Saga of the Jasonite

The continuing adventures of that eternal man of mystery…


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Wrath of the Righteous Power Builds: Alchemist Bomber Legend

I decided to share a build for those wanting to play an alchemist, and combine it with the Legend mythic path, which is one I’ve not covered yet. The benefits are many:  you will be able to combine two bomb archetypes, the Grenadier and the Arcane Bomber. I’ve written a post detailing changes to the Grenadier here and the Arcane Bomber here. The bomb damage will double, also will the uses per day! The DC for the bombs will be virtually unbeatable. Would you like effects as well as damage? How about knockdown, curses, and a massive dispelling ability (as if you were a lvl 40 caster)? Wielding melee or ranged weapons isn’t a problem, and you’ll also get spell support from both alchemist and wizard classes. So, to begin:

Build Progression

  1. We will start with a Human Grenadier Alchemist. Human is just personal preference, you’ll have enough feats to go with any race you want. Tieflings, Vetala-born Dhampirs or Half-Orcs can all be fun to try. Background is Pickpocket for the initiative boost.
  • Str 8 Dex 16 Con 12 Int 20 Wis 10 Cha 8, but there’s some flexibility here as long as your Dex and especially Intelligence are high.
  • Skills:  UMD, the Knowledge skills, and Trickery and Stealth if you want
  • Feats:  Point Blank Shot, Precise Shot, no surprise there
  • Spells:  True Strike, Shield, Enlarge Person, Cure light wounds, Targeted Bomb Admixture, Bomber’s Eye, Reduce Person, Expeditious Retreat
  • Deity:  We are going Trickster at first, so something compatible with chaotic good or neutral

2. Discovery:  Choking Bomb (primarily good in early game) or Infusion, I recommend CB

3. Feat:  Ability Focus Bombs

4. +Int every 4 levels. I take Infusion here. The Spell Animal Aspect: Gorilla is amazing if you are using pets

5. Extra Bombs. The spell False Life is great for survivability

6. Discovery:  Cognatogen. Spell: Lesser Restoration is nice

7. Feat:  Rapid Shot. Spell:  Haste

8. Discovery:  Fast Bombs, of course. Spell: Protection from Arrows Communal

9. Feat:  Extra Bombs. Spell:  Displacement

10. Discovery:  Force Bombs, which are awesome because knockdown is so powerful when so much of your party will get attacks of opportunity when they try to stand up. Spell:  Echolocation

11. Feat:  Improved Crit–Bombs. Spell: Greater False Life

12. Discovery:  Cursed Bomb or Dispelling Bomb. Curse of Deterioration is the best. Spell:  recommend Greater Invisibility

13. Since we’ve progressed in Trickster:  Improved Improved Critical (Bombs). Spell: Stoneskin Communal

14. Discovery:  Dispelling Bombs, cuz they are awesome, particularly against bosses. Spell:  Spell Resistance is great about now

15. Feat:  Improved Improved Improved Critical (Bombs). Spells:  Death Ward or Freedom of Movement

  • You’ll be getting improved Intelligence as you progress in levels, which opens up new skills. Persuasion, Athletics,

16. Discovery:  Greater Cognatogen [Transformation].

17. Feat:  Improved Improved Improved Crit Improved (Bombs). Spells:  Legendary Proportions is awesome

18. Discovery: Grand Cognatogen (Dragonkind I)

19. Feat:  Metamagic, Completely Normal Spell. Spells:  Heal

20. Discovery:  Awakened Intellect, Any discoveries you want (greater mutagen is decent, it should stack)

21. Wizard: Arcane Bomber class. Your bombs will progress all the way up to 20d6.

  • Skills:  Leave UMD at 20, you’ll never need higher
  • Feats:  Spell Focus (Illusion, which makes spells like Weird more amazing), Opposition School (Necro, Conj, Ench, Evo), Acid or Cold Bomb

23. Feat:  Improved Initiative

25. Feat:  Extra Bombs, Greater Spell Focus Illusion (if you want more melee power instead of more bombs, then Power Attack and later on Imp. Critical Bardiche to improve Death’s Consonant if you like)

27. Feat:  Extra Bombs every time

30. Feat:  Spell Penetration,

35. Feat:  Greater Spell Penetration

40. Feat:  Metamagic (Heighten or Persistent Spell)

Mythic Progression

1 . Take Trickster at first, then switch to Legend when it opens up. Ascension: Close to the Heavens really benefits from your bonuses to ranged touch attacks. If this is a respec or for some reason are taking this much later in the game take Bit of Fun instead.

