Posted October 12, 2018
Part 1: sidekicks
companions at the first glance are different brands of terrible. this is my take on how to make use of them. it will not be level-by-level guide to cut the text and allow for flexibility. I will give suggested class spread and important things you have to have to make them work. this guide is mostly oriented towards new players and is designed to help them avoid making mistakes that would call for re-rolls.
feedback is appreciated.
general notice: ALL melee characters must get outflank at level7 no matter what
====================
Valerie:
she is a tank. little else but she can do the job well and support your efforts given you provide her with the tools needed.
final spread fighter(TSS) 13/rogue(thug) 4/monk(traditional) 1/stalwart1/vivisectionist1
important skills: persuasion, mobility 3
important feats: crane style, weapon focus, dazzling display, bull rush(greater), +AC feats, shield wall if you have 2nd shield user
stats: 1 in dex the rest in str
progression milestones:
lvl2 monk>crane style
lvl3 thug
lvl4-7 fighter
lvl8-10 thug
lvl11 stalwart
lvl12-19 fighter
lvl20 vivisectionist
take combat tricks for rogue feats. there is nothing that can be useful for us there otherwise.
keep her with bastard sword. there are enough of those for her to use and she doesn't need anything special. running with +1 sword for a long time won't be a big issue.
====================
Linzy:
a companion that is likely always to be around unless you are a bard yourself. pretty much THE party buffer out there. there is nothing wrong with keeping her a bard but I think we can do better.
final spread: bard 7/Eldritch Knight 10/rogue 3
important skills: trickery/mobility
she is a skill monkey. she is well suited to fill a 2nd rogue role so you have 2 tries at chests. fill the rest with what your party is lacking
important feats: spell focus: enchantment: gsf: enchantment, martial weapons rapid shot, manyshot
stats: cha
important spells:
lvl1 hideous laughter, remove fear
lvl2 heroism, sense vitals, cacophonous call
lvl3 good hope, haste, displacement
you should get a good grip at what spells are good by then and to be honest the game is the hardest at the beginning when your tools are limited
important note: bard is not your main healer. best she can do is to help repair damage after the combat/during rest. in combat she should use control spells and shoot at your enemies. if you need your bard to run over into danger and heal somebody you made some serious mistakes, and don't bother with summon spells on her. she will enver be competent summoner no matter what.
progression milestones:
lvl1-7 bard take martial weapons before 8
lvl8-17 EK
lvl18-20 rogue
give her a longbow when she will be able to use it. enchantment DC boosters are plentiful and welcome as well.
====================
Harrim
worst companion out there. unlike the rest he is rather irredeemable. worse than merc in every way possible, except for interaction.
final spread: cleric20
important skills: perception, religion, mobility3
important spells:
lvl2 hold person, restoration(lesser)
lvl3 resist energy(communal), animate dead, delay poison(communal)
lvl4 restoration, protection from energy(communal), death ward
progression milestones:
spell focus necromancy and enchantment can be useful.
if you plan to keep him around - give him a longspear. he will never be a good tank no matter what. won't die as fast this way.
====================
Amiri
she would be so much better if she was invulnerable rager and her stat count is criminally low. still she can do you some good
final spread: barbarian 12/fighter(two-handed) 7/vivisectionist 1
important skills: perception, athletics
stats: 1 dex, str
important feats: extra rage power, powe attack, cleave, cleaving finish, greater cleave, combat reflexes, seize the moment, extra rage
rage powers in the order of taking: reckless stance, lesser totem, totem, damage reduction x3, greater totem
progression milestones:
lvl2 THF
lvl3-11 barbarian > take extra rage power feat(damage reduction) at 9
lvl12-13 THF
lvl14-15 barbarian
lvl16-19 THF
lvl20 vivisectionist
do not take weapon feats till double-digit levels. you will know why when you get there. ditch her sword asap for some 2-hander. there are decent 2-handed maces and swords out there to use for now. to explain this class progression: she is made of paper and will die a lot unless we help her..best way to fix it in short-term is to give her plate armour. then we rush for barbarian DR rage power. there is mythral plate armour for her soon enough. use enlarge person spell or potion on her in every fight or she will die horribly. enlarge person not only gives damage but also (and more importantly) buffs your reach to 6ft!
DO NOT take bite rage power on her if you are not doing freebooter one. it will force you into melee regardless of your reach and you will die.
