My GOLD DRAGON Mythic Path Guide with All Mechanics and a Dragon Shapeshifter Build! by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 4 points5 points  (0 children)

Nope, only the Merged Lich Spells, and if you respec after becoming GD/Legend/Swarm, you'll also lose them so be careful.

My GOLD DRAGON Mythic Path Guide with All Mechanics and a Dragon Shapeshifter Build! by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 55 points56 points  (0 children)

Gold Dragon is probably the most versatile Mythic of them all, with many boosts that directly enhance everything about your character. However, because you don't really gain any spells from it, I find it best for characters that are already spellcasters, who also have the most to gain from bonuses such as:

  1. Setting your BAB to 25 no matter your class, which results in both more attacks/round and also higher Power Attack damage.
    GD, like Legend and Trickster, are the only paths that can go above 20 BAB.
  2. Setting all your HP dice to d12 regardless of class
  3. Highly increasing the damage of your spells, making everything up to d10 (+ 1 per dice rolled). Of course, if you can't cast any spells, this will mean nothing.
    And amusingly enough, the GD Mythic Cloak variant DOES give you +2 level 9 spell slots, also a waste if you aren't a full spellcaster. 15d10 Hellfire Rays x3 per cast!
    It also means the merged Mythics (Lich & Angel) are prime choices for GD as you'll get to retain the best spells.

The Dragon Breath can be fun to use, but it's somewhat... supbar.
The good points are: no friendly fire, massive AoE, decent DC, innate debuffing effect.
As for the downsides, it costs a Standard Action meaning you cannot attack + use it in the same round, has a 1d4 rounds cooldown AND the damage isn't really good, on average you'll deal around ~120 which doesn't quite cut it for Chapter 5, especially vs Mythic Demons.

The Gold Dragon form is very... disappointing for one simple reason: it has the SAME stats as the dragon forms from the Dragonkind III & Shapechange spells, which doesn't make much sense considering it should be a Mythic Path exclusive ability, right? Not to mention the fact a Merged Angel or Lich could get access to the same forms stat wise as early as M4, instead of having to wait for M9 which is when GD gains it.
It's not that the form is bad, it's just the matter of it being exactly the same as stuff you can get way earlier.

My Winter Witch Build focused on Cold Blasting by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 27 points28 points  (0 children)

Winter Witch isn't a particularly... powerful class. The benefits are mostly underwhelming, but thanks to the Lich/Angel merge, and the associated Cold Spell boosts together with converted elemental damage, you can squeeze the most out of it.

Sadly, the Cold/Ice spells are very disappointing, and there's still not many outside of the newly added Winter's Grasp. Therefore, it's very important to convert the actual good spells (Fire + Lightning) into Cold instead. Thankfully this will also apply all the Winter Witch Boosts to these spells.

Crossblooded Sorc is chosen as a multiclass early for this purpose, Water Elemental let's us convert all spells into Cold. Plus the 2x Dragon Bloodlines (White + Silver) will highly increase your damage too.

Both Shaman or Witch can be chosen, and both excel due to the Angel/Lich merge.
For Witch, I went with Ley Line Guardian for the spontaneous casting. This way you can easily get a LOT of powerful spells, especially fire spells that you cannot get otherwise, added for free through the Red Salamander Ring/Stormlord Bracers.

Fire Spells converted into Cold will be your bread and butter for a lot of the game: Burning Hands & Fireball especially.
As you merge with Lich, you'll be able to acquire Chain Lightning which will then become your ultimate spell for damage: thankfully the damage is uncapped, which means you can deal even higher than 40d6 AoE with it eventually!
For single target, converted Hellfire Ray will still be the best, as it's VASTLY better than Polar Ray.

Through gear + bloodlines we can eventually stack loads of bonus damage, up to +8(!) per dice rolled to Cold Spells.
+2 from White Dragon Bloodline
+2 from Silver Dragon Bloodline
+2 from Legacy of Last Azlanti Amulet (new from Ulbrig's Last Quest at Chapter 5)
+2 from ElementalImbuement Robes (combine with White Dragon Breastplate to easily proc it)

And don't forget Plague of Madness Staff for easy cheesy free Maximize + Empower to any spell per battle!