  • Ability:  Ascendant Element – Fire. However at level 10 you will get Force Bombs so you won’t need to worry about fire damage at that point. If you are playing on Hard or Unfair, take Last Stand instead

2. Mythic Improved Critical (Bombs)

Equipment/Gear

Weapon:  Act 1: Glaives or Bardiches are all over the place in chapter 1. Later on, Death’s Consonant Bardiche. Alternatives include bows, the final being Killing Pace, and Quarterstaff of the War Mage

Neck:  Vellexia’s Magnifying Amulet

Chest/Armor:  Deadly Rays is nice

Shirt:  Robe of Unspeakable Truth, especially if combined with Glass of Undeniable Truth

Belt:  Belts that enhance Dex, then Dex & Con, eventually +6 Physical perfection

Gloves:  Twisted Temptation, strictly for the debuff to enemies’ Will

Boots:  Ronneck’s Sacrifice–check YouTube for how to obtain it

Helmet:  +Int

Goggles:  Goggles of Undeniable Truth or Goggles of Mind Control

Cloak:  Cloaks of Resistance

Rings:  Magician’s Ring, Ring of Triumphant Ascendance for the awesome morale bonus

Bracer:  Bracers of Armor or Bracers of Abrupt Onslaught (Sense Vitals gives you Sneak Attack)

Quick Slot: Quicken Meta Rod, Grandmaster Meta Rod, Extend Meta Rod, Trusted Friend, Signet of House Vespertilio

 

Alright, that’s it for this build. I hope this is helpful for those wanting to try a Legend run, or looking for a good bomber build. Feel free to adapt however you like, and if you have any questions just ask! Check out my guide to rule changes and power builds here.


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Wrath of the Righteous Power Builds: Two Archer Builds

I love archers. In the tabletop game archers are the martial kings: they can full attack without having to move an inch, and multiple options give them spellcasting as well. I love them. Why haven’t I written about archer builds previously? Simply because you will not have a shortage of archer-style NPCs in the game, so if there’s a role you don’t need to worry about being filled, this is it! But so what, if you want to play an archer why shouldn’t you?!

There are multiple approaches to awesome archers. Zen archer monks, ranged Inquisitors such as the ravener hunter and sanctified slayer, the Ranger class, etc. Today we will be looking at two different versions, the Eldritch Archer Magus and the Fighter. These characters are built around taking the Trickster mythic path, if you take a different one some choices in this build will be different beginning at level 13.

Build Progression (Magus)

  1. Human Magus: Eldritch Archer. Background Wanderer: Hunter for the bonus to bows
    • Str 14 Dex 19 Con 12 Int 14 Wis 10 Cha 10. You may dump wisdom or charisma if you want to pump something else, but I don’t think it’s necessary
    • Skills:  Athletics, Mobility, the others are up to you
    • Feats:  Point Blank Shot, Precise Shot
    • Spells:  True Strike, Grease, Magic Weapon, Reduce Person if you like
    • Deity:  To quality for Trickster pick deities with compatible alignments

3. Feat:  Rapid Shot. You can have three attacks if you count using acid splash with ranged spellstrike. Arcana:  Arcane Accuracy

4. +Dex, every four levels

5. Feats:  Deadly Aim, Weapon Focus Longbow.

6. Arcana:  Enduring Blade. This and arcane weapon let you proc Elemental Barrage later on for massive damage with every arrow

7. Feat:  Improved Initiative

9. Feat:  Manyshot. Arcana:  Extended Magic. This is great for your buffs like haste, displacement, blur, mirror image

11. Feat:  Improved Critical–Longbow; Weapon Specialization Longbow

12. Arcana:  Devoted Blade, which lets you add Holy

NOTE:  Be sure and take Perception 1 and Perception 2 from Trickster

13. Feat:  Improved Improved Critical–Longbow

15. Feat:  Improved Improved Improved Critical–Longbow. Arcana:  Bane Blade. One note about spells:  take Transformation to improve your BAB if you like. Hellfire Ray is also a great spell

17. Feat:  Improved Improved Improved Critical Improved–Longbow; Greater Weapon Focus–Longbow. If you don’t have the Covenant of the Inheritor relic you may want to take Clustered Shot, but it’s not that hard to bypass the demon’s DR in the game

18. Arcana:  Whatever you like, Metamagic Quicken is good

19. Feat:  Metamagic: Completely Normal Spell–a great application is to use this with True Strike to turn it into a cantrip, then you can spam it before every battle. Greater Spell Access give you access to Hurricane Bow, Sense Vitals, Greater False Life (stacks with False Life), Echolocation and Greater Heroism

Build Progression (Fighter)

For this build feel free to pick any race you like, since we have so many bonus feats you’ve got more flexibility than usual. The mutation warrior is terrific because he has access to mutagens, which will pump our Dex even higher. The only thing you lose is some armor training, but since you’re in the back as an archer it isn’t all that important.

  1. Human Mutation Fighter. Background Hunter for the bonus to bows
    • Str 16 Dex 19 Con 12 Int 12 Wis 10 Cha 8. You’ve got options here. I’ll pump Int to take advantage of the wizard’s spell book,  and increase strength as well
    • Skills:  Mobility is required, the rest are up to you
    • Feats:  Point Blank Shot, Precise Shot, Rapid Shot
    • Deity:  To quality for Trickster pick deities with compatible alignments

2. Feat:  Weapon Focus Longbow

3. Feat:  Deadly Aim. Take Dex Mutagen

4. +Dex, every four levels. Feat: Weapon Spec: Longbow

5. Feat:  Improved Init. Weapon Training–Bows, obviously

6. Feat:  Manyshot

7. Feat:  At this point we have the great feats we need. I’d recommend the Snap Shot line to generate AoO’s–in general it can be great to build parties around capitalizing on AoO’s. Discovery:  Feral Mutagen is also in line with the AoO theme

