Character Development
Character Development
Important Equipment
Metamagic Rods
● (1) Lesser Extend: Oleg
● (4) Extend: Crag Linnorm, Skeletal Salesman (2L), Rushlight Trader, Pitax Trader
● (2) Greater Extend: Brineheart, Ravaged Capital
● (1) Rod of Undeath: Irlene (functions as extend rod)
When Items are Found
● Headband of Mental Perfection +4
○ Vordakai
○ Brineheart
○ Skeletal Salesman (T3, Large)
● Headband of Mental Perfection +6
○ Bald Hillltop part 4
○ Trader (Rushlight)
○ Trader (Brineheart)
○ Irovetti
○ Trader (Pitax)
○ House at Edge of Time
● Hat +8
○ Farnirras the Pensive
○ Ravaged Capital
Characters
● Tristian
○ Spec for Enchantment:
■ Overwhelming Presence (L9)
■ Euphoric Tranquility (L8)
■ Waves of Ecstacy (L7)
■ Constricting Coils, Serenity (L5)
■ Forced Repentance (L4)
■ Hold Person (L2)
■ Bane, Haze of Dreams (L1)
Skill Checks
● Athletics: Ekun, Regongar, Amiri
○ Skill Focus (+3/+6)
○ Endurance (+2)
○ Strength (+X)
● Mobility: Linzi, Amiri, Ekun, Octavia, Jaethal, Nok-Nok, Amiri
○ Skill Focus (+3/+6)
○ Stealthy (+2/+4)
○ Dexterity (+X)
● Trickery: Octavia, Linzi, Jubilost
○ Skill Focus (+3/+6)
○ Deceitful (+2/+4)
○ Deft Hands (+2/+4)
○ Dexterity (+X)
● Stealth: Linzi, Octavia, Ekun, Jaethal
○ Skill Focus (+3/+6)
○ Stealthy (+2/+4)
○ Dexterity (+X)
● Arcana: Octavia, Jaethal, Linzi, Jubilost
○ Skill Focus (+3/+6)
○ Intelligence (+X)
● World: Octavia, Jubilost
○ Skill Focus (+3/+6)
○ Intelligence (+X)
● Nature: Amiri, Ekun, Harrim
○ Skill Focus (+3/+6)
○ Wisdom (+X)
○ These peeps should be
● Religion: Tristian, Harrim, Jaethal
○ Skill Focus (+3/+6)
○ Wisdom (+X)
● Perception: MC, Jaethal, Ekun, Jubilost, Amiri, Harrim
○ Skill Focus (+3/+6)
○ Alertness (+2/+4)
○ Canny Observer (+4)
○ Persuasive (+2/+4)
○ Charisma (+X)
● Persuasion: MC, Linzi, Regongar (especially for Intimidation)
○ Skill Focus (+3/+6)
○ Deceitful (+2/+4)
○ Persuasive (+2/+4)
○ Charisma (+X)
● UMD: MC, Jaethal, Valerie (to raise dead in case the cleric is dead)
○ Skill Focus (+3/+6)
○ Deft Hands (+2/+4)
○ Charisma (+X)
Camping Roles
● Hunting (Nature): Amiri, Ekun, Harrim, Nok-Nok
○ World Map Hunting (depends on terrain): DC20-21 typically, some places as low as DC15
■ This is the least-important skill, as you can always rely on rations
● Camouflage (Stealth): Linzi, Ekun, Nok-Nok, Jubilost
○ World Map Camouflage (depends on terrain): DC15-16 typically, but ranges from DC10-20.
○ Indoor Camouflage (depends on location): Some indoor areas get as high as DC28 (e.g.
Pitax Royal Palace). But only a few places are such that you cannot just exit to the World Map
to rest (and cook…). In fact, I can only think of Vordakai’s tomb, which has DC24.
● Cooking (World): Octavia, Linzi, Jubilost
○ Most recipes are in the DC20-25 range.
● Watch (Perception): Jaethal, Tristan, Ekundayo, Nok-Nok, Harrim, Jubilost, Linzi, Amiri
○ Rolled against enemy stealth value. I very rarely see encounters though due to camouflage.
○ Octavia on special (Set Alarm) covers 1 guard shift (I think).
