greater
8
Angelic Aspect, Greater(Replaces the lower version, again keep this on 1 person for the aura, Frightful Aspect*(Top priority spell, insanely powerful, probably the most powerful buff in the game), Mind Blank*, Seamantle
9
Foresight, Heal, Mass, Heroic Invocation(Replaces greater Heroism and gets it on all members and mounts), Mind Blank, Comm

Attack spells, this will be a very short list as I feel that outside of mythic spells for the Lich or Angel attack spells in this game are terrible, incredibly less efficient than meleeing or range attacks, only use these when you have nothing else to do with your brownfur and you got spell slots to spare, and again only on high AC enemies that are otherwise difficult to damage. A lot of spells do elemental damage and almost every enemy in this game has some immunities or resistances to elemental damage making spells inefficient, there are 2 ways to counteract this, either you focus on 1 element only and get Ascended Element mythic ability and that will let you bypass resistances to that element, or you use https://pathfinderkingmaker.fandom.com/wiki/Bane_of_Spirit_(Ring) which will let you change all damage a character does for 1 round into force damage which has no resistance against.

LEVEL
SPELLS
1
Grease*(Top CC in the game for act 1 and will carry you through the act), Magic Missile(Pure magic damage so no resistances), Burning hands(only against swarms)
2
Glitterdust, Scorching Ray(Can be decent mostly on humans or undead that don't have fire resistance, its crap on demons unless you build a character with ascended element),
3
Battering Blast(Pure force damage, doesn't get resisted), Fireball (Only against swarms
4
Controlled Fireball(Swarms only), Flame Strike(Swarms only),
5
Cave Fangs(This is technically the ultimate cheese spell in the game, you can cast 18 bajillion traps with this on the ground and lure an enemy to walk on them, and instantly die, this can kill pretty much anything, one very powerful and hard to kill enemy you can totally cheese with this is Playful Darkness in act 3)
6
Disintegrate(Can be decent but you need to build a character with really high DC saves, does pure damage so no elemental resistances counter it.), Hellfire Ray(Can be pretty good with Ascended element, there are builds out there entirely based on this spell)
7
Sirocco(I barely ever use this as again you need a build specifically for attack spells.),
8
Polar Ray
9
Tsunami
MC Build : Lord of Light

Get OP with angel buffs and nuke enemies with orbital strikes.
After finishing the game on unfair I can safely say that Angel is definitely the strongest mythic path by a fairly wide margin. It's also the more fleshed out mythic path and has a bunch of events you won't see in other paths. Its also the most thematic for the story.

Class : Dual-Cursed Oracle 16, Loremaster 4
Race : Half-Elf (Kindred)
Alignment : Any good
Background : Street Urchin -> Pickpocket
Stats : 18, 8, 14, 7, 7, 21
Put all level increases in CHA
Skills : Persuasion, Knowledge (World)
Weapon : 2 hander crit weapon, either falchion, fauchard or elven curved blade.

Level 1 : Power Attack / Curse : Plagued / Mystery : Nature / Revelation : Animal companion (Horse) / Cure spells / Second Curse : Lame
Level 2 :
Level 3 : Cleave / Friend to Animals
Level 4 :
Level 5 : Exotic Weapon / Misfortune
Level 6 :
*****You need to get mythic rank 1 before leveling up to 7, either wait to level up to 7 until after chapter 1 or respec once you get to chapter 2.
Level 7 : Outflank / War Sight
Level 8 :
Level 9 : Metamagic (Heighten Spell)
Level 10 :
Level 11 : Skill Focus (Knowledge World) / Revelation (Weapon Mastery)
Level 12 : Loremaster -> Rogue Secret (Opportunist)
Level 13 : Loremaster / Boon Companion
Level 14 : Loremaster -> Combat Feat (Shatter Defenses)
Level 15 : Cleaving Finish / Greater Weapon Focus
Level 16 : Nature's Whispers
Level 17 : Combat Reflexes
Level 18 : Fortune
Level 19 : Armor focus (Medium)
Level 20 : Loremaster

Mythic Progression

Mythic 1 : Close to the Abyss / Second Mystery : Battle
Mythic 2 : Extra Mythic Ability : Enduring spells
Mythic 3 : Greater Enduring spells / Mythic Spellbook (Oracle)
Mythic 4 : Extra Mythic Ability : Abundant Casting / Everlasting Flame
Mythic 5 : Improved Abundant Casting / Piercing Rays
Mythic 6 : Improved Critical Mythic / Abolish Guile
Mythic 7 : Greater Abundant Casting / Solar Winds
Mythic 8 : Power Attack (Mythic) / Speed of Light
Mythic 9 : Master Shapeshifter / Burning Bright
Mythic 10 : Armor Focus Assault (Mythic-Medium)
MC Build : Nagash, Lord of Death


Goal is to provide massive buffs to the team while being able to either fight using transformation or use lich spells for damage. Later when you get Bismuth you can ride and not be a terrible person on foot.

Class : Arcanist (Brown-Fur Transmuter)
Race : Ideally something with STR and or INT
Dhampir (Jiang-Shi-Born) or (Vampire King-Born)
Human
Elf
Alignment : Any Evil
Background : Street Urchin -> Pickpocket for initiative
Stats : 19, 5, 7, 20, 8, 14
Put all level increases in STR
Skills : Arcana, World, Nature, Religion, Use Magic Device
Weapon : 2 hander build, either Falchion or Fauchard or Elven Curved Blade ***You could lose 2 points of STR and go with Elf race to get Elven Curved Blade proficiency for free or go Human for the free feat.

Level 1 : Power Attack / Potent Magic
Level 2 :
Level 3 : Cleave
Level 4 :
Level 5 : Cleaving Finish / Swift Consume
Level 6 :
Level 7 : Exotic weapon or Martial weapon / Dimensional Slide
Level 8 :
Level 9 : Outflank
Level 10 :
Level 11 : Weapon focus / Arcane Barrier
Level 12 :
Level 13 : Dazzling Display / Wooden Flesh
Level 14 :
Level 15 : Shatter Defenses
Level 16 :
Level 17 : Improved Critical (Greataxe)
Level 18 :
Level 19 : Improved Initiative
Level 20 :

Mythic Progression

Mythic 1 : Enduring Spells / Close to the Abyss
Mythic 2 : Extra Mythic Ability : Greater Enduring spells
Mythic 3 : Abundant Casting / Mythic Spellbook (Arcanist) / Skeletal Marksman / Fear Control
Mythic 4 : Extra Mythic Ability : Improved Abundant Casting / Skeleton Upgrade : I chose cleric for some extra heals and freeing some spell slots on other characters, another ok choice would be fighter but since we don't expect much out of the Skeletal champion I think Cleric is the best choice.
Mythic 5 : Greater Abundant Casting
Mythic 6 : Power Attack Mythic / Weapon of Death
Mythic 7 : Master Shapeshifter
Mythic 8 : Improved Critical Mythic / Skeleton Upgrade : Fighter
Mythic 9 : Ever ready / Indestructible Bones (Could also pick : Magic Devourer or Deadly magic if you decide to cast more spells and not use transformation)
Mythic 10 : Always a chance
MC Build : Geralt of Rivia

Class : 20 Ranger (Demonslayer) / 20 Fighter (Mutation Warrior)
Race : Any race with STR bonus and wisdom or dex could help, human recommended because you just need that many feats.
Alignment : Chaotic Good (Need chaotic to advance trickster quests)
Background : Street Urchin, Pickpocket
Stats : 20, 14, 14, 7, 14, 7
Put all level increases in STR
Skills : Athletics, Trickery, Stealth, Perception
Weapon : 1hander and spiked heavy shield. For 1 handers the video recommends scimitars.

