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Really love the approach of making an effective build that's still conceptually sound.
Thanks for the builds!

I've seen suggestions for Jaethal cleric build and wondering what's your opinion on that flavor and effectiveness wise.
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destroyermaker: For the Beast Lord build, which attribute do you pump at level 4?
According to the build page at neoseeker:
STR: 16 > 20
DEX: 13 > 14 (at level 20)

So Strength.
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Roahin: Sharing some of the insights I've found for the companions in the game. I'm not planning on posting any Mercenary or MC builds here, just suggestions on different ways to build or use your Companions. As both a roleplayer and rollplayer, I strive for two standards in each build.

1. It has to be conceptually appropriate. Sure, you could technically make Amiri a Cleric of Erastil for the OP Animal Domain, but canonically she's a follower of Gorum. My builds need to suit the character's concept most of all.

2. They have to be effective. I only post builds that I've personally used on Challenging or harder difficulties and can verify that they pull their weight. I've noticed a LOT of builds get posted out there where the character is a walking liability that contributes nothing until level 15+ when the uber-awesome combo it was building toward takes affect. My builds aim for showing meaningful gain and ability throughout every level.
Roahin,

Amazing builds. Would you consider doing them all again but using the Respecialization mod at Nexus, so you can repair the illogical starting stats, and other config issues, etc while still remaining conceptually appropriate?

https://www.nexusmods.com/pathfinderkingmaker/mods/7
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Roahin: Sharing some of the insights I've found for the companions in the game. I'm not planning on posting any Mercenary or MC builds here, just suggestions on different ways to build or use your Companions. As both a roleplayer and rollplayer, I strive for two standards in each build.

1. It has to be conceptually appropriate. Sure, you could technically make Amiri a Cleric of Erastil for the OP Animal Domain, but canonically she's a follower of Gorum. My builds need to suit the character's concept most of all.

2. They have to be effective. I only post builds that I've personally used on Challenging or harder difficulties and can verify that they pull their weight. I've noticed a LOT of builds get posted out there where the character is a walking liability that contributes nothing until level 15+ when the uber-awesome combo it was building toward takes affect. My builds aim for showing meaningful gain and ability throughout every level.
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tkrusz: Roahin,

Amazing builds. Would you consider doing them all again but using the Respecialization mod at Nexus, so you can repair the illogical starting stats, and other config issues, etc while still remaining conceptually appropriate?

https://www.nexusmods.com/pathfinderkingmaker/mods/7
The starting stats are fine. Stats are cheap in this game in any case, so modding just to tweak a stat here or there would be overkill.
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hello
all these companions builds were played and tested on which difficulty ? Challenging ? hard ? unfair ?
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jomsviking78700: hello
all these companions builds were played and tested on which difficulty ? Challenging ? hard ? unfair ?
First post says Challenging and above. I can vouch for the concepts behind the builds (we all tweak them here and there) for any difficulty Unfair included as long as your party includes a Bard, a Freebooter, a Cleric, and an Alchemist. Once you get the hang of the game you can even do fine without one or more, but that's more difficult. Jubilost is the only exclusive one on that list. The game is a difficulty level harder without him.

In any case this thread is a great resource for the new player to get a handle on what things are important and some ideas on how to accomplish them. It's where I started.
Attachments:
Post edited December 01, 2019 by Bezhukov
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Very nice and informative for new players.
A Index would be cool. :-)
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Thank you very much for your builds! They are very well thought through!

I got some questions regarding the Amiri Beast Lord build: Why the weapon focus bastard sword at level 5? I always thought her oversized weapon was a trap or did I miss something?
Not that I can come up with something better, I'd still love to know why her spells where chosen. Aid offers moral bonuses, so they do not stack with bless. The d8 temp hitpoints seem kind of weak for a second level spell. Bless and aid seem suboptimal if you have a full caster cleric like Harrim.

[edit] Another point I do not quite get is: Why no 6th level ranger? You get a bonus feat and +1 to all saves there.

