Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

Nedostatek hodnocení
Companion Builds - Pt. 2
Vytvořil: Sophis
My collection of thematic builds for the Act 1 companions: Woljif, Ember, Nenio, and Daeran. All builds featured in this guide are suitable for Core difficulty or below.
   
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Welcome + Disclaimer
Hello and welcome to the second entry in my Companion Builds series, featuring the 4 companions from act 1.

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.

This took way longer than part 1 since now it's 4 caster companions! Geez, that took forever. I hope you like it!
Ember
Every build under the sun turns Ember into a fire-wielding killing machine. Not this time. Here, she won't fight fire with fire anymore.
- The Pacifist


Ember loves songs, and loves inspiring her friends and anyone willing to listen. However, she doesn't like hurting people, always trying to calm everyone and solve things peacefully. The Tranquil Whisperer subclass fits this perfectly, so I crafted a nice roleplaying build for her, offering healing, buffs, and songs. Don't expect her to kill anything, she's just a child after all. :)

Since this version of Bard doesn't come with the usual song, you can actually have 2 Bards in the same party: this one for defense, and another one for offense. Pretty cool for a bard azata run, don't you think?

If you want, you can pick other subclass of Bard and use this build the same way. But I like the flavour of the Tranquil Whisperer better.



Skills: Persuasion and Perception max, Arcana, Use Magic Device.
Take Bard (Tranquil Whisperer) on every level.

Level
Feat
Comment
4
+1 CHA
5
Lingering Performance - Combat Trick: Improved Initiative
Lingering Performance will give you 3 times the amount of performance rounds: you just have to stop your song right after activating it, and it will still linger for 2 extra turns.
7
Metamagic: Extend Spell
Extra duration for your spells! Apply it in your spellbook.

Take note that using spells modified by metamagic turns those spells into full-round actions. As such, you cannot move and then cast those in the same round. If you have to move more than 5 yards, you'll then have to cast the regular version of the spell.
8
+1 CHA.
9
Harmonic Spell - Uncanny Dodge
11
Discordant Voice
She rather not fight, but she can rally her allies to defend themselves if needed. Note that this doesn't stack if you somehow have two bards with the same feat.

With Dirge of Doom, she can remind her enemies of how dreadful life can be.
12
+1 CHA
13
Combat Casting - Canny Observer
15
Persuasive
If you know Ember, you know she can be really persuasive. Might even convince demons to think about their actions.

You can use Soothing Performance for some easy healing or to remove fatigue/sickness if you have song charges to spare.
16
+1 WIS
17
Iron Will - Improved Uncanny Dodge
19
Improved Iron Will or Shake it Off
20
+1 STR


Mythic

Level
Choices
Comment

1
Abundant Casting
2
Extra ability: Favorite Metamagic (Extend)
Now you can apply this to all of your buffs and they won't take up higher level slots.
3
Mythic Inspiration
4
Extra ability: Wandering Witch Hex
This will allow you to use any other hex! Use Fortune or Protective Luck on your free turns.
5
Last Stand
6
Extra ability: Improved Abundant Casting
7
Inspirational Leader or Archmage Armour
Only take Leader if you don't already have it on someone else.
8
Improved Initiative
9
Rupture Restraints
10
Sorcerous Reflex



Spell Priority

Only listing the most important to have first. The rest is situational and you should pick according to your needs. If you don't have anything important left to pick, take the healing spells so she has something else to do.

Level
Spell
1
Mage Armor (from the witch spellbook), Cure, Unbreakable Heart, Remove Fear
2
Cure, Cat's Grace, Heroism, Mirror Image
3
Haste, Good Hope, Cure, Reviving Finale, Displacement
When you get Harmonic Spell at level 9, you can do a cool little trick: use Reviving Finale to end your song with a burst of healing, which will recover the song charge, and then you can immediately activate it again at no cost.
4
Greater Invisibility, Freedom of Movement, See Invisibility, Dimension Door, Shield of Dawn
5
Greater Heroism, Joyful Rapture
6
Brilliant Inspiration, all +4 stat spells
- The Sly Witch
This time, we convinced her that trying to be a full pacifist won't cut it in a war. She's still not our designated killer, mind you, but now she has learned how to drive people to do what she wants in a clever way: by making them drop to the ground or stop fighting while she's talking. All the while having fun doing it.

