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Character Development

The document describes various character options for the Pathfinder: Kingmaker video game. It provides lists of the base classes, additional classes, prestige classes, skill focuses, camping roles, and notable items that are available. It also outlines suggested feat and ability score progression for different character builds and an overview of the game's level and experience path.

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Ron Goldberg
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0% found this document useful (0 votes)
76 views

Character Development

The document describes various character options for the Pathfinder: Kingmaker video game. It provides lists of the base classes, additional classes, prestige classes, skill focuses, camping roles, and notable items that are available. It also outlines suggested feat and ability score progression for different character builds and an overview of the game's level and experience path.

Uploaded by

Ron Goldberg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Character Development

● WOTR pet classes (9):


○ Barbarian - Mad Dog (non-lawful)
○ Cavalier
○ Druid (neutral)
○ Hunter
○ Inquisitor - Sacred Huntsmaster
○ Magus - Arcane Rider
○ Monk - Sohei (lawful)
○ Shaman - Wildland
○ Sorcerer - Sylvan
● Additional classes (16):
○ Alchemist
○ Arcanist
○ Bard
○ Bloodrager
○ Cleric
○ Fighter
○ Kineticist
○ Oracle
○ Paladin
○ Ranger
○ Rogue
○ Skald
○ Slayer
○ Warpriest
○ Witch
○ Wizard
● Prestige classes that do not require multi-levels (6):
○ Assassin (evil, Stealth 5)
○ Stalwart Defender
○ Dragon Disciple
○ Duelist
○ Aldori Swordlord
○ Student of War
● Prestige classes requiring multilevels:
○ Arcane Trickster (2nd level arcane)
○ Mystic Theurge (2nd level arcane, 2nd level divine)
○ Eldritch Knight (3rd level arcane)
DC-Boosting Items
● For all schools, the Ring of Circumstances gives effectively a +2 bonus to spell DC, +1 directly, and
another +1 from boosting the casting stat. This is factored into the “+X DC guaranteed” numbers.
● Illusion (Octavia):
○ +7 DC guaranteed
○ Maya’s Charm (necklace) (Pitax Royal Palace): +2 DC enchantment and illusion
○ Ring of Reckless Courage (Storyteller): +2 to all mind-affecting DC
○ Golden Vision (bracers) (Hemlock Island): +1 DC Illusion
● Enchantment (Octavia, Linzi, Tristian, Harrim):
○ +7 DC guaranteed
○ Maya’s Charm (necklace, not Harrim) (Pitax Royal Palace): +2 DC enchantment and illusion
○ Ring of Reckless Courage (Storyteller): +2 to all mind-affecting DC
○ Enchanter’s Cape (Unfinished Clearing): +1 DC enchantment
● Evocation + Fire (Tristian):
○ +4 DC guaranteed, +7 DC with artisan gear
○ Robe of Fire (Sepulchre of Forgotten Heroes): +2 DC fire
○ Rod of Flaming Vengeance (Irlene): +3 DC Evocation
● Conjuration (Octavia):
○ +2 DC guaranteed, +6 DC with artisan gear
○ Rod of Power Source (Irlene): +4 DC Conjuration
● Transmutation (Octavia, Linzi)
○ +2 DC guaranteed, +4 DC with Skeletal Salesman gear
○ Robe of Transmutation (Skeletal Salesman, T3 Large): +2 DC Transmutation

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

Skeletal Salesman Items


● Robe of the Wise (+3 competence to Knowledge and World checks)
● Athlete’s Gloves (+3 competence to Mobility and Athletics)
● Robe of Transmutation (+2 DC Transmutation)
● Colossal Shade (+2 Tower Shield)
● Lesser Quicken Rod
● Lesser Reach Rod
● Enchanter’s Cape (+1DC enchantment)

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

Game Path Overview

Level XP Path

1 0 Aldori Mansion, Thylacine Encounter, Oleg’s Tavern

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

13 315,000 Abandoned Keep, Armag’s Tomb

14 445,000 Armag’s Tomb

15 635,000 Around Bald Hilltop 4


16 890,000 Sometime around Rushlight Tournament

17 1,300,000 Pitax, Charred Ruins, etc

18 1,800,000 Weeping Grove, Forest Ballroom, etc

19 2,550,000 First floor of House at the Edge of Time

20 3,600,000 Around the time of the final battle with Nyrissa.

Combat Feat Lines

● 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).

1 Barbarian (1) 16, 13, 16, 10, 12, 10 Weapon Proficiency:


Athletics (1) Bastard Sword
BAB +1 Mobility (1)
Nature (1) Toughness
Perception (1)
Fast Movement
Rage

2 Inquisitor (1) Athletics (2) Deity: Gorum (1) Divine Favor


Sacred Mobility (2) Domain: Destruction (1) True Strike
Huntsmaster Nature (2) Animal Companion: Leopard
Religion (1) Spells known: 2
BAB +1 Perception (2) Destructive Smite Spells per day: 1 + 1
Stern Gaze

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)

4 Inquisitor (3) Dexterity (14) Teamwork Feat: (1) Bless


Athletics (4) Back to Back
BAB +3 Nature (4) Spells known: 4
Perception (4) Solo Tactics Spells per day: 3 + 1
UMD x2 (2)

5 Inquisitor (4) Athletics (5) Feat: Combat Reflexes (2) Aid


Nature (5) (2) See Invisibility
BAB +4 Perception (5) Bane
UMD x2 (4) Spells known: 4,2
Spells per day: 3,1 + 1