Amiri alternative build
totally NOT lore-friendly. very tight on feats. no flexibility at all. lets make Amiri into a serviceable off-tank
final spread: barbarian4/freebooter14/stalwart defender1/vivisectionist1
important skills: mobility3
feats in the order of taking: shield focus, shield bash, outflank, dodge, shield master, improved unarmed, crane style, bashing finish, armor focus(medium)
ranger style feats in the order of taking: two-weapon fighting, imp. twf, greater twf, double slice
barbarian rage powers in the order of taking: guarded stance, animal fury
progression milestones:
lvl2-8 freebooter > will need +2wis item to get extra lvl2 slot(will have no slots otherwise)
lvl9 barbarian
lvl10 stalwart
lvl11-13 freebooter will need +4wis item at ranger10
lvl14 vivisectionist
lvl15-18 freebooter will need +6wis item at ranger 13
lvl19-20 barbarian
important spells:
lead blades, stat buff spells(to cover gaps in items if your team doesn't cover you on those), sence vitals(for added damage later on, mostly due to short duration), feather step(mass)(to allow your party to spam difficult terrain spells everywhere), aspect of the wolf.
magic fang and greater magic fang can be nice if you have pet class on the team that doesn't get it
don't get married to a weapon. give her the best you can find(preferably a keen one once you get bashing finish). use light shields for lesser penalties. use fighting defensively when you are against multiple opponents only. inner demon ring will come in handy. give her some decent breastplate and a dex buff/item
====================
Octavia
best "pure" mage companion you can get. she will cover most of your needs in arcane spell-casting but comes with some problems we are about to fix.
final spread: Wizard4/Rogue2/Arcane Trickster10/Eldritch Knight4 OR Wizard4/Rogue2/Arcane Trickster4/Eldritch Knight10
important skills: trickery, mobility, knowledge(arcane)
important feats: accomplished sneak attacker, spell focus: transmutation gsf:transmutation, metamagic: reach(can be done with rods too), spell specialization, precise shot, weapon focus(ray), empower, endurance, improved initiative
stats: 3int 1dex 1str
important spells:
lvl1 enlarge person(see: Amiri section), true strike
lvl2 sense vitals, web, scorching ray, glitterdust
lvl3 haste, slow,
lvl4 obsidian flow
lvl5 baleful polymorph
lvl6 disintegrate, hellfire ray
touch spells for metamagic:reach are nice too
progression milestones:
lvl3-5 wiz accomplished sneak attacker
lvl6-15 AT take martial weapons before 16
lvl16-19 EK
lvl20 rogue
OR
lvl3-5 wiz accomplished sneak attacker
lvl6-9 AT take martial weapons before 10
lvl10-19 EK
lvl20 rogue
now why do I give two builds this time and what is the difference?
AT10 gives us quite a bit more d6s on our sneak attacks, but it comes at a cost of lower AB. you will likely not hit anything with your rays before too long if you don't use true strike prior to that. on the bright side you will be able to sneak attack with your AOE spells eventually.
EK10 lands us in 15bab which is 3 more compared to AT10 and gives us feats that we really-really need. we also won't need to cast true strike to hit regular things and can lean heavy on rays. as for the sneak attack dice sense vitals gives a lot already.
she is not(!) an archer. do not try to make her one. use spells and rays instead. also her AI as of today still is dead set on using acid splash if there is no auto-cast so it's double bad to go bow with her. give her weapons with spells on tap and/or other bonuses. she will stay in back row so her AC is meaningless. and should anything bad approach her there is always vanish.
====================
Regongar
one of the best built companions out there. perfect stat spread. only thing that could be better is his alignment. can get enough AC to make valerie shy while dishing out good damage.
final spread: Eldritch Scion16/Dragon Disciple4
important skills: knowledge: arcane 5 for DD. mobility 3
important feats: dodge, improved unarmed, crane style, crane wing, crane riposte
stats: all in str
important spells:
lvl1 shocking grasp, shield, enlarge person
lvl2 mirror image, glitterdust, frigid touch, effortless armor
lvl3 displacement, haste, lightning bolt, vampric touch
lvl4 stoneskin, dragon's breath
progression milestones:
lvl1-7 ES
lvl8-11 DD
lvl12-20 ES
magus arcana must-have: arcane accuracy, enduring blade, ghost blade
you will mostly use touch spells in combat hence all str build. this will additionally pay off late-game with dragon-forms. for a weapon I would suggest scimitars as there are some useful enchantments for us on those.