For this build, Ember will be our enchantment specialist. Along with her hexes, she brings stellar offensive support disabling enemies so that your companions can do their thing. For enemies immune to enchantment effects, she will have a few conjuration spells at her disposal.

Fun fact: depending on how you finish her personal quests, she can get +2 CHA and an unique 9th level enchantment spell not available anywhere else. If that sounds interesting to you, just be nice to her and encourage her to do good. That's all you need.



Skills: Persuasion & Use Magic Device max, then either Religion or Arcana as needed.
Take all levels into Witch.

Level
Feat - Hex
Comment
4
Evil Eye
+1 CHA.
5
Metamagic: Selective
Apply this to all of your aoe spells so you don't harm your friends. But wait until level 6 with your first mythic ability to do it (so that those spells won't be taking higher spell slots).

Take note that using spells modified by metamagic turns those spells into full-round actions. As such, you cannot move and then cast those in the same round. If you have to move more than 5 yards, you'll then have to cast the regular version of the spell.
6
Cackle
Use this to extend the effects of your hexes. Evil Eye for example, even if resisted, is still applied for one round, so it can be extended as much as you can.
7
Spell Penetration
8
Ameliorating
+1 CHA
9
Greater Spell Penetration
10
Fortune
11
Spell Focus: Enchantment
12
Major Ameliorating
+1 CHA.
13
Metamagic: Heighten
This can be used to make your low level spells more relevant, like Command or Winter's Grasp, by raising their spell level. By doing that, those spells will have increased DC as if they were of that level, making it a lot easier to land those effects as the game progresses.
14
Iceplant
15
Greater Spell Focus: Enchantment
16
Any hex
+1 CHA
17
Arcane Focus
18
Life Giver
19
Shake it Off
20
Any hex
+1 CHA


Mythic

Level
Choices

1
Favorite Metamagic: Selective
2
Spell Penetration
3
Abundant Casting
4
Extra ability: Improved Abundant Casting
5
Greater Abundant Casting
6
Spell Focus
7
Last Stand
8
Sorcerous Reflex
9
Rupture Restraint
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. Use heighten metamagic to fill higher slots with your low level spells, like Command and Winter's Grasp.

Level
Spell
1
Command, Ill Omen, Mage Armor, Cure Light
2
Winter's Grasp, Mortal Terror, Glitterdust, Hold Person, Bone Fists
3
Heroism, Communal Delay Poison, Rage
4
Crushing Despair, Death Ward, Confusion, Dimension Door
5
Hold Monster, Mind Fog, Cave Fangs, Feeblemind
6
Greater Heroism, Raise Dead
7
Mass Hold Person, Insanity, Power Word Blind
8
Rift of Ruin, Resurrection
9
Heroic Invocation, Communal Mind Blank, Mass Hold Monster



Notable Equipment

There are a few more, but I'll leave you to find them!


This can be found in Act 2, during the siege on Drezen, from an optional miniboss (Blightmaw). To get the ring, you have to kill the miniboss during act 2, before you finish the siege (you cannot go back later in act 3 to fight it), and let the cultists finish the summoning ritual. The fight shouldn't be too hard for you with selective winter's grasp or even Slumber/Evil Eye hex.



Both bought from the Jewelry Trader in Drezen, Act 3.


From Ivory Sanctum, Act 3. Need to pass a perception and trickery check to be able to get it from a locked container on the Baphomet's Statue room. This is one of the best equipment in the game for casters, so you might give it to another character since Ember will have a lot of gear for enchantment already.


This one can be obtained close to the end of Act 3, in the Midnight Fane. It's a reward from Gresilla: you either have to pass the check during the conversation or kill her. If you miss it, you'll have the option of getting the item later in act 4 by killing Mielarah in the tavern.


Bought from Raggy, Act 4 (Fleshmarkets).

Nenio
For our favorite scientist, I cooked two builds: one fully specialized in conjuration spells, using Loremaster to get more spells from other spellbooks; and my version of the famous illusion build... with a shadowy twist.
- Ultimate Scholar
Nenio is such a knowledge-chaser that she breaks the barrier between classes. With this build, she will be able to learn several spells not available to her normally, giving her unmatched spellbook versatility.

