Last updated on October 22nd, 2018
In this Pathfinder Kingmaker Guide we will take a look at Jaethal, an undead elf. She is a standard Inquisitor, a divine caster class with lots of versatility. This build will however, focus on the simplest of routes and that is using 20 levels in Inquisitor and impersonating the Grim Reaper with a Scythe as our preferred weapon. Because Jaethal is Undead, she has different features, which include being able to heal from negative energy spells such as Inflict wounds, while taking damage from positive energy spells like Cure Wounds. This build guide is aimed for beginners and for anyone else that needs their memory refreshed regarding certain mechanics.
Pathfinder Kingmaker Builds – Jaethal
This build focuses on melee combat and the many buffs Inquisitors have at their disposal, that can benefit themselves and allies either through Feats or spells. Although not as good as some other classes DPS-wise, we can work around it a bit by choosing DPS oriented Feats. Before we delve into Feat choices however, let us have a look at which abilities Inquisitors get automatically.
Beast Lord (Second row melee damage dealer) The build starts with combining Amiri's so-so early game damage with an Animal Companion to really make her shine.
Attributes
Jaethal has a balanced attribute spread that makes her great for multiclassing. For the purposes of making this build as simple and as effective as possible, we will add all our additional points to STR to get more bonuses to damage and attack rolls. She already has +3 from WIS which is enough and it helps to hit with True Judgment because it adds WIS modifier to attack roll.
Skills
Due to Stern Gaze feat, I would recommend pumping points into Persuasion and Perception, which can help a lot in conversations as well as to spot traps, enemies and other hidden things. Persuasion is especially important if you take the Dazzling Display Feat. Mobility is always a good choice for melee characters in order to prevent Attacks of Opportunity while running around. Jaethal has bonuses to Lore (Religion) and Knowledge (Arcana), so it would be wise to level those two as well.
Feats
Inquisitors get an extra Teamwork Feats every 3 levels and all of those bonuses add up, making Inquisitor quite powerful when adjacent to an ally. When leveling up Jaethal, focus on choosing normal Feats as there are not that many great ones for this build outside of these. As for which to choose, we are going to pick everything that can help us to improve her DPS. I have included Vital Strike but it seems to be bugged causing it not to trigger at all. This is expected to be fixed in a future patch, but if you do not feel like dealing with Vital Strike go for Extra Bane and Dodge.
Important Feats
Spells
Inquisitors have a wide variety of spells, but with this build we are going to stick with Buffing and helpful team spells. Offensive spells will not be as good with this build because we are focused on melee combat anyway, which requires a different Feat and Attribute spread. Here are my choices but feel free to add whatever you want if you feel like it would be beneficial to your build.
Harm is amazing for any build because it does a lot of damage even if an enemy has a successful Saving Throw
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With these spells you can buff yourself and allies, remove negative status effects, heal yourself and do damage with Harm, which always does at least half of the maximum damage even on a successful Will saving throw. Some of the buffing spells will overwrite themselves, but you will still keep some bonuses. You should always cast before combat starts: Freedom of Movement, Spell Resistance, Stoneskin, Heroism, Divine Power and Righteous Might. That will increase your damage and survivability dramatically. Stoneskin requires Diamond Dust to be cast, which can be purchased from Clerics at the capital. Dispel Magic is amazing because it removes beneficial effects such as Concealment from enemies, making them much easier targets.
Gear
Scythe is the favored weapon of Jaethal’s Deity and it fits the Grim Reaper theme. Deity Favored Weapons do not add any bonuses to attack rolls or damage while using said weapon, but you get automatic proficiency with it.
Scythe has an insane critical hit modifier of x4, meaning if you crit, the enemy dies in most cases. The problem is that it has 20 as its Crit Range, meaning it doesn’t Crit as often as you’d like, however this can be improved to both 19 and 20 rolls with the Improved Critical Scythe Feat. The scythe is optional and can be switched for other 2H weapons.
Strength is our primary attribute so something like Belt of Giant Strength is a perfect choice because it stacks with Righteous Might bonuses. Adding any item or buff that increases Wisdom is also a good choice, because the Wisdom modifier is added to True Judgment.
Armor should be the best medium armor you can get. Arcane Spell Failure does not affect Jaethal because Inquisitors are divine casters and armor check penalty is not that detrimental. Medium armor offers a good amount of AC, without restricting her too much.
