Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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Mercenary builds: Demon Dancer (Skald)
By Sophis
My Demon Dancer mercenary build, ideal for an evil party with at least 2-3 melee characters. Made for core difficulty or below.
   
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About the Build + Disclaimer
Primary roles: buffs, damage.

Portrait Artist: Marie Magny[www.artstation.com]

This build was made to accompany an evil main character and to follow the portrait idea. It's a good addition to parties with at least 2 other melee characters for maximum benefit of the STR song and extra bite attack.

One thing to note is that, if you're using this build, I highly recommend your frontliners to all be evil. Starting at level 9, any good or neutral character who accepts the rage effect or is close to the Demon Dancer gets 2d6 damage and the shaken effect (neutral characters take no damage, but are still shaken). So... it would be best if at least your melee characters were evil. Of course, there's some workaround for that. Check the Tips section for details.




Ok, that being said, let's be clear: this is a theme-focused build. As such, I avoided multiclassing and made flavour choices, to keep the theme of the character. Yes, I know X weapon is better, I know base Skald is "better", I know this is not the best race...

Sometimes you just wanna play some cool, thematic character, you know? It's a roleplaying game after all.

That being said, the build is optimized enough to be played and finish the game comfortably on Core or below.
Character Creation
Attribute
Choice
Comment

Race
Dhampir - Moroi-Born
Fits the theme. Remember that, as a Dhampir, you should use Inflict Wounds scrolls/spells to heal yourself, so always buy or craft those.
Background
Mercenary
Another thematic choice. You can pick anything you want.
Stats
19-14-10-10-10-16
All extra points to STR.
Skills
Mobility, World, Use Magic Device.
Or switch World for whatever else you need from arcana, nature, or religion.
Deity
Urgathoa
RP choice.
Alignment
Any Evil

Looking good ;)
Leveling Progression
Level
Feat
Talent / Power
Comment

1
Lingering Performance - Combat Casting (bonus feat)
Obvious level 1 choice. In case you don't know how to use it: you can deactivate your rage on the same turn and it will still linger for 2 extra turns. This means you'll have triple the number of rage turns per day with this feat.
2
Combat Trick: Exotic Weapon Proficiency (Bastard Sword)
Following the portrait vibe. Make sure to not use a shield, because you need the other hand free to enjoy the STR bonus for 2-wielding your weapon.
3
Improved Initiative
Going first is very important for this build so you can activate your song before your party gets their first attacks.
4
5
Weapon Focus: Bastard Sword
6
7
Outflank
Combat trick: Armor Proficiency (Heavy Armor)
Take Outflank on every melee character in your party, ideally at the same level!
8
9
Vital Strike
Check the Tips section for more information about this.
10
11
Improved Critical: Bastard Sword
12
Beast Totem, Lesser - Combat Trick: Combat Reflexes
13
Critical Focus
14
15
Improved Vital Strike
Beast Totem
Right-click the Improved version now to make it your base attack.
16
17
Flaying Critical
Combat Trick: Blind Fight
18
Reckless Stance
Yes, Beast Totem Greater allows all of your meeles to do a full attack after a charge. But honestly? You won't even use it that much, if at all, by this point. Might as well get a good attack bonus to make sure you hit all the hard enemies on the final dungeon.
19
Shake it Off
A good one to take on all companions to make your final fights a bit easier.
20
Mythic Progression
Level
Choices
Comment

1
Last Stand
A dead skald can't sing.
2
Weapon Focus (Mythic): Bastard Sword
3
Mythic Inspiration
Now your rage is even stronger.
4
Vital Strike (Mythic)
5
Enduring Spells
No one would ever say no to longer-lasting buffs.
6
Extra mythic ability: Greater Enduring Spells
24h buffs.
7
Inspirational Leader
Another aura effect for the cool factor. Remember that you can only have this effect from one character, so, if you already have it, pick the next one in line or anything else you want.
8
Improved Initiative (Mythic)
9
Ever Ready
10
Improved Critical (Mythic)
And you are done!
Spells
Please note that this is only a recommendation of good buffs. You should choose which spells you pick according to what you need and what's already available from your party.