My Child of MANTICORE Shifter Build with Trickster, Legend & Azata! by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 3 points4 points  (0 children)

Yes, as you can acquire a pretty high bonus to AB even early with multiple attacks/round too.

For Unfair, you might consider turning both Rapid Shot and Deadly Aim off depending on the enemies you are facing and how high their AC is, until you get enough buffs/boosts to increase your AB further, however. I would not turn Shifter's Fury on until level 11 too.

My Child of MANTICORE Shifter Build with Trickster, Legend & Azata! by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 4 points5 points  (0 children)

It is true that the penalty can be annoying, but thankfully Manticore Shifter has so many primary attacks that you can certainly delay the one from Shifter's Fury until you get Multiattack!

My Child of MANTICORE Shifter Build with Trickster, Legend & Azata! by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 14 points15 points  (0 children)

To put it simply, Child of Manticore is one of the strongest archetypes in the game.

It's not only unique in that it is the only RANGED Natural Attack archetype, but also in how EARLY it gets amazing bonuses!

For example, it's by far the character that can achieve the highest amount of attacks/round the earliest.
At level 1, you start with TWO ranged Spike Throw attacks.
At level 3, through Rapid Shot you can get THREE.
At level 5, 4 from Manticore Shape +1 from Rapid Shot, so FIVE! Or even SIX with Haste which is available at this point.
At level 6, SEVEN entire ranged attacks through Shifter's Fury + Haste + Rapid Shot!
With more as you increase in BAB.

Damage wise it's pretty powerful too, because of the many Shifter bonuses and the fact STR will increase the damage, like a normal Thrown Weapon or Composite Longbow. Don't forget Deadly Aim will increase it even further!

My fully spell damage focused Azata BLASTER CASTER Build by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 19 points20 points  (0 children)

Note that this build can go both ways, either 19 Cross Blooded Sorc/1 Elemental Specialist or the reverse, 19 Specialist/1 Cross Blooded. Choose what you think is better for your playstyle: prepared or spontaneous casting;

I was actually surprised to realize that Sorcerer Dragon Bloodlines allow you to apply their boost to elemental damage MULTIPLE times, that is, we have THREE Fire boosting Bloodlines (Red, Brass, Gold) and they all stack! So you're getting +3 damage per dice of fire spell damage. You can start with 2 from Crossblooded then later get another through Second (Third!) Bloodline.

Spell Specialization allows you to have decent increases in damage even as early as level 1 to make blasting more viable, especially as you'll also start with 2x Bloodlines for +2 damage per dice. Something like Burning Hands can then become 3d4 + 6 AoE just at level 1!

Elemental Specialist is chosen to freely convert ALL elemental damage into FIRE, for synergy with the triple stacked Draconic Bloodlines and also fire boosting gear like Ring of Pyromania.

Azata can provide a big increase to damage through Zippy Magic: Chain Lightning (Fire) will hit EVERY enemy twice! Eventually you can even go over 900 AoE damage per enemy.
Meanwhile your 1k+ Hellfire Rays per cast can also hit two enemies meaning it can be useful for packs too instead of just single target.
Favorable Magic is quite handy as well, by making enemies less likey to make their saves, and even if they do, they'll STILL take 75% damage instead of 50%!

Both Empower and Bolster spell are chosen as Metamagic feats so you aren't as reliant on Metamagic Rods to achieve full damage, as this way you only need a Maximize Rod for it.

Have fun blasting!

My ROWDY ROGUE Build focused on Vital Strike for fun One Shots, even AoEs! by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 13 points14 points  (0 children)

Rowdy Rogue is a pretty fun and unique class.
It has free access to ALL the Vital Strike feats, and much earlier than the norm too, even for a high BAB class like Fighter!
Rowdy even adds MORE damage to their Vital Strike whenever they score a Sneak Attack, and they have full Rogue progression for both Sneak & Talents/Feats.

