Spells: Remove fear, Cure Light wounds, Vanish, Mirror Image, Glitterdust, Sense Vitals. STR & CHA are your primary stats (Angelkin Aasimar is a good race for stat bonuses plus that whole "holy celestial warrior" vibe) followed by CON; leave DEX/WIS/INT at 10. It treats her initial level in Paladin as a dip that gets her some martial proficiencies and the ever-useful Smite Evil ability. Finally, Angel-kin Aasimar is the perfect race for a Paladin because of the +2 to Str and Charisma and their ability to get the Wings feat (+3 dodge AC and ignore difficult terrain). Then +3 Bard song +2 Sacred (Ecclesitheurge) +1 Haste = 50 (51) AB. 7/19/14/14/7/18 stats for those. Avoid divine scion. At Level 6 we finally get to do what we were meant to: keep things permanently tripped with Bowling Infusion. Don't forget that Overflow will compensate you some of the stats you burned (the same rule of Con>Dex Applies there). There is no reason to go anything but human. Strong all game long. There are some good longswords late, but it might be a bit of a suffer.Can just go for two more magus levels. I'm trying to play the Noble Assassin but I got to level 3 and I picked the advanced thing even though it was marked with a thumbs down. Has a pet to carry his stuff. They have extremely high saves, a high BAB, a decent amount of HP, and offer fear immunity to the party (Aura of Greater Courage). Shambling Mound is okay in a pinch. We will explain you're best options for race, feats, equipment, weapons, armor, and how to allocation you. If you find something missing, blame the damned fey. Many thanks. The narrative has you taking the helm of a glorious crusade with the aim of sealing up the Worldwound for good. The build gets. Swap Double Slice and Improved then take Double Slice at 19. Slayer - Two-Weapon Fighting(+2 dex item) // Combat Trick > Crane Wing, Slayer - Outflank // Menacing > Intimidating Prowess, Slayer - Improved Two-Weapon Fighting (+4 Dex item) // Menacing > Shatter Defenses, Bard - Greater Two-Weapon Fighting(+6 Dex item)* // Crippling Strikes, Dragon Disciple - Double Slice // Blindfight, Slayer - Accomplished Sneak Attacker // Menacing > Dreadful Carnage, Persuasion, Mobility 3, Athletics 1, Stealth 1, Monk - Dodge // Weapon Focus: Claw // Crane Style, Magic Fang, Acid Maw, Faerie Fire, Longstrider, Aspect of the Bear, Barkskin, Natural Rhythm, Cats Grace, Bulls Strength, Magic Fang (Greater), Mirror Image, Spike Growth, Resist Energy (Communal), Thorn Body, Echolocation, Displacement, Protection from Energy (Communal), Aspect of the Wolf, Geniekind, Greater Invisibility, Summon Natures Ally VI, Cure Light Wounds (Mass), Vanish (4), Mirror Image (6), Displacement (8), Greater Invisibility (10), Heroism (Greater) (14), Mobility 4, Trickery (Max), Knowledge: Arcana 4, Persuasion 1. If you decided to go melee, you will need to add Geniekind, Firebrand, and Sense Vitals to your regular buff routine. Falchions are nice too. There you have it. If you go this route, it's better to not take levels in non-Paladin things. Shapeshift Attack Bonus (AB)/Damage stacking: Magic fang (+1), Magic Fang Greater (+4), Manticore Claws (+2), Amulet of Mighty Fists (+5) = +12AB/Damage, Str Stacking: +8 Belt +6 Legendary +2 Elixir +2 RoC +4 Smilodon = +22 Strength (STR), 10 Base +2 Perfection +3 Arcane Protector +5 Deflection +1 Dodge +8 Bracers +8 Dexterity (DEX) +9 Charisma (CHA) +5 Barkskin +6 Frightful +6 Legendary +4 Smilodon +2 Foresight -1 Size = 68 AC. Overkill, but we needed the Crane feats for the early game anyhow. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. Two things: I'm a fan of hospitaler. Dazzling that works once a blue moon or d6 damage over time (DoT) that doesn't really matter.Hare would be a valid alternative, but initiative doesnt really matter for this one. Bad UI design. Out of all our elements, water was the easiest to shift to 15. Were mostly a tanky boy with a pet for now. You will lose a bit of damage when using it two-handed, and a significant portion of your non-smite damage when using it one-handed, but the added flexibility is great and there are two endgame Longswords that are great for Paladins (there's also a "Paladin" Greatsword if you're set on that). Question on the "Feyspeaker Shifter." Would love someone casting Legendary Proportions on him. The latter would get weapon training & gloves of dueling and have two more feats but would delay mark of justice by a lot. Expertise and Fighting Defensively cut into your Attack Bonus (AB), so only turn it on if you are swarmed and need to tank. Early-game anti-suffer advice: take Tartuccios Crossbow and make him use cantrips in the prologue. My only real rule is I don't