Level 1 : Ranger -> Combat Reflexes / Shield Bash
Level 2 : Ranger -> Weapon And Shield -> Two Weapon Fighting
Level 3 : Ranger -> Power Attack / Terrain Urban
Level 4 : Ranger -> Animal Companion (Horse)
Level 5 : Ranger -> Boon Companion
Level 6 : Ranger -> Weapon And Shield -> Improved Two Weapon Fighting
Level 7 : Ranger -> Outflank
Level 8 : Ranger -> Terrain Underground
Level 9 : Ranger -> Improved Critical (Scimitars)
Level 10 : Ranger -> Weapon And Shield -> Bashing Finish
Level 11 : Ranger -> Improved Critical (Spiked Heavy Shield Bash)
Level 12 : Ranger
***NOTE : You need to hit mythic rank 4 and have the Trickster perception 2 Trickster feat to be able to pick the Improved Improved Critical feats
Level 13 : Fighter -> Improved Improved Critical (Scimitars) / Improved Improved Improved Critical (Scimitars)
Level 14 : Ranger -> Terrain Abyss, Underground
Level 15 : Fighter -> Improved Improved Critical (Spiked Heavy Shield Bash) / Improved Improved Improved Critical (Spiked Heavy Shield Bash)
Level 16 : Ranger -> Shield Master
Level 17 : Ranger -> Improved Improved Improved Critical Improved (Scimitars)
Level 18 : Ranger
Level 19 : Ranger -> Improved Improved Improved Critical Improved (Spiked Heavy Shield Bash)
Level 20 : Ranger -> Weapon And Shield -> Greater Two Weapon Fighting / Terrain Desert, Underground
Level 21 : Ranger -> Weapon Focus (Scimitars)
Level 22 : Ranger
Level 23 : Fighter -> Lunge
Level 24 : Fighter -> Weapon Specialisation (Scimitars)
Level 25 : Fighter -> Cleave / Weapon Training (Heavy Blades)
Level 26 : Fighter -> Cleaving Finish
Level 27 : Fighter -> Improved Initiative / Feral Mutagen
Level 28 : Fighter -> Greater Weapon Focus (Scimitars)
Level 29 : Fighter -> Dazzling Display / Weapon Training (Close) / Weapon Training (Heavy Blades)
Level 30 : Fighter -> Shatter Defenses
Level 31 : Fighter -> Weapon Focus (Spiked Heavy Shield Bash) / Feral Wings
Level 32 : Fighter -> Greater Weapon Specialisation (Scimitars)
Level 33 : Fighter -> Weapon Specialisation (Spiked Heavy Shield Bash) / Trained Initiative
Level 34 : Fighter -> Greater Weapon Specialisation (Spiked Heavy Shield Bash)
Level 35 : Fighter -> Greater Weapon Focus (Spiked Heavy Shield Bash) / Greater Mutagen
Level 36 : Fighter -> Great Cleave
Level 37 : Fighter -> Improved Cleaving Finish / Fighter's Reflexes
Level 38 : Fighter -> Double Slice
Level 39 : Fighter -> Toughness / Grand Mutagen
Level 40 : Fighter -> Weapon Mastery (Scimitars) / Iron will (Last feat could pick anything)

Mythic Progression
Now legend will only keep Mythic levels 1 and 2 when they become a legend, so depending on if you want to use the respec mod or not these choices would differ. If you're going to respec I would pick Leading strike at level 1 and Two Weapon Fighting (Mythic) at level 2. In the final build we pick Master shapeshifter since we run a brownfur and its a free extra 4 physical stats.

Mythic 1 : Close to the Abyss / Master Shapeshifter
Mythic 2 : Power Attack (Mythic)
Mythic 3 : Trickster / Ever Ready / Arcana 1
Mythic 4 : Improved Critical (Mythic) / Perception 1 & 2
Mythic 5 : Always a chance / Arcana 2
Mythic 6 : Two Weapon Fighting (Mythic) / Athletics 1 & 2
Mythic 7 : Mythical Beast / Arcana 3, Persuasion 1
Mythic 8 : Legend
MC Build : The Lord of the Cosmos


This character works really well for the sadistic game design achievement as you can pretty much keep going without resting for extended periods of time and just fight exhausted or use another character to cure your exhaustion.

Class : Monk Sohei
Race : Any race with bonuses to STR and WIS or DEX
I hate playing as a human in a fantasy game, that's just incredibly boring as I play a Human IRL.
You can pick Human if you want though.
Half Orc
Thiefling (Hungerseed)
Thiefling (Motherless)
Oread (You offset the speed penalty because you're gonna be riding a horse.)

Alignment : LG
Background : Pickpocket
Stats using a Thiefling Motherless as example : 19, 14, 16, 5, 16, 7
Skills : Mobility (You get it class skill, Motherless gives a bonus to it, and its really good for a mounted character with mounted combat)
Weapon : Fauchard

Level 1 : Power Attack / Mounted Combat
Level 2 : Spirited Charge
Level 3 : Cleave
Level 4 :
Level 5 : Cleaving Finish / Style : Leg Sweep
Level 6 : Ki Power (True Strike) / Combat Reflexes / Weapon Training (Polearms)
Level 7 : Outflank
Level 8 : Ki Power (Wholeness of body)
Level 9 : Exotic Weapon (Fauchard) / Style : Defensive Spin
Level 10 : Ki Power (Restoration) / Improved Critical (Fauchard)
Level 11 : Weapon Focus (Fauchard)
Level 12 : Ki Power : Scorching Ray / Weapon Training (Bows) / (Polearms)
Level 13 : Dazzling Display / Style : Anything you want
Level 14 : Ki Power : Diamond Soul / Improved Blind Fight
Level 15 : Shatter Defenses
Level 16 : Ki Power : Cold Ice Strike
Level 17 : Improved Initiative / Style : Last one you are missing
Level 18 : Ki Power : Abundant Step / Weapon Training : Anything / Indomitable Mount
Level 19 : Perfect Strike
Level 20 : Ki Power : Anything

Mythic Progression

Mythic 1 : Close to the Abyss / Leading Strike
Mythic 2 : Power Attack (Mythic)
Mythic 3 : Aeon / Gaze : Attack / Ever Ready
Mythic 4 : Improved Critical Mythic (Fauchard) / Gaze : Attacks of Opportunity
Mythic 5 : Mythical Beast / Gaze : Damage
Mythic 6 : Extra Mythic Ability : Master Shapeshifter (Many buffs you can get from a Brownfur Transmuter will trigger this, basically this ability is now pretty much a must have for just about everyone since the Sarkorian patch) / Gaze : Rest of Gazes doesn't matter, pick whatever you want
Mythic 7 : Always a chance
Mythic 8 : Extra Mythic Ability : Mythic Charge
Mythic 9 : Improved Initiative (Mythic)
Mythic 10 : Last Stand
MC Build : The Lord Dragon (Explanation)

I'm making 3 variations of this build, depending on what you want to start at.
Trickster -> You get to keep improved critical feats on your MC + Companions.
Angel -> You get to keep angel spells in your merged spellbook.
Lich -> You get to keep lich spells in your merged spellbook.

Until you become a gold dragon in act 5 it is recommended that you do your buffs as usual and then use your Brownfur to transform you into something else so you can attack in melee, Brownfur get the Dragonkind 1 spell at level 12 so you should have it in act 3. Before that you can use the Beast Shape spell.
It is also highly recommended that when doing Daeran's quest in act 5 you side with the other to get the permanent charisma to AC bonus.

What do dragons actually get?
You get Wings at mythic 8 even in human form.
Dragon form at mythic 9.
All your stats lower than 18 will get increased to 18 at Mythic 9.
Your BAB if lower than 15+Mythic rank will get increased to that.
All your saving throws get increased to at least 5+Mythic rank at mythic 8.
All skills become class skills and will be at least your mythic rank.
+8 to your highest stat.
Immunity to almost everything except physical or unholy or holy damage.
All damage you deal is now holy or unholy damage depending on which dragon you side with.
Spell damage dice get changed to D10.
At mythic 10 all spells are maximised and empowered.
You get 6 attacks in dragon form, 2 claws, 1 bite, 2 wings, 1 tail. BAB does not increase the number of attacks but they are all done at full BAB.
Getting a gore attack from any source like Closer to the Abyss gives you an extra attack.
What this means is that playing a high BAB combat oriented class is pretty much a giant waste of time if you want to be a Gold Dragon as you will not gain much from it since the Dragon will just overshadow your combat abilities. Its much better to play as a puny weakling that gets normalised and massively buffed when becoming a Gold Dragon.

