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Post edited July 30, 2019 by vr1l
First off, thanks for the guides. They are the best I've seen by far! I was brand new to PF: KM, but now I have a very good idea on many of the game mechanics.

I was wondering if you could put together a mix/max group for the Beneath the Stolen Lands DLC. I already used several of your builds to push pretty far into the DLC, but I was wonder what you thought would be the BEST setup.

My setup last run used your builds (modified slightly because of merc starting stats and items found). These are the builds I used:

Dex Scion - main, tank
Aldori Duelist (modified last 2 levels, no +8 str item found :() - tank
Linzy - bard
Sylvan Sorcerer - buffer, cc, and unlikely top dpser (wasn't expecting this, maybe it counted pet too ??)
Tristian - heals
Unfair Kineticist - dd

While I did very well (by my standards at least) in the run. I would like to know your thoughts. I made it to level 51 (normal, ironman) before stopping to restart and find another boss. Levels 30-40 were the toughest for me because of Baneful Polymorph landing on the tanks (before I found immune to curse items). I could have pushed further I think with this setup, but buffing every rest was getting tiresome and I wanted to kill the other bosses. Plus, I get to play now with a +3 to hit on all my characters :)

Thanks!
Hi InEffect, I really liked your idea for nok nok build, I was thinking maybe instead of taking Barbarian, I could take Slayer levels instead ? Will that work? Slayer also fixes the AB problem, but since Nok Nok is Chaotic Evil, is deliverer still the best option ?
90% of enemies are chaotic, so no. One could do spawn slayer, I guess.
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InEffect: ==========================
Merc 2

Role: Off-Tank/Support/2nd DD
Race: Tiefling(Motherless)
Alignment: Lawful-Any

Stats:
Str: 18 > 20
Dex: 12
Con: 12
Int: 12
Wis: 16
Cha: 7

Final Build: Ranger(Freebooter) 6/ Monk(Traditional) 1 / Vivisectionist 2

Main skills: Mobility 3, Perception(Max)
Suggested secondary skills: Athletics(1+), Trickery

Detailed leveling breakdown:
Lvl 1: Monk - Crane Style // Dodge
Lvl 2: Ranger
Lvl 3: Vivisectionist - Accomplished Sneak Attacker
Lvl 4: Ranger - Menacing > Power Attack
Lvl 5: Ranger - Outflank // Underground
Lvl 6: Ranger
Lvl 7: Ranger - Crane Wing
Lvl 8: Ranger - Shatter Defenses
Lvl 9: Vivisectionist - Crane Riposte // Feral Mutagen

Spells: Lead Blades. Shield

Gear: Staff. +3bracers, Str belt, AC items, Wis helmet

Another buffer, but with some damage. Extend rod is advised for shields. Or hotswap the bracers. Could use whatever other 2-hander for better lead blades interaction, but extra attack sure beats that in the earlygame which all of the Varn campaign is.
Hey man, slight issue with the stat distribution for Merc 2. I went with your spread but with 12 dex I don't meet the requisite for dodge at level 1, which is 13 apparently. I tried shifting points away from INT but my skill point pool takes a hit. Is there a fix you'd recommend?

EDIT: Nvm, I figured out the issue. I needed to Dodge as a monk feat before I was allowed to pick up Crane Style as my first level feat. That was silly
Post edited August 02, 2019 by Spencinator
Hello,

There used to be a hospitaler healing build somewhere. Can someone help point me to it? I can’t seem to find it with the search features.
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Krowseph: Hello,

There used to be a hospitaler healing build somewhere. Can someone help point me to it? I can’t seem to find it with the search features.
The healing is the easy part. She'll be an insane healer by midgame. It's making her useful for anything else that's hard. I've found giving her a fauchard then focusing on casting her unique spells to be best. Her lvl 11 aura does save death ward slots/micro.
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InEffect: Linzy

Rank: A+
Role: Buffer/Controller

Stats:
Str: 8 > 9 @ lvl 20
Dex: 16
Con: 14
Int: 14
Wis: 10
Cha: 16 > 20

Final Build: Bard 7/Eldritch Knight 10/Rogue(Thug) 1/Arcane Trickster 2

Main skills: Knowledge: Arcana*, Mobility, Trickery
Suggested secondary skills: Stealth
*or Knowledge: World. Depending on what your party needs. I prefer to keep her in special slot during camping so I like giving her arcana.