want to drop any stats below 10, because I'm not explicitly trying to min/max and from an RP perspective sub-10 stats in Intelligence or Wisdom seem like poor choices for a tactical party leader. Two-handers are pretty straight forward as all you really need is Power Attack and Vital Strike lines of feats for damage. Fire immunity, +5 bonus on Persuasion. Will step on Reggie's toes, so there's that. Note Rod of Flaming Vengeance activation is just a regular Maximize rod. So we just sit there with Gather Power Low on and poke enemies in the face. YMMV though. Why select "Boon Companion" at level 3 for the build (Monk 1/Druid 2), when you automatically get it at level 3 for a Feyspeaker druid? By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Easiest CC combo in the game as it forces loads of saves. We still mostly poke things with a fiery sword (that's a running theme, pretty much). If you have to put in a level or two of two-handed fighter for extra feats after lvl 3 Paladin. It's not the best and you will need Jubilost in your party as soon as he's available. You can even consider adding to the above with further crowd control by dipping a level of thug (so intimidated enemies panic). Armor bracers. Dont jump on greataxes just because youve got a feat. By clicking View Page, you affirm that you are at least eighteen years old. 10m is enough per rest usually if you dont spend much time idling. Once you get Vanquisher, though, it's time to switch for life. Create an account to follow your favorite communities and start taking part in conversations. +Cha helmet // +Str+Dex+Con gear. Dont think you can squeeze much more out of the class. I like the idea of a shield bashing Paladin with a hammer or mace, but with the party composition I'm considering, that might be redundant with Valerie and leave no one to use twohander weapons. Weapon and shied are two weapons in total. Keep a staff on you just in case. Whatever you like. You will lose a tiny bit of AB, but will safely chop away with reach. . Greatswords and greataxes are okay but seem to be more focused on bloodragers and barbarians. Can be done as any race that has Strength (STR) boost. Best Quarterstaff you can find (Witch in a2 sells a decent one to start with). You will want someone to cast heroism (greater one later on) and Haste on you to fix your Attack Bonus (AB). Aldori Swords are pretty mediocre and it would be totally insane if we could get our hands on a longsword instead, but we compensate with huge STR bonuses and some sneak dice. It'll be fine. Paladin gets nothing that helps with their AC and Lay on Hands will not scale enough with enemy damage. UMD is nice for shield wands, if you dont have Alchemist in the party. Has Web for early-game. Damage from Touch Spells, Ability to skip Crit in favor of keen weapon Arcane Weapon additional property. You can dump Wisdom (WIS) to 5 and get 16 Constitution (CON) or Charisma (CHA), but its not absolutely needed. Theoretically, Paladin can be moved to 19-20, but I am kinda scared about Will saves. Good option for a blind run. They are Multiple Ability (score) Dependent (MAD) and dont offer any meaningful paybacks for it. You will have enough spells from leveling to grab everything you really need, but its nice to accelerate the process. Also Mark of Justice is amazing - its effectively +6AC to everyone and nobody will ever miss against evil creatures. AC Bracers, AC items, elemental damage to attacks/natural attacks: alkali gloves and winter wolfs cloak for example. Add Amulet of Mighty Fists when you start shifting. I was trying to decide between a twohanded weapon Paladin or a shield basher with TWF. Still, not what most dungeon masters would allow. Can Dazzle himself, but prefers not to. +Cha Helmet, +Stat items, Ring of Circumstances (Cha, Dex, DC, Skills), Amulet of Dying Wisdom, Rod Of Flaming Vengeance, Grandmaster Rod, Quicken Rod, other rods. Also some free True Strikes are not wasted on us. There are some good longswords late, but it might be a bit of a suffer.Can just go for 2 more magus levels. Paladin is skipped. Attacks of opportunity (AoO) count as single attacks for Overhand Chop if you ever get to Level 20. Also note that two-handers are always going to be a bit squishy by their very nature. Will give you bane blade, so that's good. The games are similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. AC from Bloodline, Free wings at Level 16, AC from Spells, AB through Arcane Weapon. And we kinda have to have it as bite forces you into 2ft distance. With Dragon Form, it wont hinder you as you can cast Transformation to ramp up your AB by that time. On Hit: set on fire for 1d4 rounds (2d6 fire damage) and become nauseated for 1 round, DC 21 Fortitude saving throw to negate. Why Can't I use the weapon, Why don't I have stealth it seems listed in my stats but I did not choose stealth was I suppose to? Use keen enchant instead. Pathfinder: Kingmaker Fighter Build Suggestions Players can read through the bonuses for their class on the class screen. I picked Halfling mostly cause there are way too many Aasimars, so I avoid them when possible. Second, paladins are very well situated for the intimidation feat line. Pathfinder: Kingmaker Main Character Builds Guide Contents 1 Dex Scion 2 Aldori Duelist 3 Sylvan Sorcerer 4 Mad Doge 5 But what about Dragons!? Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting. Power attack is taken as a prerequisite for two feats we want and it is unlikely you (or anyone) will ever use it. Inquisitor - Improved Critical > Fauchard, Inquisitor - Combat Reflexes // Seize the Moment, Inquisitor - Tandem Trip // Favored Enemy: Fey, Shield, Cure Wounds, True Strike, Enlarge Person, Restoration, +Stat Spells, Divine Favor, Remove Fear, Cure Wounds, Restoration, Remove Paralysis, Delay Poison (Communal), Resist Energy (Communal), AC from Charisma (CHA) through monk, Monk feats. Per your note, since you want to wear armor (less AC than monk in this game). Hi, I'm playing the ps4 edition. Scimitars have nice synergy with Magus, so here we go. Will have good Armour Class (AC) throughout the game. Sadly, Monk weapons are light and wont give you x1.5 bonuses to damage. +5. Greatsword Warrior Build :: Pathfinder: Kingmaker General Discussions Content posted in this community may not be appropriate for all ages, or may not be appropriate for viewing at work. Monk robes, AC gear, Stat Gear. :: Pathfinder: Kingmaker Guides and hints Content posted in this community may not be appropriate for all ages, or may not be appropriate for viewing at work. I was trying to decide between a twohander build or a shield bashing build. Somewhere else you can grab int headband at level 2? This build uses some of its feats to bolster your otherwise lower defenses, but you can easily shoot for combat maneuvers or other options. Long shield spell and enlarge are good for your health. Lead Blades wands are nice too. At higher levels, attacks of opportunity will trigger quite a bit. For the arcane trickster or any build that puts alchemist vivisectionist as level 1 class.the spells you pick in character creation need 11 int. Will have about 70+AC and 40+ AB late-game in case you are interested. So your tactic is hit 'em till you crit and then nuke with whatever. You're contradicting yourself. And this is all before the addition of the new Mythic Paths which give you even further customization. Doesn't do anything spectacular, but should be a smooth run. Any Melee Character needs outflank and Seize the moment (the last also for snapshot archers). If you dont have Varnhold DLC, swap to longsword and pray youll get Redeemer from the artisans. We don't need weapons. Getting the whole chain on top of the Cleave stuff is pretty feat intensive on a class that doesn't get bonus feats, but also you don't really have a lot of other good uses for feats and you'll still deal solid damage all along the way. Has quite a lot of attacks. Automatic Dazzle from Level 14 and hes good at it too. Wait till you get a decent one. Also they're feat-starved compared to fighter. Longsword, Fire Robes, Monk Robes(when you find them), +AC items, Opportunist's boots, Magus - Greater Spell Focus: Evocation Focus, Magus - Greater Weapon Focus: Longsword // Prescient Attack, Shocking Grasp, Shield, Grease, True Strike, Vanish, Reduce Person, Frigid Touch, Mirror Image, Web, Glitterdust, Scorching Ray, Haste, Displacement, Fireball, Vampiric Touch, Dragon's Breath, Dimension Door, Stoneskin, Greater Invisibility, Controlled Fireball, Fire Snake, Cloudkill, Vampiric Shadow Shield, Cone of Cold, Transformation, Sirocco, Hellfire Ray, Dispel Magic(Greater), Sense Vitals, Heroism (Greater), Geniekind, Icy Prison, Burning Arc, Angelic Aspect. They do more harm than good this time around. Persuasion is the most important; do what you want for the second skill. Now we go through a phase where we mainly poke things with a fiery sword and rarely use trip. Another question about Dex Scion: "AB from CHA through Arcane Accuracy"..i stumbled upon thisArcane acc gives you AB based on INT not CHA. Improved Crit is skipped to save feats. Unholy. Alternative would be anything with Travel or Plant Domain. Electricity is nice for shocking grasp but there are too many resistant enemies later on. Thats nice, I suppose. It's not too different from how you build any two-hander. Two-handers are