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TopicDrizztLink plays Pathfinder: Kingmaker. My ancestor fucked a dragon so MAGIC!
Esrac
04/02/20 12:20:50 AM
#23:


I've been playing this game for a while now. Got way too many hours logged. Not just because the game is sense, but because I keep having to pause and step away to deal with my monstrous children.

Anyway, I've been playing an Aasimar Hospitlar Paladin in the second highest difficulty setting. Started with a shield bash build, but got bored with it, so respecced to a cleaving build and using two handed weapons. Currently level 13, using a Falchion +4 I found. When I Divine Bond it to be Keen and deal bonus damage, he can still wreck shit by critting often and initiating AoO from his melee allies.

Mostly been using the characters Valerie, Ekundayo, Tristian, Octavia, and a rotating sixth (usually Jubilost, Jaethal, or Linzi).

My characters probably aren't optimized, but I don't mind sharing how I've built them.

More general advice though, regarding feats, you don't need to do it right away, but you're going to want to give everyone Blind Fight eventually. Maybe by level 11 - 12. Let's just say there are some Fey enemies in the mid - late game that can fuck your team up with gaze attacks, but Blind Fight totally nullifies those gaze attacks. Saves a colossal headache.

For tanks, take a level in a Monk kit, if you can. Crane Style does work with armor and shields and is very useful for improving their Fight Defensively stance.

If you have more than one melee character on your team, have them all get the Outflank feat. They all get +4 to hit chance when attacking the same target and anytime one crits the target, the rest get an AoO. Combat Reflexes can add to that.

For spells, buffs are extremely important and crowd control spells are usually better than damage spells. Of the buffs, Haste is still king. For debuffs, Slow and Glitterdust are both great. For CC, Sirocco is king, but Web, Grease, Stinking Cloud, and the Pit trap spells are all useful.
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