Race : Human (Needs all feats and we don't need stats since Dragons gets all 18)
Background : Street Urchin -> Pickpocket
Weapon : Ashmaker (Rescue the Halfling at Leper's Smile, he gives you the staff in act 4 tavern, this gives you +2 to attack even in Dragon Form)
MC Build : The Lord Dragon (Builds)
Starting Mythic Path
Trickster
Angel
Lich
Classes
1 Monk (Scaled Fist) At level 2 / 1 Loremaster at level 12 / 18 Skald (Inciter)
11 Oracle(Dual-Cursed) / 9 Loremaster
20 Arcanist (Brown-Fur Transmuter)
Stats
19, 8, 10, 11, 7, 18 (Put level increases into STR)
19, 8, 10, 11, 7, 18 (Put level increases into STR)
19, 7, 8, 18, 7, 14 (Put level increases into STR)
Skills
Athletics, Knowledge (Arcana), Knowledge (World), Persuasion
Athletics, Knowledge (Arcana), Knowledge (World), Persuasion
Athletics, Knowledge (Arcana), Knowledge (World), Persuasion
Alignment
Lawful Good
Any Good
Any Evil
IMPORTANT
Note on alignment: This is a bit tricky since you need to be a monk so initially lawful but you will need to be chaotic for trickster. Once you have that monk at level 2 you will want to start making chaotic choices whenever possible so that you eventually switch your alignment to chaotic. Once you become a Gold Dragon it will switch to Neutral Good.

****NOTE : You need to get mythic 4 before level 11 on your main and your companions, see the crit template for companions, you want your feats between 11 and 17 to be the improved crit feats from trickster. If you do get level 11 before mythic 4, just don't press the level up button until you do the mythic 4 quest in act 3.
Can't do any class shenanigans since we want Transmutation Supremacy. Also note that this character will be incredibly weak initially compared to the other 2 versions but will become a lot stronger later, initially play him like a regular Brownfur, buffing and mostly keeping him out of harm's way.
LEVEL
Abilities
Abilities
Abilities
Level 1
Lingering Performance / Power Attack / Metamagic(Extend Spell)
Power Attack / Cleave / Curse : Plagued / Mystery : Nature / Revelation : Animal companion (Wolf) / Cure spells / Second Curse : Hellbound
Power Attack / Cleave / Potent Magic
Level 2
Monk (Scaled Fist) -> Dodge
Level 3
Crane Style
Cleaving Finish / Nature's Whispers
Cleaving Finish
Level 4
Stance option : (Powerful stance(My recommendation but pick the one you like))
Level 5
Extra Rage Power -> Beast Totem (Lesser) / Combat Trick->Cleave
Metamagic (Heighten Spell) / Friend to Animals
Swift Consume / Great Cleave
Level 6
Level 7
Outflank / Beast Totem
Outflank / Misfortune
Dimensional Slide / Improved Initiative
Level 8
Level 9
Skill focus (Knowledge World)
Skill focus (Knowledge World)
Outflank
Level 10
Combat Trick -> Crane Wing
Level 11
Improved Critical(Claw)
Improved Critical(Claw) / Fortune
Arcane Barrier / Dispel Focus
Level 12
Loremaster -> Wizard Spell (Skald) -> Mage Armor
Loremaster -> Rogue Secret -> Improved Evasion
Level 13
Improved Improved Critical (Claw)
Loremaster -> Improved Initiative
Wooden Flesh / Greater Dispel Focus
Level 14
Wrecking Blows
Loremaster -> Wizard Spell (Oracle) -> Mage Armor
Level 15
Improved Improved Improved Critical (Claw)
Loremaster -> Boon Companion
Ice Missile / Improved Cleaving Finish
Level 16
Dispelling Attack
Loremaster
Level 17
Improved Improved Improved Critical Improved (Claw)
Loremaster -> Great Cleave
Icy Tomb / Improved Critical (Claw)
Level 18
Loremaster -> Wizard Spell -> Shield
Level 19
Extra Rage Power -> Animal Fury
Loremaster -> Toughness
Force Strike / Toughness
Level 20
Beast Totem (Greater)
Loremaster -> Wizard Spell -> Seamantle
MC Build : The Lord Dragon (Mythic Progression)
MYTHIC RANK
Trickster
Angel
Lich
Mythic 1
Close to the Abyss / Enduring Spells
Close to the Abyss / Enduring Spells
Close to the Abyss / Enduring Spells
Mythic 2
Power Attack (Mythic)
Power Attack (Mythic)
Extra Mythic Ability -> Greater Enduring Spells
Mythic 3
Trickster / Greater Enduring Spells / Arcana 1
Angel / Greater Enduring Spells / Mythic Spellbook (Oracle)
Lich / Abundant Casting / Mythic Spellbook (Arcanist) / Skeletal Marksman / Fear Control
Mythic 4
Improved Critical Mythic / Perception 1 / Perception 2
Improved Critical Mythic / Everlasting Flame
Extra Mythic Ability : Improved Abundant Casting / Skeleton Upgrade : Cleric.
Mythic 5
Archmage Armor / World 1
Archmage Armor / Piercing Rays
Greater Abundant Casting
Mythic 6
Extra Mythic Ability -> Abundant Casting / Athletics 1 / Arcana 2
Extra Mythic Ability -> Abundant Casting / Abolish Guile
Power Attack Mythic / Weapon of Death
Mythic 7
Improved Abundant Casting / Arcana 3 / Any
Improved Abundant Casting / Solar Winds
Archmage Armor
Mythic 8
Gold Dragon / Extra Mythic Ability : Mythic Inspiration / Overwhelming Breath
Gold Dragon / Extra Mythic Ability : Greater Abundant Casting / Overwhelming Breath
Gold Dragon / Improved Critical Mythic / Overwhelming Breath
Mythic 9
Extra Rogue Talent ->Opportunist / Shatter Defenses / Crane Riposte / Master Shapeshifter / Empowered Breath
Extra Rogue Talent ->Opportunist / Shatter Defenses / Crane Style / Master Shapeshifter / Empowered Breath
Extra Rogue Talent ->Opportunist / Shatter Defenses / Extra Rogue Talent -> Improved Evasion / Master Shapeshifter / Empowered Breath
Mythic 10
Extra Mythic Ability : Ever Ready / Scorching Breath / Rejuvenating Breath
Extra Mythic Ability : Ever Ready / Scorching Breath / Rejuvenating Breath
Extra Mythic Ability : Ever Ready / Scorching Breath / Rejuvenating Breath
MC Build : The King in the Woods


This build gets the new powerful Inciter subclass that not only shares skald rage to all the party, gives them all sneak attacks, debuffs enemies, and eventually doesn't get any more penalties to the skald rage song. One very annoying weakness of Skalds is that none of them get a mount but now this is offset by going Azata so you will get a dragon mount.

Class : Skald (Inciter)
Race : Any race with bonuses to STR and/or Charisma, Human if you wanna be boring, I recommend either Aasimar (Angelkin) or Thiefling (Pitborn), Dhampir (Moroi-Born), Oread (Gemsoul)
Alignment : NG
Background : Street urchin (Pickpocket)
Stats using an Aasimar (Angelkin) as example : 19, 14, 16, 7, 7, 16
Put all leveling stat increases in STR.
Skills : Athletics, Persuation (Def want this on this character since you get a massive bonus to it as inciter)
Weapon : Going with a 2hander either Fauchard or Elven Curved Blade, up to you depending on what other weapon your team uses.