pretty straight forward as all you really need is Power Attack and Vital Strike lines of feats for damage. Its a tanky paladin you always wanted with good sustain and utility. Vampiric Touch is taken to be used with reach Metamagic Rod to give you something with damage at lvl3. Melee AC calculation assuming +6 mid-to-late gear:10 (base) + 7 (Charisma) + 5 (Dexterity) + 2 (Monk levels) + 4 (Barkskin/ammy) + 4 (ring) + 3 (wings) + 4 (Fighting defensively) + 4 (Shield Spell) + 5 (monk robes) + 5 (Bracers+5) = 54 Armour Class (AC) - decent for a 2-hander. Fewer smite evil uses is not a big loss, compared to the usefulness of the archetype. Grease and Web will help you solve early-game. Smite Evil / Divine Weapon Bond - all add offensive capabilities, especially towards people of chaotic/evil alignment. Of all the 4 full martial classes, Paladins are the worst physical tanks. With the assistance of buffs and outflank you will hit reasonably well. you don't have to fight pretty much anything with MC in the prologue. Very simple and abusive build fit for Unfair. Optional. for the "Blind run Scion" build it mentions something like "wear the heaviest armor you can find" but the build can only wear light armor, am I supposed to take a heavy armor feat somewhere? This build is current to November 10, 2019. Why not Hospitaler? I prefer endgame swords to scimitars, but they are roughly equal. Extra attack per round goes a long way. Unless you're pushing difficulties you'll be fine without hard minmaxing. Artisan Bokken. Generally it means we just get a lot better at actually killing things. Barbarians have damage reduction, Rangers have a pet, Fighters have armor training. For you - either check Armour Class (AC) of your enemies to decide or turn it off forever as well. Aasimar is still numerically superior and doesn't need to turn on Fighting Defensively to get his bonuses. No robes ever meld into the form as far as I know, so it doesnt matter. Good Armour Class (AC) throughout the game. The great thing about Paladin is that they are incredibly flexible when it comes to weapons. The games are similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. Doesnt rely on Perfect Strike at all, as you dont care much about weapon dice. What deity for noble assassin? Fire-breathing bears. Has Decent Dazzling and Shatter Defenses, 50 buffed Attack Bonus (AB) in top gear, as well as Arcane accuracy should you need it. I picked Bastard Swords just to spite Amiri in her uselessness (comparatively). Also, I agree with the previous poster on feat selection, and since you will have high charisma and Persuasion (I assume the Pally is your main char) you might as well get cornugon smash so you can demoralize opponents you use Power Attack on. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Remove Fear (important Bard spell) you won't be able to cast for a long time. Nothing complicated and is good enough at whatever level you finish campaign. Bites from different sources should not stack, but they do in this one. Cant be done on any other race; you need dem wings. That a bummer.. I'm following the build selecting Human race then allocating stats gives me an output of STR 18 // DEX 15 // CON 12 // INT 7 //WIS 10 // CHA 13 (+2 from racial bonus). Can also be longsword or whatever 1h you fancy. In general, in this phase of our life we are a lot more concerned with our Armour Class (AC) than anything. Grab agile pick under Old Sycamore and then Agile Rapier from Stag Lord henchmen. Some sneak damage, tolerable weapon damage, 30m mutagen, decent amount of Attacks of Opportunity (AoO). Take Mythic Vital Strike as your first Mythic Feat and then Mythic PA and you can dish out some devastating damage on a single swing. Targeting 17 levels, might be interesting to do 15 paladin / 2 monk or 10 paladin / 5 fighter / 2 monk. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Appreciate you putting them all together. Stacks some decent Armour Class (AC). If you have Varnhold DLC. +4 Wing = 76 melee AC. Early game, use staff or flaming nunchucks, AC items, 2x Arcane Protector in Act 2 - one at the Bandit Camp at the bridge, and the other on Bartho. will cost you skill points. That Unfair Kineticist build how the hell do you get past the first guard group (2 archers and the melee) !? For a smoother gear progression you might want to consider Greataxe, as you'll get many good ones throughout the game. This is the most damage you can squeeze out of Arcane Trickster (AT). and our Or Blind Fight if you don't have an alchemist to give out Echolocation. Maybe higher if you want to dump stats but your cha should be good, but not better than your strength. It's still a nice bit of damage, especially so against enemies you can smite, but don't be too hyped about it, especially on higher difficulties. By popular demand. 