● Special (i.e. otherwise useless peeps): Regongar, Valerie
○ Regongar’s special (Intimidating Posture) may remove the need for stealth
Level XP Path
2 2,000 Oleg’s Tavern, Remus Encounter, Ancient Tomb, Pine Patch, Thorn Ford
(entry), Old Sycamore (entry), Oleg’s Tavern, Endless Plains (entry), Fangberry
Cave, Two Rivers Field, Nettle’s Crossing, Old Sycamore (outside)
3 5,000 Old Sycamore (outside), Old Sycamore Caves (enough to get final prologue
companion), Oak That Strayed, Abandoned Hut, Technic League Encampment,
Tuskgutter’s Lair, Bogard Hunting Grounds, Old Sycamore Caves (leading up
to the Tartuccio battle)
4 9,000 Old Sycamore Caves (leading up the Tartuccio battle), Thorn Ford (finish), Old
Oak, Temple of the Elk, Endless Plains, Ratnook Hill (traps), Old Mesa, Glade
in the Wilderness, Three Pine Islet, Trail in the Hills, Stag Lord’s Ford
5 15,000 Stag Lord’s Fort, Bald Hilltop 1, Oleg’s Tavern (for Bokken quest), Nettle’s
Crossing, Riverine Rise, Lone House, Bandit Camp, Ruined Watchtower
6 23,000 Ruined Watchtower, Ford Over the Skunk River, Tranquil River Bend, Kobold
Trail, Kobold Camp, Hodag’s Lair, Monster Den, Troll Clearing, Lone House
(rescue Bartholemew), Swamp Witch’s Hut
7 35,000 Swamp Witch’s Hut, Overgrown Pool, Tuskdale (talk to Jenna), Lizardfolk
Village, Empty Skull Rock, Wolf Lair, Mud Bowl, Bridge Over the Gudrin River,
Ratnook Hill (finish), Tuskdale (talk to Jenna), Dwarven Ruins (assault)
8 51,000 Dwarven Ruins (assault), Bald Stones, Dragonleaf Gulch, Ironstone Gully,
Lonely Barrow, Candlemere Tower, Bald Hilltop 2
9 75,000 Hunting Lodge, Shrine of Lamashtu, Lonely Mill, Goblin Village, Swamp Witch’s
Hut (owlbears)
10 105,000 Goblin Fort, Womb of Lamashtu, Bridge Over the Gudrin River (Crag Linnorn),
Silverstep Village, Silverstep Grove, Ancient Mine, Bald Hilltop 3
11 155,000 Technic League Hideout, Verdant Chambers, Precipice Trail, Ghost Stone,
Little Sellen Source, Overgrown Caverns, Varnhold, Shallow Gulch, Unfinished
Clearing, Spider Lair, … … …, Vordekai’s Tomb
12 220,000 Vordekai’s Tomb, Flintlock Grassland, a lot of quest running, Abandoned Keep
● Critical Line
○ Combat Reflexes
■ Make additional AoO per round equal to dex bonus
○ Outflank
■ +2 flanking AB, when you crit, allies get AoO
■ Requires BAB +4
○ Improved Critical
■ Doubles crit range (1/20 to 2/20 for glaive)
■ Requires BAB
○ Critical Focus
■ +4 to confirm crits
● Cleave Line
○ Power Attack:
■ -1AB for +2 damage (+3 for two handed weapon)
■ Requires Strength 13
■ Required feat for the Cleave line
○ Cleave:
■ Make an attack against an adjacent foe if you hit one
■ Standard Action (useful after a move action)
■ Requires Power Attack
○ Great Cleave:
■ Like Cleave, but continue to attack as long as you keep hitting
■ Standard action, replaces Cleave
■ Requires Power Attack and Cleave
○ Cleaving Finish:
■ When you kill someone, you attack one enemy within range
■ Once per round only
■ Requires Power Attack and Cleave
○ Improved Cleaving Finish:
■ Like Cleaving Finish, but you keep going as long as you keep killing
■ Requires all of the above, plus BAB+6
● Vital Strike Line
○ Weapon Damage Progression
■ 1d6 - 1d8 - 2d6 - 3d6 (?)
■ 1d8 - 1d10 - 2d8 - 3d8 (?)
■ 1d10 - 2d8 - 3d8 - 4d8 (?)
○ Vital Strike
■ Double base weapon damage, but you lose iteratives
■ Stacks with Enlarge Person (early game), and Legendary Proportions (late game).
■ Also stacks with Wand of Lead Blades
■ For a 1d10 weapon, this is 2d8 with Enlarge and 3d8 with Legendary.
■ Vital Strike doubles this to 6d8, which is 3d8 more (avg 13.5).