As for your Linzi' bard build: I disagree with her uselessness as damage dealer. Her 16 dex make her a decent ranged combatant early on (playing on challenging). The flaming light crossbow is head and shoulders above other early weapons and she is well built to use it. That's why I like to pick up point blank and precise shot. Taking feats like deadly aim is probably a waste though.

My current team is a conjurer god wizard pc, Valerie, Harrim, Amiri, Linzi and Octavia (will be replaced by Ekundayo later). I really like the idea of giving Harrim and Valerie shield wall. It is effective and thematic. Amiri would probably profit from focusing on a reach weapon, maybe a halberd. Although crit range is very attractive too as Outflank is so incredibly powerful.

Is use magic device really that useful to Valerie? It seems as a front line fighter she might profit from athletics or mobility, as those seem to allow you to escape some immobilizing effects. I'm not sure though, my Pathfinder rule knowledge is fairly limited.

Thanks in advance for any input!
Post edited January 09, 2020 by ChiefBigFeather
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The Ekundayo build says to take Improved Quarry at L19, but I can't see it anywhere, even under unavailable feats. Anyone know what's going on or what I should take instead?

Edit: nevermind, it's taken automatically.
Post edited February 18, 2020 by destroyermaker
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So on page 2, you mention that taking kinetic knight is a great way to give characters with low int and high con access to feats like say trip, or combat expertise.... but someone else on another forum just recently told me.....

That with an item of say +3 int or + 4 int you can qualify for these feats without the multi-class level being wasted.

Is it true that in this game you can use equipped items to qualify for feats? That seems really broken, but it might be true!
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left1000: So on page 2, you mention that taking kinetic knight is a great way to give characters with low int and high con access to feats like say trip, or combat expertise.... but someone else on another forum just recently told me.....

That with an item of say +3 int or + 4 int you can qualify for these feats without the multi-class level being wasted.

Is it true that in this game you can use equipped items to qualify for feats? That seems really broken, but it might be true!
Pathfinder rules are clear on that. Semi-permanent buffs do count to qualify for the feats. The downside is if you ever lose said items feats would become deactivated. So lets say party gets arrested or goes to the baths and gets ambushed, etc... Then you are royally screwed. Not a problem for a cRPG. Bascially, so long as the buff doesn't have a duration you can use it. Also, in pnp you'd never ever ever see such OP items as you would in this game, unless your DM is patently insane. Not to mention some items in this one directly contradict the rules.
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@Roahin What's your take on a full companion party? I just got ineffect's take in another thread, and I'd love a contrasting opinion.

I know it's ideal for the MC to be a tank, but I've foolishly decided my main is going to be a gnome arcane sorcerer. So that position is already locked.
I don't care about keeping characters within a theme, but I do 100% care about cheating, I 100% will not cheat to change any starting classes/feats/alignments.

I'd also like to keep character's within their standard role, so I'd want valerie to stand up front, but I don't care if she takes 3or4 different multiclasses that don't fit her biography as long as I end up with an effective frontline valerie.
ATM, I'm thinking I might go noknok and valerie on the frontline, ekun/jubi/maincharacter on the backline. With either harrim/tristan/or jaethal clericing in the middle potentially with a polearm.

I wanted to run jaethal tank, for all the cool undead bonuses, but, well, I just cannot think of anyway to make it work, because if jaethal were to multiclass to improve her tanking, I'd need then harrim/tristian/linzi to be somehow able to heal jaethal (my solution for this would be to mystic theurge so i can spontaneously turn nukes into inflict wounds to heal jaethal, while at the same time spontaneously turning buffs into normal heals for the rest of the party)....

Before I recruit noknok I might tryout amiri standing on the frontline and linzi standing in back where jubi will eventually go.
Basically every single one of these builds is till in the open, and up for the debate. I'd love a way to somehow end up with a druid or freebooter, but there doesn't really seem to be room in the party for either. Except maybe at level 1. I plan to recruit a level 1 mercenary to bulk up the party before the ancient tomb.

