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		<title>Arcane Trickster and DD</title>
		<link>https://www.cyber-mage.com/2018/10/23/arcane-trickster-and-dd/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=arcane-trickster-and-dd</link>
		
		<dc:creator><![CDATA[michaelv]]></dc:creator>
		<pubDate>Tue, 23 Oct 2018 03:50:23 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[builds]]></category>
		<category><![CDATA[Pathfinder:Kingmaker]]></category>
		<guid isPermaLink="false">https://www.cyber-mage.com/?p=267</guid>

					<description><![CDATA[<p>Divine Dragon,including Arcane Trickster. I did this build in order to solo, I was looking for a very resistant character, good damages and polyvalent (direct attack and magic vs Fort, Ref, Will) in order to face all situations. Attributes : FOR 16 =&#62; 20 DEX 15 =&#62; 16 CON 14 =&#62; 16 INT 10 =&#62; &#8230; </p>
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]]></description>
										<content:encoded><![CDATA[<p>Divine Dragon,including Arcane Trickster.<br />
I did this build in order to solo, I was looking for a very resistant character, good damages and polyvalent (direct attack and magic vs Fort, Ref, Will) in order to face all situations.</p>
<p>
Attributes :<br />
FOR 16 =&gt; 20<br />
DEX 15 =&gt; 16<br />
CON 14 =&gt; 16<br />
INT 10 =&gt; 14<br />
WIS 8 =&gt; 8<br />
CHA 18 =&gt; 22</p>
<p>
1 &gt; Paladin 1 Weapon Focus (Natural Attack)<br />
2 &gt; Paladin 2<br />
3 &gt; Thug 1 Accomplished Sneak Attacker<br />
4 &gt; Scaled Fist 1 Dragon Style<br />
5 &gt; Sorcerer 1 Dazzling Display, <br />
6 &gt; Dragon Disciple 1<br />
7 &gt; Dragon Disciple 2 Power Attack, Dragon Ferocity<br />
8 &gt; Dragon Disciple 3<br />
9 &gt; Dragon Disciple 4 Shatter Defenses<br />
10 &gt; Dragon Disciple 5 Improved Initiative<br />
11 &gt; Dragon Disciple 6 Wings<br />
12 &gt; Dragon Disciple 7<br />
13 &gt; Dragon Disciple 8 Cornugon Smash<br />
14 &gt; Arcane Trickster 1<br />
15 &gt; Arcane Trickster 2 Metamagic (Extend)<br />
16 &gt; Arcane Trickster 3<br />
17 &gt; Arcane Trickster 4 Dodge<br />
18 &gt; Arcane Trickster 5<br />
19 &gt; Arcane Trickster 6 Metamagic (Quicken), Dreadful Carnage<br />
20 &gt; Sorcerer 2</p>
<p>
At the end we have :</p>
<p>Paladin 2 =&gt; Divine Grace (add CHA to saves rolls), why not smite evil in some cases</p>
<p>Thug 1 =&gt; Sneak Attack and Intimidate (+1 round for Intimidate)</p>
<p>Scaled Fist 1 =&gt; Flurry of Blows, Stunning Fist, (AC Bonus CHA)</p>
<p>Sorcerer 2 with draconic bloodline (caster 14 for spells, draconic bloodline 10)</p>
<p>Dragon Disciple 8 =&gt; (+6 caster level, +8 Draconic Bloodline) +4 FOR, +2CON, +2INT, +3Natural Armor, Blindsense, Dragon Form 1/day</p>
<p>Arcane Trickster 6 =&gt; (+6 caster level) +3d6 sneak Attack, Impromptu Sneak Attack 2/days</p>
<p>
Here is an overview 20th level including Item Boost (but not Dragonkind or spell boost)</p>
<p>FOR 26<br />
DEX 22<br />
CON 22<br />
INT 20<br />
WIS 14<br />
CHA 28</p>
<p>BAB =&gt; 13 but get +4FOR so for me it is equivalent +15 and get additional attack due to Flurry of Blows</p>
<p>AC 51 <br />
Base 10<br />
DEX +6<br />
CHA +9<br />
Dodge +1<br />
Wings +3<br />
Natural Armor +5<br />
Bracers of Armor +5 (don’t know if +8 exist in game)<br />
Sentinel Ring +2 AC Shield<br />
Ring of protection +5 <br />
Natural Armor Necklace +5</p>
<p>Saves (close to auto save…)<br />
Fort 19 + 6 + 5 = +30<br />
Ref 16 + 6 + 5 = 27<br />
Will 21 + 2 + 5 = 28</p>
<p>Sneak Attack +5d6 (Sense Vitals Spell can add +4d6 for +9d6 total)</p>
<p>Sorcerer Caster Level 14<br />
Key Spells <br />
7 &gt; DragonKind II 4/days (3+1 due to high CHA)<br />
4 &gt; Invisibility (Greater)<br />
3 &gt; Haste<br />
2 &gt; Sense Vitals</p>
