shadow

Dragon Axe Specialist

Dragon Axe Specialist

Lawful Neutral. Dovahkiin naal ok zin los vahriin. Wahdein vokul mahfaeraak ast vaal. Ahrk fin norok paal graan. Fodnust vok zin dro zaan. Dovahkiin fah hin kogaan mu draal! Huzrah nu kul do od wah aan bok. Lingrah vod, ahrk fin tey. Boziik fun do fin gein! Wo lost fron wah ney dov. Ahrk fin rey liik do jul. Voth aan su ley kwahro nit faal krein!

Starting Ability Scores
Strength 19 Intelligence 12
Dexterity 13 Wisdom 10
Constitution 14 Charisma 12
Skills
Athletics 7, Knowledge (Arcana) 5, Perception 20, Trickery 20
Level Class Bonus Class Features Selected Options
1 Two-Handed Fighter +1 Fighter Proficiency Feat: Weapon Focus (Greataxe), Half-Elf Racial Feat: Skill Focus (Trickery), Bonus Combat Feat: Power Attack
2 Two-Handed Fighter +2 Strong Grip +1 Bonus Combat Feat: Cleave
3 Two-Handed Fighter +3 Overhand Chop Feat: Finishing Cleave
4 Two-Handed Fighter +4 +1 Strength; Bonus Combat Feat: Weapon Specialization (Greataxe)
5 Archaeologist +4 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Arcane Strike; expeditious retreat, remove fear
6 Dragon Disciple +4 Natural Armor Increase +1 Draconic Bloodline: Green Dragon
7 Dragon Disciple +5 Arcane Spellcasting, Strength +2, Dragon Bite Feat: Dodge, Bloodline Feat: Blind-Fight; feather step
8 Dragon Disciple +6 Breath Weapon +1 Strength; cure light wounds
9 Dragon Disciple +7 Natural Armor Increase +1, Strength +2 Feat: Armor Focus (Heavy Armor); heroism, rage
10 Two-Handed Fighter +8 Two-Handed Weapon Training 1
11 Two-Handed Fighter +9 Strong Grip +2 Feat: Improved Critical (Greataxe), Bonus Combat Feat: Critical Focus
12 Two-Handed Fighter +10 Backswing +1 Strength
13 Two-Handed Fighter +11 Feat: Greater Weapon Focus (Greataxe), Bonus Combat Feat: Improved Blind-Fight
14 Two-Handed Fighter +12 Two-Handed Weapon Training 2
15 Two-Handed Fighter +13 Strong Grip +3 Feat: Tiring Critical, Bonus Combat Feat: Greater Blind-Fighting
16 Two-Handed Fighter +14 Piledriver +1 Strength
17 Two-Handed Fighter +15 Feat: Greater Weapon Specialization (Greataxe), Bonus Combat Feat: Exhausting Critical
18 Two-Handed Fighter +16 Two-Handed Weapon Training 3
19 Two-Handed Fighter +17 Strong Grip +4 Feat: Critical Mastery, Bonus Combat Feat: Sickening Critical
20 Two-Handed Fighter +18 Greater Power Attack +1 Strength
Equipment
vanquisher, onslaught, headband of mental perfection +6, cloak of resistance +6, amulet of natural armor +5, belt of physical form +6

Unarmored Duelist

Unarmored Duelist

Lawful Good. Unarmor melee build that still achieves an impressive armor class. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Weapon of choice is Bloodhound, obtainable in Chapter Two by exploiting dimension door in the Lonely Barrow.

Starting Ability Scores
Strength 10 Intelligence 14
Dexterity 18 Wisdom 15
Constitution 14 Charisma 8
Skills
Mobility 3, Perception 20, Persuasion 20, Stealth 12, Trickery 20
Level Class Bonus Class Features Selected Options
1 Aldori Defender +1 Fighter Proficiency, Weapon Proficiency (Dueling Sword) Feat: Weapon Focus (Dueling Sword), Human Racial Feat: Dodge, Bonus Combat Feat: Combat Mobility
2 Eldritch Scoundrel +1 Feat: Weapon Finesse, Eldritch Scoundrel Proficiency, Cantrips, Detect Magic expeditious retreat, mage armor, protection from alignment, reduce person, shield
3 Eldritch Scoundrel +2 Evasion Rogue Talent (Combat Trick: Aldori Dueling Mastery); hurricane bow, magic missile
4 Eldritch Scoundrel +3 Danger Sense +1, Sneak Attack +1d6 +1 Wisdom; Finesse Training (Dueling Sword); enlarge person, vanish
5 Traditional Monk +4 AC Bonus, Flurry of Blows, Improved Unarmed Strike (1d6), Monk Proficiency, Stunning Fist, Sneak Attack +2d6 Feat: Accomplished Sneak Attack, Monk Bonus Feat: Crane Style
6 Eldritch Scoundrel +5 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge Rogue Talent (Skill Focus: Arcane Strike); invisibility, mirror image
7 Aldori Defender +6 Bravery +2 Feat: Blind-Fight, Bonus Combat Feat: Crane Wing
8 Aldori Defender +7 Defensive Parry +1 +1 Dexterity
9 Aldori Defender +8 Feat: Weapon Specialization (Dueling Sword), Combat Bonus Feat: Crane Riposte
10 Aldori Defender +9 Weapon Training +1 Weapon Training Group: Heavy Blades
11 Duelist +10 Canny Defense, Precise Strike Feat: Piranha Strike
12 Duelist +11 Improved Reaction +2, Parry +1 Dexterity
13 Duelist +12 Enhanced Mobility Feat: Improved Critical (Dueling Sword)
14 Duelist +13 Class Bonus Feat: Combat Reflexes, Grace
15 Duelist +14 Riposte Feat: Critical Focus
16 Duelist +15 Acrobatic Movement +1 Dexterity
17 Duelist +16 Elaborate Defense Feat: Tiring Critical
18 Duelist +17 Improved Reaction +4
19 Duelist +18 Deflect Arrows, No Retreat Feat: Exhausting Critical
20 Duelist +19 Crippling Critical +1 Dexterity
Equipment
bloodhound, protector’s robe, headband of mental perfection +6, absolver’s cloak, great dreamer’s smile, ring of circumstances, bracers of deflection, charm of the deep waters, belt of physical flow +6, gloves of dueling, manticore skin boots