6 Inquisitor (5) Athletics (6) Favored Enemy: (2) Find Traps


Nature (6) Giant Humanoids
BAB +4 Perception (6) Spells known: 4,3
UMD x2 (6) Spells per day: 4,2 + 1
7 Inquisitor (6) Athletics (7) Feat: Power Attack (2) Invisibility
Nature (7)
BAB +5 Perception (7) Teamwork Feat: Spells known: 4,4
Persuasion (1) Outflank Spells per day: : 4,3 + 1
UMD (7)

8 Inquisitor (7) Wisdom (13) (1) Expeditious Retreat


Athletics (8) (3) Litany of Eloquence
BAB +6/+1 Nature (8) (3) Magical Vestment
Perception (8)
Persuasion (2) Spells known: 5,4,2
UMD (8) Spells per day: 4,3,1 + 1

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)

12 Inquisitor (11) Wisdom (14) (1) Cure Light Wounds


Athletics (12) (4) Burst of Glory
BAB +9 Nature (12)
Perception (12) Spells known: 6,5,4,3
Persuasion (6) Spells per day (+4 Wis headband):
UMD (12) 5,4,4,2 + 1,1,1,1

Note: You need Divine Power and


Burst of Glory for the Armag duel.

13 Fighter (1) Athletics (13) Feat: Cleaving Finish


Two-Handed Nature (13)
Fighter Perception (13) Bonus Combat Feat:
Improved Cleaving Finish
BAB +10
Strong Grip
14 Inquisitor (12) Athletics (14) Teamwork Feat: (4) Freedom of Movement
Nature (14) Precise Strike
BAB +10 Perception (14) Spells known: 6,5,4,4
UMD x2 (14) Greater Bane Spells per day (+4 Wis headband):
5,5,4,3 + 1,1,1,1

15 Inquisitor (13) Athletics (15) Feat: (3) Prayer


Nature (15) Blind Fight (5) True Seeing
BAB +11 Perception (15) (5) Resounding Blow
UMD (15)
Spells known: 6,5,5,4,2
Spells per day (+6 Wis headband):
5,5,4,3,1 + 2,1,1,1,1

16 Inquisitor (14) Strength (17) (2) Cure Moderate Wounds


Athletics (18) (5) Spell Resistance
BAB +12 Nature(18)
Perception (18) Spells known: 6,6,5,4,3
UMD x2 (18) Spells per day (+6 Wis headband):
5,5,5,4,2 + 2,1,1,1,1

17 Inquisitor (15) Athletics (19) Feat: ??? (5) Stoneskin, Communal


Stealth (2)
BAB +13 Nature (19) Teamwork Feat: Spells known: 6,6,5,4,4
Perception (19) Shake It Off Spells per day (+6 Wis headband):
UMD (19) 5,5,5,4,3 + 2,1,1,1,1

18 Fighter (2) Athletics (14) Bonus Combat Feat: ???


Nature (14)
BAB +15 Perception (14)

19 Fighter (3) Nature (15) Feat: ???


Nature (15)
BAB +16 Perception (15) Overhand Chop

20 Inquisitor (16) Strength (18) (4) Protection from Energy,


Athletics (20) Communal
BAB +14 Stealth (3) (6) Heal
Nature (20) (6) Inspiring Recovery
Perception (20)
UMD (20) Spells known: 6,6,5,5,4,2
Spells per day (+6 Wis headband):
5,5,5,4,3,1 + 2,1,1,1,1
Valerie
Level her as a straight Tower Shield Specialist. She needs UMD to use wands during her fight Fredero at
Level 8.

1 Fighter (1) 14, 13, 19, 9, 10, 15 Toughness


Athletics (1)
Religion (1) Dodge

Weapon Proficiency:
Bastard Sword

2 Fighter (2) Mobility (1) Bonus Combat Feat:


Perception x2 (2) Heavy Armor Focus

Burst Barrier

3 Fighter (3) Mobility x2 (3) Shield Focus Mobility 3 is required for Defensive
Fighting bonus.
Armor Training 1

Tower Shield Training

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.

5 Fighter (5) UMD x2 (4) Skill Focus: UMD

Tower Shield Specialist

6 Fighter (6) Persuasion (1) Bonus Combat Feat:


UMD x2 (6) Vital Strike (BAB6)

7 Fighter (7) Persuasion (2) Outflank Valerie could take Outflank at


UMD (7) BAB+4, but nobody else can get it
Armor Training 2 until Level 7.

8 Stalwart Charisma (16) Only taken at this level for the


Defender (1) Persuasion x2 (4) Fredero battle, and only works if
UMD (8) you kill Bartholemew for his +4 Int
headband.

9 Fighter (8) Persuasion (5) Blind Fight


UMD (9)
Bonus Combat Feat:
Combat Expertise

Tower Shield Defense

10 Fighter (10) Persuasion x2 (7) Bonus Combat Feat:


UMD (10) Greater Shield Focus (F8)

11 Fighter (11) Persuasion (8) Weapon Focus:


UMD (11) Heavy Mace
or
Bastard Sword

Armor Training 3

12 Fighter (12) Intelligence (10) Bonus Combat Feat:


5 additional points, for Dazzling Display
8 total i think
Perception x? (?)
Persuasion x4 (12)
UMD (12)

13 Fighter (13) Persuasion (13) Shatter Defenses


UMD (13)
Total Cover

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.

16 Fighter (16) Constitution (20) Bonus Combat Feat:


Persuasion (16) ???
UMD (16)
Tower Shield Evasion

17 Fighter (17) Feat: ???

18 Fighter (18) Bonus Combat Feat:


???