<p>For skills just some for Dragon Disciple and Arcane Trickster, then max Persuasion</p>
<p>Feats are Intimidation Oriented : Cornugon Smash and Dreadful Carnage provide free Intimidation test, Thug Intimidate make it longer, Shatter Defenses allow to sneak attack shaken enemies (those who failed Initimidation test) You can add Intimidating Prowess to increase the difficulty of intimidation test but it’s already very high.</p>
<p>The idea is of course to transform Dragonkind 2 and get 5 attacks (+1 with haste, +1 Flurry of Blows ?) wich can all sneak with +9d6. <br />
If trouble you can quicken True Strike, Invisibility&#8230;</p>
<p>The post <a rel="nofollow" href="https://www.cyber-mage.com/2018/10/23/arcane-trickster-and-dd/">Arcane Trickster and DD</a> appeared first on <a rel="nofollow" href="https://www.cyber-mage.com"></a>.</p>
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		<item>
		<title>The Aweshield Paladin</title>
		<link>https://www.cyber-mage.com/2018/10/22/the-aweshield-paladin/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-aweshield-paladin</link>
		
		<dc:creator><![CDATA[michaelv]]></dc:creator>
		<pubDate>Mon, 22 Oct 2018 08:54:04 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[builds]]></category>
		<category><![CDATA[Pathfinder:Kingmaker]]></category>
		<guid isPermaLink="false">https://www.cyber-mage.com/?p=263</guid>

					<description><![CDATA[<p>Race &#38; Abilities  Angelkin Aasimar (+2 Str, +2 Cha) Lawful Good STR: 19 (add 1 at level 4) DEX: 15 CON: 12  INT: 10 WIS: 8 (You take a hit here, but will not matter) CHA: 16 (add 4 : level 8,12,16,20) 18 Paladin &#8211; 2 Fighter Levels &#38; Feats  1st Paladin: Two Weapon Fighting &#8230; </p>
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]]></description>
										<content:encoded><![CDATA[<p><b>Race &amp; Abilities </b><br />
Angelkin Aasimar (+2 Str, +2 Cha)<br />
Lawful Good</p>
<p>STR: 19 (add 1 at level 4)<br />
DEX: 15<br />
CON: 12 <br />
INT: 10<br />
WIS: 8 (You take a hit here, but will not matter)<br />
CHA: 16 (add 4 : level 8,12,16,20)</p>
<p>18 Paladin &#8211; 2 Fighter</p>
<p><b>Levels &amp; Feats </b><br />
1st Paladin: Two Weapon Fighting<br />
3rd Paladin: Double Slice <br />
5th Paladin: Shield Bash<br />
7th Paladin: Shield Wall or Toughness (depend if you will team tank shields or not)<br />
9th Paladin: Critical Focus<br />
10th Fighter : Wings <br />
11th Fighter : Shield Master <br />
11th Fighter : Bashing Finish<br />
13th Paladin: Staggering Critical<br />
15th Paladin: Optional <br />
17th Paladin: Shield Focus or Optional (change as you need)<br />
19th Paladin: Armor Focus (Heavy) or Metamagic (maximize spell) or Optional</p>
<p>Skills<br />
I put all in Knowledge World and Persuasion. For a Diplomatic Cook.</p>
<p>Start using dual weapons (light weapon in off-hand) until level 5, then you start Shield Bashing and the real tanking begins. At level 11 the DPS become real good, then at level 13 become a &#8220;Professional Anesthetist&#8221;. Make sure to have Keen at all time. </p>
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		<item>
		<title>Monster Tactician</title>
		<link>https://www.cyber-mage.com/2018/10/22/monster-tactician/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=monster-tactician</link>
		
		<dc:creator><![CDATA[michaelv]]></dc:creator>
		<pubDate>Mon, 22 Oct 2018 04:29:31 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[builds]]></category>
		<category><![CDATA[Pathfinder:Kingmaker]]></category>
		<guid isPermaLink="false">https://www.cyber-mage.com/?p=261</guid>