8. Feat:  Improved Critical–Longbow

9. Feat:  Greater Weapon Focus–Longbow. Training:  Trained Initiative, and Bows

10. Feat:  Combat Reflexes

11. Feat:  Seize the Moment, and now we are getting a ton of AoO’s.  Mutagen: Feral Wings

12. Feat:  Greater Weapon Spec–Longbow.

13.  NOTE: As usual, take Trickster Perception 1 and Perception 2 first. Then take Improved Improved Critical. Training:  Armed Bravery to shore up your low Will saves

14. Feat:  Improved Snap Shot. It’s not that hard to bypass DR from demons, so don’t necessarily need Clustered Shot

15. Feat:  Improved Improved Improved Critical–Longbow. Discovery: Greater Mutagen

16. Feat:  Greater Snap Shot

17. Feat:  Improved Improved Improved Critical Improved–Longbow. Training:  Fighter’s Reflexes to help with your Reflex saves

18. Feat:  You’ve got what you need at this point…Point Blank Master is a nice one if you like.

19. Feat:  Metamagic Completely Normal Spell since we now have the wizard’s spell book. Discovery:  Greater Mutagen again

20. Weapon Mastery: Longbow. Feat:  anything really. Penetrating Strike, Arcane Strike, etc

Mythic Progression

I will list the Magus first, and if there are differences with the Fighter build I will put that in italics

  1. Instrument of Freedom, buffing everyone else with Holy is awesome. Ability:  Cleaving Shot.
  2. Feat:  Rapid Shot Mythic or Deadly Aim Mythic (definitely Deadly Aim for Fighter)
  3. Ability:  Elemental Barrage, which is one of the keystones of this build. Trick:  Knowledge Arcana (Fighter:  Distracting Shots / Knowledge Arcana 1 rank)
  4. Feat:  Deadly Aim or Rapid Shot Mythic (Improved Critical Mythic–Longbow for Fighter) Tricks:  Perception 1 and 2, in preparation for your level 13 feat
  5. Ability:  Distracting Shots, especially if you’re the only archer. If you’re not, you’ve got more flexibility Trick:  Knowledge World 1 (The Bigger They Are for Fighter)
  6. Feat:  Improved Critical Mythic Longbow–this is where I prefer to take this feat. Tricks:  You’ve got options. If you want the wizard’s spell book take UMD 1 and 2, setting up UMD 3 and mythic 7–not sure this is needed with a magus build. I lean more toward Athletics 1 and 2. (Weapon Specialization Mythic for Fighter)
  7. Ability:  The Bigger They Are–ranging shots requires missing your target and we will not be missing much at this point, even on Unfair, especially with some great buffs that are available by now. Tricks:  Lore Religion 1 and Athletics 3 (Ever Ready for Fighter)
  8. Feat:  Weapon Focus Mythic–Longbow, or Imp Initiative Mythic if you prefer. Tricks don’t matter now, but Trickery 1 if you invest in the skill (so you can get Trickery 2), and Knowledge World 2
  9. Ability:  Again, options here…Last Stand is a good choice, but since you’re more likely to be in the back, Ranging Shots is my preference. Tricks:  Nature 1 is nice, Trickery 2 if you want it, otherwise Lore Religion 2–and whatever domain you like. Madness is incredible for Vision of Madness alone (Elemental Barrage for Fighter)

Equipment/Gear

Weapon:  Ultimately you want to end up with Killing Pace–this is where putting ranks in Mobility really pays off

Head:  Headbands for Intelligence are important for both builds:  spells for Magus, and the Wizard’s spell book for fighter. If you don’t care about that, Shy Lily’s Helmet is great, unless you accepted Nocticula’s gift

Neck:  Vellexia’s Magnifying Amulet for both builds

Goggles:  Goggles of Malocchio

Armor:  Haramakis are what you want since there is no Dex restriction

Chest:  Anything you want

Belt:  Belts that increase Dex, later on Str and Dex. However if you get the boots below, then have the belt increase Str and Con, since Dex is already boosted

Gloves:  Magus whatever you like, Gloves of Dueling for Fighter

Boots:  Ronneck’s Sacrifice is what will go here, especially important for Dex-based PC’s

Bracers: Bracers of Armor are good, Lesser Bracers of Archery if you prefer

Rings:  I like Ring of Guiding Star, and Merciless Shot

Cloak:  Cloak of Resistance

Consumables:  Wand of Heal, especially after the Trickster stuff kicks in; Greater Quicken MM rod, especially for the Trick Fate spell as a swift action; Jharsygax; the Fatal Mark quiver can be great, so is the Seal of Madness quiver

Buffing

I’m going to try this as an experiment. If folks want a section like that on other builds simply let me know. Of course you don’t necessarily need to cast all of these for every battle. Mix and match what you like, and maybe only cast all of them on tougher battles. Spells such as Haste are always useful, as are hexes like Protective Luck and Fortune. So, for relevant buffs:

  • First cast the Trickster spell Microscopic Proportions for +6 Dex
  • Next cast Legendary Proportions for a few good bonuses
  • Those with the cleric domain Good can cast Holy Lance to gain Holy on your bow
  • Those with the Luck domain, cast Bit of Luck for an awesome boost to your first attack
  • Tricksters can cast Firebrand
  • If Magus, cast Transformation for a nice boost to BAB–it will block spell casting, which may or may not matter depending on play style

Alright, that’s it for now. This post has gone on for a long time, so I’ll cut it short here. I may or may not include other builds, not quite sure if I’ve completely scratched my itch or not. I hope these builds have been helpful! Check out my guide to rule changes and power builds here.