Detailed leveling breakdown:
Lvl 2: Bard - Combat Trick > Point Blank Shot
Lvl 3: Rogue - Precise Shot
Lvl 4: Bard
Lvl 5: Bard - Accomplished Sneak Attacker
Lvl 6: Bard -
Lvl 7: Bard - Martial Weapons Proficiency // Combat Trick > Rapid Shot
Lvl 8: Bard
Lvl 9: Eldritch Knight - Dazzling Display // Weapon Focus: Light Crossbow**
Lvl 10: Eldritch Knight
Lvl 11: Eldritch Knight - Shatter Defenses
Lvl 12: Eldritch Knight
Lvl 13: Eldritch Knight - Improved Critical: Light Crossbow** // Weapon Specialization: Light Crossbow**
Lvl 14: Eldritch Knight
Lvl 15: Eldritch Knight - Critical Focus
Lvl 16: Eldritch Knight -
Lvl 17: Eldritch Knight - Tiring Critical* // Greater Weapon Focus: Light Crossbow**
Lvl 18: Eldritch Knight
Lvl 19: Arcane Trickster - Exhausting Critical*
Lvl 20: Arcane Trickster
*Optional. Can be swapped for whatever you like better.
**I did not find any notable heavy crossbows that would be decently spaced through the game. Lights are a bit better on that. You also could go for much more prevalent longbows. Take Manyshot instead of Arcane Strike and arcane strike instead of lingering, if you decide to do so.

Spells by level in order of importance:
Lvl 1: Hideous Laughter, Remove Fear, Vanish, Cure Light Wounds
Lvl 2: Cacophonous Call, Heroism, Cure Moderate Wounds, Sense Vitals, Glitterdust*, Mirror Image
Lvl 3: Good Hope, Haste, Cure Serious Wounds, Confusion
Lvl 4: Serenity, Dimension Door, Cure Critical Wounds, Greater Invisibility, Hold Monster
Lvl 5: Cacophonous Call(Mass), Heroism(Greater), Mind Fog, Dispel Magic(Greater)
Lvl 6: Brilliant Inspiration, Euphoric Tranquility, Overwhelming Presence, Cure Moderate Wounds(Mass)
*Take as soon as you can if nobody else in your party can cast it. Or you will suffer. There are a lot of invisible/concealed enemies. It is also an early source of blind, so that’s amazing too. Shift Cacophonous Call for later

Important gear: +Cha helmet, +enchantment DC item(there are several)

She will likely be in your party forever. Bards are pretty much THE party buffers in this game. No other class can hold a candle to them in that department. With this build-up she will also be able to shoot stuff when she is not casting and will be moderately competent at that task. That is more than can be said about pure bards. Rank A+ because she is serviceable enough. Sure, tundercaller bards are infinitely better than she is, but at least she in not gimped, like some other companions are.

Bards are not healers. If your bard has to run in to heal somebody you did something wrong. Heal spells are taken so bard could help repair damage after the combat. Preferably, on rest.

Crossbows are chosen for their crit range for the most part. We would like to reap the most benefits from Eldritch Knight.

Enchantment is chosen as bards have amazing selection of those spells. And if enemy has insane will saves you can always shoot/buff/heal.

Use extend metamagic rods. They will give you a lot of bonus time on shorter spells.

Use Inspire Greatness instead of Inspire Courage when/if you get it.

General strategy: buff your party - crush everything, repeat. Drop few control spells here and there. Go full control in really hard ones. Decide if you want to CC something before fight gets messy - it will make more impact on your action economy.
Hey, InEffect, using your guides to great effect so far, just wondering though, about the " Use Inspire Greatness instead of Inspire Courage when/if you get it." when you don't seem to take enough bard levels to ever get IG. so not sure what is meant by this. also "Take Manyshot instead of Arcane Strike and arcane strike instead of lingering, if you decide to do so." this is also confusing because I don't see lingering being taken at any point... help would be appreciated!
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InEffect: Linzy

Rank: A+
Role: Buffer/Controller

Stats:
Str: 8 > 9 @ lvl 20
Dex: 16
Con: 14
Int: 14
Wis: 10
Cha: 16 > 20

Final Build: Bard 7/Eldritch Knight 10/Rogue(Thug) 1/Arcane Trickster 2

Main skills: Knowledge: Arcana*, Mobility, Trickery
Suggested secondary skills: Stealth
*or Knowledge: World. Depending on what your party needs. I prefer to keep her in special slot during camping so I like giving her arcana.