					<description><![CDATA[<p>Race &#38; Abilities Human (+2 str) Neutral Good Full Inquisitor Monster Tactician Deity: Erastil Domain: Animal STR:16 (+2 human) 18 DEX: 13 CON: 14 INT: 12 WIS: 15 CHA: 7 Ability Increases from Level: First into Wis, rest into Strength Levels &#38; Feats 1st Inquisitor (Monster Tactician): Human bonus: Spell Focus: Conjuration, Augment Summoning 2nd &#8230; </p>
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]]></description>
										<content:encoded><![CDATA[<p>Race &amp; Abilities<br />
Human (+2 str)<br />
Neutral Good<br />
Full Inquisitor Monster Tactician<br />
Deity: Erastil<br />
Domain: Animal</p>
<p>STR:16 (+2 human) 18<br />
DEX: 13<br />
CON: 14<br />
INT: 12<br />
WIS: 15<br />
CHA: 7</p>
<p>Ability Increases from Level: First into Wis, rest into Strength</p>
<p>Levels &amp; Feats<br />
1st Inquisitor (Monster Tactician): Human bonus: Spell Focus: Conjuration, Augment Summoning<br />
2nd Inquisitor (Monster Tactician): Inquisitor granted feat: Cunning Initiative<br />
3rd Inquisitor (Monster Tactician): Superior Summoning, Inquisitor granted feat: Solo Tactics, Teamwork feat: Precise Strike<br />
4th Inquisitor (Monster Tactician): Animal Companion: Leopard<br />
5th Inquisitor (Monster Tactician): Boon Companion, Inquisitor granted feat: Bane, Inquisitor granted feat: Summon Tactics<br />
6th Inquisitor (Monster Tactician): Teamwork feat: Outflank<br />
7th Inquisitor (Monster Tactician): Improved Unarmed Strike (feat tax)<br />
8th Inquisitor (Monster Tactician):<br />
9th Inquisitor (Monster Tactician): Combat Reflexes, Teamwork feat: Seize the Moment<br />
10th Inquisitor (Monster Tactician):<br />
11th Inquisitor (Monster Tactician): Improved Critical, Inquisitor granted feat: Stalwart<br />
12th Inquisitor (Monster Tactician): Teamwork feat: Shake it off<br />
13th Inquisitor (Monster Tactician): Crane Style<br />
14th Inquisitor (Monster Tactician):<br />
15th Inquisitor (Monster Tactician): Power attack, Teamwork feat: Coordinated Maneuvers</p>
<p>Explanation of Build<br />
The focus on this build is spamming monsters at things and then follow in to melee. Loading up on buffs to cast on yourself, the party and the 3 pets.</p>
<p>It starts out with a 1 minute duration summoned dog, making the intro a breeze. By having Superior Summoning at level 3, means you get 1d3+1 as soon as possible making for a lot of meat shields for your party.<br />
Any damage directed at the monsters is damage not directed towards you. It&#8217;s free real estate. Or in this case stat damage and health you don&#8217;t need to worry about.<br />
From level 4 you can cast this 6 times a day and since it is 1 minute per level, you should only be missing monsters when something kills them.<br />
Try to aim for the 1d3 summon for efficiency.</p>
<p>At level 5 you&#8217;re taking Boon Companion because animal domain gets the same penalty as rangers, gotta get this to get it up in level, the pet is level 2 when you get it at 4<br />
With the summon Tactics at level 5 all of your monsters will suddenly mostly do 1d6 extra damage to things and at 6 outflank turns everyone with the feat into murder machines.</p>
<p>At 7 you&#8217;re picking up a feat tax, this is needed for Crane Style which turns defensive fighting from -4 tohit +3 AC to -2 tohit +4 AC</p>
<p>At 9 you&#8217;re picking up Combat Reflexes this is needed for Seize the Moment, which should stack with Outflank, potentially making an amazing chain of Attack of Opportunity against hard targets like trolls and the like.</p>
<p>At 11 we finally have the BAB for Improved Critical</p>
<p>Coordinated Maneuvers and Shake it off are interchangeable. Both are taken as it&#8217;s the last two good ones. I went for shake it off first.<br />
The ones Coordinated Maneuvers would really have helped would have been wolf summons to help on the trip, the problem is that 12 is the last level you get to summon them.</p>
