Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

评价数不足
Companion Builds - Pt. 3
由 Sophis 制作
My collection of thematic builds for Sosiel, Regill, Arueshalae, and Greybor. All builds featured in this guide are suitable for Core difficulty or below.
   
奖励
收藏
已收藏
取消收藏
Welcome + Disclaimer
Hello and welcome to the last entry in my Companion Builds series, featuring the 4 companions from act 2 and 3.

This guide was brought to light because I've noticed that it is really hard finding "thematic" builds. Most builds online tend to focus on extreme min-maxing, which sadly don't always take immersion or the character's background into consideration. And while there's nothing wrong with playing like that, it is just not how I like playing. I like some roleplaying in my roleplaying game, you know.

So, I've created some builds that either keep the companions in their base classes (for the roleplay), or switch them into others that make a good fit based on their personality, background, or overall cool factor. I hope you like it!
Sosiel
For our pretty artsy boy, we'll do a regular Cleric build as a full support, and another one going all-out on melee damage as a Champion of the Faith - Warpriest (respec mod required). It's your call if you want him to be pure or to let him indulge his aggressive side.
- Charming Protector
This build will go heavy on the support side, so keep him at the middle of your formation to make good use of his spells and domain abilities. Give him a weapon and shield to help with his survivability, just don't expect him to be a tank. He's there to strengthen and heal his friends, summon distractions, and stop enemies on their tracks with spells, not to get his hands (and armor) dirty.

If you already have an enchantment caster in your party and don't want another one, switch the Enchantment feats and spells with Evocation for some damage and crowd control (Blade Barrier is awesome).

Skills: Religion, Perception, Persuasion.
Take all levels into Cleric.

Level
Feat
Comment
7
Spell Penetration
8
+1 WIS
9
Greater Spell Penetration
11
Spell Focus: Enchantment
12
+1 WIS
13
Metamagic: Selective
Use this with Blade Barrier and Waves of Ecstasy
15
Improved Initiative
16
+1 WIS
17
Greater Spell Focus: Enchantment
19
Shake it Off
20
+1 any (doesn't really matter).


Mythic

Level
Choices
Comment
1
Abundant Casting
2
Extra ability: Domain Zealot
Now you can spam those domain abilities every round, as a good domain bot.
3
Improved Abundant Casting
4
Spell Penetration
5
Greater Abundant Casting
6
Extra ability: Impossible Domain (Community)*
Only if you do not have a source of competence bonus to attack (from either a Bard, a Sensei, a Skald, or a Martyr).

Otherwise, get Inspirational Leader or Ascendant Summons.
7
Last Stand
8
Spell Focus
9
Rupture Restraints
10
Mythic Resolve



Spell Priority

Only listing the most important to have first. The rest is situational and you should pick according to your needs. Remember that you do not need to prepare any "cure" spell, because you can convert any prepared spell to a cure wounds spell. Use your spare slots for summons or damage as needed.

Level
Spell
Comment
1
Bless, Command, Unbreakable Heart, Shield of Faith
2
Protection from Alignment, Bone Fists, all +4 stat spells
3
Archon's Aura, Delay Poison Communal, Prayer, Magical Vestment
4
Crusader's Edge, Death Ward, Greater Magic Weapon, Protection from Energy, Restoration
5
Greater Command, Raise Dead, Burst of Glory, Cleanse, True Seeing*
*until you get the mass version.
6
True Seeing Communal, Heal, all +4 stat spells*, Chains of Light, Blade Barrier
*use your level 2 spell slots for some of these as needed so you save slots of this level.
7
Resurrection, Greater Restoration, Bestow Grace, Waves of Ecstasy
Fill spare slots here with selective Blade Barrier.
8
Shield of Law, Holy Aura
Fill spare slots here with selective Waves of Ecstasy
9
Overwhelming Presence, Mass Heal
- Shelyn's Champion (respec)

Sosiel is no stranger to war; he understands that sometimes you cannot convince your enemies by your voice alone, or expect them to have mercy.