19 Fighter (19) Persuasion (19) Feat: ???


UMD (19)
Armor Mastery

20 Fighter (20) Strength (15) Bonus Combat Feat: ???


Persuasion (20)
UMD (20) Tower Shield Improved Evasion

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

2 Inquisitor (1) Mobility (1) Animal Companion: (1) Shield of Faith


Sacred Huntsmaster Nature x2 (2) Dog (1) True Strike
Perception (2)
Touch of Chaos Memorize Cleric Spells:
(1) True Strike
Stern Gaze (1) Divine Favor
(1) Bless

3 Inquisitor (2) Mobility x2 (3) Feat: (1) Bless


Nature (3) Boon Companion
BAB+1 Perception (3) Memorize Cleric Spells:
Cunning Initiative (1) True Strike
(1) Divine Favor (all the rest)

4 Inquisitor (3) Intelligence (11) Teamwork Feat: (1) Divine Favor


Athletics (1) Back to Back
BAB+2 Nature (4)
Religion (2) Solo Tactics
Perception (4)

5 Inquisitor (4) Nature (5) Feat: (2) Aid


Religion x2 (4) Exotic Weapon Proficiency: (2) Find Traps
BAB+3 Perception (5) Fauchard

6 Inquisitor (5) Nature (6) Favored Enemy: (2) See Invisibility


Religion x2 (6) Giant Humanoids
BAB+3 Perception (6)
Bane

7 Inquisitor (6) Athletics (2) Feat: Combat Expertise (2) Invisibility


Nature (7)
BAB+4 Religion (7) Teamwork Feat:
Perception (7) Outflank

8 Inquisitor (7) Wisdom (19) (1) Expeditious Retreat


Athletics (3) (3) See Invisibility, Communal
BAB+5 Nature (8) (3) Resist Energy, Communal
Religion (8)
Perception (8)

9 Inquisitor (8) Athletics (4) Feat: Trip (3) Magical Vestment


Nature (9)
BAB+6 Religion (9) Chaos Blade
Perception (9)

10 Inquisitor (9) Athletics (5) Teamwork Feat: (3) Litany of Eloquence


Nature (10) Tandem Trip
BAB+6 Religion (10)
Perception (10)

11 Inquisitor (10) Athletics (6) Feat: (2) Effortless Armor


BAB+7 Nature (11) Greater Trip (4) Greater Invisibility
Religion (11) (4) Protection from Energy,
Perception (11) Favored Enemy: Communal
Undead
Undead (L2)

Stalwart

12 Inquisitor (11) Wisdom (20) (1) Cure Light Wounds


Athletics (7) (4) Freedom of Movement
BAB+8 Nature (12)
Religion (12)
Perception (12)

13 Inquisitor (12) Athletics (8) Feat: (4) Divine Power


Nature (13) Improved Critical:
BAB+9 Religion (13) Fauchard
Perception (13)
Teamwork Feat:
Coordinated Maneuvers

Greater Bane

14 Inquisitor (13) Athletics (9) (3) Prayer


Nature (14) (5) Castigate, Mass
BAB+9 Religion (14) (5) Stoneskin, Communal
Perception (14)

15 Inquisitor (14) Athletics (10) Feat: (2) Cure Moderate Wounds


Nature (15) Spell Focus: Enchantment (5) True Seeing
BAB+10 Religion (15)
Perception (15) Exploit Weakness

16 Inquisitor (15) Wisdom (21) Teamwork Feat: (5) Spell Resistance


Athletics (11) Allied Spellcaster
BAB+11 Nature (16)
Religion (16) Favored Enemy:
Perception (16) Fey
Fey

17 Inquisitor (16) Athletics (12) Feat: (4) Burst of Glory


Nature (17) Greater Spell Focus: (6) Overwhelming Presence
BAB+12 Religion (17) Enchantment (6) Dispel Magic, Greater
Perception (17)
Assuming +6 Headband:
Spells: 6,6,5,5,4,2+3,2,2,2,2,1
= 9,8,7,7,6,3
OP DC: 10+6+9 = 25
CM DC: 10+5+9 = 24
OP and CM will land on most
Pitax-level enemies.

RoC would increase this to


DC26/27,

18 Inquisitor (17) Athletics (13) (3) Cure Serious Wounds


Nature (18) (6) Inspiring Recovery
BAB+12 Religion (18)
Perception (18)

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

20 Inquisitor (19) Wisdom (20) Judgment 1/day (6) Heal


Athletics (15)
BAB+14 Nature (20)
Religion (20)
Perception (20)

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.

Item to boost Enchantment DC:


● Enchanter’s Cape (Unfinished Clearing): +1 DC enchantment
● Maya’s Charm (necklace) (Pitax Royal Palace): +2 DC enchantment and illusion
● Ring of Reckless Courage (Storyteller): +2 to all mind-affecting DC
● Ring of Circumstances (Rushlight Tournament): +1 DC all

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

2 Bard (2) Mobility (1) Bard Talent: (1) Grease


Trickery (2) Skill Focus: Trickery
Stealth (1)
Perception (1) Well Versed
Persuasion (2)

3 Bard (3) Trickery (3) Lingering Performance (1) Vanish


Stealth x2 (3)
World x2 (3) Inspire Competence +2
4 Bard (4) Charisma (17) (2) Blur
Mobility x3 (4) (2) Heroism
Stealth (4)
Persuasion (3) Linzi must max Mobility to clear Stag
Lord gate. Stealth needs to stay high
for random encounters. Octavia is
actually better than Linzi at Trickery at
this point, so we can skip Trickery for
a few levels.

5 Bard (5) Trickery (4) Deceitful (2) Mirror Image


Stealth (5)
Nature (1) Inspire Courage +2 Note: You get Boots of Elvenkind (+5
Persuasion x2 (5) Mobility) from Stag Lord, as well as
Trapspringer Gloves (+5 Trickery) and
Note: The pip in Necklace of Double Crosses (+4
Nature is to ensure Mobility, Trickery, and Stealth).
passing the [Nature
10] check during the
Jubilost encounter.