<p>
The PFSRD for Axiomite and Bogeymen seems like neither would be using Combat Maneuvers. So grabbing the feat is mostly to help my Valerie and Amiri to trip things.<br />
Since you are having summoned monsters everywhere, it pays off to have the teamwork feats on other melee characters.</p>
<p>/edit I had considered getting Coordinated at 3 instead of the extra 1d6, but the Smilodon from Amiri does 5d6 extra damage per round due to it, not to mention the extra 1d6 on anything else in melee save for the two Leopards. Making it win over the extra 2 DC on the trip from wolves.</p>
<p>
As for the rest of the party, I wanted as many story characters as I could fit, I decided against the two provided clerics and hired one instead.</p>
<p>The full party I am running is this:<br />
Monster Tactician</p>
<p>Cleric with Community Domain and Animal domain (Community domain gets 3+wis mod per day CLW with no maximum on +1 per caster level that also cures fatigue/shaken/sickened, which is great for reducing the amount of resting you do) The ward at level 8 is great for the overtuned story fights.</p>
<p>Valerie as full Tower shield specialist<br />
Amiri multiclassed into (eventually 19)Sacred Huntsman<br />
Linzi multiclassed into (eventually 19)Vivisectionist<br />
Octavia with 1 rogue, Accomplished sneak attacker + wizard until arcane trickster opened up.</p>
<p>Valerie and Amiri follows the Teamwork feat progression of the Monster Hunter.</p>
<p>
This gives me for frontline:<br />
1d3+1 monsters with teamwork feats (Wolves if possible for trip)<br />
1 Smilodon with teamwork feats<br />
2 Leopards from the tactician and cleric for trip</p>
<p>PC Monster tactician + Valerie for extra tanking (usually charges casters with Exp Retreat for super charge range)</p>
<p>Amiri with enlarge person for extra reach following the pets around</p>
<p>Linzi and Octavia pew pewing with sneak attacks. Linzi with super tohit due to mutagens and crazy amount of feats from Vivisectionist. Octavia with ranged touch attacks.</p>
<p>
Alchemists can buffs others with what is normally self only spells. So Linzi provides Shield for the pets and Exp Retreat to Valerie</p>
<p>Giving the 3 pets very good damage and AC with the amount of buffs Cleric + Alchemist spells can put out.</p>
<p>The post <a rel="nofollow" href="https://www.cyber-mage.com/2018/10/22/monster-tactician/">Monster Tactician</a> appeared first on <a rel="nofollow" href="https://www.cyber-mage.com"></a>.</p>
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		<item>
		<title>Ray Specialist</title>
		<link>https://www.cyber-mage.com/2018/10/22/ray-specialist/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ray-specialist</link>
		
		<dc:creator><![CDATA[michaelv]]></dc:creator>
		<pubDate>Mon, 22 Oct 2018 04:27:01 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[builds]]></category>
		<category><![CDATA[Pathfinder:Kingmaker]]></category>
		<guid isPermaLink="false">https://www.cyber-mage.com/?p=259</guid>

					<description><![CDATA[<p>Best dmg dealer 1 vivi /1 Rogue / 4 Eldritch Archer / 10 Arcane trickster / 4 dragon disciple with composite bow. ( +4 str from mutegen, +4 str disciple + starting str bonus ) Suggest: Max Dex: Max Chr Has access to 24 scorching rays daily to imbue the bow. Scorching ray : You &#8230; </p>
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]]></description>
										<content:encoded><![CDATA[<p>Best dmg dealer 1 vivi /1 Rogue / 4 Eldritch Archer / 10 Arcane trickster / 4 dragon disciple with composite bow. ( +4 str from mutegen, +4 str disciple + starting str bonus )</p>
<p>Suggest:</p>
<p>Max Dex: Max Chr</p>