Detailed leveling breakdown:
Lvl 2: Bard - Combat Trick > Point Blank Shot
Lvl 3: Rogue - Precise Shot
Lvl 4: Bard
Lvl 5: Bard - Accomplished Sneak Attacker
Lvl 6: Bard -
Lvl 7: Bard - Martial Weapons Proficiency // Combat Trick > Rapid Shot
Lvl 8: Bard
Lvl 9: Eldritch Knight - Dazzling Display // Weapon Focus: Light Crossbow**
Lvl 10: Eldritch Knight
Lvl 11: Eldritch Knight - Shatter Defenses
Lvl 12: Eldritch Knight
Lvl 13: Eldritch Knight - Improved Critical: Light Crossbow** // Weapon Specialization: Light Crossbow**
Lvl 14: Eldritch Knight
Lvl 15: Eldritch Knight - Critical Focus
Lvl 16: Eldritch Knight -
Lvl 17: Eldritch Knight - Tiring Critical* // Greater Weapon Focus: Light Crossbow**
Lvl 18: Eldritch Knight
Lvl 19: Arcane Trickster - Exhausting Critical*
Lvl 20: Arcane Trickster
*Optional. Can be swapped for whatever you like better.
**I did not find any notable heavy crossbows that would be decently spaced through the game. Lights are a bit better on that. You also could go for much more prevalent longbows. Take Manyshot instead of Arcane Strike and arcane strike instead of lingering, if you decide to do so.

Spells by level in order of importance:
Lvl 1: Hideous Laughter, Remove Fear, Vanish, Cure Light Wounds
Lvl 2: Cacophonous Call, Heroism, Cure Moderate Wounds, Sense Vitals, Glitterdust*, Mirror Image
Lvl 3: Good Hope, Haste, Cure Serious Wounds, Confusion
Lvl 4: Serenity, Dimension Door, Cure Critical Wounds, Greater Invisibility, Hold Monster
Lvl 5: Cacophonous Call(Mass), Heroism(Greater), Mind Fog, Dispel Magic(Greater)
Lvl 6: Brilliant Inspiration, Euphoric Tranquility, Overwhelming Presence, Cure Moderate Wounds(Mass)
*Take as soon as you can if nobody else in your party can cast it. Or you will suffer. There are a lot of invisible/concealed enemies. It is also an early source of blind, so that’s amazing too. Shift Cacophonous Call for later

Important gear: +Cha helmet, +enchantment DC item(there are several)

She will likely be in your party forever. Bards are pretty much THE party buffers in this game. No other class can hold a candle to them in that department. With this build-up she will also be able to shoot stuff when she is not casting and will be moderately competent at that task. That is more than can be said about pure bards. Rank A+ because she is serviceable enough. Sure, tundercaller bards are infinitely better than she is, but at least she in not gimped, like some other companions are.

Bards are not healers. If your bard has to run in to heal somebody you did something wrong. Heal spells are taken so bard could help repair damage after the combat. Preferably, on rest.

Crossbows are chosen for their crit range for the most part. We would like to reap the most benefits from Eldritch Knight.

Enchantment is chosen as bards have amazing selection of those spells. And if enemy has insane will saves you can always shoot/buff/heal.

Use extend metamagic rods. They will give you a lot of bonus time on shorter spells.

Use Inspire Greatness instead of Inspire Courage when/if you get it.

General strategy: buff your party - crush everything, repeat. Drop few control spells here and there. Go full control in really hard ones. Decide if you want to CC something before fight gets messy - it will make more impact on your action economy.
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BlueMajere1: Hey, InEffect, using your guides to great effect so far, just wondering though, about the " Use Inspire Greatness instead of Inspire Courage when/if you get it." when you don't seem to take enough bard levels to ever get IG. so not sure what is meant by this. also "Take Manyshot instead of Arcane Strike and arcane strike instead of lingering, if you decide to do so." this is also confusing because I don't see lingering being taken at any point... help would be appreciated!
This is an awful build.