Along with that, we'll be focusing entirely on Conjuration spells for crowd control and damage. This frees up evocation and spell penetration gear for your other casters. How resourceful of her. However, this also means Nenio won't be doing much damage until higher levels. Make sure you have another mage for damage, and leave the CC to Nenio.

I'll be recommending some CC spells to complement your spellbook. However, if your party is lacking on divine buffs, feel free to get those instead (from either Druid or Cleric).


Skills: Arcana, World, Use Magic Device. Spare points to anything else you need.

Level - Class
Feat - Secret
Comment
4
+1 INT
5- Wizard
Metamagic: Selective
6- Wizard
7- Wizard
Skill Focus: Arcana
8- Loremaster
Druid Spell: Winter's Grasp
+1 INT.

Who needs Sirocco?
9- Loremaster
Metamagic: Heighten
Use this to make your lower level spells (glitterdust, winter's grasp, web etc) relevant by raising their level, which increases their DC accordingly.
10- Loremaster
Druid Spell: Tidal Surge
Your first real source of damage. Fill up your spell slots with bolstered+heightened+selective versions of it as needed, and cast those along with maximized and empower rods.

Enemies affected by Winter's Grasp will have a -2 on their saving throws to resist Tidal Surge, so always try to use Winter's Grasp first.
11 - Loremaster
Greater Spell Focus: Illusion
Yes, Illusion, you didn't read that wrong.
12 - Loremaster
Druid Spell: Vinetrap
+1 INT.

Basically, an aoe version of Chains of Light that does a bit of damage. Can't complain.
13 - Loremaster
Metamagic: Bolster
14 - Loremaster
Cleric Spell: Breath of Nothingness
14d6 damage, 1d4 negative levels, and chance to trip. This spell is bonkers.
15 - Loremaster
Ambuscading Spell
This works when you get a surprise round against the enemy, either by casting a spell on them before combat initiates, attacking them before their first round in combat, or by making them flat-footed via other means.
16 - Loremaster
Druid Spell: Creeping Doom
+1 INT.

This spell is famous for breaking the game: some enemies cannot hit the summoned creatures at all.
17 - Wizard
Improved Initiative
Take Wizard from now on.
19
Shake it Off
20
+1 DEX


Mythic

Level
Choices
Comment
1
Favorite Metamagic: Selective
Apply this to all of your conjuration spells now!
2
Extra ability: Abundant Casting
3
Improved Abundant Casting
4
Expanded Arsenal: Conjuration
This is why you took greater spell focus illusion, so her initial feat wasn't wasted.
5
Greater Abundant Casting
6
Spell Focus (Illusion)
7
Last Stand
8
Sorcerous Reflex
Remember to take this into account, using a free spell on your first turn of combat.
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. Fill your slots with hightened spells as needed.

Level
Spell
Comment
1
Mage Armor, Grease, Magic Missile, Enlarge Person
2
Glitterdust, Web, Create Pit, Mirror Image
3
Haste, Greater Magic Weapon, Blink, Silver Darts*
This is affected by spell resistance, so it won't be really effective after early game since this build won't have spell penetration feats.
4
Greater Invisibility, Shadow Conjuration, Dimension Door
5
Hungry Pit, Angelic Aspect
This level will mostly be filled with Tidal Surge and Vinetrap.
6
Chains of Light, Greater Heroism
Always check if the enemy is immune to paralysis before using Chains and Vinetrap.
7
Legendary Proportions, Greater Shadow Conjuration, Communal True Seeing
8
Seamantle, Rift of Ruin, Frightful Aspect
9
Tsunami, Clashing Rocks, Heroic Invocation, Shades



Notable Equipment

Sadly, there are no Conjuration-specific gear in the game. Your best bet is using Illusion gear to help with Shadow Conjuration, unless you have someone else using Illusion spells. Check the equipment listed for her shadow build below.
- Real Shadows (DLC + respec)
We'll take Nenio's focus on illusion magic to the next level by switching her subclass with the new Shadowcaster wizard! For this build, we will focus entirely on illusion spells, including shadow conjuration for added versatility (shadow evocation would require us to take extra mythic feats to bypass energy resistances, so let's leave that to your elemental casters).