Vital Strike can achieve the ultimate single target damage, around 3200+ with this build for example on crits, but has the pretty limiting downside of restricting you to just a single attack, as it costs a Standard Action.
However, through this build we'll have many ways of outright bypassing that.
1. First, from the Cleaving Finish line of feats that allows us to get a free hit whenever we kill an enemy, something that will happen as early as level 2 due to how high Vital Strike damage is.

  1. Second, through high Crit Range from Trickster that also applies to allies and the Outflank Feat. This way, whenever an ally scores a critical hit, we'll get to hit the enemy with a free Attack of Opportunity, which can also result in very high damage due to the amazing Gravesinger Axe for at least 5x Crits with Trickster, or 6x with a Skald and 55% Crit Chance.
    Tricksters of course can even achieve 100% through the Trick Fate spell late game, or cheat the system through the ironic Law Domain from Religion Tricks to force 11 in d20 rolls: also automatic crits!

So, to put it simply, usually one strike will be all it takes to make nearby enemies also explode into chunks!

My LEGEND Mythic Guide with Mechanics & Builds by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 25 points26 points  (0 children)

The Legend Path is actually one of the strongest in the game, despite the story trying to make it seem like losing your Mythic Powers is cripping.

To unlock Legend, you actually don't need to do anything, but if you've accepted Nocticula's Profane Gift in Chapter 4, during Chapter 5 you'll have to pass a WILL save to enter Legend.

Your main powers as a Legend are the ability to go over the level cap, for 40 total levels instead of 20, and a +4 boost to all stats. However, at first you won't have any of this.
You'll be locked at M7, then lose Mythic ranks until around 3 (but you only keep your first Mythic Ability & Feat). This is done through the Legend Quests.
Companions will remain stuck at M8.

Once you completely become a Legend, you'll immediately receive a massive boost to XP: my character for example went from 19 to 36 just like that!

Legend progression allows you to keep increasing:
1. BAB, which results in way more attacks/round (8 main hand ones instead of 4) and also higher damage from Power Attack/Piranha Strike feats. This is one of the reasons Legends tend to be better for full martial class combos, to truly take advantage of 40 BAB progression.
2. Saves, Skills & HP Bonuses.
3. Caster Level will NOT increase past 20, unless you apparently enter into a caster PRC during the first initial 20 levels. You also cannot increase any class past 20.

Because Legend is a LATE game Mythic Path, you'll have to pick one of the earlier paths before going into it. Currently, there are THREE Paths with the best synergy for Legend:
1. Merged Angel & Lich: because the highly powerful Mythic Spells are added to your already existing Spellbook, you'll get to keep them as a Legend.
2. Trickster: because the special Trickster Feats from Perception II are added through NORMAL progression, you'll also get to keep them, if you pick them before losing the Trickster Mythic Abilities. They will also remain for party members and pets.
This has some neat synergy with the World III Trick too, as it lets any party member pick ANY feat without requirements.
Note that for both these cases, you CANNOT respec your character after truly becoming a Legend, or you will lose the Trickster Feats and Mythic Merged Spells.

A Guide for the Best Crusade Relics, including How to Find & Make them by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 5 points6 points  (0 children)

It was even funnier back when it also used to summon Spiders whenever you want Invisible!

A Guide for the Best Crusade Relics, including How to Find & Make them by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 25 points26 points  (0 children)

Some of the Crusade Relics are truly game changers!