● But you lose y
■ Requires BAB+6
○ Improved Vital Strike
■ Triple base weapon damage
■ Requires BAB+11
○ Greater Vital Strike
■ Quadruple base weapon damage
■ Requires BAB+16
● Shatter Defenses Line
○ Weapon Focus
■ +1 to attack rolls with chosen weapon
○ Dazzling Display
■ Intimidate check to demoralize all enemies within 30 feet.
■ Requires Weapon Focus
○ Shatter Defenses
■ Shaken opponents hit by you this round are flat-footed until the end of the next round.
■ Requires Weapon Focus, Dazzling Display, and BAB+6
○ Power Attack
■ -1AB for +2 damage (+3 for two handed weapon)
■ Increases to -2 attack, +4/+6 damage at BAB+4
■ Requires Strength 13
■ Required feat for Dreadful Carnage
○ Dreadful Carnage
■ Requires Power Attack and Dazzling Display, Strength 15, and BAB+11
■ Auto Dazzling Display when you reduce an enemy to 0hp
Equipment
Ekundayo
● Armor: Woodland’s Aegis -> Wayfarer’s Comfort -> Shepherd’s Armor
● Bow: Composite Longbow -> Devourer of Metal -> Mirror Bow
Builds
Amiri
The most powerful Inquisitor subclass, of course, is the Sacred Huntsmaster, and it seems fitting to make
Amiri an Inquisitor of Gorum with a pet leopard or smilodon. Taking the Destruction domain gives her a
significant damage boost during the Armag duel and other clutch moments. The martial portion of her build is
focused on the Cleave line; enlarged and wielding a reach weapon, she becomes a spammable human
fireball for the second half of the game. Three levels of Two Handed Fighter are interspersed for the bonus
feats.
Amiri can use any reach weapon, and won’t specialize in anything until late-game when she takes Improved
Critical. glaive with the starting weapon being a Masterwork Glaive from Oleg, followed by Glaive +1 at the
Stag Lord fort (Level 5), then the Flaming Glaive (+2, 1d6 fire) found around Level 8 from Bald Stones,
which she keeps until Pitax when she acquires her endgame weapon Incorruptible Petal (+5, 2d6 Sonic,
good aligned (+2d6 evil), heroic invocation).
3 Inquisitor (2) Athletics (3) Feat: Boon Companion (1) Shield of Faith
Mobility (3)
BAB +2 Stealth (1) Cunning Initiative Spells known: 3
Nature (3) Spells per day: 2 + 1
Perception (3)
9 Inquisitor (8) Athletics (9) Feat: Cleave (3) Resist Energy, Communal
Nature (9)
BAB +7/+2 Perception (9) Destructive Aura Spells known: 5,4,3
Persuasion (3) Spells per day: 4,4,2 + 1,1,1
UMD (9) (with +4 Wisdom headband)
10 Inquisitor (9) Athletics (10) Teamwork Feat: (3) See Invisibility, Communal
Nature (10) Coordinated Maneuvers
BAB +7/+2 Perception (10) Spells known: 5,4,4
Persuasion (4) Spells per day: 5,4,3 + 1,1,1
UMD (10) (with +4 Wisdom headband)
11 Inquisitor (10) Athletics (11) Feat: Great Cleave (2) Effortless Armor
Nature (11) (4) Greater Invisibility
BAB +8/+3 Perception (11) Favored Enemy: (4) Divine Power
Persuasion (5) Humans
UMD (11) Humans (L2) Spells known: 5,5,4,2
Spells per day: 5,4,3,1 + 1,1,1
Stalwart (with +4 Wisdom headband)
Weapon Proficiency:
Bastard Sword
Burst Barrier
3 Fighter (3) Mobility x2 (3) Shield Focus Mobility 3 is required for Defensive
Fighting bonus.
Armor Training 1
4 Fighter (4) Dexterity (14) Bonus Combat Feat: Perception 3 is required for Back to
Perception (3) Back to Back Back. When running with Animal
UMD x2 (2) Companions that all have Back to
Back, this is the biggest defensive
payoff. Alternatively you could
choose Missile Shield if nobody
else has Back to Back.
Armor Training 3
14 Fighter (14) Persuasion (14) Bonus Combat Feat: Combat expertise is the one that
UMD (14) ??? trades attack bonus for dodge.
It requires Int 13.
15 Fighter (15) Persuasion (15) Combat Reflexes Combat Reflexes is only useful
UMD (15) once she has higher dex and can
Armor Training 4 hit things reliably.