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Wrath of the Righteous Power Builds: Druid Shapeshifter

For the next in my series of power builds for the Pathfinder: Wrath of the Righteous video game I’ve got a Druid Shapeshifter build. The mythic path here is Angel, in order to get great Angel benefits including merging spell books.

Build Progression

1. Human Primal Druid, background Warrior/Mercenary. This gives us access to longspears, which is an advantage in terms of reach until we get the ability to change shape. Combined with Enlarge Person you’ve got significantly more safety. If you’re really against this for some reason, Pickpocket is a very solid option. Human is useful as druids are somewhat feat-starved

  • Str 17 Dex 14 Con 14 Int 10 Wis 16 Cha 8
  • Skills:  Perception, Lore (Nature), and whatever you want. I go with Knowledge (World) and Athletics
  • Feats:  Power Attack, Cleave–great combination
  • Animal Companion: Smilodon–five attacks at level 1!
  • Diety:  if Angel, Gozreh is a good choice for alignment compatibility

3. Feats:  Combat Reflexes, though Shake it Off is also an option

4. +Str every four levels. We gain wolf form. This is great because of the trip ability alone, which can be enhanced by casting Animal Aspect: Gorilla. Your attacks can be tripled if you have a skald using Animal Fury and Lesser Beast Totem. Buff your defenses with spells like Mage Armor and Barkskin

5. Feat:  Natural Spell

6. Here you get leopard form, which innately has more attacks.

7. Feat:  Outflank as usual, along with most of the rest of your party

9. Feat:  Seize the moment as usual, along with most of the rest of your party

10. Here you gain smilodon form. You get 5 attacks per round + pounce. As soon as you gain access to the Shapechange spell you can use it transform into a dragon! Dragons have multiple advantages, including a huge increase in attacks per round

11. Feat:  Improved Critical – Bite. Remember any AoO’s will come from your primary attack, which is bite

13. Feat:  Improved Critical – Claw. Now we have 19-20 crit range for all our natural attacks.

15. Feat:  At this point you’ve got more options. Cleaving Finish is a good idea, but you may instead choose Improved Initiative, MM Extend Spell, or Weapon Focus (on the way toward Shatter Defenses) but I don’t think it’s needed

17. Feat:  Again up to you. Great Cleave is nice, but if you think it’s overkill go Improved Initiative. You also have the option of Improved Critical – Other Natural Attacks if you want to use the dragon form

19. Feat:  Lots of choices here to. Metamagic Extend Spell is nice, but you could certainly at it at 17. As a merged Angel you’ll get spells lasting 24 hours that usually only last minutes.

Smilodon Build Progression

1.Take Aggressor archetype unless you prefer the default. Feat: Combat Reflexes

3. Feat:  Improved Initiative

4. +Int so he can learn teamwork feats. Following this increase Strength

5. Feat:  Shake It Off

7. Feat:  Outflank

9. Feat:  Seize the Moment

11. Feat:  Improved Critical–Bite

13. Feat:  Improved Critical–Claw

15. Feat:  From here on it’s up to you, I’ll be lazy and pick Weapon Focus Bite

17. Feat:  Just as lazy, Weapon Focus Claw

19. Feat:  Improved Critical–Other Natural Weapons, only if you want to turn your pet into a dragon. Nothing wrong with Toughness

Key Spells

1. Enlarge Person is very useful, especially in the early game for obvious reasons

2. Barkskin is great and stacks, Animal Aspect: Gorilla boosts your trip attacks, and Natural Rhythm against bosses early and mid-game, and will last 24 hours with your extend and enduring spell boosts

3. Greater Magic Fang of course, and the Shield from Demonkind spell is cool

4. Echolocation bypasses concealment

5. Animal Growth, one of the best buffs in the game. Geniekind is a great buff, and can be used in combination with Acid Maw to proc Elemental Barrage, which greatly boosts damage. Aspect of the Wolf gives you back your trip attacks every round, regardless of your form

6. Greater Dispel Magic works well since we have a high caster level. Bolt of Justice is an awesome angel spell, and Aegis of the Faithful is indispensable for defense

7. Sun Marked is wonderful, extended Holy Hymn and Ward Against Weakness Communal

8. Seamantle, Storm of Justice, Avenger’s Blessing (can be extended)

9. Fortress of the Faithful, Shapechange, and Sun Form is great for the incorporeal form alone

10. Army of Heaven, Phoenix’s Gift, Rekindle, there are some good choices here

Mythic Progression

As a full divine spell caster, druids can merge spell books with Angel, which is unadulterated awesome for several reasons, many of which I’ve covered in previous power build posts.