To do it, you'll need the Lord of Nothing DLC and the respec mod[github.com] to be able to respec her from level 1 with a different class (normal in-game respec does not allow for this). If you need help with using/installing mods, please let me know!

If you don't have the dlc and/or can't use mods, you can still make her a illusion specialist with her base class using this build, just by making a few adjustments. Those will be listed in a separate table below, so check it out.

Also, this build is so cool that you can actually steal it for your main character or a mercenary. Have fun!


Skills: Arcana, World, Use Magic Device. Spare points to anything else you need.
Take Wizard (Shadowcaster) on every level.

Original choices for respec (don't change her base stats): Heritage: Basic; Background: Scholar (Arcane); Specialist School: Illusion; Opposition School: Necromancy and Abjuration; Deity: Nethys; Alignment: neutral.

Level
Feat
Comment
1
Spell Penetration + Greater.
3
Metamagic: Selective
Use this with your conjuration spells to make them safe for your allies. It does not work with Shadow Conjuration/Evocation though, so keep some selective aoes prepared in case you need them.
4
+1 INT.
5
Spell Focus: Illusion
7
Greater Spell Focus: Illusion
Your moment to shine. This level brings your first real illusion spells, Phantasmal Killer and Shadow Conjuration.

You also get a shadow buddy that you can summon once per day. Best part about it is that the shadow is incorporeal, which means, immune to non-magical attacks and takes only half damage from magical attacks. Not every enemy will be able to hit it, so use that to your advantage.
9
Metamagic: Heighten
Use this to make your lower level spells, like Phantasmal Killer, viable for the whole game. It raises the DC to that of the new level selected.

Yes, I know persistent exists. But honestly, that's overkill. At least for Core.
11
Ambuscading Spell
This works when you get a surprise round against the enemy, either by casting a spell on them before combat initiates, attacking them before their first round in combat, or by making them flat-footed via other means.
12
+1 INT
13
Allied Spellcaster or Spell Chain
These only work if you have another character in your party taking the same feat. If not, take the next feat instead.
15
Improved Initiative
17
Lightning Reflexes
19
Improved Lightning Reflexes or Shake it Off
20
+1 INT

Adjustments for base class.

Level
Feat
5
Greater Spell Focus
7
Greater Spell Penetation
9
Metamagic: Heighten
11
Metamagic: Selective
13
Ambuscading Spell

After this, continue following the instructions from the regular build.



Mythic

Level
Choices
1
Abundant Casting
2
Spell Penetration
3
Improved Abundant Casting
4
Extra ability: Powerful Shadows
5
Greater Abundant Casting
6
Spell Focus (Illusion)
7
Last Stand
8
Sorcerous Reflex
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 * will be granted for free on your next character level, so you don't need to pick those if you don't mind waiting one level (unless you are playing her base class, in which case always take those). You can also learn new spells from scrolls.

Level
Spell
Comment
1
Mage Armor, Color Spray, Grease, Reduce/Enlarge Person, Shield, Vanish*
2
Haunting Mists, Mirror Image, Glitterdust, Blur*
3
Displacement*, Haste, Heroism, Communal See Invisibility, Blink
4
Phantasmal Killer, Greater Invisibility, Shadow Conjuration*, Rainbow Pattern
5
Phantasmal Web, Shadow Evocation*, Cloudkill, Hungry Pit
6
Phantasmal Putrefaction*, Greater Heroism, Sirocco, all mass +4 stat spells
7
Greater Shadow Conjuration*, Legendary Proportions, Mass True Seeing
8
Greater Shadow Evocation*, Seamantle, Rift of Ruin,
9
Shades*, Heroic Invocation, Weird, Communal Mind Blank
Weird is the infamous "instakill everyone around me" button, an aoe version of Phantasmal Killer. Boooring.

Notable Equipment


From a demon army east of Drezen, in Act 3 (crusade mode)


Bought from the Jewelry Trader in Drezen, Act 3. Works with your offensive illusion spells, as they are mind-affecting effects.


From Ivory Sanctum, Act 3. Need to pass a perception and trickery check to be able to get it from a locked container on the Baphomet's Statue room.

