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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.
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.
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Post edited December 01, 2019 by Bezhukov
Very nice and informative for new players.
A Index would be cool. :-)
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