  1. Ascension:  Close to the Abyss for the additional gore attack. If you don’t like the idea–being angelic and all–Instrument of Freedom is always a good choice. Ability: Master Shapeshifter
  2. Extra Ability:  Ever Ready
  3. Ability:  Elemental Barrage. This is easy to proc due to the Acid Maw (lvl 1) and Geniekind (lvl 5) spell, which you get at level 9. Cast Acid Maw on your pet and you are treated as the source of damage for EB. NOTE: Don’t forget to merge your spell book!
  4. Feat:  Improved Critical Mythic: Bite. Improved Sword of Heaven: Everlasting Flame
  5. You’ve got options here. If you want to max out spell casting, Abundant Casting is the way to go. Since this build is less geared toward that, Enduring Spells is what I pick given all the buffs you have access to. Improved Halo:  Piercing Rays is nice if you have DC-based spells, but Solar Winds is hard to pass up
  6. Improved Critical Mythic:  Claw. Improved Sword of Heaven: Abolish Guile
  7. Ability:  Greater Enduring Spells or Improved Abundant Casting, depending on what you picked for mythic rank 5. Improved Halo:  Flame of Life, why not
  8. Ability:  Power Attack Mythic. Sword of Heaven:  Speed of Light
  9. Up to you, I’ll pick Mythical Beast for your pet. Improved Halo:  I like Burning Bright, but whatever you like
  10. This is really at the end of the game, so whatever you prefer

Equipment/Gear

Weapon:  Longspears for levels 1 – 3, with Enlarge Person. After that we don’t need any weapons, we already have them

Head:  Headbands that increase wisdom. If you don’t want that, the Triple Fin Helmet gives you another gore attack

Neck:  Vellexia’s Magnifying Amulet for both builds

Goggles:  Goggles of Piercing Gaze

Armor:  Seal of Madness is nice, unique armor, but armor is fairly useless for you. This is a crusade relic

Chest:  Anything you want

Belt:  Belts that increase Str and Con such as belt of Physical Might

Gloves:  Claws of a Sacred Beast, everything stacks!

Boots:  Ronneck’s Sacrifice is what will go here

Bracers: Bracers of Armor are good–your actual armor does not transfer its bonus to your animal form, but these do

Rings:  I like a ring of evasion, ring of guiding star

Cloak:  Cloak of Resistance

Consumables:  This is locked out while in beast form, unfortunately

 

Alright, this is a different sort of build. I just haven’t seen many druid builds out there and I thought this would be great for some variety. There is another way to approach shape shifting though. There is a Demon mythic path option and uses a Demonslayer ranger chassis that is even more powerful! If anyone is interested please comment and I’ll be happy to post. Check out my guide to rule changes and power builds here.


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Wrath of the Righteous Power Builds: Rogues

This entry to the power builds involves rogues. I have written a guide to the changes to the rogue class here. There is a rogue NPC available in the game, but I would not consider him ‘optimized’ or necessary. This provides an excellent opportunity for those who love to play rogues. I’ll be focusing this time on two archetypes: the Knife Master and the new Rowdy archetype. The former will be utilizing two kukris and taking the Trickster mythic path, the latter will be using a fauchard and going with Azata.

Knife Master Build Progression

The Knife Master will focus on dual wielding kukris for a high number of attacks per round and doing massive criticals on top of high d8 sneak attacks. Send the pets and tanks in first, then you are a flanking dealer of death!

  1. Human Knife Master rogue, background Pickpocket
    • Str 10 Dex 19 Con 14 Int 12  are the important ones. The five remaining points you can put where you like. You may want to bump Str to 12 for help with encumbrance, or Cha for the UMD skill, and nothing is wrong with a 14 Int
    • Skills:  Trickery, Stealth, UMD, Perception, Mobility, and whatever else you want
    • Feats:  Martial Weapons Proficiency to get kukris, and Two Weapon Fighting
    • Deity is up to you, but needs to include Chaotic Good so we won’t have a problem with Trickster
  2. Feat:  Weakening Wound is tempting, but if you put together the Covenant of the Inheritor item in ch 2 it removes the need for the feat. Instead I like Combat Reflexes
  3. Feat:  Shake it Off. Anyone paying attention to my last builds know that this is a staple of many builds for survival, most of your NPCs should take this at level 3 as well. Finesse training should be kukri.
  4. +Dex every four levels. Talent: Double Slice–the bonus applies to Dex since you have finesse training
  5. Feat:  Weapon Focus Kukri
  6. Talent: Combat Trick: Piranha Strike. This is great to use right away unless you are playing on Hard or Unfair. For those difficulties wait until at least level 9, where you’ll get additional buffs and the penalty won’t hurt as much
  7. Feat:  Outflank, which is when most of your party members should take it as well
  8. Talent: Combat Trick:  Improved TWF
  9. Feat:  Seize the Moment, and once again, most party members and pets want this. This maxes out generating AoO’s
  10. Advanced Talent: Opportunist
  11. Feat:  Improved Critical: Kukri. Finesse Training: Bite if you have a skald as I recommend. Ember can also give a similar bite attack through Beast’s Gift hex. The two stack, BTW
  12. Talent:  Wearying Strike. Stacks every time you hit and has no save
  13. NOTE: previous to this level you should have taken Perception 1 and Perception 2 from the Trickster path at rank 4. This gives you access to Improved Improved Critical: kukri
  14. Talent:  Dispelling Attack. Devastating given the number of attacks per round you have now
  15. Feat:  Improved Improved Improved Critical: kukri
  16. Talent: Combat Trick:  Greater TWF
  17. Feat:  Improved Improved Improved Critical Improved: kukri
  18. Talent:  Improved Initiative
  19. Feat:  Arcane Strike–at this point you should have access to the wizard spell book to make use of this. Can also pick Metamagic: Completely Normal Spell
  20. Try another class dip. Vivisectionist alchemist is a popular choice as a +4 Dex mutagen is great, or you could go Demonslayer Ranger. If you stay rogue, maybe get a familiar. Getting a Hare pimps your initiative even higher