6 Bard (6) Mobility (5) Bard Talent: (2) Invisibility


Trickery x2 (6) Skill Focus: Persuasion
Stealth (6)
Persuasion (6) Fascinate

7 Bard (7) Mobility x2 (7) Spell Focus: (1) Unbreakable Heart


Trickery (7) Transmutation (3) Good Hope
World (4) (3) Slow
Persuasion (7) Bardic Performance (move)

Note: You will get Inspire Competence +3


Cloak of Shadows
(+10 Stealth) from the
Lizardfolk Village.

8 Bard (8) Charisma (18) Dirge of Doom (3) Haste


Mobility (8)
Trickery (8)
World x2 (6)
Persuasion (8)

9 Bard (9) Mobility (9) Greater Spell Focus: (3) Displacement


Trickery (9) Transmutation
World x2 (8)
Persuasion (9) Inspire Greatness

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

11 Bard (11) Mobility (11) Spell Focus: (1) Expeditious Retreat


Trickery (11) Enchantment (4) Dimension Door
Stealth (7)
World (11) Inspire Courage +3
Persuasion (11)
Inspire Competence +4

12 Bard (12) Charisma (19) Soothing Performance (4) Hold Monster


Mobility (12)
Trickery (12)
Stealth (8)
World (12)
Persuasion (12)

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)

14 Bard (14) Mobility (14) Rogue Talent: (2) Cat’s Grace


Trickery (14) Skill Focus: Stealth (5) Dispel Magic, Greater
Stealth (10)
World (14) Frightening Tune
Persuasion (14)

15 Bard (15) Mobility (15) Allied Spellcaster (5) Song of Discord


Stealth (15)
Perception (15) Inspire Heroics
Persuasion (15)
Inspire Competence +5

16 Bard (16) Charisma (20) (4) Summon Monster IV


Mobility (16) (6) Overwhelming Presence
Trickery (16) (6) Brilliant Inspiration
Stealth
World (16)
Persuasion (16)

17 Bard (17) Metamagic: Heighten (3) Cure Serious Wounds


(6) Cure Moderate Wounds, Mass
Inspire Courage +4
Assuming Headband +6:
Spells: 5,5,5,4,4,2+2,2,2,2,1,1
= 7,7,7,6,5,3

CC/OP DC: 10+(5|6)+8 = 23/24


Enchanters Cape: 24/25
Reckless Courage: 26/27
Spell Focus: 28/29

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

18 Bard (18) Bard Talent: (6) ???


Combat Trick:
Blind Fight

19 Bard (19) Sadly, Linzi will not live long enough


Inspire Competence +6 to see Level 19 or 20.

20 Bard (20) Deadly Performance

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

2 Slayer (1) Nature (1) Note: Take Nature for


Trickery (1) Fangberry Cave, Trickery to
Arcana (2) test locks, Arcana for Technic
Perception (2) League Ambush.

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.

4 Inquisitor (2) Dexterity (15) (1) True Strike


Mobility x2 (3)
Arcana (4) Spells per day: 2 + 1
World (1)
Perception (4)

5 Slayer (3) Arcana (5) Point Blank Shot


World x2 (3)
Perception (5)
6 Slayer (4) Arcana (6) Slayer Talent:
World x2 (5) Precise Shot
Perception (6)

7 Inquisitor (3) Arcana (7) Combat Reflexes (1) Expeditious Retreat


World x2 (7)
Perception (7) Teamwork Feat: Spells per day: 3 + 1
Outflank

Solo Tactics

8 Slayer (5) Arcana (8)


World (8)
Perception (8)

9 Slayer (6) Arcana (9) Improved Critical: Bardiche


World (9)
Perception (9) Slayer Talent:
Clustered Shots

10 Slayer (7) Arcana (10)


Perception (10)
UMD (1)

11 Slayer (8) Arcana (11) Accomplished Sneak Attacker


World (11)
Perception (11) Slayer Talent:
UMD (2) Skill Focus: Arcana

12 Slayer (9) Dexterity 17


Arcana (12)
World (12)
Perception (12)
???

13 Slayer (10) Blind Fight

Slayer Talent:
Dispelling Attack

14 Slayer (11)

15 Slayer (14) Improved Precise Shot


Inquisitor (1) Crippling Strike

16 Slayer (15)
Inquisitor (1)

17 Slayer (16)
Inquisitor (1)

18 Slayer (17) Arcana (18)


Inquisitor (1) Religion (18)
Perception (18)
UMD (14)

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)

2 Rogue (1) Mobility (2) (1) Vanish


Wizard (1) Trickery (2) (1) Color Spray
Stealth (2)
Arcana (2)
Persuasion (1)

3 Wizard (2) Mobility (3) Precise Shot (1) Grease


Rogue (1) Trickery (3) (1) True Strike
Arcana (3) (1) Reduce Person
World (2) (2) Scorching Ray

She comes with scrolls of


Scorching Ray and Reduce
Person, which you should
copy to her spellbook.

4 Wizard (3) Intelligence (20) (2) Owl’s Wisdom


Rogue (1) Mobility (4) (2) Cat’s Grace
Trickery (4) (2) Scorching Ray
Arcana (4)
World x2 (4)
UMD (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.

5 Wizard (4) Mobility (5) Accomplished Sneak (2) Bull’s Strength


Rogue (1) Trickery (5) Attacker (2) Mirror Image
Arcana (5) (2) Eagle’s Splendor
World (5) (2) Fox’s Cunning
Perception (2)
Eagle and Fox are sold by
Zarcie.