Harrim
Harrim makes the best Divine advisor. His choices will lead to success with no intervention. Keep the highest
bonus wisdom headband on him at all times. (Tristian as Councilor can have the second-best.) Divine needs
to increase quickly in order to get Arcane, which gets you curse research and teleporters. The first wisdom
headband you get (+2) is in Old Sycamore, before kingdom management begins. The next one you get from
Womb of Lamashtu (+4) around level 10. After that is a Headband of Mental Perfection (+4) from Vordakai’s
Tomb (around level 12), which gives the necessary bonus to int to use trip.
Since Harrim doesn’t get martial weapon proficiency, it makes the most sense to spec him for fauchard and
work toward acquiring Mastery, which gives +5 to CMB and gives AoO on trip to everyone flanking. Harrim
has to burn a feat anyway just to use something other than a longspear (poorly represented until
Dragonslayer found around the time of Flintlock Grasslands) so save the other polearm users a feat (i.e.
Amiri and Jaethal) and let Harrim take fauchard.
The first Fauchard +1 is found in the Stag Lord Fort, so there’s no point in switching from longspear before
Level 5. And it’s only marginally better than the Longspear +1 that he already has until Outflank is taken at
level 7. So take the proficiency at level 7 at the same time you take Outflank in order to get the crit cascades.
Fauchards are well represented and upgrades will be available shortly after Varnhold Vanishing (+3) and
from the artisan Shaynih’a.
The earliest you can get an Int Headband +4 (to take the Trip prerequisite Combat Expertise) is level 7-8
from Bartholemew. After that you’re waiting until City of Hollow Eyes, which is probably after you are already
level 11. But you need to take Combat Expertise at level 11 for Tandem Trip rip to come online at level 13.
So Bartholemew has to die in order for Harrim to take Combat Expertise at level 11, either at the hands of
the trolls before the Troll Fortress, or you kill him yourself afterwards.
There is no point getting Tandem Trip before the Headband of Mental Perfection +4 in Vordakai’s Tomb
since Trip requires Intelligence 13 but as an advisor he needs Wisdom. Vordekai comes at Level 12, and.
Level 13 comes shortly thereafter, so wait until then to take Trip and Tandem Trip.
Harrim’s Trip build benefits significantly from Opportunist’s Boots and Plate of the Beast, both from
Varrask. Until Legendary Proportions and +4 Str/Dex belts are available (Level 15), there is no point taking
Combat Reflexes, as his Dexterity is abysmal and he gets little to no AoO benefits. Instead, his role is
providing AoO to others.
1 Cleric (1) 14, 8, 16, 10, 18, 10 Heavy Armor Proficiency (1) True Strike
Religion (1) (1) Bless
Perception (1) Destructive Smite
Stalwart
Greater Bane
Endgame party: MC, Harrim, Ekun, Nok-Nok (2 pets and 3 damage dealers)
Others, until spells or abilities run out: Amiri, Valerie, Jaethal, Tristian,
Endgame equipment:
● Armor: Onslaught, Mark of the Guardian, Ravena’s Embrace, Full Plate +4
● Weapon: Mastery, Dragonslayer
● Hat: Headband of Mental Perfection +6
● Neck: Amulet of Natural Armor +5
● Feet: Opportunist’s Boots or Swiftfoot Boots
● Belt: Belt of Str/Dex +6
● Hands: Steady Hand, Alkali Gloves
● Rings: Great Dreamer’s Smile, Ring of Ultimate Protection, Dragonfly Ring, Sentinel, Ring of Chaos,
Lesser Ring of Balance
● Ring 2:
● Bracers: Bracers of Deflection, Forest Knight’s Bracers
● Cloak: Herbalist’s Cape, Enchanter’s Cape,
● Items: Lesser Quicken Metamagic Rod (True Strike), Lesser Extend Metamagic Rod (True Strike, Litany
of Eloquence)
19 Inquisitor (18) Athletics (14) Feat: Combat Reflexes (5) Spell Resistance
Nature (19) (6) Cure Moderate Wounds,
BAB+13 Religion (19) Teamwork Feat: Mass
Perception (19) Shake It Off
Linzi
Linzi should be taken everywhere, right up to the point where you lose her. Her bard songs will provide a
significant boon to almost every encounter. She is a skill monkey covering Mobility, Trickery, Stealth, World,
and Persuasion. Grease will help carry the early game. Great early/mid-game buffs: Blur, Heroism, Good
Hope, Greater Invisibility. Great mid/late-game buffs and CC: Greater Heroism, Mass Cacophonous Call,
Brilliant Inspiration, Overwhelming Presence. Since she is the narrator of the story, it makes sense to take
her everywhere.