1)Two-Weapon Fighting 1)Shield Bash 3)Weapon Focus (Rapier) 3)Shake it Off (Bonus Teamwork feat) 5)Power Attack 7)Dazzling Display 6)Outflank (Bonus Teamwork feat) 8)Improved Two Weapon Fighting 9)Combat Reflexes 9)Seize the Moment (Bonus Teamwork feat) 11)Improved Critical 12)Shield Wall (Bonus Teamwork feat) 13)Shatter Defenses 15)Shield Master Reddit and its partners use cookies and similar technologies to provide you with a better experience. Ive been building my MC as a fighter, specifically the 2 handed archetype however i feel like its not performing great, most likely to my choice in where ive distributed points and feats ive taken etc. Nothing can be done about that - no spare feats left. A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. Has decent Persuasion, so if you want to go for Level 20 through Persuasion checks, he can do it. Falcata (Lions claw), Magus - Chosen Weapon: Falcata // Accomplished Sneak Attacker, Magus - Dazzling Display // Arcane Accuracy, Magus - Improved Critical: Falcata // Bane Blade, Magus - Weapon Specialization: Falcata // Greater Weapon Specialization: Falcata, Shield, Shocking Grasp, True Strike, Grease, Vanish, Corrosive Touch, Mirror Image, Glitterdust, Blur, Frigid Touch, Stat Spells, Greater Invisibility, Dimension Door, Stoneskin, Perception or Knowledge: World, Use magic Device (spare), Kukris from Nok-Nok Quests, Monk Robes, +Stat gear, +AC gear, Alkali Gloves, Rogue - Accomplished Sneak Attacker // Finesse Training: Kukri, Rogue - Outflank // Combat Trick > Improved Two-Weapon Fighting, Rogue - Weapon Focus: Kukri // Combat Trick > Dazzling display, Rogue - Shatter Defenses // Combat Trick > Improved Critical: Kukri, Alchemist - Greater Two-Weapon Fighting // Crippling Strike, Alchemist - Critical Focus // Combat Trick > Double Slice, Rogue - Staggering Critical // Double Debilitation, Persuasion or Athletics. Sword and Shield or two-hander? You need Power Attack, and your options past that point are pretty open. You should start shifting the moment you get Leopard. I wanted a tank and have been referencing this guy. Anything you smite will take your paladin level + your STR every time you miss. Go for Falchions for those (skip exotic weapon).Good fit for a mercenary as well. Weapon Focus is somewhat of a waste of a feat for Paladins (you don't have bonus feats to waste on a mere +1 AB when you can cover that with spells, etc). Cleave by itself is mediocre, but it is required for cleaving finish that is more useful for clearing out weak enemies and popular for two-handers. Dont be shy about using Dazzling manually for control. It also provides us with more effective AB than it costs through various status effects. The rest broadly falls into Barbarian hunter who assumed responsibility and some such. Has Seize the Moment more for himself than his party (I tend to take it on everyone by 9) so they will give him even more attacks. Cookie Notice Crane feats you technically could live without altogether, but early/mid-game AC ramp is important too. Pit/grease/vinetrap for reflex, Stinking Cloud for Fortitude, Chains of Light for Will. Earth or Fire Wall + Bowling (depending how much time you have to spare). You can drop it by 2 and get 9 CHA for more balanced stats that you want, because reasons. Or estoc for Blinding Light.Or Blind Fight. Awesome. Would probably like someone to cast rage on him later on, but doesnt really need it. WIS is not required (and is, in fact, often used as the dump stat, though I don't like to completely drop it for RP purposes). Lore(nature) is okay as well. If taking human: 7/18/13/10/7/19. This is what Amiri always wanted to be. 8 attacks/4 at max BAB with extra attack ki power. Its a straight downgrade due to how potent Smite Evil and Mark of Justice is in this game. Doesn't Dazzle for himself, although does have enough for single-target Intimidation should you need it, and Dreadful Carnage once you get the ball rolling. Use crossbow until Level 5. Self-sustainable Shield spell (will need 2 Lesser Extend Rods). Any good advice for building a 2h Paladin? All the juicy stuff is passive, so if you need to swap the damage type, unequip the rod. Does not really care what 1h weapon he uses until mid-game. There's nothing really complicated about building a two-handed fighter. Best armor you can find. https://www.gog.com/forum/pathfinder_kingmaker/ineffects_guide_v2/post101. Espaol - Latinoamrica (Spanish - Latin America), Don't be like me, visit your new villages. Late game: 2x Arcane Protector, Strigois Embrace, Ring