====================
continuation below.
companions at the first glance are different brands of terrible. this is my take on how to make use of them. it will not be level-by-level guide to cut the text and allow for flexibility. I will give suggested class spread and important things you have to have to make them work. this guide is mostly oriented towards new players and is designed to help them avoid making mistakes that would call for re-rolls.
feedback is appreciated.
general notice: ALL melee characters must get outflank at level7 no matter what
====================
Valerie:
she is a tank. little else but she can do the job well and support your efforts given you provide her with the tools needed.
final spread fighter(TSS) 13/rogue(thug) 4/monk(traditional) 1/stalwart1/vivisectionist1
important skills: persuasion, mobility 3
important feats: crane style, weapon focus, dazzling display, bull rush(greater), +AC feats, shield wall if you have 2nd shield user
stats: 1 in dex the rest in str
progression milestones:
lvl2 monk>crane style
lvl3 thug
lvl4-7 fighter
lvl8-10 thug
lvl11 stalwart
lvl12-19 fighter
lvl20 vivisectionist
take combat tricks for rogue feats. there is nothing that can be useful for us there otherwise.
keep her with bastard sword. there are enough of those for her to use and she doesn't need anything special. running with +1 sword for a long time won't be a big issue.
====================
Linzy:
a companion that is likely always to be around unless you are a bard yourself. pretty much THE party buffer out there. there is nothing wrong with keeping her a bard but I think we can do better.
final spread: bard 7/Eldritch Knight 10/rogue 3
important skills: trickery/mobility
she is a skill monkey. she is well suited to fill a 2nd rogue role so you have 2 tries at chests. fill the rest with what your party is lacking
important feats: spell focus: enchantment: gsf: enchantment, martial weapons rapid shot, manyshot
stats: cha
important spells:
lvl1 hideous laughter, remove fear
lvl2 heroism, sense vitals, cacophonous call
lvl3 good hope, haste, displacement
you should get a good grip at what spells are good by then and to be honest the game is the hardest at the beginning when your tools are limited
important note: bard is not your main healer. best she can do is to help repair damage after the combat/during rest. in combat she should use control spells and shoot at your enemies. if you need your bard to run over into danger and heal somebody you made some serious mistakes, and don't bother with summon spells on her. she will enver be competent summoner no matter what.
progression milestones:
lvl1-7 bard take martial weapons before 8
lvl8-17 EK
lvl18-20 rogue
give her a longbow when she will be able to use it. enchantment DC boosters are plentiful and welcome as well.
====================
Harrim
worst companion out there. unlike the rest he is rather irredeemable. worse than merc in every way possible, except for interaction.
final spread: cleric20
important skills: perception, religion, mobility3
important spells:
lvl2 hold person, restoration(lesser)
lvl3 resist energy(communal), animate dead, delay poison(communal)
lvl4 restoration, protection from energy(communal), death ward
progression milestones:
spell focus necromancy and enchantment can be useful.
if you plan to keep him around - give him a longspear. he will never be a good tank no matter what. won't die as fast this way.
====================
Amiri
she would be so much better if she was invulnerable rager and her stat count is criminally low. still she can do you some good
final spread: barbarian 12/fighter(two-handed) 7/vivisectionist 1
important skills: perception, athletics
stats: 1 dex, str
important feats: extra rage power, powe attack, cleave, cleaving finish, greater cleave, combat reflexes, seize the moment, extra rage
rage powers in the order of taking: reckless stance, lesser totem, totem, damage reduction x3, greater totem
progression milestones:
lvl2 THF
lvl3-11 barbarian > take extra rage power feat(damage reduction) at 9
lvl12-13 THF
lvl14-15 barbarian
lvl16-19 THF
lvl20 vivisectionist
do not take weapon feats till double-digit levels. you will know why when you get there. ditch her sword asap for some 2-hander. there are decent 2-handed maces and swords out there to use for now. to explain this class progression: she is made of paper and will die a lot unless we help her..best way to fix it in short-term is to give her plate armour. then we rush for barbarian DR rage power. there is mythral plate armour for her soon enough. use enlarge person spell or potion on her in every fight or she will die horribly. enlarge person not only gives damage but also (and more importantly) buffs your reach to 6ft!
DO NOT take bite rage power on her if you are not doing freebooter one. it will force you into melee regardless of your reach and you will die.