Level 1 : Lingering Performance / Metamagic (Heighten Spell)
Level 2 :
Level 3 : Power Attack / Animal Fury
Level 4 : Combat trick -> Cleave
Level 5 : Cleaving Finish
Level 6 : Powerful stance
Level 7 : Outflank
Level 8 :
Level 9 : Extra Rage Power -> Beast Totem (Lesser) / Combat Trick -> Exotic Weapon
Level 10 :
Level 11 : Improved Critical
Level 12 : Wrecking Blows
Level 13 : Armor Focus (Medium)
Level 14 : Dispelling Attacks
Level 15 : Extra Rage Power -> Beast Totem
Level 16 :
Level 17 : Dispel Focus
Level 18 : Beast Totem (Greater)
Level 19 : Greater Dispel Focus / Wearying Strike
Level 20 :

Mythic Progression

Mythic 1 : Close to the Abyss / Enduring Spells
Mythic 2 : Power Attack (Mythic)
Mythic 3 : Greater Enduring Spells
Mythic 4 : Improved Critical Mythic / Incredible Might
Mythic 5 : Mythic Inspiration
Mythic 6 : Extra Mythic Ability : Abundant Casting / Zippy Magic
Mythic 7 : Improved Abundant Casting
Mythic 8 : Armor Focus Assault (Mythic-Medium) / Life-Bonding Friendship / Precise Strike
Mythic 9 : Master Shapeshifter
Mythic 10 : Extra Mythic Ability : Ever Ready / Marvelous Endurance (Doesn't really matter at this point)
Companion Build : Crit template for tricksters
If you go the trickster mythic route you will want your companions to get crit feats with your MC when they are available, I'm not gonna redo a feat line for every possible companion build but this is to give a general idea to aim for while keeping necessary feats like Outflank and Shatter defenses at appropriate levels while grabbing all the crit feats from trickster ASAP. This will work for any class that has 3/4 BAB or higher, so for the large majority of classes in the game, it will not work for low 1/2 BAB classes, for them you need to push everything down at least 1 level, and you cannot get all the critical feats with them. You could choose to go either the shatter defenses route or cleaving finish route, I would recommend the latter but both options are open, if you get a human character you could potentially get both.

Level 1 : Free feat
Level 2 :
Level 3 : Weapon focus (Weapon of choice) Or Power Attack
Level 4 :
Level 5 : Dazzling Display or Cleave
Level 6 :
Level 7 : Outflank
Level 8 :
Level 9 : Shatter Defenses or Cleaving Finish
Level 10 :
Level 11 : Improved Critical (Weapon of choice)
Level 12 :
Level 13 : Improved Improved Critical (Weapon of choice)
Level 14 :
Level 15 : Improved Improved Improved Critical (Weapon of choice)
Level 16 :
Level 17 : Improved Improved Improved Critical Improved (Weapon of choice)
Level 18 :
Level 19 : Free feat
Level 20 :
Companion Build : Cleric (Crusader)
Can't lead a crusade without a crusader
Respec companion option : Sosiel, Staunton, Ulbrig (His faith already has animal domain.)

Class : Cleric (Crusader) A cleric that loses 1 domain but gets 5 fighter feats, honestly not a bad trade at all.
This character will have acces to all cleric spells, decent buffs, ride a decently tanky pet and do a decent to good job in melee.

Race : I'm going to actually recommend Human here because we need lots of feats really quickly with this one. You could go another race but you will need to move around some feats, you got 2 mostly free feats at level 17 and 19 to compensate if you didn't go Human.
Alignment : Any you want (Good Suggested)
Background : Pickpocket for 2 initiative
Deity : Any with animal domain (Erastil recommended)
Starting stats as Human : 18, 7, 13, 7, 19, 10 (Put Level Increases in WIS)
Weapon : 2 hander Falchion***You could use another 2 hander if you want but again you will need to move some feats around, if going for an exotic weapon, you could pick Heavy armor proficiency at level 1 with your free crusader feat and use that instead for armor focus, then pick exotic weapon at level 3 but that will delay your cleaving line far to the end of the build.

Level 1 : Power attack / Cleave / Channel Positive Energy / Animal domain / Martial weapons
Level 2 :
Level 3 : Cleaving Finish
Level 4 : Horse companion from domain
Level 5 : Boon Companion / Weapon focus (Falchion)
Level 6 :
Level 7 : Outflank
Level 8 :
Level 9 : Armor Focus (Medium)
Level 10 : Weapon Specialisation (Falchion)
Level 11 : Improved Critical (Falchion)
Level 12 :
Level 13 : Dazzling Display
Level 14 :
Level 15 : Shatter Defenses / Greater Weapon Focus (Falchion)
Level 16 :
Level 17 : Improved Initiative ***We're on mostly free feats now you could pick something else
Level 18 :
Level 19 : Dispel Focus ***We're on mostly free feats now you could pick something else
Level 20 : Greater Weapon Specialisation (Falchion)

Mythic Progression

Mythic 1 : Impossible Domain : Community
Mythic 2 : Power Attack (Mythic)
Mythic 3 : Enduring spells
Mythic 4 : Improved Critical (Mythic) (Weapon of choice)
Mythic 5 : Greater Enduring spells
Mythic 6 : Armor Focus (Mythic) Assault
Mythic 7 : Abundant Casting
Mythic 8 : Extra Mythic Ability -> Improved Abundant Casting
Mythic 9 : Greater Abundant Casting
Mythic 10 : Master Shapeshifter ***This one is also free and its only for the last boss, you could pick anything you want but +2 to all 3 physical stats is better than most of the other options.
Companion Build : Oracle (Dual-Cursed)
Domains? more like shlomains.
Respec companion option : Daeran

Class : Oracle (Dual-Cursed)
This is for if you don't care about cleric domains and want more spellcasts instead. Its similar to the Lord of Light MC build but with feats moved around and not using the Grave Singer.

Race : Any race with + CHA and/or STR.
Half-Elf
Half-Orc
Aasimar (Angelkin)
Tiefling (Pitborn)
Oread (Gemsoul)
Dhampir (Moroi-Born)
Elf (This doesn't give you good stats but saves you 2 feats for weapon proficiencies, I would still pick Human over this and saving just 1 feat)
Human

Alignment : Any you want (Good Suggested)
Background : Pickpocket for 2 initiative
Starting stats as Angelkin : 20, 7, 14, 7, 10, 19 (Put Level Increases in CHA)
Skills : Anything you lack from other characters, can get High trickery from class levels
Weapon : 2 hander, either Elven Curve Blade or Fauchard or Falchion

Level 1 : Power Attack / Curse : Plagued (Could also pick lame or Hellbound) / Mystery : Nature / Revelation : Animal companion (Horse) / Cure spells / Second Curse : Lame
Level 2 :
Level 3 : Cleave / Friend to Animals
Level 4 :
Level 5 : Exotic Weapon / Misfortune
Level 6 :
*****You need to get mythic rank 1 before leveling up to 7, either wait to level up to 7 until after chapter 1 or respec once you get to chapter 2.
Level 7 : Outflank / War Sight
Level 8 :
Level 9 : Heighten Spell
Level 10 :
Level 11 : Skill Focus (Knowledge World) / Revelation (Weapon Mastery)
Level 12 : Loremaster -> Rogue Secret (Opportunist)
Level 13 : Loremaster / Boon Companion
Level 14 : Loremaster -> Combat Feat (Shatter Defenses)
Level 15 : Cleaving Finish / Greater Weapon Focus
Level 16 : Fortune
Level 17 : Improved Initiative
Level 18 : Nature's Whispers
Level 19 : Toughness
Level 20 : Loremaster

Mythic Progression

Mythic 1 : Second Mystery : Battle
Mythic 2 : Power Attack (Mythic)
Mythic 3 : Enduring spells
Mythic 4 : Improved Critical (Mythic) (Elven Curved Blade)
Mythic 5 : Greater Enduring spells
Mythic 6 : Extra Mythic Ability : Abundant Casting
Mythic 7 : Improved Abundant Casting
Mythic 8 : Extra Mythic Ability : Greater Abundant Casting
Mythic 9 : Master Shapeshifter
Mythic 10 : Mythical Beast
Companion Build : Shaman (Wildland Shaman)
Windfury melee Shaman
Ok so we don't have windfury totems because this isn't WoW but we can still make a melee focused shaman with a pet mount.