If you need to give it to someone else, you can also use this:

Bought from Krebus in Act 4 (Fleshmarkets).
Woljif
We can't really go wrong with Woljif in a dual-wielding build. Both builds will expand on this and keep his affinity with daggers, with one build going a slightly different way by making him a Magus.
- Prankster
As simple as it gets, a basic rogue doing rogue things, with some bells and whistles on top. Joins the fight, kills stuff, refuses to elaborate, runs way. It's honest. At least as honest as we can expect from Woljif.

We're giving him 2 levels of Arcane Trickster for funsies and ranged trap-disarming, but only those two levels so we don't hurt his attack bonus too much. Depending on how optimized your party is, or if you're playing on normal or daring, you can get a few more trickster levels, but they don't bring anything interesting.

Skills: Arcana (4), Trickery (max), Mobility (at least 4), Stealth (max). Spare points to any other class skill you need, but make sure to get arcana 4, mobility 4, and trickery 4 first. This will allow you to take Arcane Trickster (at level 13).

Level - Class
Feat
Comment
4 - Rogue
+1 DEX.

Use Debilitating Injury to reduce enemies' AC.
5 - Rogue
Weapon Focus: Dagger
6 - Rogue
7 - Rogue
Outflank
Take this feat on every melee character in your party, ideally at the same level!
8 - Rogue
Uncanny Dodge
+1 DEX
9 - Rogue
Piranha Strike
11 - Rogue
Improved Critical: Dagger - Finesse Training: Any
The choice does not matter because you'll have to use regular daggers anyway.

I mean, if you really want to use a different weapon, you can pick it here (with the same kind of weapon for improved critical). You'll just lose weapon focus, but that's fine.
12 - Rogue
Opportunist or Dispelling Attack
+1 DEX. Your choice depends on what you need the most:

  • if you don't have anyone dispelling, take Dispelling Attack (especially for Core difficulty);
  • if you already have someone in your party dedicated to dispelling (like a caster with the dispel feats), and/or have a good frontline, get Opportunist;
  • if you're dying a lot because you don't have a good frontline, take Improved Uncanny Dodge.
13 - Arcane Trickster
Improved Two-Weapon Fighting
14 - Arcane Trickster
15 - Rogue
Greater Two-Weapon Fighting
From this level on, we are back to rogue again.
16 - Rogue
+1 DEX.
17 - Rogue
Iron Will
18 - Rogue
Any
Take whatever rogue feat you didn't pick at level 12.
19 - Rogue
Shake it Off or Improved Iron Will
Only pick Shake it Off if you're also going to take it on other characters.
20 - Rogue
+1 CON


Mythic

Level
Choices
Comment

1
Ever Ready
2
Two-Weapon Fighting
3
Last Stand
4
Piranha Strike
If you get here at level 11+, you can swap this with Improved Critical.
5
Archmage Armour
6
Improved Critical
Or Piranha Strike if you got Critical earlier.
7
Unrelenting Assault
8
Weapon Focus: Dagger
If you are not using regular daggers, pick Flawless Attacks.
9
Rupture Restraints
10
Flawless Attacks or Mythic Resolve



Spell Priority

Only listing the most important buffs to have first. The rest is situational and you should pick according to what you need or already have available from your party. Remember that you can also learn spells from scrolls.

Level
Spell
1
Mage Armor, Shield, Grease, Magic Missile
2
Cat's Grace, Sense Vitals, Mirror Image, Glitterdust, Bone Fists
3
Haste, Greater Magic Weapon, Heroism, Displacement
4
Greater Invisibility, Greater False Life, Dimension Door
5
Echolocation, Communal Stoneskin
6
Greater Heroism, all +4 stat spells
- Stab & Zap
As a Magus, he will never have to wonder "why not both?" anymore.

This build requires a lot more micromanaging than the previous one. If you need any help, please let me know!

The idea here is using Intensified metamagic to make Shocking Grasp scale past 5d6, and then casting the Intensified version along with a rod + one metamagic arcana together. He won't compete for evocation gear with your mages, which is great, but do give him at least one item with increased spell penetration to help a bit with his lower caster level.

Note: for this build to work, you have to use only one weapon. This means that his feats for two-weapon fighting won't be used. We'll have to live with that.

Sadly, I would love to make him an Eldritch Scion for extra coolness. However, that would bring so many downsides that it's just not worth it. At least not without using a respec mod to go full 20 levels on it and switching his INT with CHA.