Amiri alternative build
totally NOT lore-friendly. very tight on feats. no flexibility at all. lets make Amiri into a serviceable off-tank
final spread: barbarian4/freebooter14/stalwart defender1/vivisectionist1
important skills: mobility3
feats in the order of taking: shield focus, shield bash, outflank, dodge, shield master, improved unarmed, crane style, bashing finish, armor focus(medium)
ranger style feats in the order of taking: two-weapon fighting, imp. twf, greater twf, double slice
barbarian rage powers in the order of taking: guarded stance, animal fury
progression milestones:
lvl2-8 freebooter > will need +2wis item to get extra lvl2 slot(will have no slots otherwise)
lvl9 barbarian
lvl10 stalwart
lvl11-13 freebooter will need +4wis item at ranger10
lvl14 vivisectionist
lvl15-18 freebooter will need +6wis item at ranger 13
lvl19-20 barbarian
important spells:
lead blades, stat buff spells(to cover gaps in items if your team doesn't cover you on those), sence vitals(for added damage later on, mostly due to short duration), feather step(mass)(to allow your party to spam difficult terrain spells everywhere), aspect of the wolf.
magic fang and greater magic fang can be nice if you have pet class on the team that doesn't get it
don't get married to a weapon. give her the best you can find(preferably a keen one once you get bashing finish). use light shields for lesser penalties. use fighting defensively when you are against multiple opponents only. inner demon ring will come in handy. give her some decent breastplate and a dex buff/item
====================
Octavia
best "pure" mage companion you can get. she will cover most of your needs in arcane spell-casting but comes with some problems we are about to fix.
final spread: Wizard4/Rogue2/Arcane Trickster10/Eldritch Knight4 OR Wizard4/Rogue2/Arcane Trickster4/Eldritch Knight10
important skills: trickery, mobility, knowledge(arcane)
important feats: accomplished sneak attacker, spell focus: transmutation gsf:transmutation, metamagic: reach(can be done with rods too), spell specialization, precise shot, weapon focus(ray), empower, endurance, improved initiative
stats: 3int 1dex 1str
important spells:
lvl1 enlarge person(see: Amiri section), true strike
lvl2 sense vitals, web, scorching ray, glitterdust
lvl3 haste, slow,
lvl4 obsidian flow
lvl5 baleful polymorph
lvl6 disintegrate, hellfire ray
touch spells for metamagic:reach are nice too
progression milestones:
lvl3-5 wiz accomplished sneak attacker
lvl6-15 AT take martial weapons before 16
lvl16-19 EK
lvl20 rogue
OR
lvl3-5 wiz accomplished sneak attacker
lvl6-9 AT take martial weapons before 10
lvl10-19 EK
lvl20 rogue
now why do I give two builds this time and what is the difference?
AT10 gives us quite a bit more d6s on our sneak attacks, but it comes at a cost of lower AB. you will likely not hit anything with your rays before too long if you don't use true strike prior to that. on the bright side you will be able to sneak attack with your AOE spells eventually.
EK10 lands us in 15bab which is 3 more compared to AT10 and gives us feats that we really-really need. we also won't need to cast true strike to hit regular things and can lean heavy on rays. as for the sneak attack dice sense vitals gives a lot already.
she is not(!) an archer. do not try to make her one. use spells and rays instead. also her AI as of today still is dead set on using acid splash if there is no auto-cast so it's double bad to go bow with her. give her weapons with spells on tap and/or other bonuses. she will stay in back row so her AC is meaningless. and should anything bad approach her there is always vanish.
====================
Regongar
one of the best built companions out there. perfect stat spread. only thing that could be better is his alignment. can get enough AC to make valerie shy while dishing out good damage.
final spread: Eldritch Scion16/Dragon Disciple4
important skills: knowledge: arcane 5 for DD. mobility 3
important feats: dodge, improved unarmed, crane style, crane wing, crane riposte
stats: all in str
important spells:
lvl1 shocking grasp, shield, enlarge person
lvl2 mirror image, glitterdust, frigid touch, effortless armor
lvl3 displacement, haste, lightning bolt, vampric touch
lvl4 stoneskin, dragon's breath
progression milestones:
lvl1-7 ES
lvl8-11 DD
lvl12-20 ES
magus arcana must-have: arcane accuracy, enduring blade, ghost blade
you will mostly use touch spells in combat hence all str build. this will additionally pay off late-game with dragon-forms. for a weapon I would suggest scimitars as there are some useful enchantments for us on those.
====================
continuation below.
Post edited October 20, 2018 by InEffect