<p>Has access to 24 scorching rays daily to imbue the bow.</p>
<p>Scorching ray : You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.</p>
<p>and 5 Hellfire ray daily.</p>
<p>Hellfire ray : A blast of hellfire blazes from your hands. You can fire one ray, plus one additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged touch attack to hit and deals 1d6 points of damage per caster level (maximum 15d6)</p>
<p>Each spell fires 3 rays as a free attack from your weapon, each ray applies a 10d6 sneak attack and with a hellfire ray it further splits each ray into two damage types both of which also get a sneak attack.</p>
<p>
It is a stupidly broken build.</p>
<p>You can also try the pure caster version with a sorc.</p>
<p>1 vivi / 1 Rogue / 10 Arcane Trickster / 8 Sorc<br />
You lose the extra bow attack + sneak dmg per round but you get more spells per day.</p>
<p>No build unless utilizing sneak attacks and those 2 spells can do half the dmg of these builds.</p>
<p>The post <a rel="nofollow" href="https://www.cyber-mage.com/2018/10/22/ray-specialist/">Ray Specialist</a> appeared first on <a rel="nofollow" href="https://www.cyber-mage.com"></a>.</p>
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		<item>
		<title>Power of DOOM</title>
		<link>https://www.cyber-mage.com/2018/10/22/power-of-doom/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=power-of-doom</link>
		
		<dc:creator><![CDATA[michaelv]]></dc:creator>
		<pubDate>Mon, 22 Oct 2018 04:24:56 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Pathfinder:Kingmaker]]></category>
		<guid isPermaLink="false">https://www.cyber-mage.com/?p=257</guid>

					<description><![CDATA[<p>For Sheer Power of DOOM:  It achieve so much hit and damage bonus without EXTERNAL buffs) Fighter 5/Inquisitor 15 (Community Domain) End Stats: Str 22(28 +6 item) Dex 14 Con 14 Int 12 Wis 16(22 +6 item) Cha 7 Start fighter 1, go inquisitor 15, finish to fighter 5 Items: +5 full plate, +5 amulet &#8230; </p>
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]]></description>
										<content:encoded><![CDATA[<h3>For Sheer Power of DOOM:  It achieve so much hit and damage bonus without EXTERNAL buffs)</p>
<p>Fighter 5/Inquisitor 15 (Community Domain)</p>
<p>End Stats:<br />
Str 22(28 +6 item)<br />
Dex 14<br />
Con 14<br />
Int 12<br />
Wis 16(22 +6 item)<br />
Cha 7</p>
<p>Start fighter 1, go inquisitor 15, finish to fighter 5</p>
<p>Items: +5 full plate, +5 amulet of natural armor, +5 ring of protection, +5 cloak of resistance, any +5 weapon you want, +6 belt of str, +6 headband of wis, gloves of dueling</p>
<p>Feats:<br />
1st: Dodge, Improved Unarmed Strike, Armor Focus: Heavy<br />
3rd: Crane Style<br />
4th: Precise Strikes<br />
5th: Power Attack<br />
7th: Outflank + Crane Wing<br />
9th: Combat Reflexes<br />
10th: Seize the Momment<br />
11th: Crane Riposte<br />
13th: Improved Critical (your favored weapon, you should have one by now) + Shake it off<br />
15th: Weapon Focus (your favored weapon)<br />
16th: Any teamwork you want<br />
17th: Critical Focus + Staggering Critical<br />
19th: Weapon Specialization (your favored weapon) + anything, maybe toughness<br />
20th: Weapon Training in your favored weapon</p>
<p>Buffs(only the ones YOU can cast, not considering outside buff): Greater Heroism, Divine Power, Righteous Might, Sacred Hearth(Community domain power), Judgment (Damage + anything you want, probably plus saves), Greater Bane Weapon</p>
<p>Total to hit: +20 Bab, +5 Divine Power, +11 Str, +4 Heroism, +6 Sacred, -1 Size, -6 Power Attack, +1 Weapon Focus, +5 Weapon, +3 Weapon Training, -1 Crane Riposte, +2 Bane = +49(+53 flanking), for total +49/49/44/39/34 attack routine</p>