We'll keep his base stats and most of his original feat choices for flavour, like his Luck domain as a Blessing and the Toughness feat. The Warpriest has baseline heavy armor proficiency already, but we don't need the channeling feats since the The Champion of The Faith cannot channel energy. We'll use those extra feats to enhance Sosiel's melee prowess, wielding Shelyn's favored weapon to crush down our enemies directly, and there are plenty of good Glaives to be found.

This build requires that you use the respec mod,[github.com] because the respec option of the base game does not allow for a full respec. If you need any help with the mod, let me know!



Skills: Persuasion, Religion, Perception.
Take all levels into Warpriest (Champion of The Faith).

Level
Feats
Comment
1
Power Attack - Improved Initiative
Warpriest choices: Spontaneous Cure - Weapon Focus: Glaive - Alignment: Good - Blessing: Luck
3
Toughness - Cleave
4
+1 STR.

Use your Smite against those big baddies. Won't have a lot of casts per day, so make it count.
5
Focused Strike
6
Cleaving Finish
7
Outflank
Take this feat with every melee character in your party, ideally at the same level!
8
+1 STR
9
Greater Weapon Focus + Improved Critical: Glaive
11
Great Cleave
12
Improved Cleaving Finish
+1 STR
13
Weapon Specialization: Glaive
15
Blind Fight - Improved Blind Fight
16
+1 STR
17
Greater Blind Fight
18
Greater Weapon Specialization: Glaive
19
Shake it Off
20
+1 any (doesn't matter)


Mythic

Level
Choices
Comment

1
Ever Ready
Fixing his +0 dexterity problem. lmao
2
Power Attack
3
Last Stand
4
Improved Critical
5
Leading Strike
6
Weapon Focus
7
Inspirational Leader*
If you already have this on another character, pick Unrelenting Assault.
8
Weapon Specialization
9
Rupture Restraints
10
Toughness

Spell Priority

Only listing the most important to have first. The rest is situational and you should pick according to your needs. Remember that you do not need to prepare any "cure" spell, because you can convert any prepared spell to a cure wounds spell.

Level
Spell
Comment
1
Bless, Divine Favor, Shield of Faith
2
Bull's Strength, Eagle's Splendor, Protection from Alignment, Bone Fists
Use Eagle's Splendor to raise the attack bonus of your Smite.
3
Archon's Aura, Prayer, Magical Vestments
4
Greater Magic Weapon, Crusader's Edge, Death Ward, Restoration
5
Righteous Might, Sacred Nimbus, True Seeing, Raise Dead
6
Eaglesoul, Heal, all mass +4 stat spells
Eaglesoul is the best thing ever, always keep one cast ready for tough fights.
Regill
Regill is a tough case. He's a Hellknight to the very core, so that is not changing. We cannot change his choice of weapon or fighting style either without hurting his damage potential quite a bit, and he's not exactly the strongest martial companion to begin with. Sure, giving him full Armiger-Hellknight progression and all two-weapon fighting feats would be strong enough on its own, but you're here for something different, right?

So, I'll focus on his battlefield commander persona to give him a different subclass fit for a leader. I'm still finishing up a second build for him, so come back soon for it!

There's at least one unique Hammer to be found in each act, and another one coming from his personal quest in act 5.
- Ride to Death
We'll give our dark leader a dark mount, so he can charge into the battlefield and lead his allies to victory, striking fear into his enemies. I mean, the subclass is literally called Fearsome Leader... it doesn't get any more fitting to his personality than that. Sadly, it won't offer many extra feats to get his damage so high, but that's fine. We want him charging first and holding the line. Either keep him in his adamantine heavy armor for the cool factor, or use medium armor if you find a good one that you like.

He will have extra attack bonus against enemies under fear effects, so if you have someone in your party that can do that (all caster companions can) it's extra sauce. If not, you can always use your Dazzling Display ability, which also dispels fear effects from your allies! At level 15, your Dazzing Display will also apply the effects of the Good Hope spell on your allies, for a number of rounds equal to Regill's CHA. Use a CHA headband and any item that boosts persuasion or intimidate checks (there are several of them) to help with those effects.