1 Bard (1) 8, 16, 14, 14, 10, 16 Extra Performance (1) Cure Light Wounds
Trickery (1) (1) Ear-Piercing Scream
Arcana (1) Inspire Courage
World (1)
Persuasion (1) Bardic Knowledge
UMD (1)
Inspire Courage +1
10 Bard (10) Mobility (10) Bard Talent: (2) Cacophonous Call / Hold Person
Trickery (10) Skill Focus: World (4) Greater Invisibility
World x2 (10) (4) See Invisibility, Communal
Persuasion (10) Jack of All Trades
Mobility: 10 ranks (+10), Dexterity 16 (+3), Class Skill (+3), Racial (+2), Boots of Elvenkind (+5), Jack of all Trades
(+1), Necklace of Double Crosses (+4) = +28
Trickery: 10 ranks (+10), Dexterity 16 (+3), Class Skill (+3), Skill Focus (+6), Deceitful (+4), Jack of all Trades (+1),
Necklace of Double Crosses (+4), Trapspringer Gloves (+5) = +36
Stealth: 6 ranks (+6), Dexterity 16 (+3), Class Skill (+3), Size (+4), Cloak of Shadows (+10), Jack of all Trades (+1),
Necklace of Double Crosses (+4) = +31
World: 10 ranks (+10), Intelligence 14 (+2), Class Skill (+3), Jack of All Trades (+1), Bardic Knowledge (+5), Skill
Focus (+6) = +27
Persuasion: 10 ranks (+10), Class Skill (+3), Charisma 18 (+4), Jack of all Trades (+1), Skill Focus (+6), Deceitful
(+4) = +28
13 Bard (13) Mobility (13) Greater Spell Focus: (3) Feather Step, Mass
Trickery (13) Enchantment (5) Mass Cacophonous Call
Stealth (9) (5) Greater Heroism
World (13) Bardic Performance (swift)
Persuasion (13)
Pitax Equipment
Headband of Alluring Charisma +6 / Headband of Mental Perfection +6
Ring of Circumstances (charisma, skill checks, spell dc, ???)
Trapspringer’s Gloves
Swiftfoot Boots / Boots of Elvenkind
Robe of the True Master
Cloak of Shadows / Enchanter’s Cape
Str/Dex/Con Belt +2
Jaethal
Technically speaking, as long as you always kept MC tucked safely away in a corner of the map, Jaethal
could pretty much solo most battles in the game since she cannot die. In practice, however, that would take
an eternity. Jaethal is useful to run as a Slayer, as it gives her enough feats and skills to be useful on the
occasions where you must take her (e.g. Vordakai’s Tomb), along with the free DPS that comes with sneak
damage.
She will never get particularly high AC, so give her a reach weapon. Amiri’s claiming glaives, Harrim has
fauchards, which leaves Jaethal with the bardiche. Weapon progression is Masterwork (Oleg / Chapter 1),
Flaming +1 (Skeletal Salesman / Chapter 2-3), Furious +2 (Dug the Merchant / Chapter 4), Bardiche +4
(Rushlight / Chapter 6), Rod of Razors (Irovetti / Chapter 6), and finally Champion of Graves (Castle of
Knives / Chapter 6). She also makes a highly competent bow user after a few feats invested, and from mid-
game on, she will probably be used as an archer more than a melee combatant.
As an advisor, Minister and Curator are options. She’s a bit… evil in the Curator role, essentially turning the
arts into a propaganda machine. Storyteller or Linzi are more palatable choices. She’s also evil in the
Minister role, but it’s more acceptable there.
She needs to maximize Arcana for Vordekai’s Tomb by level 11 since she is the only one who can guarantee
passing the Arcana check during the final dialog (DC27, 31 unfair).
1 Inquisitor (1) 16, 14, –, 14, 16, 14 Deity: Urgathoa (1) Inflict Light Wounds
Athletics (1) (1) Divine Favor
Arcana (1) Domain: Destruction
Religion (1) Spells per day: 1 + 1
Perception (1) Toughness
Persuasion (1)
Stern Gaze
Judgment
3 Slayer (2) Mobility (1) Skill Focus: Perception Notes: Be sure to max
Stealth (1) perception here, so you have
Arcana (3) Slayer Talent: +19, which is sufficient to
Perception (3) Canny Observer detect everything until Level 4.
(There is a Perception 20 trap
in Old Sycamore). Arcana for
Technic League Ambush.