<p>Total plus damage(not counting base weapon damage plus extra dices for flaming weapon or similar): +5 Weapon, +5 Divine Power, +16 Strength, +18 Power Attack, +6 Judgment, +2 Weapon Specialization, +3 Weapon Training, +2 Bane = +57 +4d6 from greater bane(14 damage average) (weapon is 1 size greater due to righteous might&#8230; realistic we are talking like 90-100 damage per hit)</p>
<p>Total AC: 10 +14 Armor, +1 Armor Focus, +1 Dodge, +4 Crane Style, +4 Crane Wing, +2 Dex, +5 Deflection, +5 Natural Armor, +6 Sacred, -1 Size = 51 AC with DR 15/Evil</p>
<p>If you flank you only miss on &#8220;1&#8221; all attacks against AC 40 or less, get TWO attacks of opportunity every time someone on your team crits and do around 100 damage per hit.</p>
<p>Unfortunally both Sacread Heart and Divine Power are bugged and giving no bonuses at the momment.</h3>
<p>The post <a rel="nofollow" href="https://www.cyber-mage.com/2018/10/22/power-of-doom/">Power of DOOM</a> appeared first on <a rel="nofollow" href="https://www.cyber-mage.com"></a>.</p>
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		<title>Champion of debilitating</title>
		<link>https://www.cyber-mage.com/2018/10/22/champion-of-debilitating/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=champion-of-debilitating</link>
		
		<dc:creator><![CDATA[michaelv]]></dc:creator>
		<pubDate>Mon, 22 Oct 2018 04:15:24 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[builds]]></category>
		<category><![CDATA[Pathfinder:Kingmaker]]></category>
		<guid isPermaLink="false">https://www.cyber-mage.com/?p=253</guid>

					<description><![CDATA[<p>Race &#38; Abilities  Muse-Touched Aasimar (+2 Dex, +2 Cha) Lawful Good STR: 13 DEX: 18 CON: 14 INT: 10 WIS: 12 CHA: 16 Ability Increases from Level: All to Dex Ability Increases from Items: Belt to Dex, Headband to Cha Levels &#38; Feats  1st Rogue (Thug) : Power Attack 2nd Rogue (Thug): Rogue Ability (Weapon &#8230; </p>
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										<content:encoded><![CDATA[<h3><b>Race &amp; Abilities </b><br />
Muse-Touched Aasimar (+2 Dex, +2 Cha)<br />
Lawful Good</h3>
<p><span style="font-family: 'courier new', courier, monospace;">STR: 13</span><br />
<span style="font-family: 'courier new', courier, monospace;">DEX: 18</span><br />
<span style="font-family: 'courier new', courier, monospace;">CON: 14</span><br />
<span style="font-family: 'courier new', courier, monospace;">INT: 10</span><br />
<span style="font-family: 'courier new', courier, monospace;">WIS: 12</span><br />
<span style="font-family: 'courier new', courier, monospace;">CHA: 16</span></p>
<p>Ability Increases from Level: All to Dex<br />
Ability Increases from Items: Belt to Dex, Headband to Cha</p>
<p><b>Levels &amp; Feats </b><br />
1st Rogue (Thug) : Power Attack<br />
2nd Rogue (Thug): Rogue Ability (Weapon Focus: Rapier)<br />
3rd Rogue (Thug): Dazzling Display<br />
4th Paladin<br />
5th Paladin Dodge or Accomplished Sneak Attacker (your preference)<br />
6th Rogue (Thug): Rogue Ability (Skill Focus Persuasion)<br />
7th Fighter: Cornugon Smash, Shatter Defenses<br />
8th Fighter: Combat Reflexes<br />
9th Fighter: Seize the Moment<br />
10th Fighter: Improved Critical (Rapier)<br />
11th Fighter: Weapon Specialization (Rapier), Weapon Training (Rapier)<br />
12th Rogue(Thug): <br />
13th Rogue (Thug): Rogue Ability (Combat Feat Critical Focus), Wings Aasimar Only Feat<br />
14th Rogue (Thug):<br />
15th Rogue (Thug): Rogue Ability (your pick), Staggering Critical (Rapier)<br />
Beyond I&#8217;m not too sure the options since I haven&#8217;t hit high level play</p>
<p><b>Skills </b><br />
You will be able to max 3 skills all the time and more later. So Persuarion, Trickery, and another of your choice. At level 12+ You can start using excess Rogue skills to flesh out other skills.</p>