The mount will be 2 levels behind, so it's important that you keep it well-buffed and with good equipment. If you have someone who can cast Animal Growth, use that. Legendary Proportions also works, and it's quite funny and intimidating seeing little Regill on top of a huge horse coming at you full speed.


Skills: take 2 points into Mobility and 1 into Persuasion every level until you get Mobility high enough that you can only put 1 point per level; then, get Persuasion to the same level, and use spare points into anything else you need, always taking Mobility and Persuasion.

There are a few mobility-boosting items out there, with the most notable being a +10 belt that you can buy from the vendor at the Hellknights' Outpost in Act 3, and +5 boots from Areelu's Lab if you want to keep using a dex/str belt (the bonuses don't stack).

Take Cavalier - Fearsome Leader on every level.

Level
Feat
Comment
7
Boon Companion - Order of the Cockatrice
8
+1 DEX
9
Mounted Combat
This is why you've been leveling Mobility.
11
Outflank
Take this feat with every melee character in your party, ideally at the level 5-7 range (had to delay it to give his mount a bit of boost first).
12
+1 DEX
13
Improved Critical (Gnome Hammer) - Spirited Charge
15
Shatter Defenses
For this to work, you should use your Dazzling Display ability first. So charge in > Dazzling Display > attack. Optional? Nope, but if don't have someone in your party that can apply shaken or frightened to enemies, it does the job. Always check if the enemy is not immune to the effect.

Common sources of shaken:
  • 'Frightful Aspect' spell (Nenio, Camellia, or Daeran on their base classes);
  • 'Dirge of Doom' ability (bard, skald);
  • Lich's 'Fear Control' power.
16
+1 DEX
17
Improved Two-Weapon Fighting
18
Double Slice
19
Shake it Off
20
+1 DEX


Mythic

Level
Choices
Comment

1
Mythical Beast
An extra help for our buddy.
2
Two-Weapon Fighting
3
Ever Ready
4
Weapon Finesse
5
Last Stand
6
Extra ability: Mythic Charge
Forth Eorlingas!
7
Inspirational Leader
Make sure you don't pick this on anyone else.
8
Weapon Focus
9
Rupture Restraints
10
Flawless Attacks

Horse Leveling

Class: Bulwark
Skills: Mobility, Athletics

Level
Feat
Comment
1
Dodge
3
Diehard
4
+1 INT (required for some feats)
5
Toughness
7
Outflank
8
+1 CON
9
Combat Mobility
11
Armor Proficiency: Heavy Barding
There's a good one at the Ivory Sanctum, so make sure you explore the place well when you get there.
12
+1 DEX
13
Combat Reflexes
15
Lightning Reflexes
16
+1 DEX
17
Shake it Off
Arueshalae
All builds listed here will assume that you recruit her at level 8 for maximum benefits (guide for that coming soon!).

If you don't recruit her early, she will only join your party at level 10. You can still follow the same builds if you get her at 10 by picking the same feats and choices in order; it just won't be as effective.

- Song of Elysium
In case you need an extra bit of combat support, she can offer you bard songs without really sacrificing too much of her damage potential. The song + her Ranger's Bond ability will greatly enhance your party combat capabilities, and she can activate both in her first round of combat.

You then have two options: you can either go with regular Bard, or lean into her dark succubus origins a bit more by picking Dirge Bard. This is just a roleplaying choice for extra flavour that doesn't change anything in the build.

Skills: Mobility, Trickery, Stealth, Perception, Persuasion.