Trickster Mythic Progression

  1. I’ve covered the trickster mythic progression in a previous power build so I’ll keep it basic here. Instrument of Freedom. Ability:  Ever Ready, if on unfair consider Last Stand instead
  2. Feat:  Mythic TWF
  3. Ability:  Elemental Barrage. The Shock Flaming Corrosive kukri +3 is insane, and procs this ad infinitum Trick:  Knowledge Arcana 1
  4. Feat:  Improved Critical Mythic: kukri. Tricks: Perception 1 and Perception 2
  5. Ability:  Last Stand, or Ever Ready if you haven’t taken it previously. Trick:  Athletics 1
  6. Feat:  Piranha Strike Mythic. Trick:  Infuse Magic Device, Reuse Magic Device
  7. Several options here. Unrelenting Strike for even more damage, or Mythic Charge if that’s your bag. Tricks:  Knowledge World 1, UMD 3 (which gives you the wizard’s spell book)
  8. Feat:  Mythic Sneak Attacker. Tricks:  Trickery 1, Knowledge World 2–it still kills me they allow something this OP
  9. Ability:  Archmage Armor, but it’s really whatever you want. Tricks:  Lore Religion 1, Trickery 2 (a beautiful effect for the late game bosses)
  10. Several options here: Athletics 3 Rank–how’d you like a BAB of 25 if you cast Transformation on yourself? (or Knowledge world 3 Rank if you’d like to respec feats for party characters); Greater Enduring Spells, up to you

Rowdy Build Progression

The Rowdy can be a lot of fun to play as this archetype only exists in Wrath of the Righteous. We take the Azata mythic path for synergy with the Vital Strike series of feats (which you get for free earlier than any other class). Vital Force is also a terrific ability to enhance VS. Fauchard will be the weapon due to its great reach (cleaving from far away and attacking behind tanks) and high crit range. Use glaives in the very early game as there are a lot of good ones. Auto-cast Vital Strike by right-clicking, use Enlarge Person, send your tanks/pets ahead and attack from the rear!

  1. Human Rowdy rogue, background Pickpocket
    • Str 19 Dex 12 Con 14, the rest is up to you. You can pump Dex to 14 (even though you don’t need it) and Wis 12, Int to 12 for more skills
    • Skills:  Athletics, Mobility, Trickery, Stealth, Perception
    • Feats:  Power Attack, Cleave (it’s a prereq for cleaving finish, which works with vital strike)
    • Deity:  Since we are going Azata, anything compatible with that alignment. Desna is perfect, Cayden Cailean might be more thematic
  2. Talent: Combat Trick:  Cleaving Finish
  3. Feat:  Shake It off
  4. +Str every four levels. Talent:  Combat Reflexes
  5. Feat:  Great Cleave
  6. Talent: Combat Trick:  Exotic Weapon Proficiency/Fauchard–time to switch weapons
  7. Feat:  Outflank
  8. Talent:  Improved Cleaving Finish
  9. Feat:  Seize the Moment
  10. Talent:  Opportunist (works with VS)
  11. Feat:  Improved Critical Fauchard
  12. You’ve got options here. You may continue with the Rowdy but it may be preferable to switch. I will continue by switching classes to the Vivisectionist Alchemist, getting the mutagen (boosts Str and AC) and bonus feats.
  13. Feat:  Improved Initiative. Discovery: Combat Trick:  Weapon Focus Fauchard

15. Feat:  Dazzling Display. Discovery: Combat Trick:  Shatter Defenses, which has perfect synergy with companions casting the Frightful Aspect spell

17. Feat:  You can do whatever you like here. You might take Blind Fight and Infusion, though if you make the rogue NPC a vivisectionist he can be making infusions for most of the game

19. We’ve got practically everything, so have fun and go with another class:  Demonslayer Ranger for the awesome bonuses against demons.

20. Heck, let’s go back to Vivisectionist, max out sneak attack

Azata Mythic Progression

  1. Instrument of Freedom, it’s just great. Ability: Always a Chance. This is because we only get a single vital strike, so we don’t want it to auto-miss by rolling a 1
  2. Feat:  Vital Strike Mythic. You had to see that coming
  3. Ability:  Ever Ready
  4. Feat:  Improved Critical Mythic Fauchard. Superpower:  Zippy Magic, which lets our VS go to another enemy for more damage
  5. Ability:  Last Stand. It’s a little less vital unless you’re on unfair, as we have reach+enlarge, so you’ve got flexibility here
  6. Feat:  Power Attack Mythic. Superpower:  Incredible might
  7. Ability:  Unrelenting Assault
  8. Feat:  Improved Initiative Mythic, or Sneak Attacker mythic if you prefer. Superpower:  Life-Bonding Friendship: Precise Strike
  9. Anything you like. Archmage Armor is solid. Life-Bonding Friendship: Allied Spellcaster or Back to Back

Equipment/Gear

Weapon:  Kukris:  Shock Flaming Corrosive kukri, Astringent Pacifier (Rowdy:  glaives in early game, fauchard will be the Mighty Blow of Good or Finnean)