Respec companion option : Camellia, Ulbrig

Class : Shaman (Wildland Shaman)
Race : Half-Orc (Human-Raised)
Alignment : Any
Background : Hunter (If you want him to shoot with Longbow, if you want him to ride in melee, pick one that will give you the weapon you want)
All extra points in WIS
Weapon : 2 hander or DW
Hexxes : I list the good ones I pick in the order I pick them, but honestly you could pick them in a different order if you prefer.

2 hander
Dual Wielding
Starting Stats
18, 7, 12, 7, 17, 11
16, 14, 10, 7, 17, 11
Level 1
Power attack
Power attack
Level 2
Hex(Evil Eye)
Hex(Evil Eye)
Level 3
Cleave
Cleave
Level 4
Hex(Slumber)
Hex(Slumber)
Level 5
Martial or Exotic Weapon
Martial or Exotic Weapon
Level 6
Mercy : Diseased
Mercy : Diseased
Level 7
Outflank
Outflank
Level 8
Hex (Battle Master) / Weapon Specialisation
Hex (Battle Master) / Weapon Specialisation
Level 9
Cleaving Finish
Two-Weapon Fighting
Level 10
Hex (Chant)
Hex (Chant)
Level 11
Improved Critical (Weapon of choice)
Improved Critical (Weapon of choice)
Level 12
Hex (Protective Luck)
Hex (Protective Luck)
Level 13
Weapon Focus
Improved Two-Weapon Fighting
Level 14
Level 15
Dazzling Display
Double Slice
Level 16
Hex (Iceplant) / Greater Weapon Focus
Hex (Iceplant) / Greater Weapon Focus
Level 17
Shatter Defenses
Greater Two-Weapon Fighting
Level 18
Hex : Fortune
Hex : Fortune
Level 19
Armor Focus (Medium)
Cleaving Finish
Level 20
Hex (Anything you want, I suggest Ameliorating)
Hex (Anything you want, I suggest Ameliorating)

Mythic Progression

2 hander
Dual Wielding
Mythic 1
Enduring Spells
Enduring Spells
Mythic 2
Power Attack (Mythic)
Two-Weapon Fighting (Mythic)
Mythic 3
Greater enduring spells
Greater enduring spells
Mythic 4
Improved Critical (Mythic)
Improved Critical (Mythic)
Mythic 5
Abundant Casting
Abundant Casting
Mythic 6
Extra Mythic Ability : Improved Abundant Casting
Extra Mythic Ability : Improved Abundant Casting
Mythic 7
Greater Abundant Casting
Greater Abundant Casting
Mythic 8
Armor Focus Mythic (Medium) Assault
Power Attack (Mythic)
Mythic 9
Master Shapeshifter
Master Shapeshifter
Mythic 10
Extra Mythic Ability : Last Stand or Mythic Charge or Ever Ready
Extra Mythic Ability : Last Stand or Mythic Charge or Ever Ready
Companion Build : Arcanist (Brown-Fur Transmuter)
The Buffbot
Now this is the main buffer, who makes the entire team and their pets really, really strong, don't expect much damage from this character specifically, as the name implies they won't do a lot on their own. Get them Evercold from Midnight Isles and they can still do a little bit of damage once in a while.

Respec companion option : Ember, Nenio

Class : Arcanist (Brown-Fur Transmuter)
Race : Any race with INT, other useful stats can be DEX, CHA and CON
Elf (Recommended for Elf magic bonuses to overcome SR)
Half-Elf
Human
Keen-Kitsune
Thiefling (Grimspawn)
Dhampir (Vetala-Born)
Alignment : Any
Background : You want scimitar proficiency for + CL transmutation scimitars, options are :
Regional -> Shackles Corsair
Wanderer -> Nomad
If you don't use a merc so can't use those backgrounds I will say in the guide which feats to swap to get those proficiencies.
Stats using Elf as example : 7, 18, 12, 19, 7, 14
Put all level increases in INT
Skills : Arcana, World, Perception, Use Magic Device, other points are free

I will be posting 2 versions of the build, one as a more caster oriented version to boost attack spells and one as a more ranged attacker version, still providing the buffs but that ranged version would be expected to eventually use the transformation spell after they are done buffing to actually shoot stuff at range.

LEVEL
CASTER
RANGE
Level 1
Potent Magic / Spell Focus (Conjuration)
Potent Magic / Point-Blank Shot
Level 2
Level 3
Greater Spell Focus (Conjuration)
Precise Shot
Level 4
Level 5
Swift Consume / Spell Penetration
Swift Consume / Rapid Shot
Level 6
Level 7
Dimensional Slide / Greater Spell Penetration
Dimensional Slide / Deadly Aim
Level 8
Level 9
Spell Focus (Evocation)
Outflank
Level 10
Level 11
Exploit : Doesn't really matter at this point. / Greater Spell Focus (Evocation)
Exploit : Doesn't really matter at this point. / Weapon focus (Heavy Crossbow)
Level 12
Level 13
Point Blank shot
Snap shot
Level 14
Level 15
Precise Shot
Martial weapons(for scimitar proficiency)*** If you don't need it, then pick extra reservoir.
Level 16
Level 17
Weapon Focus (Ray)***If you need to get martial weapons for scimitars this would be the feat to cut.
Improved Critical (Heavy Crossbow)
Level 18
Level 19
Improved Critical (Ray)
Improved Initiative
Level 20

Mythic Progression

MYTHIC RANK
CASTER
RANGE
Mythic 1
Enduring Spells
Enduring Spells
Mythic 2
Extra Mythic Ability : Greater Enduring spells
Extra Mythic Ability : Greater Enduring spells
Mythic 3
Abundant Casting
Abundant Casting
Mythic 4
Spell Penetration (Mythic)
Rapid Shot Mythic
Mythic 5
Improved Abundant Casting
Improved Abundant Casting
Mythic 6
Extra Mythic Ability : Greater Abundant Casting
Extra Mythic Ability : Greater Abundant Casting
Mythic 7
Master Shapeshifter
Master Shapeshifter
Mythic 8
Spell Focus (Mythic) : Evocation
Deadly Aim (Mythic)
Mythic 9
Extra Mythic Ability : Full Reservoir
Extra Mythic Ability : Full Reservoir
Mythic 10
Last Stand
Extra Mythic Ability : Ranging Shots
Companion Build : Paladin (Martyr)
Riding bard

Respec companion option : Seelah
Now bards can't get mounts no matter how you try.
But Paladin (Martyr) gets both bard song and a horse, so problem solved.

Class : Paladin (Martyr)
Race : I'm actually going to recommend using a human on this one especially if you go the DW route as you really need those feats. If you don't wanna go human then any race that gets STR is fine, bonus if it also gets CHA.
Alignment : LG
Background : Pickpocket for 2 initiative
Stat increases into STR.
Weapon : I will be posting both a 2hander and dual wield version of this build since the nerf to Grave singer that has narrowed our choice of weapons so we need more options in a full party. The build will account for taking an exotic weapon like elven curved blade or fauchard as a 2h or estoc for 1h dw. If you don't use an exotic weapon then you have 1 extra free feat.