Level - Class
Feat
Comment
9 - Bard (base or Dirge)
Lingering Performance
To make the most of your performance, turn it off right after activating it, and it will still linger for 2 rounds, saving you a lot of charges.
10 - Bard
Weapon Focus: Longbow
Can also get shortbow if you like, but longbow has more unique options.
11- Bard
Improved Critical: Longbow
Or shortbow, if you've picked that earlier.
12- Bard
+1 DEX
13- Bard
Discordant Voice
This will add a bit of damage to everyone who's affected by your song.
14 - Ranger
Continue with Ranger from now on
15
Hammer the Gap - Point-Blank Master (Longbow) - Demons of Slaughter and Magic
16
+1 DEX
17
Improved Initiative
19
Shake it Off - Toughness
20
Demons of Strength and Magic
+1 STR.


Mythic
Level
Choices
Comment
1
Cleaving Shot
2
Rapid Shot
3
Mythic Inspiration
4
Improved Critical
If you get to this point before level 11, you'll have to wait a bit.
5
Last Stand
6
Point-Blank Shot
7
Expose Vulnerability
8
Extra ability: The Bigger They Are
9
Rupture Restraints
10
Improved Initiative



Spell Priority

Only listing the most important to have first. The rest is situational and you should pick according to your needs. Spells with an asterisk * are taken from the bard spellbook.

Level
Spell
Comment
1
Hurricane Bow, Aspect of the Falcon, Unbreakable Heart*, Feather Step*
2
Sense Vitals, Cat's Grace, Mirror Image*, Heroism*, Barkskin
Some of these spells are available on both spellbooks, so use whichever slots you want for them.
3
Instant Enemy
That's all you need. It will apply your full bonus to any enemy, regardless of type.
4
Freedom of Movement, Inspiring Recovery
- Deliver us from Evil
It takes one to beat one. This build will turn her into a weapon of Desna, fighting back against the demonic threat while dealing with the shadows of her past.

We take 2 extra Ranger levels to grab level 3 spells (Instant Enemy for the win) and another favored enemy choice.

Skills: Mobility, Trickery, Stealth, Perception, Persuasion.

Level
Feat
Comment
9 - Ranger
Weapon Focus: Longbow
Can also get shortbow if you like, but longbow has more unique options.
10 - Ranger
Archery: Point-Blank Master - Demons of Slaughter and Magic
Pick either long or short bow according to your weapon focus.

This is the last Ranger level!
11 - Slayer (Deliverer)
Improved Critical: Longbow
Take Slayer on every level from now on.
12
+1 DEX
13
Critical Focus
14
Uncanny Dodge
15
Snap Shot
16
Combat Trick: Improved Snap Shot
+1 DEX
17
Volley Fire or Greater Snap Shot
Only take Volley Fire if you have another ranged character on your party taking the same feat.

Studied Target is now a swift action, for when you need to apply it on your first round.
18
Combat Trick: Hammer the Gap
19
Shake it Off
20
+1 STR.

The Divine Anathema passive will give Arue extra damage against chaotic evil enemies, assuming you've completed her personal quests so her alignment is at chaotic good.


Mythic

Level
Choices
Comment

1
Cleaving Shot
2
Rapid Shot
3
Ranging Shots
4
Improved Critical
If you get to this point before level 11, you'll have to wait a bit.
5
Last Stand
6
Point-Blank Shot
7
Expose Vulnerability
8
Extra ability: The Bigger They Are
9
Rupture Restraints
10
Improved Initiative



Spell Priority

Only listing the most important to have first. The rest is situational and you should pick according to your needs.

Level
Spell
Comment
1
Hurricane Bow, Aspect of the Falcon
2
Sense Vitals, Cat's Grace, Barkskin
3
Instant Enemy
That's all you need. It will apply your full bonus to any enemy, regardless of type.
- Once a Demon...

This build is intended to be used with corrupted Arue. It's just a bonus for you monsters out there who lead her directly back into her dark past self. Compared to her normal self, her corrupted build is... terrible, but hey, it's not like we care. She's still competent at being a regular archer, so that's all we need.