Head:  Headbands of Intelligence for Knife Master (Rowdy: Shy Lily’s Helmet)

Neck:  Vellexia’s Magnifying Amulet for both builds

Goggles:  Rascal’s Goggles (Rowdy: Goggles of Piercing Gaze)

Armor:  None really. Haramaki of Divine Guidance if you feel like it

Chest:  Anything you want

Belt:  Belts boosting Dex/Con, eventually the Clutch of Corruption, as Ronneck’s boots already give you the dex bonus (Rowdy: boosting Str/Con)

Gloves:  Fencer’s Gift or Treacherous Flame (Rowdy: Gloves of Deathdealer)

Boots:  Ronneck’s Sacrifice is what will go here

Bracers:  Bracers of Heavy Hand (Rowdy:  Bracers of Abrupt Onslaught)

Rings:  Ring of Imminent Demise, Martyr’s Testament

Cloak:  Cloak of Resistance

Consumables:  Wand of Heal (infinite uses after Reuse Magic Device), Jharsygax, Signet of House Vespertilio, Greater Quicken MM Rod (use for Trick Fate spell)

I hope everything here makes sense. If not feel free to ask! These are two great builds that are very viable at any difficulty. There are another couple of builds I will be spreading the word about, they are just too good not to share, and I want players to have a variety of builds and mythic path options. Check out my guide to rule changes and power builds here.


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Wrath of the Righteous Power Builds: The ultimate PC party member

This is third in the series of power builds for Pathfinder: Wrath of the Righteous video game. The last two builds have been for casters, either divine or arcane. This is for a martial/spellcasting build combo, and it perfectly synergizes with the NPC’s you meet throughout the game. In fact this power build is for those who want to perfectly complement the story NPC’s in the game. If you are a player that tends to be a ‘gap-filler’ for the party, have I got the build for you! For those wondering what I would suggest following my last post, this is it.

Which class are we talking about? Skald! There are no bard or skald NPC’s, and the skald has a benefit which is unique. Skalds have access to the Inspire Rage ability, which gives a variety of powers to your entire party, including pets. You could give an extra bite attack to all your party members, a stacking natural armor class, more attack bonus as competence, or even the Pounce ability. At later levels they can also increase the critical multiplier damage for everyone! They have quite a few bonus feats, martial weapons proficiency and spell casting as well, including some of the best arcane buff spells in the game such as Haste and Good Hope. You don’t need to pick an archetype, the base skald is what we want to go with. We will be building toward the Trickster Mythic path, which is a terrific path for any martial-inclined build.

For those interested in changes to skald class for video game version, click here. There are two flavors of skald I will be introducing. One is melee-focused, I recommend the fauchard. You may also go with falchion to avoid taking exotic weapon proficiency. This allows you to take Cleave at level 2 and cleaving Finish around level 5–it’s up to you. The other build uses throwing axes. I will including throwing axes variations in parentheses/italics, or separate them completely.

UPDATE:  Since the Enhanced Edition has come out I have made some adjustments to this build.

Build Progression

1. Human Skald–the extra feat is more important than usual in this build. Background Pickpocket for initiative (Regional: Mwangi Hunter if ranged for the +1).

  • Str 19 Dex 12 Con 14 Int 12 Wis 8 Cha 14 or (Str 14 Dex 19 Con 12 Int 12 Wis 8 Cha 14)
  • Skills:  all Knowledge and Lore skills. You don’t need to take them to 20, since you get bonuses as a Skald; Athletics (greater synergy with Trickster abilities). Take UMD if you like, you only need a couple ranks
  • Feats:  Lingering Performance, Power Attack (Point Blank Shot). If on unfair I’d recommend Improved Initiative here instead of PA.
    • Metamagic: Extend Spell
  • Spells:  Grease, Cure Light Wounds
  • Deity:  With Trickster select a deity that offers a chaotic alignment, such as Cayden Cailean
  • Alignment:  Chaotic Good

2. Combat Trick: Exotic WP/Fauchard (Precise Shot), Remove Fear is a nice spell for the early game

3. Rage Power, Extra Rage power: Lethal Stance, and either Lesser Beast Totem (gives extra claw attacks for dog/wolf), Animal Fury (to give all characters a bite attack). Whichever one you get, just take the other one around level 5

  • Ranged:  Two Weapon Fighting; Power: Lesser Beast Totem if you have pets like dog/wolf, otherwise Animal Fury
  • Spells:  Unbreakable Heart

4. +Str every four levels (+Dex for ranged). Spells:  Heroism, Mirror Image

5. Feat:  Extra Rage: Animal Fury (4 potential attacks at level 5 now, including bite)

  • Ranged: Extra Rage Power/Lesser Beast Totem or Animal Fury
  • Spell:  Blur

6. Rage Power:  Beast Totem (Lesser Beast Totem or Animal Fury). Spell:  Sense Vitals

7. Feat:  Outflank, like most others in the party (Deadly Aim), and Combat Trick/Combat Reflexes (Rapid Shot)

  • Spells:  Good Hope, Haste

8. Spell:  Displacement

9. Feat:  Improved Initiative or Power Attack (Improved TWF), rage power: Deadly Accuracy, which qualifies you later for lethal accuracy