<p><b>Items </b><br />
Gloves of Dueling: You need 5 levels of fighter for these but they buff your weapon training<br />
Armor / Shield +X: Always favor +X over abilities<br />
Cloak of Resistance +X<br />
Ring of Protection +X<br />
Amulet of Natural Armor +X</p>
<p><b>Explanation of Build </b></p>
<p>The first few levels are rough. You are rushing Rogue to 3rd level so that you can get DEX to damage. However you are no worse than a normal rogue. You should also note that<i>currently power attack is bugged where Finesse weapons only get -1 attack +1 damage</i>. Hopefully this is fixed soon. </p>
<p>At 4th-5th level you pick up Paladin. This allows you to equip shields and is a huge buff to your saving throws (+3 Fort/Will + your CHA to all saves). Also, casters start becoming more prevalent around this time so you want those Will saves up. Don&#8217;t forget, against evil big bad guys SMITE is extrememly powerful. Sure you aren&#8217;t getting a big level bonus to damage but you are completely negating their DR.</p>
<p>6th level you hop back to Rogue for Debilitating Injury. I pick to lower their AC because your other abilities (see below) will be drastically reducing their attacks. But you still have flexibility.</p>
<p>7th level is the sweet spot where the build fully comes online. Before you are a tanky rogue with decent damage, now you are a debilitating powerhouse. Cornugon Smash means all of your attacks that hit get a free demoralize check. You are likely to succeed being your race bonus and optimized Persuasion. <b>Enemies hit by you will be demoralized (Intimidate), Flat-Footed (Shatter Defenses), Sickened (Thug Brutal Beating), and AC penalized (Debilitating Injury) for a total of -4 Attack, -2 damage, No Dex to AC, -2 AC(-4 AC for you), -4 saving throws, -4 skill/ability checks.</b> In addition, if your persuasion roll high enough they could outright flee in terror (effectively working like a stun with extra attacks due to Attacks of Opportunity).</p>
<p>8th &#8211; 11th are Fighter Levels. These are necessary to pick up your Teamwork Feats in addition to Weapon Training. Having Seize the Moment + High Dex means anytime another team member with this feat gets a crit, you get a free attack. </p>
<p>Who is your teamate? When you get Amiri at lvl 1 immediately tuck away her big sword (it&#8217;s really a sub-optimal weapon) and use a falchion. Also multi-class her with 2-handed fighter and keep her that for a long time. She will still be slightly underpar of a custom built falchion user but it&#8217;s not a big deal. She should also then get Seize the Moment. She will only get 2 triggers due to her DEX but she is there to help you. At 10th level both of you will have 15-20 critical threat range and multiple attacks. Expect to trigger this teamwork feat a ton!</p>
<p>Weapon Training is good but way better with Gloves of Dueling (which increase it by +2 attack &amp; damage)</p>
<p>12+ and it&#8217;s all gravy with extra sneak attack damage. Once you get Staggering Critical opponents hit by you could lose their full-round attack (since they can only take a standard or move action).</p>
<p>*note* Now as an alternative you could go STR based for better Persuasion (Due to Intimidating Prowess adding STR to CHA) and overall 2-Handed damage but would lose out on a lot of AC due to no shield and extra attacks from seize the moment due to low DEX.</p>
<p>The post <a rel="nofollow" href="https://www.cyber-mage.com/2018/10/22/champion-of-debilitating/">Champion of debilitating</a> appeared first on <a rel="nofollow" href="https://www.cyber-mage.com"></a>.</p>
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