***Extra note on the dual-wielding path, you need 15-17-19 to qualify for the feats, this can be supplemented by dexterity belts, you get your first one +2 in the gray garrison and you get more as the game advances, so the feats will be fit into the build about according to the time you would get access to those items to qualify for the feats. Belts generally go +2 in Acts 1-2, then +4 in act 3 and +6 to +8 in acts 4-5

2 hander
Dual Wielding
Starting Stats
19, 8, 16, 7, 8, 16
19, 14, 14, 7, 7, 16
Level 1
Lingering Performance / Power attack
Lingering Performance / Power attack
Level 2
Level 3
Cleave / Mercy : Fatigue
Armor Focus (Heavy) / Mercy : Fatigue
Level 4
Level 5
Cleaving Finish / Animal Companion : Horse
Exotic Weapon / Animal Companion : Horse
Level 6
Mercy : Diseased
Mercy : Diseased
Level 7
Outflank
Outflank
Level 8
Level 9
Exotic weapon / Mercy : Exhausted
Two-Weapon Fighting / Mercy : Exhausted
Level 10
Level 11
Improved Critical (Weapon of choice)
Improved Critical (Weapon of choice)
Level 12
Mercy : Paralysed
Mercy : Paralysed
Level 13
Armor Focus (Heavy)
Improved Two-Weapon Fighting
Level 14
Level 15
Weapon Focus (Weapon) / Mercy : Confused
Double Slice / Mercy : Confused
Level 16
Level 17
Dazzling Display
Greater Two-Weapon Fighting
Level 18
Mercy : Stunned
Mercy : Stunned
Level 19
Shatter Defenses
Last feat is "Free", suggestions are improved initiative or lunge or toughness
Level 20

Mythic Progression

2 hander
Dual Wielding
Mythic 1
Leading Strike
Leading Strike
Mythic 2
Power Attack (Mythic)
Two-Weapon Fighting (Mythic)
Mythic 3
Mythic Inspiration
Mythic Inspiration
Mythic 4
Improved Critical (Mythic)
Improved Critical (Mythic)
Mythic 5
Master Shapeshifter
Master Shapeshifter
Mythic 6
Armor Focus Mythic (Heavy) Assault
Armor Focus Mythic (Heavy) Assault
Mythic 7
Ever Ready
Ever Ready
Mythic 8
Extra Mythic Ability : Always a chance
Power Attack (Mythic)
Mythic 9
Mythical Beast
Mythical Beast
Mythic 10
Extra Mythic Ability : Mythic Charge
Extra Mythic Ability : Always a chance

Useful Spells :

Level 1 : Veil of Heaven, Veil of Positive Energy, Divine Favor, Lesser Restoration
Level 2 : Aura of Greater Courage (Solves most fear problems in the game, unfortunately owlcat put some bosses that seem to bypass this immunity) / Bestow Grace (Best paladin spell for your other characters with high CHA)
Level 3 : Greater Magic Weapon / Archon's Aura / Angelic Aspect / Delay Poison / Dispel Magic / Prayer
Level 4 : There are a couple of short duration buffs here, can be good for some bosses but I really hate short duration stuff, you get the short rez in Inspiring Recovery.
Companion Build : Skald (Inciter) - Explanation
Rockstar Barbarian
Respec companion option : Daeran, Arueshalae

Skald song stacks with bard song as long as you don't pick a stance that gives the same type of bonus, this is really powerful and will buff your entire party basically at all times, the only downside is spellcasters can't cast with a skald song active, but if you open the character's abilities panel you can disable accept rage effects on your mage and its completely fine, your mage in the backline doesn't need the rage buff and can keep casting, you can even disable it for 1 round and enable it after.

Skalds don't have any options to get mounts which is a bit disappointing, but luckily that can be remedied by giving him/her Bismuth, not as good as a real mount but beggars can't be choosers.

I have now made 2 versions of the character, one for range if you don't give Bismuth to the Skald, and one for melee if you do give Bismuth to the Skald. We'll be using a 2hander melee weapon. This build will get an exotic weapon feat at level 9, if you want to use falchions instead you can save a feat there and get something else.

Class : Skald (Inciter)

RANGE
MELEE
Race : Any race that get + DEX and CHA, we'll also use a bit of STR
Half-Elf (Kindred)
Half-Orc
Aasimar (Musetouched)
Thiefling (Beastbrood)
Thiefling (Spitespawn)
Dhampir (I don't recommend this since they get -2 CON)
Maybe Human if you want.
Any race that gets STR and CHA
Half-Elf (Kindred)
Half-Orc
Aasimar (Angelkin)
Thiefling (Pitborn)
Oread(Gemsoul)
Dhampir (Moroi-Born) Not recommended since -2 CON
Maybe Human if you want.

Alignment : Any
Background : Pickpocket for 2 initiative

Explanation of Stances : The short version is : if you have someone that provides the bard song(Inspire Courage), I recommend Powerful Stance, if you do not have the bard song, then run Lethal Stance.

Powerful Stance(Recommended) : +1 melee and thrown weapon damage rolls for every 4 levels, +6 at level 20.
The upgrade Wrecking Blows increases damage by your Constitution modifier and also +1 for every 4 levels past 12 so another +2 at level 20, this extra damage bypasses damage resistance but does not get multiplied on crits, still a fully buffed powerful party at max level should get somewhere around 15 CON modifier so you would get around 23 extra damage on each attack from this stance, nothing to shy at.

Lethal Stance : + 1 Competence bonus to melee and throwing weapons attack Rolls(NOT bows or crossbows) and +1 per 4 levels so +6 at level 20. The upgrade lets you increase crit multiplier which is also really good. This is really good for melee groups but there are a few drawbacks : 1) Unfortunately since this is a competence bonus, there are many other effects in the game, like the bard song inspire courage that are also a competence bonus so it will not stack with those. 2) Its only on attack rolls not on damage rolls. If you do not run a bard or a bard like class(Paladin Martyr, Sensei Monk) that can give inspire competence, this is the recommended choice. Secondary upgrade is a slightly better chance to confirm critical hits and crit multiplier.

Reckless stance (Recommended) ***I no longer recommend this because the upgrade of the stance(Inspire Ferocity) was nerfed/fixed and no longer provides any benefit to a Skald : +1 untyped bonus to attack rolls with a -1 to AC, again 1 more for every 4 levels so +6 attack and -6 AC at level 20. Possible upgrades is basically doubling this effect, so twice the bonus for twice the penalty. Now there are large advantages to this over Lethal stance and also a large disadvantage. 1) Since this is an untyped bonus this will stack with everything contrary to lethal stance. 2) This bonus applies to all attacks so not only melee attacks like Lethal Stance. 3) -6 AC can be pretty bad if you already have issues hitting high AC, like in the 50s. If you already have a 120 AC tank, this will not be a problem at all. So this would be the recommended choice if you already run a group with a Bard's inspire courage song as this will completely stack with it. I would recommend that you disable your mount's inspire rage abilities once you get this, that way your mounts will not get the rage effects and will keep their AC as it is, which is half the reason to use mounts to begin with.

Guarded Stance : This gives you a + 1 Dodge to AC, and 1 per 4 levels, so +6 Dodge to AC at level 20. Secondary upgrades to this can be better reflex saves, better chance at avoiding crits or better ac against Ranged attacks, since this is a dodge bonus it stacks with everything. This stance could be a good choice if you feel you are lacking AC on your group and don't need more AB.
Companion Build : Skald (Inciter) - Builds
LEVEL
RANGE
MELEE
Stats
Stats as Aasimar Musetouched example : 16, 19, 10, 7, 7, 18 (Put level increases in DEX)
Weapon : Composite Longbow
Stats as Aasimar Angelkin example : 19, 10, 16, 7, 7, 18 (Put level increases in STR)
Level 1
Lingering Performance / Metamagic (Heighten Spell) or Spell Penetration or Arcane Spirit
Lingering Performance / Metamagic (Heighten Spell) or Spell Penetration or Arcane Spirit
Level 2
Level 3
Point-Blank Shot / Animal Fury
Power Attack / Animal Fury
Level 4
Combat Trick->Precise Shot
Combat Trick->Cleave
Level 5
Rapid Shot
Cleaving Finish
Level 6
Stance option : (Powerful stance(My recommendation but pick the one you like))
Stance option : (Powerful stance(My recommendation but pick the one you like))
Level 7
Outflank
Outflank
Level 8
Level 9
Extra Rage Power -> Beast Totem (Lesser) / Combat Trick -> Manyshot
Extra Rage Power -> Beast Totem (Lesser) / Combat Trick -> Exotic Weapon
Level 10
Level 11
Improved Critical
Improved Critical
Level 12
Wrecking Blows
Wrecking Blows
Level 13
Deadly Aim
Armor Focus (Medium)
Level 14
Dispelling Attacks
Dispelling Attacks
Level 15
Extra Rage Power -> Beast Totem
Extra Rage Power -> Beast Totem
Level 16
Level 17
Dispel Focus
Dispel Focus
Level 18
Beast Totem (Greater)
Beast Totem (Greater)
Level 19
Greater Dispel Focus / Wearying Strike
Greater Dispel Focus / Wearying Strike
Level 20