Spell Level
Choices
Comment

1
Unbreakable Heart, Remove Fear, Expeditious Retreat
2
Mirror Image, Heroism, Sense Vitals, Glitterdust, Cat's Grace
Mirror Image for survivability always, then Heroism and others buffs as needed.
3
Good Hope, Haste, Displacement, Purging Finale, Feather Step Mass.
Good Hope first, then the others as needed. You probably already have a local mage who's able to cast haste and displacement.
4
Freedom of Movement, Echolocation, Greater Invisibility, Dimension Door
Greater Invisibility is mandatory, but can be avoided if you already have someone casting it. Dimension Door is situational, but can save your life in a pinch.
5
Greater Heroism, Joyful Rapture
Heroism first.
6
Brilliant Inspiration, all mass stat spells
Equipment
A list of useful and/or thematic equipment for the build. Use whatever good item you can find for the other slots.

Slot
Name
Source
Description

Weapons
Frostbite
Act 4, Wirlong Black Mask, Fleshmarkets
Whenever you land an attack of opportunity, the enemy must pass a Reflex saving throw (DC 30) or become entrapped in ice paralyzing it for 1 round.

Howling Doom
Act 5, Ineluctable Prison
Whenever you land a killing blow, it casts Greater Shout as a 18th level wizard immediately afterwards. Awesome sauce and fully thematic. Just make sure you go there first thing in Act 5 so you can enjoy it for longer. Check the exact location below if you want.

For the previous acts, use Finnean or check with either the exotic weapons provider or Wilcer at Drezen. Gemersha at Wintersun sells a +4 version, provided she lives the quest.

Chest
Use any good heavy armor you find after getting proficiency. Prioritize mithral ones for the extra mobility and DEX bonus.

Rings
Clemency of Shadows
Act 3, Relic Decree (Stone of Ghostly Pathways)
You get an aura that gives 1 more attack of opportunity per round to every ally. Thematic and great for the build.

Head
Any charisma headband
There's a helmet in Ivory Sanctum (act 3) that gives you a +1 bonus to attack and damage rolls while enraged, but honestly, just keep using the best CHA headband you find for the extra spell slots for your buffs. At least until you have someone applying the +4 CHA spell on you for 24h. lol


Cloak
Call to Violence
Act 4, Raggy, Fleshmarkets
Grants a 30 feet aura which grants all enraged allies in the area a +2 bonus on attack and damage rolls. Another great thematic item.

Howling Doom location:

Tips and Explanations
The build concept is really simple:

1: Use Rage;
2: Smack things;
3: Profit.

That's all.



Remember that, during a rage, affected characters cannot cast spells. So, make sure you toggle the "Accept Effect" OFF on your spellcasters, and on any other character that might need to use spells. It's not like your Wizard will care about a STR buff anyway. Bow users can still benefit from it if they're using composite bows, since those can add the STR modifier to damage. They just won't get the extra bite and claw attacks, but that's fine. And, of course, make sure the character accepting the effect is evil... as explained further below.

When you get Vital Strike at level 9, and the improved version at 15, right click it to make it your base attack. This is what you'll be using to attack from now on. It allows you to move, or use your move action for something else like activating Rage, and still attack. The idea here is that this ability sums up the damage from all of your attacks and deals it in a single blow, with a few bonuses on top, making it a good option for classes that don't get full Base Attack Bonus progression and, because of this, might struggle to hit with all their iterative attacks.



Another important thing to mention at level 9: during your rage, any good/neutral character who accepts your rage or is too close to you will receive some damage and get shaken (neutral characters take no damage, but are still shaken). How close? This close:


As you can see here, our poor Nenio is too close, so she gets shaken, even if she's not accepting the rage effect. Make sure your good/neutral characters are far enough away before activating your rage song.

This is why I've recommended this character for an evil party. Or for a party where at least all frontliners are evil. Believe me, you don't want your melee team shaken.

Now, If you really need a good/neutral character to benefit from the effect, or want them to be safe even from afar, you'll need to give that character immunity to fear, which will make them immune to shaken. The easiest way of doing this is with the Greater Heroism spell. However, that is a 5th level spell for Skalds (level 13), or 6th level for sorcerers and wizards (level 11). So yeah, it will take a few levels.

Until you have someone to cast it, you can also buy these boots in Act 3 and give them to your good/neutral character so they are permanently immune to fear/shaken and can then accept the rage effect safely (or stand next to the Skald):
1 Comments
Syzzle 8 Dec, 2024 @ 4:43pm 
NIce an updated build just when I decided to star a Demon Path caster run.