Skills: Mobility, Trickery, Stealth, Use Magic Device.

Level - Class
Feat - Arcana
Comment
4 - Rogue
+1 DEX.

Taking this extra Rogue level to keep our attack bonus progression and for Debilitating Injury (use it to reduce the enemies' AC). Starting from level 5, take all levels into his new class!
5 - Magus (base class)
Spell Penetration
6
You now have Spellstrike, which enables you to use a touch spell with your attacks; remember to turn it on! Most of the time, that will be used with Shocking Grasp. When you're out of spells, or want to save those for later, use your Touch of Fatigue cantrip. Even if it doesn't land, you'll still get the extra attack from Spellstrike. Both Spellstrike and Spell Combat have to be toggled on!
7
Outflank - Extended Magic
Take Outflank on every melee character in your party, ideally at the same level!

Use Extended with your short buffs as needed, like Sense Vitals.
8
+1 DEX.

This level brings Spell Recall, used to restore some spells per day.
9
Metamagic (Intensified) - Bonus: Combat Casting
This will let your Shocking Grasp scale to 10d6. Make sure to apply it in your spellbook. After you get favorite metamagic, you'll need to repeat the process, because it won't take up level 2 slots anymore!
10
Empowered Magic
If you got any rods, like bolster, you can use both the rod and empower magic at once so your Shocking Grasp will have 3 metamagic effects attached to it for more damage.
11
Greater Spell Penetration
12
+1 DEX.
13
Improved Critical: Dagger - Dimension Strike
Dimension Strike is the famous "f*** this person in particular". Use it when you really need some high armor enemy dead fast, like bosses. You'll have 5 uses per day at this level if you're wearing a +4 headband. Make it count.
15
Weapon Focus: Dagger - Weapon Specialization: Dagger
16
Maximized Magic
+1 DEX. Another flavour of metamagic to use along with your rods to enhance Shocking Grasp.
17
Improved Initiative
18
19
Shake it Off - Quickened Magic
Or any other teamwork feat.
20
+1 CON.


Mythic

Level
Choices
Comment

1
Ascendant Element: Electricity
Now you can use Shocking Grasp against demons.
2
Extra ability: Abundant Casting
3
Favorite Metamagic: Intensified
Apply it to Shocking Grasp and spam it!
4
Spell Penetration
5
Last Stand
6
Improved Critical
7
Spellcaster's Onslaught
You are always casting a spell before attacking, so this always works. Neat.
8
Weapon Focus
9
Rupture Restraints
10
Any



Spell Priority

Only listing the most important to have first. Spells with an asterisk can also be picked from your rogue spellbook, saving you magus' slots for damage. You can also learn new spells from scrolls.

Level
Spell
Comment
1
Mage Armor*, Shield*, Reduce Person*, True Strike*, Shocking Grasp
2
Sense Vitals*, Mirror Image*, Cat's Grace*, Glitterdust*, Frigid Touch.
Sense Vitals can only be picked from the rogue spellbook, but you'll be able to use it from scrolls too.
3
Greater Magic Weapon, Displacement, Vampiric Touch, Haste.
The most important after Haste is Greater Magic Weapon.
4
Greater Invisibility, Arcana Theft, Dimension Door
Arcana Theft works with spellstrike!
5
Vampiric Shadow Shield
The rest is not useful, but you can use scrolls for some not on your spell list, like Echolocation.
6
All mass +4 stat spells


Notable Equipment


Act 1, Blackwing Library. Give him that after he takes his first Magus level. You can keep using that until act 4. Have someone cast Magical Vestments on him if you can.


It has everything this build needs. You get it in Act 4, by killing Wirlong Black Mask. But buy what you need from him first. lol


This is also from Act 4 (Wizard's Tower). Note that the bonus to touch attacks only works when casting the spell alone. Does not work with Dimension Strike or Spellstrike. So, if you have a ray caster that would benefit more from that bonus, you can give it to them. Otherwise, use it.
Daeran
Just like with Camellia, turning Daeran into anything other than an Oracle would go against his whole story and personality, and his stats are not really good for anything else. But then again, it does not mean we can't spicy things up a bit. ;)
- Life and Death
Looks can definitely kill. Daeran can heal our allies (and he certainly goes out of his way to make you feel good), but he can also manipulate the same life force to harm. So, we'll shake things up by not only making him a healer, but also a necromancy specialist. Death runs in his family, after all.