Mythic Progression

MYTHIC RANK
RANGE
MELEE
Mythic 1
Enduring Spells
Enduring Spells
Mythic 2
Rapid Shot (Mythic)
Power Attack (Mythic)
Mythic 3
Greater Enduring Spells
Greater Enduring Spells
Mythic 4
Deadly Aim (Mythic)
Improved Critical Mythic
Mythic 5
Abundant Casting
Abundant Casting
Mythic 6
Improved Critical Mythic (Longbow)
Armor Focus Assault (Mythic-Medium)
Mythic 7
Improved Abundant Casting
Improved Abundant Casting
Mythic 8
Extra Mythic Ability : Mythic Inspiration
Extra Mythic Ability : Mythic Inspiration
Mythic 9
Master Shapeshifter
Master Shapeshifter
Mythic 10
Extra Mythic Ability : Ranging Shots
Extra Mythic Ability : Ever Ready

Useful Spells

Level 1 : Grease, cure light wounds, Expeditious retreat, Unbreakable Heart
Level 2 : Glitterdust, Blur, Heroism, Mirror Image, Cure Moderate Wound, Sense Vitals
Level 3 : Haste, Cure Serious Wounds, Remove Curse
Level 4 : See Invisibility, Freedom of Movement, Echolocation, Cure Critical Wounds
Level 5 : Heroism (Greater), Phantasmal Web, Cure Light Wounds (Mass)
Level 6 : Stat buffs would be good but since we use a Brownfur they get better buffs, so go with cure spells and summons
Companion Build : Ranger (Freebooter)
Pirate sniper who tells people who to kill
Respec companion option : Lann, Arueshalae, Wenduag, Woljif

Freebooters are great because they provide unlimited uses of 2 bonuses that basically stack with just about everything, they don't need to pick any feats and you can build them however you want, since they don't get a mount I don't recommend building them as melee characters, but you could if you want to, we'll be going range. You could also build them as a throwing weapon spec instead of using a bow.

Class : Ranger (Freebooter)
Race : Any race that get + DEX and or STR, maybe a bit of WIS but not necessary
Elf
Half-Elf
Halfling
Half-Orc
Aasimar (Plumekith)
Thiefling (Faultspawn)
Human
Alignment : Any
Background : Pickpocket for 2 initiative
Stats as Aasimar Plumekith example : 16, 19, 14, 7, 16, 7 (Put level increases in DEX)
Weapon : Composite Longbow

Level 1 : Rapid Shot
Level 2 : Archery Style : Precise Shot
Level 3 : Weapon Focus (Longbow) / Terrain : Urban
Level 4 :
Level 5 : Deadly Aim
Level 6 : Archery : Manyshot
Level 7 : Outflank
Level 8 : Terrain : Underground
Level 9 : Improved Initiative
Level 10 : Archery : Improved Critical (Longbow)
Level 11 : Hammer the Gap
Level 12 :
Level 13 : Dazzling Display / Terrain : Abyss / Underground
Level 14 : Archery : Point Blank Master : Longbow
Level 15 : Shatter Defenses
Level 16 :
Level 17 : Toughness
Level 18 : Terrain : Desert / Underground, Archery : Improved Precise Shot
Level 19 : Iron Will
Level 20 :

Mythic Progression

Mythic 1 : Inspirational Leader
Mythic 2 : Rapid Shot (Mythic)
Mythic 3 : The bigger they are
Mythic 4 : Deadly Aim Mythic
Mythic 5 : Master Shapeshifter
Mythic 6 : Improved Critical Mythic (Longbow)
Mythic 7 : Always a chance
Mythic 8 : Extra Mythic Ability : Last Stand
Mythic 9 : Distracting Shots
Mythic 10 : Extra Mythic Ability : Ranging Shots
Companion Build : Sohei Monk Freebooter
Now this build has 2 objectives : Get a powerful melee fighter on your team that can also provide the freebooter's bond while still being on a mount, its really unfortunate that freebooter doesn't get an animal companion. This character is simple in its efficiency, they are an incredibly powerful melee character and getting that +2 extra attack bonus for the whole party at basically no cost, is really damn useful.

Class : Monk Sohei 16, Freebooter 4
Race : Any race with bonuses to STR and WIS or DEX
I hate playing as a human in a fantasy game, that's just incredibly boring as I play a Human IRL.
You can pick Human if you want though.
Half Orc
Thiefling (Hungerseed)
Thiefling (Motherless)
Oread (You offset the speed penalty because you're gonna be riding a horse.)
Feels like a good respec build for Lann.

Alignment : Any Lawful
Background : Pickpocket
Stats using a Thiefling Motherless as example : 19, 14, 16, 5, 16, 7
All Stat increases to STR
Skills : Mobility (You get it class skill, Motherless gives a bonus to it, and its really good for a mounted character with mounted combat)
Weapon : Fauchard

Monk levels are on 1 and 6 to 20, freebooter levels are 2 to 5.
Level 1 : Power Attack / Mounted Combat
Level 2 : Freebooter
Level 3 : Freebooter-> Boon Companion / Two-Handed Weapon : Cleave
Level 4 : Freebooter-> Favored Terrain : Underground
Level 5 : Freebooter-> Cleaving Finish
Level 6 : Combat reflexes
Level 7 : Outflank
Level 8 : Ki Power (Wholeness of body)
Level 9 : Exotic Weapon (Fauchard) / Style : Leg Sweep
Level 10 : Ki Power (True Strike) / Improved Initiative / Weapon Training (Polearms)
Level 11 : Improved Critical (Fauchard)
Level 12 : Ki Power : Restoration
Level 13 : Weapon Focus (Fauchard) / Style : Defensive Spin
Level 14 : Ki Power : Wholeness of Body / Improved Blind Fight
Level 15 : Dazzling Display
Level 16 : Ki Power : Abundant Step / Weapon Training (Bows), (Polearms)
Level 17 : Shatter Defenses / Style : Any
Level 18 : Ki Power : Diamond Soul / Indomitable Mount
Level 19 : Perfect Strike
Level 20 : Ki Power : Anything (Probably Diamond Body)

Mythic Progression

Mythic 1 : Inspirational Leader
Mythic 2 : Power Attack (Mythic)
Mythic 3 : Leading Strike
Mythic 4 : Improved Critical (Mythic) (Fauchard)
Mythic 5 : Ever Ready
Mythic 6 : Improved Initiative (Mythic)
Mythic 7 : Master Shapeshifter
Mythic 8 : Extra Mythic Ability : Mythical Beast
Mythic 9 : Always a chance
Mythic 10 : Extra Mythic Ability : Mythic Charge
Companion Build : Ranger (Demonslayer)
Drizzt do'Urden
Respec companion option : Anyone Except maybe Nenio and Ember could fit this

Could be an MC build, doesn't really bring any buffs to the party, just does a lot of damage.

Class : Ranger (Demonslayer)
Race : Any race that get + STR, maybe a bit of WIS but not necessary
Recommended : Thiefling (Motherless) You get both STR and WIS and free bite attack
Alignment : Any
Background : Pickpocket for 2 initiative
Stats as Motherless Thiefling example : 19, 14, 16, 5, 16, 7 (Put level increases in STR)
Weapon : Scimitars

Level 1 : Combat Reflexes
Level 2 : Combat Style -> Two-Weapon Combat -> Two-Weapon Fighting
Level 3 : Weapon focus (Scimitars) / Terrain : Urban
Level 4 :
Level 5 : Boon Companion
Level 6 : Combat Style -> Two-Weapon Combat -> Improved Two-Weapon Fighting
Level 7 : Outflank
Level 8 : Terrain : Underground
Level 9 : Improved Critical (Scimitars)
Level 10 : Combat Style -> Two-Weapon Combat -> Greater Two-Weapon Fighting
Level 11 : Armor Focus (Medium)
Level 12 :
Level 13 : Power Attack / Terrain : Abyss / Underground
Level 14 : Double-Slice
Level 15 : Dazzling Display
Level 16 :
Level 17 : Shatter Defenses
Level 18 : Toughness
Level 19 : Cleave or Improved Initiative
Level 20 :

Mythic Progression

Mythic 1 : Leading Strike
Mythic 2 : Two-Weapon Fighting (Mythic)
Mythic 3 : Ever Ready
Mythic 4 : Improved Critical Mythic (Scimitars)
Mythic 5 : Master Shapeshifter
Mythic 6 : Armor Focus (Myhic) -> Assault (Medium)
Mythic 7 : Mythical Beast
Mythic 8 : Power Attack (Mythic)
Mythic 9 : Always a chance
Mythic 10 : Extra Mythic Ability : Mythical Charge
Animal Companion Build : Tanky horses
Explanation about Sizes and Enlarge spells :

Your pet needs to be at least 1 Size Larger than your character for your character to be able to ride it. Gnomes and Halflings are small and everyone else is medium size. If you play as a Gnome or Halfling you won't have any problems if you pick a pet that starts as medium size so you can skip reading this and just pick any medium size pet you want.