The strength of Bard is how all the abilities snowball with each additional level of Bard. The strength of Eldritch Knight is being able to advance spell levels like a spellcster while advancing your BAB like a fighter. This is the worst of both worlds. And Lingering is THE most important bard feat. It triples your rounds of performance while allowing you to sing offensive and defensive songs at the same time.
Do you have a better one then?
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BlueMajere1: Do you have a better one then?
Yes.

Stats:
Str: 8
Dex: 16
Con: 14
Int: 14
Wis: 10
Cha: 16 > 20

Final Build: Bard 17
Main skills: Knowledge: Arcana, Knowlege: World, Stealth, Mobility, Persuasion (alternatively, if you focus more on combat and less on offensive spells you can get perception pretty high too, but there's a ring for casters that makes that less good)

She gets 1/2 a rank/lvl on all knowledge and lore skills for free, +1 to all skills at lvl 10, train one rank in the lores because why not, they're class skills. Stealth opens up strategic possibilities like opening combat with Fascinate song.

Detailed leveling breakdown:
Lvl 2: Bard - Combat Trick > Weapon Finesse
Lvl 3: Bard - Lingering Performance
Lvl 4: Bard
Lvl 5: Bard - Combat Casting (you need this early since concentration relies on caster lvl and yours' isn't high yet. This will let you cast strong bard cone and close range skills)
Lvl 6: Bard - Fast Stealth (or combat trick two-weapon fighting if you're patient)
Lvl 7: Bard - Outflank
Lvl 8: Bard
Lvl 9: Bard - Spell Focus: Enchantment
Lvl 10: Bard - Combat trick >Blindfight
Lvl 11: Bard - Greater Spell Focus: Enchantment
Lvl 12: Bard
Lvl 13: Bard - Spell Penetration
Lvl 14: Bard - Combat Trick: Two-weapon fighting
Lvl 15: Bard - Greater Spell Penetration
Lvl 16: Bard
Lvl 17: Bard - Improved two-weapon fighting

You want to be melee because it requires less feats and agile weapons do dex to damage while bows do not. You'll always have lousy strength and there are a lot of good agile weapons, especially rapiers which you want to trigger outflank crits. It also keeps you close enough for your offensive songs to hit all the mobs and for your short range spells to be cast withouit moving since most of the midgame you'll be using move actions to switch your songs. You can cast spells on the same trun.

Spells by level in order of importance:
Lvl 1: Grease, Expeditious Retreat, Hideous Laughter, Ear Piercing Shout (great for intteruptring low fort casters), Haze of Dreams (single target slow (staggered = no full attacks), Touch of Gracelessness
Lvl 2: Cacophonous Call, Mirror Image, Glitterdust, Sense Vitals (don't need Heroism as Good Hope is better and you need to keep it up at all times. It's the main reason to play a bard), Sonic Burst (mass counterspell), Blur
Lvl 3: Good Hope, Overwhelming Grief, Thunderous Drums, Crushing Despair, Confusion, Slow (no room for Haste since you have so many good unique Bard options and haste is only per round)
Lvl 4: Echolocation, Serenity, Dimension Door, Greater Invisibility, Hold Monster, Shout
Lvl 5: Cacophonous Call(Mass), Song of Discord, Resonating Word (caster hell), Heroism(Greater), Dispel Magic(Greater), Cloak of Dreams (turn-based to set up coup d'teat)
Lvl 6: Brilliant Inspiration, Euphoric Tranquility, Overwhelming Presence, Cure Moderate Wounds(Mass)

* Glitterdust is solid as a mass blind, but mobs get a save every round. They don't for Cacophanus Call, which also hits more things than hold person. There are other ways to deal with concealment/invis but Dust is a solid failsafe.

Important gear: +Cha/DC relic ring, you can use hat stolen from linnorm to manage encumbrance or belt of physical form or just boogeyman's robe (boosts knowledge checks, fears things you hit with decent DC) and bracers/mage armor, Sentinel Ring to give yourself Spell Resistance.