To corrupt her, follow her quest normally and support her just so you can advance her quests. In Act 4, after you've dealt with her old friend and return to her dream world, you have to pick the evil option, as shown here:
. That will make her leave the party immediately (remove her equipment before that!). Later, in Act 5, you can find her in Place of Execution (requires a perception check to find the place; it is close to Pulura's Fall), and then recruit her back in her new self as long as you are a demon or non-lawful Trickster or Lich. And not good, obviously.

If you are playing Demon and planning on keeping her, remember that it is mandatory that you corrupt her in Act 4 by following the method above, otherwise she leaves the party for good when you confirm the Demon path in Act 5 and you won't be able to get her back.



Skills: All class skills other than Use Magic Device.

Level - Class
Feat
Comment
16
+1 DEX
17
Exhausting Critical or Volley Fire
Only take Volley Fire if you have another ranged attacker on your party taking the same feat. Otherwise, get Exhausting Critical. It's not like we have many choices here.
18
Archery - Lightning Reflexes
19
Shake it Off
20
Favored Enemy: Anything first, Humans second
+1 DEX.

Yes, this choice of favored enemy makes zero sense, but evil Arue has made some bad decisions in her life and comes to us with Humans already picked three times. So, by choosing Humans once again, we can at least make Instant Enemy a bit more useful for the final boss.

Mythic

Level
Choices
6
Improved Critical
7
Last Stand
8
Point-Blank Shot
9
The Bigger They Are
10
Any

Spell Priority

Only listing the most important to have first. The rest is situational and you should pick according to your needs.

Level
Spell
Comment
1
Hurricane Bow, Aspect of the Falcon
2
Sense Vitals, Cat's Grace, Barkskin
3
Instant Enemy
That's all you need. It will apply your full bonus to any enemy, regardless of type.
4
Freedom of Movement, Blessing of the Salamander, Inspiring Recovery
Greybor
Well... this is awkward.

Let's get something out of the way first: Greybor is not even remotely comparable to most companions with a regular martial build, or even a fully-built mercenary. His stats are not particularly great to start with, and he has the added downside of being a fragile, slow-moving character. Since he comes to us already at level 9, and our focus here is to keep companions lore-friendly, we can't remedy those issues completely.

Of course, this does not mean that he's terrible and not viable. For Core difficulty, which is the recommended for this build, he's able to perform his duty just fine with just enough power. Just don't expect him to reach the damage potential of Lann, Arue, or Wendu, at least not without sacrificing his whole personality for min-maxing.
- Dark Brotherhood
Finally, Greybor can take levels of his most fitting class. Sadly, his stats are definitely not great to use the Assassination ability effectively, so don't bother trying it against anything other than trash mobs. Remember that you have to be invisible to even try it, so give the poor guy an INT headband to help.

Going full level 20 Slayer would be a lot stronger? Yes. But where's the fun in that?

If you want a different choice of weapon, there's an unique one tailored for an Assassin:

You can buy it from the Skeletal Salesman in act 3. You have to ask him to bring exotic wares, so you might need to encounter him twice if you're unlucky. Use this along with any other good one (act 4 has a few unique ones).

Again, even with this, the DC of the ability will still be quite low, so you can ignore it and keep using his waraxes if you wish. Totally optional.



Skills: Stealth and Persuasion max. Spare points to Athletics, Mobility, and/or Perception.

Level - Class
Feat
Comment
10 - Slayer
Dispelling Attack
Dispelling Attack rocks, that's why.
11- Assassin
Outflank
Take this feat with every melee character in your party, ideally at the level 5-7 range. Sadly, this is the earliest we can take it on Greybor.
12- Assassin
+1 INT.

The DEX poison will be the most useful to reduce enemies AC, so apply that to your weapon before attacking, and make sure to always try to target enemies already affected by Mark of Death.
13- Assassin
Armor Focus - Medium
14 - Assassin
15 - Assassin
Improved Critical: Dwarven Waraxe
Or Punching Dagger, if you are using those.

Use Hide in Plain Sight whenever you want to try to use your assassinate ability in combat.
16 - Assassin
+1 STR
17 - Assassin
Intimidating Prowess
A little boost to intimidation checks to make it easier to demoralize enemies with your Public Execution passive. Make sure Greybor is always buffed with the +4 CHA spell to help with this.