Summary
This build makes Jaethal a really good melee inquisitor due to buffs and teamwork bonuses. Jaethel should always be positioned adjacently to any melee ally, so that she can get bonuses from any teamwork Feat she has, thanks to Solo Tactics.
Before a fight, buff her with spells like Resist Energy, Freedom of Movement, Spell Resistance, Stoneskin, Heroism, Divine Power, Righteous Might and Divine Favor. When the fight starts, activate Judgments Justice, Destruction, Smite and Bane. Justice is the best Judgment for this build, because it adds +1 sacred bonus to all attack rolls (up to 5 at level 20), and at level 10 this bonus is doubled for confirming Critical Hits. If you are level 20 do not forget to activate True Judgment to insta-kill enemies. Note that any Judgmentneeds to be activated in order to use True Judgment.
After the lengthy buffing and activating of all necessary bonuses at the beginning of the fight, it is time to position yourself next to an ally and start killing everything. There are many on hit and on kill bonuses like additional attacks through Cleaving Finish but to simplify everything, use Cleave versus groups of enemies that are adjacent to one another and use a standard attacks against one enemy.
It would be wise to cast Harm on any enemy since it does a lot of damage even if enemy succeeds at a saving throw, which they most likely will. After the fightRestoration, Remove Negative Effects and healing spells come into play to get the party back to a healthy status.
More Pathfinder Kingmaker content is coming soon, including Class and Build Guides, so stay tune! You may be interested to read our Tower Shield Tank Valerie Build Guideand our Beginner’s Guide. In the meantime you can check out the wiki for all your Pathfinder needs.
Beast Lord (Second row melee damage dealer)
The build starts with combining Amiri's so-so early game damage with an Animal Companion to really make her shine. The spells she picks are purely about increasing her damage, we're not going to waste time, feats or abilities in trying to fix her abysmal AC. Between your frontline tanks and her animal companion, she should be moving into melee to engage last anyhow.
League of legends dmg download not loading software. Her spells will really help her throughout the game, especially toward the end. Lead Blades makes her already oversized Bastard Sword count as Huge sized. True Strike is THE spell for Vital Strike feats. And of course, external spells like Animal Growth and Enlarge Person only serve to wildly spike up her efficacy.
Pathfinder Kingmaker Int To Melee Dmg 1
I've done about 6 different Amiri builds at this point, toying with standard Barbarian / Tanks / spellcasting, and this is by far my most favorite. The build evolves and changes as you play it, but the highlight is that it never lags. She ends up as a top performer the entire game.
Dungeons and Dragons (D&D) Fifth Edition (5e) Homebrew Backgrounds, Homebrew Magic Items, Homebrew Monsters, and Homebrew Spells. Dungeons and Dragons (D&D) Fifth Edition (5e) Homebrew Backgrounds, Homebrew Magic Items, Homebrew Monsters, and Homebrew Spells. Dungeon Master's Guide Monster Manual Basic Rules Sage Advice. Homebrew Scaling Find Steed. Creature abilities and CR increases as it goes up in level. Also look at when classes get the ability to fly. For some added flavor, I'd give them a list of creatures related to their vow. First of all, there may be an optional rule in the Dungeon Master's Guide for what you're trying to do (say. Homebrew class scaling dmg abilities. From D&D Wiki. Jump to: navigation, search. Back to Main Page. For Player Characters. Along with being intended to be used by player characters, dungeon masters are encouraged to use this section to design and run playing sessions and to take improving, reviewing, or removing templates into consideration in their campaigns.
This build has been generously provided with permission by Roahin and is current to December 1, 2018.
Pathfinder Kingmaker Enhanced Edition ReviewOff-tank
Not lore-friendly. At all.
Stacks flat damage bonuses quite high. Can sport about 60 AC with legendary proportions. Ok-ish damage with Sense Vitals late. Nothing too spectacular, as Amiri tends to be, but does have some damage and can take a hit, so there’s that. If you need a second tank and CBA to get a merc - it is a serviceable option.
✝Whatever 1h weapon you fancy. Scimitars and longswords are good. There are some ok Bastard Swords out there as well.
Good Ranger Spells: Lead Blades, Sense Vitals, Featherstep (Mass), Delay Poison (Communal), Resist Energy (Communal).
This build is current to November 17, 2018.
Pathfinder Kingmaker Int To Melee Dmg 1
All builds on this page have been generously provided with permission by InEffect.
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