6 Arcane Trickster (1) Mobility (6) (3) Slow


Wizard (4) Trickery (6) (3) Stinking Cloud
Rogue (1) Arcana (6) (3) Haste
World (6) (3) Displacement
Perception (3)
Bartholemew has Haste,
Zarcie has Displacement

7 Arcane Trickster (2) Mobility (7) Metamagic: Extend


Wizard (4) Trickery (7)
Rogue (1) Arcana (7)
World (7)
Perception (4)

8 Arcane Trickster (3) Intelligence (21) (4) Greater Invisibility


Wizard (4) Mobility (8)
Rogue (1) Trickery (8)
Arcana (8)
World (8)
Perception (5)

9 Arcane Trickster (4) Metamagic: Heighten


Wizard (4)
Rogue (1) SF/GSF: Illusion
SF/GSF: Conjuration

10 Arcane Trickster (5) Trickery (10) (5) Animal Growth


Wizard (4) Arcana (10) (5) Communal Stoneskin
Rogue (1) World (10) (5) Phantasmal Web
UMD (10) (5) True Seeing
11 Arcane Trickster (6) Trickery (11) Spell Penetration
Wizard (4) Arcana (11)
Rogue (1) World (11)
UMD (11)

12 Arcane Trickster (7) Intelligence (22) (6) Cat’s Grace, Mass


Wizard (4) Mobility (12) (6) Heroism, Greater
Rogue (1) Trickery (12) (6) Bull’s Strength, Mass
Arcana (12)
World (12) Note: At Arcane (??) you can
Persuasion (12) get Bull’s Strength, Mass from
Zarcie
She gets enough skill
points to max these (6) Hellfire Ray
out. (6) Heroism, Greater
(6) Bear’s Endurance, Mass
(6) Bull’s Strength, Mass
(6) Cat’s Grace, Mass
(6) Eagle’s Splendor, Mass
(6) Fox’s Cunning, Mass
(6) Owl’s Wisdom, Mass

13 Arcane Trickster (8) Trickery (13) Allied Spellcaster (


Wizard (4) Arcana (13)
Rogue (1) World (13)
UMD (13)

14 Arcane Trickster (9) Trickery (14) (7) Firebrand


Wizard (4) Arcana (14) (7) Legendary Proportions
Rogue (1) World (14)
UMD (14)

15 Arcane Trickster Trickery (15)


(10) Arcana (15)
Wizard (4) World (15)
Rogue (1) UMD (15)

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)

17 Wizard (6) Blind Fight


Arcane Trickster (10)
Rogue (1)

18 Wizard (7) (9) Heroic Invocation


Arcane Trickster (10) (9) Overwhelming Presence
Rogue (1) (9) Mind Blank, Communal
(9) Weird
(9) Foresight

19 Wizard (8) Allied Spellcaster


Arcane Trickster (10)
Rogue (1)

20 Wizard (9) Intelligence (23)


Arcane Trickster (10) Mobility (20)
Rogue (1) Trickery (20)
Arcana (20)
World (20)

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

Draconic Bloodline Arcana

2 Magus (2) Athletics (2) Spellstrike (1) True Strike


Persuasion (2)
BAB+1 UMD (2)

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

4 Magus (4) Strength (20) Spell Recall (2) Mirror Image


Arcana (1) (2) Frigid Touch
BAB+3 Perception (1)
Persuasion (3)

5 Magus (5) Arcana x2 (3) Dazzling Display (2) Blur


Persuasion (4) (2) Resist Energy
BAB+3 Bonus Magus Feat:
Intimidating Prowess

6 Magus (6) Arcana x2 (5) Magus Arcana: (2) Cat’s Grace


Persuasion (5) Enduring Blade
BAB+4
This is the first level he can
wear medium armor.

7 Dragon Disciple (1) Athletics (3) Outflank


Persuasion x2 (7)
BAB+4 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

9 Dragon Disciple (3) Athletics x2 (7) Shatter Defenses (3) Haste


Persuasion (9)
BAB+6/+1 Breath Weapon

10 Dragon Disciple (4) Strength (24) Natural Armor +1 (3) Stinking Cloud
Athletics x2 (9)
BAB+7/+2 Persuasion (10) Strength +2

Breath Weapon (?)

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)

13 Magus (9) Athletics (13) Combat Reflexes (4) Ice Storm


Perception (3)
BAB+9/+4 Persuasion (13) Magus Arcana:
Ghost Blade

14 Magus (10) Athletics (14) Fighter Training (3) Slow


Perception (4) (5) Cloudkill
BAB+10/+5 Persuasion (14) (5) Vampiric Shadow Shield
(5) Spell Resistance

15 Magus (11) Athletics (15) Power Attack (5) Baleful Polymorph


Perception (5)
+11/+6/+1 Persuasion (15) Bonus Magus Feat:
Dreadful Carnage
(Power Attack and BAB11

Wings

16 Magus (12) Strength (26) Magus Arcana: (5) Fire Snake


Athletics (16) Maximized Magic
Perception (6)
Persuasion (16)

17 Magus (13) Athletics (17) ??? (Dodge?) (4) Shield of Dawn


Perception (7) (6) Chain Lightning
Persuasion (17) Arcane Heavy Armor (6) Transformation
(6) Dragonkind I
Arcane Weapon +4

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

20 Magus (16) Strength (27) Counterstrike (5) Acidic Spray


Athletics (20)
Perception (10)
Persuasion (20)
Tristian
Keep Tristian as a Cleric. Up to mid-game he is primarily going to be a buffer and healer, which you’re going
to need if you take him. He’s great against Undead and give him all the spell focus feats for Evocation and
Fire. Equip Robe of Fire (Sepulcher of Forgotten Heroes, +2DC Fire), and hope for the artisan Irlene to give
you Rod of Flaming Vengeance (+3DC Evocation, +1CL Evocation, Greater Maximize). Enchantment focus
is useful end-game when he gets Overwhelming Presence.