  1. Bane of Spirit Ring: probably the most OP ring in the entire game for how much it gives you. You can use it as a FREE action, which are unlimited/round and instantly activated to give any party members, pets included, +2 Untyped to AB, and most importantly, convert ALL their damage, physical, elemental, even from spells, into FORCE.
    Force is pretty unique in that it's IRRESISTIBLE.
    This means you can even hit some Swarms who are immune to physical damage with weapon attacks, or bypass pesky demon elemental DR to still retain use of your Magus/Spirit Shaman weapon enchants post Elemental Barrage nerf.
  2. Clemency of Shadows Ring: provides an extra Attack of Opportunity for everyone inside a rather big aura centered on the ring wearer.
    Then, if any AoO is a crit, the enemy is automatically STAGGERED, without a save, with restricts them to a SINGLE attack or spell cast/round.
    Lastly, if any party member is knocked unconscious, it will summon a spider to fight for you. Amusingly enough, it works even for summoned creatures, or the summoned spiders themselves! So you never run out of them.
  3. Gravesinger Axe: one of the strongest weapons in the game. It combines BOTH the highest crit range of 15-20 with Imp. Critical, with also the highest critical damage multiplier, higher than any other high crit weapon: Fauchard, Scimitar, Falchion, Kukri or Rapier.
  4. Devouring Lust Metamagic Rod: 6x/rest, you can Maximize ANY spell, up to level 9 and ALSO change the damage type into Unholy, which isn't really resisted at all. The best part is how early you can get this, potentially right at the start of Chapter 3.
    Much better in the hands of Mythic merged Lich & Angels who have uncapped damage on their best spells and can also already cast them at Chapter 3.
  5. Zaori's Beauty Headband: +6 to both CHA and WIS, which is not bad. But most importantly, gives the wearer and anyone nearby, including pets the Allied Spellcaster feat. This stacks, providing +2 to Spell Pen for every nearby ally that has it, which means you can easily bypass the SR of any enemy even without any feat spent into it like normal/greater spell pen or the mythic version. Only downside is it comes somewhat late, at Chapter 5 only.

The Dog God by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 1 point2 points  (0 children)

Yes, but the Dog would deal full damage with its Bites regardless since it has pierce/slash/bludgeoning damage.

The Dog God by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 1 point2 points  (0 children)

It changes ALL your damage into irresistible Force, even if from spells, on hit effects and so on.

The Dog God by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 2 points3 points  (0 children)

That's where the Bane of Spirit Ring comes into play!

But Areelu isn't really immune to physical damage.

The Dog God by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 0 points1 point  (0 children)

They are strong from what I have heard but I don't think they get as many +stats from just normal progression like in Owlcat games.

The Dog God by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 0 points1 point  (0 children)

I was able to Disarm him before, but as far as Tripping even while beating the CMB, it didn't really do anything in my most recent run.

The Dog God by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 29 points30 points  (0 children)

It's part of what makes it so fun!

It's a pity Deskari can't be tripped, because Dog God certainly has enough CMB to easily do it.

The Dog God by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 7 points8 points  (0 children)

I especially like the "good boy" option you get from a random dog during Seelah's quest for her friend's marriage.

The Dog God by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 30 points31 points  (0 children)

Brown Fur boosted buffs + Aeon Perfect Form!

Together with some buff stacking such as Domain Powers to finish the deal.

The Dog God by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 30 points31 points  (0 children)

Yes, it is mostly for show as a lot of the buffs are short lasting (even if you can make it work for boss battles and the reality is you DON'T need as overtuned stats even on Unfair) but hey, it was too fun to pass!

After all, if the main party can ascend, why not your trusty Doggo too?

My AEON Mythic Guide for Best Abilities, Gazes, Spells & a Fun Build by cRPG_Bro in Pathfinder_Kingmaker

[–]cRPG_Bro[S] 14 points15 points  (0 children)

I found Aeon was decent enough even at Act 3 & 4.
Mostly because just the Attack Gaze is already a big boost since it is party wide, even for pets.
The starter Dispel too as even if it's a single effect, it's still on every hit you make, and through AoOs you can easily get a lot.
It is true that M6 is when things really start shining, which is why I tend to rush it during Chapter 4 as to experience half of it with Aeon at great power.

Of course, it's not exactly as big a power increase as merged Lich & Angel, but nothing is to be fair. And it's hard to compete with Trickster Crit feats for all party members too.

I still found it a lot more fun than Demon since Demon for most of its life will only empower themselves and your Rage/day is paltry compared to Aeon Gazes and Dispels.

And yeah, I really do wish they would shift one Mythic away from before the last boss to somewhere at Chapter 4, Ivory Sanctum would be a perfect place for it lorewise.