I do like linzi, and I love bards, but ATM I'm reasonably commited to trying to make valerie into a tank bard, because valerie is just more interesting lore wise to me than linzi.... I do kind of wish I could keep all the companions in the party! but of course there isn't room for that.
Post edited March 08, 2020 by left1000
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Roahin: Valerie - Juggernaut Build
(...)
Level 3 - Thug 2
Skills: Athletics +1, Mobility +1, Persuasion +1, Use Magic Device +2
Feats: Weapon Focus (Bastard Sword), Dazzling Display (RT)
Notes: This is the level that Mobility enhances Fighting Defensively. At the start of every combat and every few rounds afterward, Valerie should use Dazzling Display- affected enemies are Shaken and have a -2 to hit, which functionally means Valerie has a +2 AC vs them
There seems to be something wrong here (at least in my game). Dazzling Display is not available as a Rogue Talent, and if I select Weapon Focus: Bastard Sword as a Rogue Talent instead, I can't select Dazzling Display as a Feat (even though I meet the requirements). Any help?
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Can you select it via "Combat Trick" (Rogue Talent) maybe?
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Roahin: Amiri - Beast Lord
End Game: Barbarian 2 / Sacred Huntsman 6 / Ranger 5 / Two-Handed Fighter 7
Melee Damage Build

Build Notes: The build starts with combining Amiri's so-so early game damage with an Animal Companion to really make her shine. The spells she picks are purely about increasing her damage, we're not going to waste time, feats or abilities in trying to fix her abysmal AC. Between your frontline tanks and her animal companion, she should be moving into melee to engage last anyhow.
Her spells will really help her throughout the game, especially toward the end. Lead Blades makes her already oversized Bastard Sword count as Huge sized. True Strike is THE spell for Vital Strike feats. And of course, external spells like Animal Growth and Enlarge Person only serve to wildly spike up her efficacy.
I've down about 6 different Amiri builds at this point, toying with standard Barbarian / Tanks / spellcasting, and this is by far my most favorite. The build evolves and changes as you play it, but the highlight is that it never lags. She ends up as a top performer the entire game.

Starting Stats
Barbarian-1
16 Strength
13 Dexterity
16 Constitution
10 Intelligence
12 Wisdom
10 Charisma
Skills: Athletics 1, Mobility 1, Lore (Nature) 1, Perception 1
Feats: Exotic Weapon Proficiency (Bastard Sword), Toughness

Leveling Stats
Level 2 - Sacred Huntsman 1
Deity: Gorum (Domain: Strength)
Skills: Athletics +1, Mobility +1, Lore (Nature) +1, Lore (Religion) +1, Perception +1
Feats: Animal Companion (Smilodon)
Spells: Bless(1), Divine Favor(1)
Notes: Normally, I'm not a big fan of the Smilodon. It's too obvious a pick for an Animal Companion and doesn't have interesting combo-able abilities like the Wolf, Centipede or Mammoth. But something about a Sabre Tooth Tiger just seems so damn appropriate for Amiri to me. Also, given most of her personal quests are Amiri hunting monsters in the name of Gorum, Sacred Huntsman couldn't fit her concept more.

Level 3 - Sacred Huntsman 2
Skills: Athletics +1, Mobility +1, Lore (Nature) +1, Lore (Religion) +1, Perception +1
Feats: Boon Companion
Spells: True Strike(1)

Level 4 - Sacred Huntsman 3
Skills: Athletics +1, Mobility +1, Lore (Nature) +1, Lore (Religion) +1, Perception +1
Feats: Precise Strike
Spells: Expeditious Retreat(1)
Notes: As a Sacred Huntsman, Amiri shares her Teamwork feats with her Smilodon. Precise Strike therefor means his 5 attacks gain a +1d6 additional damage each when flanking with Amiri, which he should always be doing.

[...]
Hello and yank you for your builds. It's very easy to follow them with the level by level descriptions. I've been doing a playthrough, actually my first with help from @InEffect builds and yours(Tristian firelord) but my Amiri is lacking and I'm not sure what his is supposed to do when Level 6 inquisitor is picked (Regarding Deity , spells and Domain but thought the obvious choice was Gorum though)

I don't see any attribute in Level 4 to level up. I suppose it is strenght? It would be helpful if anyone could answer that.

Thanks again for your work and time!