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 Cleric (2) 2+1

3 Cleric (3) Nature (3) Metamagic: Extend Good Spells:


Religion (3) (2) Bless Weapon (domain spell)
Perception (3) (2) Aid
Persuasion (3) (2) Bear’s Endurance
(2) Bull’s Strength
(2) Eagle’s Splendor
(2) Owl’s Wisdom
(2) Protection from Alignment,
Communal

2,1 + 1,1
4 Cleric (4) Wisdom (18) 3,2 + 1,1
Religion (4)
Perception (4)
Persuasion (4)

5 Cleric (5) Religion (5) Spell Focus: Evocation Good Spells:


Perception (5) (3) Animate Dead
Persuasion (5) (3) Archon’s Aura
(3) Delay Poison, Communal
(3) Magical Vestment
(3) Prayer
(3) Resist Energy, Communal

3,2,1 + 1,1,1

6 Cleric (6) Religion (6) 3,3,2 + 1,1,1


Perception (6)
Persuasion (6)

7 Cleric (7) Religion (7) Greater Spell Focus: Good Spells:


Perception (7) Evocation (4) Controlled Fireball (domain)
Persuasion (7) (4) Crusader’s Edge
(4) Death Ward
(4) Freedom of Movement
(4) Protection from Energy,
Communal

8 Cleric (8) Wisdom (19) 4,3,3,2 + 2,1,1,1


Religion (8)
Perception (8)
Persuasion (8)

9 Cleric (9) Elemental Focus: Fire Good Spells:


(5) Breath of Life
(5) Burst of Glory
(5) Constricting Coils
(5) Flame Strike
(5) True Seeing
(5) Vinetrap

10 Cleric (10) Religion (10) 4,4,3,3,2 + 2,1,1,1,1


Perception (10)
Persuasion (10)

11 Cleric (11) Greater Elemental Focus: Good Spells:


Fire (6) Bear’s Endurance, Mass
(6) Bull’s Strength, Mass
(6) Dispel Magic, Greater
(6) Eagle’s Splendor, Mass
(6) Inspiring Recovery
(6) Owl’s Wisdom, Mass

12 Cleric (12) Wisdom (20) 4,4,4,3,3,2 + 2,2,2,1,1,1


Religion (12) 10+4+5 = 19
Perception (12)
Persuasion (12)

13 Cleric (13) Allied Spellcaster Good Spells:


(7) Dictum
(7) Holy Word
(7) Waves of Ecstacy

14 Cleric (14) 4,4,4,4,3,3,2 + 2,2,2,1,1,1

15 Cleric (15) Religion (15) Blind Fight Good Spells:


Perception (15) (8) Fire Storm
Persuasion (15) (8) Frightful Aspect
(8) Holy Aura
(8) Shield of Law

16 Cleric (16) Strength (10) 4,4,4,4,4,3,3,2 + 2,2,2,2,1,1,1,1


Religion (16)
Perception (16)
Persuasion (16)

17 Cleric (17) Spell Focus: Good Spells:


Enchantment (9) Mass Heal
(9) Overwhelming Presence

18 Cleric (18) 4,4,4,4,4,4,3,3,2 + 3,2,2,2,2,1,1,1,1

19 Cleric (19) Greater Spell Focus:


Enchantment

20 Cleric (20) Religion (20) 4,4,4,4,4,4,4,4,4 + 3,2,2,2,2,1,1,1,1


Perception (20)
Persuasion (20)

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)

2 Alchemist (2) Trickery (2) Discovery:


Stealth (2) Precise Bomb
World (2)
Perception (2)
UMD (2)

3 Alchemist (3) Trickery (3) Precise Shot


Stealth (3)
World (3)
Perception (3)
UMD (3)

4 Alchemist (4) Intelligence (19) Discovery: Second Level Spells


Trickery (4) Acid Bomb (2) Aid
Stealth (4) (2) Barkskin
World (4) (2) Bear’s Endurance
Perception (4) (2) Blur
UMD (4) (2) Bull’s Strength
(2) Cat’s Grace
(2) Cure Moderate Wounds
(2) Eagle’s Splendor
(2) False Life
(2) Fox’s Cunning
(2) Invisibility
(2) Owl’s Wisdom
(2) Restoration, Lesser

5 Alchemist (5) Trickery (5) Ability Focus: Bomb


Stealth (5)
World (5)
Perception (5)
UMD (5)

6 Alchemist (6) Trickery (6) Discovery: (2) False Life


World (6) Infusion
Perception (6) Take False Life because it is not
Arcana x2 (2) available in scroll form.

7 Alchemist (7) Trickery (7) Extra Bombs Third Level Spells


World (7) (3) Heroism
Perception (7) (3) Protection from Arrows,
Arcana x2 (4) Communal
(3) See Invisibility, Communal
(3) Delay Poison, Communal
(3) Displacement
(3) Haste
(3) Resist Energy, Communal
Displacement, Delay Poison
Communal, Haste, and Resist
Energy Communal are all
available as scrolls.