Solo Tactics
Slayer Talent:
Dispelling Attack
14 Slayer (11)
16 Slayer (15)
Inquisitor (1)
17 Slayer (16)
Inquisitor (1)
19 Slayer (18)
Inquisitor (1)
20 Slayer (19)
Inquisitor (1)
Octavia
1 Wizard (1) 10, 17, 8, 19, 10, 14 Skill Focus: Trickery (1) Enlarge Person
Mobility (1) (1) Expeditious Retreat
Trickery (1) Point Blank Shot (1) Snowball
Stealth (1) (1) Magic Missile
Arcana (1) Spell Focus: Transmutation (1) Mage Armor
World (1)
Perception (1)
Mobility 4, Trickery 4,
and Arcana 4 are
required for Arcane
Trickster. World is for
cooking. UMD allows
her to cast Raise
Dead in a pinch.
16 Wizard (5) Dexterity (18) Wizard Bonus Feat: (8) Angelic Aspect, Greater
Arcane Trickster (10) Mobility (16) SF/GSF (8) Frightful Aspect
Rogue (1) Trickery (16) (8) Polar Ray
Arcana (16)
World (16)
Regongar
■
Equipment:
● Anything that boosts strength
● Anything that boosts charisma
● Cloak of Winter Wolf from Bridge Over Gudrin River (and Vordekai’s tomb)
● Slicer (scimitar) from Lake Silverstep Village
● Natural armor necklace (natural armor bonus)
● Ring of protection (deflection bonus)
● Level 1-10: Best light armor you can find
● Level 11-16: Best no-penalty (up to medium) armor you can find (effortless reduces penalty by 3)
● Level 17-20: Best no-penalty (up to heavy) armor you can find (effortless reduces penalty by 4)
1 Magus (1) 19, 13, 12, 10, 8, 16 Combat Casting (1) Shocking Grasp
Athletics (1) (1) Shield
BAB+0 Persuasion (1) Spell Combat
UMD (1)
Eldritch Pool
Grow Claws
3 Magus (3) Mobility x3 (3) Weapon Focus (Scimitar) (1) Enlarge Person
(1) Mage Armor
BAB+2 Athletics 2 Magus Arcana:
Mobility 3 Arcane Accuracy
Persuasion 2
Umd 2 Dragon Resistances
Resist Electricity 5
Natural Armor +1
8 Dragon Disciple (2) Dexterity (14) Bloodline Feat: (1) Expeditious Retreat
Strength (22) Blind Fight (3) Vampiric Touch
BAB+5 Athletics x2 (5) (3) Displacement
Persuasion (8) Strength +2 (3) Dispel Magic
Dragon Bite
10 Dragon Disciple (4) Strength (24) Natural Armor +1 (3) Stinking Cloud
Athletics x2 (9)
BAB+7/+2 Persuasion (10) Strength +2
11 Magus (7) Athletics x2 (11) Improved Critical (Scimitar) (2) Effortless Armor
Persuasion (11) (4) Stoneskin
BAB+8/+3 Arcane Medium Armor (4) Greater Invisibility
(4) Fear
12 Magus (8) Strength (25) (1) Vanish
Athletics (12) (4) Dimension Door
BAB+9/+4 Perception (2)
Persuasion (12)
Wings
18 Magus (14) Athletics (18) Improved Spell Combat (3) Lightning Bolt
Perception (8) (6) Greater Dispel Magic
Persuasion (17)
19 Magus (15) Athletics (19) ??? (Improved Initiative?) (6) True Seeing
Perception (9)
Persuasion (19) Magus Arcana:
Bane Blade
His Touch of Good ability is clutch in a few situations (e.g. the Rushlight Tournament) and you need the 8th
level Holy Aura spell by the end of Chapter 5 in order to reliably survive encounters with Jabberwocks. At
level 17 he gets Overwhelming Presence and Mass Heal, which makes him useful for a while in HatEoT
where it makes sense to burn up all his spells on the Wild Hunt and Ghostly Guards respectively, and then
swap him out for another companion. (Give him DC gear for Enchantment: Maya’s Charm, Ring of Reckless
Courage, and Enchanters Cape.)