Your assassin abilities (poison use and mark of death) are swift actions now! This is your last Assassin level.
18 - Slayer
19 - Slayer
Shake it Off - Combat Style Feat: Greater Two Weapon Fighting
Only pick Shake it Off you're also going to take this with other characters. Otherwise, get Critical Focus.
20 - Slayer
+1 STR.


Mythic

Level
Choices
Comment

1
Last Stand
2
Two-Weapon Fighting
3
Corruptor
4
Armor Focus - Endurance or Assault
Endurance is meant to fix his mobility issues and give him some more defense. If you are planning on giving him a mount, like the Bismuth, pick Assault instead.
5
Ever Ready
6
Power Attack
7
Defensive Study
8
Improved Critical
9
Rupture Restraints
10
Flawless Attacks
- Shadowstep (DLC)
The Dark Lurker subclass would be my first pick if I wanted to do a full rework of his build. Since we're not doing that here, I'll give him just 4 levels of this class. This brings Blind Fight, Uncanny Dodge, Debilitating Injury, and a cool teleport ability to help with his mobility issues. I think that's a fair trade. He will be able to use Studied Target and then teleport right next to his prey in the same round, as long as he's close to a character who's bigger than he is. Use this combo to focus down priority targets, especially if they are flat-footed.

The Lord of Nothing DLC required!

Here's an example of how to use the Blade from the Shadows ability. Greybor needs to be close to a creature larger than him to be able to teleport to an enemy, as long as that enemy is also larger than Greybor.

In this example, Ulbrig is obviously larger because he's on Griffon form, but Greybor would not be able to use the ability if close to any other companion.

To help with that, you'll probably need to use the Reduce Person spell on Greybor; making Greybor smaller would make sure he's always able to teleport to any regular-sized enemy, regardless of who is he next to. The only downside is that Reduce Person applies a -1 STR penalty, but it's no biggie.

A cool trick you can do, when you have access to the Legendary Proportions spell, is to use that on Greybor for the STR bonus, and then cast Reduce Person on him right after. This will set him back to small size while keeping most of the STR bonus. Does not work with Enlarge Person.


Skills: Stealth, Athletics, Mobility. Spare points to Perception.

Level - Class
Feat
Comment
10 - Slayer
Dispelling Attack
Dispelling Attack rocks, that's why.
11- Rogue (Dark Lurker)
Outflank
Take this feat with every melee character in your party, ideally at the level 5-7 range. Sadly, this is the earliest we can take it on Greybor.
12- Rogue
+1 STR
13- Rogue
Focused Strike
Getting that first hit is super important to apply your abilities, so this will make sure that you do, without having to turn power attack off.

Pick anything for finesse training. It doesn't really matter.
14 - Rogue
Double Debilitation
This will let you apply both bewildering and disorienting injury, giving your target reduced AC and attack bonus against you.

Continue with Slayer from now on.
15 - Slayer
Improved Critical: Dwarven Waraxe
16 - Slayer
Combat Style Feat - Greater Two Weapon Fighting
+1 STR
17 - Slayer
Extra Rogue Talent: Petrifying Strike
18 - Slayer
Opportunist
19 - Slayer
Shake it Off
Only if you're also going to take this with other characters. Otherwise, get Lightning Reflexes.
20 - Slayer
Improved Uncanny Dodge
+1 INT.


Mythic

Level
Choices
Comment

1
Last Stand
2
Two-Weapon Fighting
3
Leading Strike
Strike from the shadows against a helpless enemy, mark it, profit.
4
Power Attack
5
Ever Ready
6
Improved Critical
If you get to this point before level 15, you'll have to wait a bit.
7
Defensive Study
8
Weapon Focus
9
Rupture Restraints
10
Flawless Attacks
1 条留言
Loving the guides so far! If I may ask will you do a companion build guide on undead companions in the game?