8 Alchemist (8) Intelligence (20) Discovery:


Trickery (8) Choking Bomb
Stealth x2 (7)
Arcana x5 (8)
World (8)
Perception (8)

9 Alchemist (9) Trickery (9) Extra Bombs


Stealth (9)
Arcana (9)
World (9)
Perception (9)
UMD (9)

10 Alchemist (10) Trickery (10) Discovery: Fourth Level Spells


Stealth (10) Fast Bombs (4) Death Ward
Arcana (10) (4) Greater Invisibility
World (10) (4) False Life, Greater
Perception (10) (4) Freedom of Movement
UMD (10) (4) Echolocation
(4) Cure Critical Wounds
(4) Restoration

11 Alchemist (11) Rapid Shot

12 Alchemist (12) Discovery:


Blinding Bomb

13 Alchemist (13) Metamagic: Extend Spell Fifth Level Spells


(5) Stoneskin, Communal

There is nothing else good at 5th


level. Use the slots for extended
Greater Invisibility.

14 Alchemist (14) Persistent Mutagen

Discovery:
Greater Contanogen

15 Alchemist (15) Blind Fight

16 Alchemist (16) Discovery: Sixth Level Spells


Greater Mutagen (6) Heal
(6) Legendary Proportions
(6) Transformation
(6) True Seeing

17 Alchemist (17) Trickery (17) Improved Critical: Bomb


Stealth (17)
Arcana (17)
World (17)
Perception (17)
UMD (17)

10d6+10 (+12 ring?) = 40hp per bomb, 120/rnd

18 Alchemist (18) Discovery:


Greater Contanogen

19 Alchemist (19) FEAT: ???

20 Alchemist (20) Trickery (20)


Stealth (20)
Arcana (20)
World (20)
Perception (20)
UMD (20)

Ekundayo
Covers Athletics, Mobility

1 Ranger (1) Favored Enemy: Giants


Point Blank Shot
Precise Shot

2 Ranger (2) Ranger Feat: Rapid Shot

3 Ranger (3) Weapon Focus: Longbow


Endurance

4 Ranger (4) Animal Companion: Wolf

5 Ranger (5) 16, 20, 14, 10, 13, 10 Favored Enemy:


Athletics (5) Magical Beasts
Mobility (5) Giants x2
Stealth (5)
Nature (5) Boon Companion
Perception (5)
6 Ranger (6) Athletics (6) Ranger Feat: Manyshot Memorize:
Mobility (6) Acid Maw (1)
Stealth (6) Hurricane Bow (1)
Nature (6)
Perception (6)

7 Ranger (7) Athletics (7) Clustered Shots Memorize:


Mobility (7) Acid Maw (1)
Stealth (7) Hurricane Bow (1)
Nature (7)
Perception (7)

8 Ranger (8) Wisdom (14) Favored Terrain: Plains Memorize:


Athletics (8) Acid Maw (1)
Mobility (8) Hurricane Bow (1)
Stealth (8) Barkskin (1)
Nature (8)
Perception (8)

9 Ranger (9) Athletics (9) Improved Critical: Longbow


Mobility (9)
Stealth (9) Evasion
Nature (9)
Perception (9)

10 Ranger (10) Athletics (10) Favored Enemy:


Mobility (10) Undead
Stealth (10) Magical Beasts x2
Nature (10)
Perception (10) Ranger Feat:
Skill Focus: Athletics

11 Ranger (11) Athletics (11) Critical Focus


Mobility (11)
Stealth (11)
Nature (11)
Perception (11)

12 Ranger (12) Constitution (15)


Athletics (12)
Mobility (12)
Stealth (12)
Nature (12)
Perception (12)

13 Ranger (13) Athletics (13) Deadly Aim


Mobility (13)
Stealth (13)
Nature (13)
Perception (13)
14 Ranger (14) Athletics (14) Ranger Feat:
Mobility (14) Improved Precise Shot
Stealth (14)
Nature (14)
Perception (14)

15 Ranger (15) Athletics (15) Blind Fight


Mobility (15)
Stealth (15) Favored Enemy:
Nature (15) Fey
Perception (15) Magical Beasts

16 Ranger (16) Constitution (16) Improved Evasion


Athletics (16)
Mobility (16)
Stealth (16)
Nature (16)
Perception (16)

17 Ranger (17) Athletics (17) Blinding Critical


Mobility (17)
Stealth (17)
Nature (17)
Perception (17)

18 Ranger (18) Athletics (18) Ranger Feat:


Mobility (18) Skill Focus Mobility
Stealth (18)
Nature (18) The only archery feat left is
Perception (18) Point Blank Master

19 Ranger (19) Athletics (19) <feat>


Mobility (19)
Stealth (19)
Nature (19)
Perception (19)

20 Ranger (20) Strength (17)


Athletics (20)
Mobility (20)
Stealth (20)
Nature (20)
Perception (20)
Nok-Nok

1 Rogue (1) 8, 23, 12, 12, 9, 8 Weapon Finesse

Martial Weapon Proficiency

2 Rogue (2) Weapon Focus: Kukri

3 Rogue (3) Two-Weapon Fighting

4 Rogue (4) Dodge

5 Rogue (5) Toughness

6 Rogue (6) Slow Reactions

7 Rogue (7) Mobility (7) Double Slice


Trickery (7)
Stealth (7)
Nature (7)
Religion (4)
Perception (7)

8 Rogue (8) Dexterity (24) Combat Reflexes


Mobility (8)
Trickery (8)
Stealth (8)
Nature (8)
Perception (8)

9 Rogue (9) Mobility (9) Outflank


Trickery (9)
Stealth (9)
Nature (9)
Perception (9)
UMD (1)

10 Rogue (10) Mobility (10) Opportunist


Trickery (10)
Stealth (10)
Nature (10)
Perception (10)

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)

12 Rogue (12) Double Debilitation

13 Rogue (13) Improved Critical: Kukri

14 Rogue (14) Blind Fight

15 Rogue (15)

16 Rogue (16) Dispelling Attack

17 Rogue (17) Mobility (17) Greater Two-Weapon Fighting


Trickery (17)
Stealth (17)
Nature (17)
Perception (17)

18 Rogue (18) Mobility (18) Skill Focus: Trickery


Trickery (18)
Stealth (18)
Nature (18)
Perception (18)

19 Rogue (19)

20 Rogue (20)

Abserd

MC-Only Skill Checks

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

1 rank gives (+18), 3 gives (+20), 5 gives (+22) (clears Unfair)

Level 8 Throne Room (Remus) This occurs 61d before AAC2.