She will likely be in your party forever. Bards are pretty much THE party buffers in this game. No other class can hold a candle to them in that department. With this build-up she will also be able to trigger outflank AoOs/fears/agile damage when she is not casting and will be moderately competent at that task. Thundercaller bards are infinitely worse than than she is, because she's the key to passing the hardest skill checks for massive exp. No companions are gimped.

Bards are not healers. If your bard has to run in to heal somebody you did something wrong. Heal spells are not taken because she has so many better other things to do.

Enchantment is chosen as bards have amazing selection of those spells, though Evocation is close*. And if enemy has insane will saves you have a lot of fort-tasrgeting spells, and the almighty Grease for reflex.

Use extend metamagic rods. They will give you a lot of bonus time. Yoiur spells will have long durations even without it since you're straight Bard. Your DCs on your songs will be way better, and your songs are insane.

Use Inspire Heroics if you're running Val as a Bard too since she can keep up Courage two-levels behind. There is a spoilerish reason to do this, plus Val gets a nice weapon midgame that makes her a great Bard.

General strategy: buff your party - crush everything, repeat. Drop few control spells here and there. Go full control in really hard ones. Decide if you want to CC something before fight gets messy - it will make more impact on your action economy.

* - an alternative approach is to focus on evocation to use her Bard sonic spells for taking out casters before they can get any spells off, since they all target fortitude which is low on casters and have some sort of stun attached. There's a dagger that gives +4 initiative and you'll get some more from your high dex. If you take improved initiative you'll consistently act before they can get one off.
Post edited August 28, 2019 by Bezhukov
I like this a lot, but between ekuns dog and my two tanks melee is a bit cramped. There's no way to make her ranged?

Also, why take concentration? You're not going to be getting hit, ideally
Post edited August 27, 2019 by BlueMajere1
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BlueMajere1: I like this a lot, but between ekuns dog and my two tanks melee is a bit cramped. There's no way to make her ranged?

Also, why take concentration? You're not going to be getting hit, ideally
With outflank, the more the merrier. You can get an outstanding weapon for her early that has a fort proc, so with boogeyman's robes any AoOs proc twice on different saves. Just have Okbo charge around to get where he's going. Better yet, ues him as your main tank. Other melee should be on reach weapons or enlarged. I'd consider running Jubilost over the third tank. He's the actual main party buffer. Only one who can cast shield on pets.

As for combat casting, she won't draw aggro, but she will get hit if she triggers an AoO. She can't get Crane or anything. Ideally it hits a mirror image. If it hits her its not the end of the world as long as the casting goes through. With Combat Casting Touch of Gracelessness also becomes a thing. Nice vs bosses since it does half dex damage even it they save, and that number can get pretty high.
Post edited August 27, 2019 by Bezhukov
Even buffed, on hard and unfair the dog just can't tank. And linzi will get two shot if she's in melee. Hence my desire for a ranged build.
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BlueMajere1: Even buffed, on hard and unfair the dog just can't tank. And linzi will get two shot if she's in melee. Hence my desire for a ranged build.
I'm talking about hard and unfair. If you can't figure out how to tank with Okbo on hard and unfair, maybe you should take the difficulty down a notch.

On the game I have up my level 10 Okbo has 45 AC just standing around, 38 flatfooted. That's with no shield or shield of faith which would be another 8. You are using Shaken song and Archon's Aura too, right?

As for Linzi getting two shot, it's a good thing that AoO's only come one at a time then. She's not drawing normal aggro if you play competently*. The key thing is making sure that the spell goes off because this Linzi's spells actually stick.

A pea shooter ranged Linzi whose spells and songs (song DC goes by bard level, not EK level) don't and don't even reach the mobs anyway is better off on the bench.

* - stray cleaves are an issue. Vordokai is one mission where she may be better off on the bench since undead is immune to many of her strengths. You can get Good Hope from the relic helm. If you take her there is a lot of anti-giant equipment to help her stay alive.

One thing I forgot - I've been having her get echolocation and use it when needed instead of blindfight. Sadly, she's the only companion for whom it isn't a must have. Also lets her get two-weapon fighting on time.
Post edited August 27, 2019 by Bezhukov