Since the most powerful Necromancy spells deal a fixed amount of damage per level, and not a variable number depending on dice rolls, we won't be using metamagic feats, allowing for more specialization. When you need to use the regular spells with damage via dice rolls, use metamagic rods (bolster, maximized, or empower).




Skills: Persuasion, Use Magic Device, World.
Take all levels into Oracle.

Level
Feat - Revelation
Comment
4
+1 CHA
5
Spell Penetration
7
Greater Spell Penetration - Combat Healer
8
+1 CHA
9
Spell Focus: Necromancy
11
Greater Spell Focus: Necromancy - Armor of Bones
12
+1 CHA
13
Allied Spellcaster or Spell Chain*
These only work if you have another character in your party taking the same feat. If not, take Improved Initiative instead.
15
Metamagic: Selective Spell - Spirit Walk
Just in time for your big necromancy aoe nukes.

Take note that using spells modified by metamagic turns those spells into full-round actions. As such, you cannot move and then cast those in the same round. If you have to move more than 5 yards, you'll then have to cast the regular version of the spell.
17
Wings
19
Shake it Off - Near Death
20
+1 CON.

You now have free Animate Dead. Oh wow!


Mythic

Level
Choices

1
Abundant Casting
2
Spell Penetration
3
Second Mystery: Bones
4
Spell Focus: Necromancy
5
Improved Abundant Casting
6
Extra ability: Favorite Metamagic: Selective (lvl 15)
7
Greater Abundant Casting
8
School Mastery: Necromancy
9
Last Stand
10
Any



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 don't have to pick any of the Restoration or Cure spells, because they will be granted to you for free. Same goes for most Necromancy spells: I'll only list those you won't get automatically.

Level
Spell
Comment
1
Bane, Bless, Shield of Faith, Unbreakable Heart
2
Boneshaker, Bonefists, +4 stat spells
3
Prayer, Magical Vestments, Communal Delay Poison, Bestow Curse
Bestow Curse, along with the Greater version later, can be used to reduce enemies saves against your damage spells. Remember to check which type of saving throw is the correct one for the spell you want to use: it will be either Curse of Feeble Body (fortitude) or Curse of Idiocy (will).
4
Freedom Of Movement*, Death Ward, Greater Magic Weapon
This can counter the stagger effect from Daeran's curse, at least until you can get the boots listed in the equipment section.
5
Boneshatter, Raise Dead, Cleanse, Burst of Glory
6
Harm, Communal True Seeing, +4 stat spells, Joyful Rapture, Blade Barrier
7
Destruction, Ressurection, Greater Bestow Curse
8
Soulreaver, Frightful Aspect, Death Clutch
Make good use of Selective metamagic so you don't kill your friends. We get Horrid Wilting at this level for free, but Soulreaver is better (no dice rolls for damage).
9
Symbol of Vulnerability, Winds of Vengeance
Wail of the Banshee is love. Selective, of course.



Notable Equipment


Bought in Act 1, from Gemyl Hawkes in Defender's Heart.


Found in Act 2, during the assault on Drezen (perception check inside the temple).


Can be obtained at the start of Act 3, but ONLY if you perform a specific evil deed in Act 2, so it's up to you:
  • After defeating the vescavor queen on Leper's Smile, take some of its remains (dialogue option);
  • Later, when discussing your plan of action for liberating Drezen, you'll have an evil dialogue option to use said remains during your assault. Pick that option;
  • Then, at the start of Act 3, visit the house at the bottom right, go into the basement and pass a perception check to find the staff.


Act 3, Greengates. Equipping this will counter Daeran's stagger at the start of combat permanently, saving you one cast of Freedom Of Movement.


Found in Act 4, north-west of the Upper City (empty house). Use this if you didn't get the staff earlier.
- Provocateur (DLC)
The Inciter subclass was made for Daeran 100%. He's all about taunting allies and foes alike. So we'll have him hurl offenses at enemies, make them drop on their faces, and laugh about it. It doesn't get more lore-friendly than that. Pairs really well with my bard Ember build :)

The Dance of Masks DLC required!