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.

Persuasion 22 This is trivial given the previous persuasion checks.

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

Level 13 Inconsequent Debates [Perception 20] (see Verdant Chambers)

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

[Will 20] Classes (+13), Wisdom 16 (+3), Owl’s Wisdom (+2),


Heroism (+2), Cloak of Resistance (+3) = +23 (clears Unfair)

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)

Arcana 30 unlocks a unique


dialog choice, but no xp
reward or other benefit to it.

Level 17 Nyrissa’s Dream You and Linzi.


Ranks (+12), Wisdom 22 (+6), Class Skill (+3), Bardic Knowledge
Nature 30 (+1), Nature Sense (+2), Inspire Competence (+5), Greater Heroism
(+4) = +33 (clears Unfair)

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

2 Druid (1) Mobility (2) Animal Companion: Memorize:


4 skill points Nature (1) Continue (1) Acid Maw
Perception (2) (1) Magic Fang
Persuasion (2) Nature Sense
Pet Level 3
The interface is confusing. Do
not select a domain. +2/+0/+2

3 Wizard (1) Mobility (3) Specialist School: (1) Mage Armor


4 skill points Nature (2) Enchantment (1) Grease
Perception (3) (1) True Strike
Persuasion (3) Arcane Bond: (1) Shield
Viper Familiar (1) Hypnotism
+3 Persuasion (1) Sleep
+2 Perception
Scrolls you should have:
Feat: Vanish
Boon Companion Expeditious Retreat
Magic Missile
Wizard Bonus Feat:
Spell Focus: Conjuration Memorize:
(1) Hypnotism
Opposition Schools: (1) Grease x2
Necromancy
Evocation Pet Level 3

+0/+0/+2

4 Barbarian (1) Dexterity (11) Pet Level 4


Mad Dog Mobility (4)
4 skill points Nature x2 (4) +2/+0/+0
BAB+1 Persuasion (4)

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

Exotic Weapon Proficiency:


Dueling Sword

6 Rogue (1) Arcana x2 (2) Weapon Finesse Note: Thug causes


6 skill points World x2 (3) enemies to be feared,
Perception (5) Trapfinding which is annoying when
Persuasion (6) they run. Knife Master d8
Sneak Attack +1d6 sneak attacks only work
with knives.

+0/+2/+0

7 Bard (1) Arcana x3 (5) Persuasive (1) Expeditious Retreat


Archaeologist Trickery (2) (1) Vanish
6 skill points Perception (6) Archaeologist’s Luck
Persuasion (7) +0/+2/+2

8 Dragon Disciple (1) Dexterity (12) +1/+0/+1


- Arcana 5 Trickery x2 (4)
- L1 arcane spells Perception (8)
(spontaneous!!!) Persuasion (8)
4 skill points

9 Sorcerer (1) Mobility (6) Deflect Arrows (1) ???


Sylvan Sorcerer Trickery (5) Xxx- Toughness (1) ???
4 skill points Perception (9)
Persuasion (9) Sorcerer Bonus Feat: Pet Level 7
Improved Initiative
or +0/+0/+2
Spell Specialization

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

12 Paladin (1) Strength (11) Precise Shot You need strength 15 to


Divine Hunter Nature x2 (10) equip barbarian skull, so
- Lawful Good Perception (12) get at least 11 strength by
BAB+6 Persuasion (12) this level
4 skill points
+2/+0/+2

13 Aldori Swordlord (1) Nature x2 (12) Toughness +0/+1/+0


- Mobility 3 Perception (13) Xxx - Allied Spellcaster
- Persuasion 5 Persuasion (13)
- World 3 Deft Strike
- Perception 3
- WP Dueling Sword
- WF Dueling Sword
- Dazzling Display
- Weapon Finesse
BAB+7
4 skill points

14 Duelist (1) Stealth x3 (4) Canny Defense +0/+1/+0


- Mobility 2 Perception (14)
- Dodge Persuasion (14) Precise Strike
- Weapon Finesse
- Combat Mobility
- BAB6
BAB+8
5 skill points

15 Stalwart Defender (1) ??? (?) Blind Fight +1/+0/+1


- Dodge ??? (?)
- Toughness Perception (15) +1 AC
- BAB7 Persuasion (15)
BAB+9 Defensive Stance
4 skill points

16 Wizard (2) Charisma (17) Spells selected are


4 skill points Mobility (7) irrelevant since you will
Nature (15) never memorize anything
Perception (16) other than those already
Persuasion (16) selected.

17 Wizard (3) Perception (17) Accomplished Sneak Attacker (2) Invisibility


4 skill points Persuasion (17) (2) Mirror Image

18 Arcane Trickster (1) Mobility x2 (10) Spells selected are


- Trickery 4 irrelevant since you will
- Mobility 4 never memorize anything
- Arcana 4 Perception (18) other than those already
- Sneak Attack 2 Persuasion (18) selected.
- L2 arcane spells
5 skill points

19 Arcane Trickster (2) Perception (19) ??? (3) Haste


5 skill points Persuasion (19) (3) Displacement

20 Eldritch Knight (1) Charisma (20)


- Martial Weapons Perception (20)
- L3 arcane spells Persuasion (20)

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

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