1 Cleric (1) 9, 12, 12, 10, 17, 16 Selective Channel Good Spells:
Extra Channel (1) Bane
(1) Bless
(1) Divine Favor
(1) Protection from Alignment
(1) Remove Fear
(1) Remove Sickness
(1) Shield of Faith
(1) Unbreakable Heart
1+1
2,1 + 1,1
4 Cleric (4) Wisdom (18) 3,2 + 1,1
Religion (4)
Perception (4)
Persuasion (4)
3,2,1 + 1,1,1
Jubilost
1 Alchemist (1) 8, 14, 12, 18, 8, 12 Throw Anything First Level Spells
Trickery (1) (1) Enlarge Person
Stealth (1) Point Blank Shot (1) Expeditious Retreat
World (1) (1) Reduce Person
Perception (1) Mutagen (1) Shield
UMD (1)
Discovery:
Greater Contanogen
Ekundayo
Covers Athletics, Mobility
11 Rogue (11) Mobility (11) Improved Two-Weapon Fighting Although you can take Improved
Trickery (11) Finesse Training: Shortsword Critical at this level, it’s not worth it
Stealth (11) because you will have keen kukris
Nature (11) until level 13-14 when you finish
Perception (11) Nok-Nok’s personal quests.
UMD (2)
15 Rogue (15)
19 Rogue (19)
20 Rogue (20)
Abserd
Level 1 Jamandi Aldori Mansion You don’t have anything to buff with at this stage except Guidance
and Touch of Good. Guidance gets eaten by the hidden [World 9]
World 9 check (and isn’t even necessary), but Touch of Good works over all
Diplomacy 10 the checks.
Diplomacy 11
Diplomacy 12 [World 9] Ranks (+1), Intelligence 16 (+3), Class Skill (+3), Guidance
(+1), Touch of Good (+1) = +9
[Diplomacy 10] Ranks (+1), Charisma 16 (+3), Class Skill (+3), Skill
Focus (+3), Touch of Good (+1) = +11
Level 5 Ford Over the Skunk River You can fully buff for this with any companions you bring.
Nature 19 or Athletics 20 Wisdom 16 (+3), Class Skill (+3), Nature Sense [Druid] (+2), Heroism
(+2 morale), Blessing of the Faithful [Tristian] (+2 sacred), Inspire
Competence [Linzi] (+2 competence), Owl’s Wisdom [scroll] (+2),
Prayer (scroll) (+1 luck) = +17
Diplomacy 24 You can buff with items from inventory if you are in Kingdom
Management.
8 ranks (+8), Charisma 16 (+3), Class Skill (+3), Viper (+3), Skill
Focus (+3), Eagle’s Splendor (+2), Enchantment School (+2),
Heroism (+2 morale) = +26
Level 8 Tuskdale Tavern: You can buff with spells, scrolls, and items from inventory
Willas Gunderson
8 ranks (+8), Charisma 16 (+3), Class Skill (+3), Viper (+3), Skill
Bluff 28 Focus (+3), Eagle’s Splendor (+2), Heroism (+2 morale), Prayer (+1
luck), Persuasive (+2), Enchantment School (+2), Touch of Good (+1
sacred), Guidance (+1 competence) = +31
Level 9-10 Hunting Grounds Part of Ekun’s quest. You are on your own, but can buff.
Level 9-10 Vivisection with Jhod and You are on your own, but can buff with spells, abilities, and items in
Tristian inventory.
Athletics 17 or Mobility 18 or [Persuasion 20] 9 ranks (+9), Charisma 16 (+3), Class Skill (+3),
Nature 19 or Persuasion 20 Viper (+3), Skill Focus (+3), Eagle’s Splendor (+2) = +23 (clears
Unfair)
Level 9-10 Angry Citizens Depending on how you begin this, you may be able to buff first. This
triggers once you enter the Throne Room after Amusement for the
Persuasion 30 Nobles. If you go to the Main Square first, you can buff and get this
high enough to pass the hardest (DC40) checks.
This check could potentially
go as high as DC40 9 ranks (+9), Charisma 16 (+3), Class Skill (+3), Viper (+3), Skill
depending on story choices. Focus (+6), Enchantment School (+2), Headband (+2), Persuasive
(+4) = +32
Level 10 Verdant Chambers You are on your own, but you have access to all buffs.
Perception 20 [Perception 20] Ranks (+10), Class Skill (+3), Wisdom 16 (+3), Stern
Trickery 10 Gaze (+1), Heroism (+2), Viper (+2), Persuasive (+4) = +25
Mobility 14
[Trickery 10] Ranks (+6), Class Skill (+3), Cat’s Grace (+2), Heroism
(+2) = +13
[Mobility 14] Ranks (+8), Class Skill (+3), Sure-Footed (+2), Cat’s
Grace (+2), Heroism (+2) = +17
Perception 20 [World 20] Ranks (+X), Intelligence 16 (+3), Fox’s Cunning (+2),
World 20 Heroism (+2 morale), Class Skill (+3), Prayer (+1 luck), Professor’s
Will 20 Hat (+2 competence), Touch of Good (+1 sacred) = +14 -> need 5
ranks
Level 14 Luna (Jubilost quest) You are on your own, but can buff with spells, potions, scrolls, etc.