of Circumstances, Greater ring of ultimate protection, +6/8 Belt, +8 Bracers, Ambrosial Attire of Arcane Annihilation, Amulet of dying wisdom, Rod of flaming vengeance, Grandmaster rod, Rod of power source, Quicken Rod, Extend Rod. Scimitars are a viable alternative. What may I have done wrong? Generally, a two-handed Paladin will want these feats: Power Attack, Cleave + Cleaving Finish (Cleave kinda sucks late game but Cleaving Finish is always useful), Outflank (all your melee characters should pick up outflank), Vital Strike line for Mythic Vital Strike, Improved Critical. Doesn't matter much which Infusion we take here. Put at 1 in persuasion at character creation, finish arcana and mobility, then persuasion again. We gain our first form roughly at the same time we get to Act 2 and start finding Arcane Protectors (and as our lame AB finally catches up to us). Scorching Ray is only any good from lvl8 for you. Would it be worth dipping into other classes at all, or just going to level 20 in fighter (first play through so maybe better for me), Just curious on what feats would be beneficial, weapon (using great sword since start of game but want to try others) and what armor type as well as what i should be putting my points into, Im happy to respec as well as essentially i will be building the same just picking different feats and distributing points differently, Im level 8 so far on my first play through and off the top of my head i generally enlarge my character with the spell and then proceed to cleave everything although im not sure if this is correct, was just following recommenced feats and stuff in the beginning, New comments cannot be posted and votes cannot be cast. Keep at least one at all times. Nothing spectacular yet. Damage is nowhere near what some other classes can pull off. Archaeologist is taken for access to Slashing/Fencing Grace by Level 3. Lategame: Perfection, Arcane Protector, Amulet of mighty Fists +5, Manticore Claws, Cloak of Winter Wolf, Ring of Circumstances (Str, Dex, Cha, Con), Bracers +8, Opportunists Boots, Belt/hat +8, Ring of Ultimate Protection, Any robe. Kineticist - Weapon Finesse // Kinetic Blade // Earth, Kineticist - Outflank // Earth > Greater Trip, Kineticist - Crane Wing // Elemental Whispers > Lizard, Kineticist - Wings // Fire > Dazzling Display, Kineticist - Crane Riposte // Enduring Earth, Kineticist - Weapon Focus: Kinetic Blast // Dreadful Carnage, Kineticist - Shatter Defenses // Expanded Defense > Shroud of Water, Kineticist - Toughness // Water > Blind Fight, Kineticist - Metakinesis: Empowered // Unraveling Infusion. Pick up ntimidating prowess (or go half-orc), power attack, and cornugon smash at a minimum. You're pretty feat limited, but I recommend getting power attack, dodge, outflank, and heavy armor focus first. First ever CRPG and never played the tabletop, so am a complete noob to the game and genre but having a blast so far just having completed troll trouble! Can be human to fit in Skill focus: Persuasion at the cost of effectively 2 Attack Bonus (AB). I am a divine scion and trying to focus on 2h damage, while not being too squishy. Thought I need to represent this one as the other Kineticist is designed more for comfortable late-game play on hard than anything. New comments cannot be posted and votes cannot be cast. Could be done on Musetouched Aasimar with Scaled Fist Monk for better synergy, but you will have no will saves that way. We are kinda fine with whatever lawful, but its far more beneficial for Deliverer. With Legendary Proportions on, doesnt need Gyronna to reach 70AC for Unfair. So here it is, non-minmaxed build for a change. Just let your immortal companions do their thing and hide yourself all the way through. So with all that said, I'd always recommend going for damage in a Paladin. Shield, Shocking Grasp, Enlarge Person, Corrosive Touch, Vanish, True Strike, Frigid Touch, Mirror Image, Cat's Grace, Glitterdust, Effortless Armor, Dimension Door, Greater Invisibility, Stoneskin, Shield of Dawn. This one does things Nok-Nok cant. Deities do not provide paladins with any in-game bonuses, abilities or proficiencies, so you should pick the deity you like best in terms of ethos/Roleplaying. Proper druid centered on shape-shifting and tripping enemies. Deals tons of damage and controls everything from Level 3 pretty much. Heighten all your CC spells. what party would you recomend with the mad doge build. I would say divine scion is okay if youre also doing levels in slayer. Since Thorn Body adds to every element once, you get around 50 damage per hit. It also allows you to use those RTA ki powers for fun.
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