A short reference on Sizes and increase Spells in game :
Small
Medium
Large
Huge
Gargantuan

+1 Size : Enlarge person, Frightful Aspect, Righteous Might, Animal Growth
+2 Size : Legendary Proportions

The reason to pick horses is we want to use the spell Animal Growth for a large part of the game, you will get access to it near the end of CH2 and it likely will only get Legendary Proportions at the end of CH3/Beginning of CH4 and its casts are limited by Dinosaur bones which are rare and have a very limited amount in the game. Animal Growth doesn't give you a pet size increase on any pet that grows in size at some point during its leveling process, the reason for this is because the people who programmed pets at Owlcat can't properly code pet size increases.

Basically horses already start as a large creature at level 1 while all other pets start as small or medium. Now these discount programmers when pets become large at level 7 instead of making Large their base size, they programmed it as a hidden permanent buff of size +1. And what's the most basic rule about buffs in the pathfinder system? Well 2 buffs that give the same thing don't stack, so when you cast Animal Growth on your level 7+ wolf that gives him +1 size the game goes : Nope you already have a +1 size buff on... So any other pet than a horse will not grow in size from the Animal Growth spell. It will grow in size to Huge from Legendary Proportions because that's a +2 Size buff while a horse will grow in size to Gargantuan from the same spell.

Basically this means that if you want to enlarge your rider with enlarge person or Frightful aspect and you didn't pick a horse, you will need to wait until you get the spell Legendary Proportions to enlarge your pet and those spellcasts are very limited by a rare material component, I really don't recommend this.

If you play as a class that can't pick a horse, then you are screwed and will either not enlarge your rider or use legendary proportions on the mount and never on the rider, or not ride at all.

Keep defensive fighting ON at all times on your mounts.
If you use a Skald with reckless stance I strongly recommend you turn off the inspire rage accept effect on all your horses so they keep their AC as high as possible.

Archetype : Bulwark
Skills : Mobility, Perception
Put all points into CON.
Note : I put all stat points into CON to make mounts sturdier, but you could technically put the stats anywhere you want. You will need some items or spells to meet the 3 int requirement for Improved Unarmed Strike and Outflank, you get access to +2 int headbands from chapter 2. If you use the respec mod to respec after getting the +2 int headband you can get useful stuff earlier. I will put the build as normal or with respec.
LEVEL
NORMAL
RESPEC AFTER GETTING +2 INT HEADBAND
Level 1
Dodge
Dodge
Level 3
Diehard
Improved Unarmed Strike
Level 5
Weapon focus (Bite)
Crane Style
Level 7
Outflank
Outflank
Level 9
Improved Unarmed Strike
Crane Wing
Level 11
Crane Style
Weapon focus (Bite)
Level 13
Crane Wing
Dazzling Display
Level 15
Dazzling Display
Shatter Defenses
Level 17
Shatter Defenses
Iron Will
Level 19
Toughness or Iron Will or Diehard
Toughness or Improved Iron Will or Diehard
Комментариев: 30
Syzzle 8 дек. 2024 г. в 5:00 
@DyonisX You have Tabletop Tweaks installed, it changes Combat Trick and those Mythic equivalent of Combat Trick to one time only for balancement, you have to disable it in the TTT settings.
Xhal  [создатель] 3 дек. 2024 г. в 5:13 
I don't know its not greyed out for me, the only mods I use are Toybox and the respec mod, there is no mention anywhere I found that you can only take combat trick once, you obviously can't select the same feat twice but that one is supposed to let you pick a new feat every time.

I just tried again respeccing and I can pick it again at level 9.
DyonisX 3 дек. 2024 г. в 1:51 
At level 9 you take another combat trick for skald inciter, but for me it's greyed out after taking the first CT, is it one of my mods like tabletop tweaks?
Xhal  [создатель] 1 дек. 2024 г. в 13:06 
Yeah I don't see how you could get 2 attacks of opportunities from the same even (crit).

Flanking in and of itself does not do damage it just gives +2 to hit, and another +2 with outflank, and another +2 with freebooter's bond, but flanking enables sneak attacks to be done also, which is another reason why mounts are so powerful as not only do they protect you since the enemies have to attack your mount before you, so you can build and buff mounts defensively, but they let you move incredibly far while still doing a full attack in a round, and yeah they make you flank all the time and let you sneak attack all the time, this is especially good with the new Inciter skald which gives sneak attacks to the whole party.
Omeganaut911 1 дек. 2024 г. в 12:55 
I thought they stacked as I didn't see any reason they wouldn't and it showed in the battle log that there were two AoO when characters used both. However after looking that up it appears there is a bug that shows an AoO in the log but doesn't actually attack. Leaving the main benefit for StM being enemies immune to flanking. I find monsters immune to precision damage which is damage from flanking, but not actually being flanked, so I see your point there. Its clear Owlcat isn't learning from their attempts to buff sneak attack classes made them overpowered going back to kingmaker.
Xhal  [создатель] 1 дек. 2024 г. в 7:53 
@Omeganaut911 you get basically the same thing from outflank and outflank is just plain better with mounts. When mounted you are permanently flanking all the time since its always both you and your mount attacking the target. Since both your and your mount will have outflank you will have the bonus all the time, and it works even better when you add in the freebooter bond bonus.

Outflank is probably straight up the most powerful feat in the entire game.
Omeganaut911 30 ноя. 2024 г. в 12:18 
Why have you not talked about Seize the Moment for crit-focused builds? I play on turn-based, and between combat reflexes letting me bait melee enemies into trying to slip into my backline and getting punished for it, and tough enemies getting dog-piled on, it really multiplies my damage output. With cleaving finish, if one of your melee kills on an AoO they also get to hit another target and get more chances to crit, and if you can fit improved cleaving finish with reach weapons and reach increases, you get battlefield clearing AoO spam.
Xhal  [создатель] 29 ноя. 2024 г. в 16:38 
@Syzzle Yes I use the respec mod to fully respec companions to the full build, and yes it does work that you could respec any companions to any build you want, the suggestions are to somewhat keep them thematic with the character. For example Lann starts as a monk in the story and he becomes a leader of the mongrels which does fit well for the Sohei monk freebooter build because it does fit with the character.

In the end yes if you use the respec mod just make whatever character whatever build you want.
Syzzle 29 ноя. 2024 г. в 13:42 
When you mention that you could respec a Companion to be said build, do you mean full respec with the mod and change their stats spread to match the one you list on your build or just a level 1 respec and keep the stat spread?
Because if it's a full respec and change their stat spread, wouldn't any companion work with any build?
Xhal  [создатель] 26 ноя. 2024 г. в 21:40 
As for curses you could pick the ones you want the build does not depend on them.

As for powerless prophecy, its a matter of preference, it is true that it offers very good benefits but it also forces you on a crippling penalty. Being staggered means basically doing nothing for the first round of combat, it might not seem like much on paper but once you have your party properly built and buffed most (like 90%) fights will be one in 1 round, meaning taking that curse will render your oracle useless 90% of the time. That's why I prefer curses that don't necessarily have the best bonuses but also have basically nonexistent penalties.

Plagued's penalty means absolutely nothing since you are on a horse you won't be getting attacked so you don't get diseased and its easy to remove anyways. Lame also means nothing since you are riding a horse.