2 things about this build:
  • works better in a party with at least 2 melee characters to get the most out of the Skald features;
  • ideally, should be your only enchantment caster so it does not compete for gear. We need to compensate for his 3 levels of Oracle after all.

Make sure you disable the Accept Rage effect on your mages, because allies affected by the rage song cannot cast spells. It's located in the abilities tab.



Skills: Persuasion, Use Magic Device, World
Pick Skald - Inciter on every level.

Level
Feat - Talent
Comment
4
Spell Penetration
+1 CHA
5
Lingering Performance
6
Lethal Stance*
If you already have a source of competence bonus to attack (bard song for ex), you can still pick this and let your bard do other things Daeran cannot, like Dirge of Doom.
7
Greater Spell Penetration - Combat Trick: Improved Initiative
8
+1 CHA
9
Spell Focus: Enchantment - Deadly Accuracy
11
Greater Spell Focus: Enchantment
12
Dodge
+1 CHA
13
Arcane Spirit
15
Allied Spellcaster or Spell Chain* - Clear Mind
These only work if you have another character in your party taking the same feat. If not, take Combat Casting instead.
16
+1 CHA
17
Iron Will - Dispelling Attack
19
Shake it Off
Make sure to also get this on another characters!
20
+1 CON


Mythic

Level
Choices

1
Abundant Casting
2
Spell Penetration
3
Mythic Inspiration
4
Spell Focus: Enchantment
5
Improved Abundant Casting
6
Sorcerous Reflex
7
Last Stand
8
Improved Initiative
9
Inspirational Leader or 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.

Level
Spell
Comment
1
Hideous Laughter, Unbreakable Heart, Remove Fear, Grease
2
Glitterdust, Mirror Image, Heroism, +4 stat spells
3
Haste, Good Hope, Overwhelming Grief, Crushing Despair, Blink
4
Greater Invisibility, Hold Monster, Freedom of Movement*, Communal See Invisibility
This can counter the stagger effect from Daeran's curse, at least until you can get the boots listed in the equipment section.
5
Greater Heroism, Mindfog, Joyful Rapture, Song of Discord
6
Overwhelming Presence, Brilliant Inspiration


Notable Equipment

Check Ember's Sly Witch build for a breakdown of the Enchantment equipment, along with the boots listed under Daeran's other build in this guide.


From Act 3 (Areelu's Laboratory)

With this you can use your few channel energy charges to buff your enchantment spells. Just check if the specific spell you're casting has the compulsion tag.


Act 3, Ivory Sanctum

You should give this to any melee companion who's going to be constantly under the rage effect.

If you don't plan on using any specific weapon, I recommend you give Daeran a light shield since he won't be hitting anything with a bow anyway. lol You can also give him some mithral light armor, but pay attention to your encumbrance level. If not using armor, have someone cast Mage Armor at him.
Počet komentářů: 7
Math 4. říj. v 12.52 
Thanks Commander Sophis!
Sophis  [autor] 25. zář. v 6.54 
I think you're right, I probably switched things around and forgot second mystery is only at M3. I'll move Armor of Bones to the next one, ty for pointing that out!
Ziguehart 24. zář. v 17.47 
I just reached lv 7 with Daeran and I think you cant pick armor of bones unless you full respect him because he only get a second mystery by Mythic Rank 3
Sophis  [autor] 21. zář. v 8.26 
Hey Ada!
Yes you can use a light weapon with primalist, and use STR normally.

You will only need DEX if you want to do a dual-wielding build or a full DEX build. In this case, get the weapon finesse feat and raise your DEX only. If not, continue with STR normally.
Ada Apa Dengan Cinta? 21. zář. v 8.01 
Can i pick bloodrager class (primalist) and use light weapon like rapier or kukri? if so, do i still need to increase my STR or just increase my DEX?
thanks! :D
Sophis  [autor] 20. zář. v 14.41 
Hey thank you, hope you enjoy the new builds! I'll be using a bunch of them in my current run. Part 3 will have to wait a bit hahaha
Ziguehart 20. zář. v 13.02 
Great work! No wonder this one took a lot o time!
Thx for the guide Sophis!(also good to see a guide without transforming Ember in a living cluster bomb haha)
Cannot wait for the last companions of act 2 and beyond!