  • Spell:  Remove Curse. If you take the Rage spell it stacks with Inspire Rage

10. Spell:  Echolocation (detects all concealment), Greater Invisibility. Don’t forget you can cast Extended Haste if you want

11. Feat:  Improved Critical/Fauchard (Throwing Axe) would be my choice.

  • Spell:  Freedom of Mvt

12. Rage Power: Greater Beast Totem. Think about the potential of giving all party members pounce! Feat:  WF Fauchard (WF: Throwing Axe or Improved Initiative–don’t need Clustered Shot if you carry the Covenant of the Inheritor relic or make your attacks good aligned)

  • Spell:  Dimension Door. This lets you access some secret areas, especially during ch 4

13. Note: be sure to take Trickster rank 4 before advancing to level 13! Feat:  Improved Improved Critical/Fauchard (Imp Crit: Throwing Axe). Spells: Greater Heroism, Greater Dispel Magic

15. Feat:  Improved Improved Improved Critical Improved/Fauchard (Throwing Axe). Rage Power:  Increase Dmg Reduction if you like

16. Spells:  At this point they don’t really matter, Mass Cat’s Grace I suppose, and Eyebite

17. Feat:  Improved Improved Improved Critical Improved/Fauchard (Throwing Axe). Bonus Feat: up to you, nothing wrong with Weapon Focus/Fauchard (Combat Trick: Greater TWF)

18. Rage Power: Lethal Accuracy, which is incredible

19. Metamagic: Completely Normal Spell for some flexibility, but whatever you want

 

Mythic Progression

  1. Close to the Abyss, as you gain an extra gore attack, but Instrument of Freedom is another option to empower your party’s attacks with Holy. Ability:  Abundant Casting (Cleaving Shot), but if on unfair, Last Stand will keep you alive!
  2. Mythic Power Attack or Mythic Imp Initiative (Mythic Deadly Aim)
  3. Last Stand is great here for new players, otherwise Ever Ready (Distracting Shots). First Trick: Knowledge Arcana 1
  4. Improved Critical Mythic/Fauchard (Throwing Axe). Perception 1 Rank and Perception 2 Rank
  5. Imp Abundant Casting (The Bigger They Are); Trick: Athletics 1 Rank
  6. Mythic Imp Initiative or PA, whichever you didn’t pick at 2 (Mythic Rapid Shot); Infuse Magic Device, Reuse Magic Device (allows access to wizard’s spell book)
  7. Mythic Charge; Knowledge World 1 Rank, Use Magic Device 3 Rank
  8. By now we have most of the best abilities, you have lots of options. A simple pick would be Archmage Armor, or Favorite MM: Extend (Mythic Improved Initiative); Lore Religion 1 Rank, Knowledge World 2 Rank to change any roll of 1 on a d20 to 20!
  9. Again, whatever you like. Enduring Spells is nice, if you haven’t taken Last Stand yet, take it now (Last Stand); Lore Nature 1 Rank, Athletics 2 Rank
  10. Greater Mythic Trick:  Athletics 3 Rank–how’d you like a BAB of 25 if you cast Transformation on yourself? (or Knowledge world 3 Rank if you’d like to respec feats for party characters); Greater Enduring Spells (Mythic TWF, can take it at lvl 8 if you feel you need to)

Equipment/Gear

Weapon:  the Mighty Blow of Good is my favorite Fauchard in the game. (Fixed Obsession[or Finnean], Nordic Welcome)

Head:  Hat of Heartening Song in early game, can ignore headbands of Cha if you get gloves of the Ambassador, as 16 charisma is enough. Later on whatever you like, even Shy Lily’s Helmet if you want to be extra pimped

Neck:  Amulet of Epic Songs

Goggles:  Goggles of Piercing Gaze

Armor:  Early game get chain shirts and mithril chain shirts, later on Eternal Ballad

Chest:  Loremaster’s Robe, but there are other good options

Belt:  Strength/Constitution (Strength/Dexterity), ultimately leading to Mangling Frenzy for both

Gloves:  Gloves of the Ambassador. This also helps if you are cooking for your party, to make awesome recipes like Conflagrant Taco or Demonslayer Soup

Boots:  For every build under the sun, Ronneck’s Sacrifice is what will go here…if you loving charging Boots of Stampede are also very good

Bracers:  Not a huge deal–if a ranged character consider Bracers of Armor, otherwise Abrupt Onslaught if you like casting Sense Vitals, Bracers of Breaching

Rings:  Ring of Imminent Demise (Merciless Shot), Ring of Evasion. If you get Mangling Frenzy, get the Bane of Spirit ring

Cloak:  Cloak of Resistance usually. Call to Violence is particularly awesome but any character can equip it for the effect

Consumables:  Wand of Heal, Greater Quicken Metamagic Rod (great for Trick Fate), Jharsygax (procs elemental barrage), Signet of House Vespertilio (nice Athletic bonus), Old Grimoire.

 

Okay, there is a lot of information here. One important thing to remember: party members that accept the rage effect will not be able to cast spells. This is easily fixable by going under the Abilities tab right above quick slots; there is an icon that says Inspire Rage–Accept Effect, which can be disabled for any spellcaster.

If there are any questions or comments, please feel free to leave them below. My next entry will include the single most damaging build I’ve ever heard of. Check out my guide to rule changes and power builds here.