Persuasion 35 14 ranks (+14), Charisma 16 (+3), Class Skill (+3), Viper (+3), Skill
Focus (+6), Enchantment Focus (+2), Eagle’s Splendor (+2),
Heroism (+2 morale), Prayer (+1 luck), Guidance (+1 competence),
Touch of Good (+1 sacred) = +38
Level 14 Hemlock Island World map. You can use the Good Hope wand and a Prayer scroll.
Mobility 30 [Mobility 30] Ranks (+14), Racial (+2), Dexterity 16 (+3), Class Skill
(+3), Chocolate Ice Cream (+3), Professor’s Hat (+2), Boots of
Diplomacy 35 Elvenkind (+5), Heroism (+2) = +34
or
Intimidate 25 [Diplomacy 35] Ranks (+14), Charisma 16 (+3), Class Skill (+3), Skill
Focus (+6), Eagle’s Splendor (+2), Professor’s Hat (+2), Prayer (+1),
Chocolate Ice Cream (+3), Good Hope (+2) = +36
Level ?? Goblin Clearing with Nok-Nok You are with Nok-Nok only, but can buff with spells, potions, scrolls,
etc.
Persuasion 32
15 ranks (+15), Charisma
Perception 27 (Nok-Nok)
1 Inquisitor (1) 10, 10, 10, 16, 16, 16 Deity: Erastil (1) Shield of Faith
Sacred Huntsmaster Mobility (1) Domain: Good (1) Expeditious Retreat
6 skill points Trickery (1) Animal Companion: Smilodon
Stealth (1) Pet Level 2
World (1) Skill Focus: Persuasion
Perception (1) +2/+0/+2
Persuasion (1) Name: Abserd
Voice: Confident
Birth Date: 01/01
Alignment: Neutral Good
Touch of Good
Stern Gaze
+0/+0/+2
5 Fighter (1) Mobility (5) Weapon Focus: Note: You can pick up all
Aldori Defender Nature (5) Dueling Sword three of these with a single
BAB+2 Perception (4) level.
4 skill points Persuasion (5) Bonus Combat Feat:
Dazzling Display +2/+0/+0
+0/+2/+0
10 Slayer (1) Mobility x2 (8) Studied Target +1 Note: Mobility and Trickery
5 skill points Trickery (6) need to be high enough to
BAB+4 Perception (10) get through Verdant
Persuasion (10) Chambers.
+2/+2/+0
11 Monk (1) Nature x3 (8) Combat Mobility Note: Dodge and combat
Traditional Monk Perception (11) mobility require dex 13. +2
- any Lawful Persuasion (11) Monk Bonus Feat: belts are available by now.
BAB+5 Dodge
5 skill points Traditional Monk has better
AC Bonus will saves than standard
monk (+2)
Unarmed Strike
+2/+2/+2
Flurry of Blows
Stunning Fist
Alignment Dialog
Amiri
● Chapter 1, at Oleg’s
○ … (dialog choices go here) …
■ Lawful Neutral
■ Chaotic Good
Linzi
● Chapter 1, after joining party, at Oleg’s
○ Tell me about the book…
○ How do you feel…
■ Lawful Good
■ Chaotic Good
■ Lawful Neutral
■ Neutral
■ Chaotic Neutral
■ Lawful Evil
■ Chaotic Evil
Harrim
● Upon Recruitment:
○ From what I’ve heard… (takes some discussion to get the prompt)
■ Lawful Good
■ Chaotic Neutral
■ Lawful Evil
Regongar
● Chapter 1, after joining party, at Oleg’s:
○ Tell me about yourself.
○ Do you enjoy making people suffer?
■ Lawful Good
■ Neutral Good
■ Lawful Neutral
■ Neutral Evil
■ Chaotic Evil
Jaethal
● Chapter 1, after joining party, at Oleg’s:
○ I would like to hear your story.
○ Who did you kill and why?
■ Lawful Good
■ Neutral Good
■ Neutral
■ Lawful Evil
■ Neutral Evil
Octavia
● Chapter 1, after joining party, at Oleg’s:
○ Will you tell me about your life…
○ Let’s talk about something else.
■ Chaotic Good
■ Lawful Neutral
■ Lawful Evil