Defender of the Bear God

Defender of the Bear God

Neutral Evil. Melee damage build with divine spellcaster abilities for animal companion support. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Acquire a scythe from Oleg’s Trading Post (or take Jaethal’s) to leverage the most out of Power Attack. Weapon of choice is Thundering Claw of the Bear God, found on a corpse behind the portal in Giggling Hill.

Starting Ability Scores
Strength 18 Intelligence 10
Dexterity 14 Wisdom 13
Constitution 15 Charisma 10
Skills
Mobility 3, Nature 17, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Selected Options
1 Defender of the True World +0 Orisons, Detect Magic, Spellcasting, Nature Bond, Nature Sense, Spontaneous Summoning Animal Companion: Bear, Feat: Dodge, Bonus Feat: Power Attack
2 Defender of the True World +1
3 Defender of the True World +2 Feat: Extend Spell (Metamagic)
4 Defender of the True World +3 Resist Nature’s Lure, Wild Shape 1/day, Wild Shape (Wolf) +1 Constitution
5 Defender of the True World +3 Feat: Natural Spell
6 Defender of the True World +4 Wild Shape 2/day, Wild Shape (Leopard/Small Elemental)
7 Defender of the True World +5 Feat: Blind Fight
8 Defender of the True World +6 Wild Shape 3/day, Wild Shape (Bear/Medium Elemental) +1 Strength
9 Defender of the True World +6 Venom Immunity Feat: Weapon Focus (Claws)
10 Defender of the True World +7 Wild Shape 4/day, Wild Shape (Smilodon/Shambling Mound/Large Elemental)
11 Defender of the True World +8 Feat: Improved Critical (Claws)
12 Defender of the True World +9 Wild Shape 5/day, Wild Shape (Huge Elemental) +1 Strength
13 Defender of the True World +9 Feat: Critical Focus
14 Defender of the True World +10 Wild Shape 6/day
15 Defender of the True World +11 Feat: Weapon Focus (Scimitar)
16 Defender of the True World +12 Wild Shape 7/day +1 Strength
17 Defender of the True World +12 Feat: Improved Critical (Scimitar)
18 Defender of the True World +13 Wild Shape 8/day
19 Defender of the True World +14 Feat: Toughness
20 Defender of the True World +15 +1 Strength
Equipment
thundering claw of the bear god, black dragon breastplate, heart of thunder, headband of mental perfection +6, cloak of the winter wolf, great dreamer’s smile, ring of circumstances, bracers of armor +8, amulet of mighty fists +5, belt of physical perfection +8, manticore’s claws, manticore skin boots

Lost Style Enthusiast

Lost Style Enthusiast

Chaotic Good. I have a strong fondness for the Archaeologist archetype. Its a bard whose hippie music abilities are substituted with chad rogue features, and retains access to versatile spells. Archaeologist’s Luck is even more wondrous with Lingering Performance. However from a mechanics prospective, Archaeologist offers nothing beyond the 18th level. For that reason I suggest starting two levels as an Aldori Defender for dueling sword and armor accessibility to ease the initial chapter.

Starting Ability Scores
Strength 10 Intelligence 12
Dexterity 18 Wisdom 10
Constitution 17 Charisma 10
Skills
Athletics 1, Knowledge (Arcana) 1, Knowledge (World) 18, Lore (Nature) 1, Lore (Religion) 1, Mobility 3, Perception 20, Persuasion 20, Stealth 1, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Selected Options
1 Aldori Defender +1 Fighter Proficiency, Weapon Proficiency (Dueling Sword) Feat: Weapon Focus (Dueling Sword), Human Racial Feat: Slashing Grace (Dueling Sword), Bonus Combat Feat: Weapon Finesse
2 Aldori Defender +2 Bravery +1 Bonus Combat Feat: Aldori Dueling Mastery
3 Archaeologist +2 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Dodge; cure light wounds, remove fear
4 Archaeologist +3 Clever Explorer, Uncanny Dodge +1 Constitution; Bard Talent: Improved Unarmed Strike; unbreakable heart
5 Archaeologist +4 Danger Sense +1, Inspire Competence Feat: Crane Style; expeditious retreat
6 Archaeologist +5 heroism, mirror image
7 Archaeologist +5 Archaeologist’s Luck +2 Feat: Lingering Performance; cure moderate wounds
8 Archaeologist +6 Confident Explorer, Danger Sense +2, Evasion +1 Dexterity; Bard Talent: Combat Trick (Crane Wing); blur
9 Archaeologist +7 Feat: Combat Reflexes; vanish, displacement, haste
10 Archaeologist +8 communal delay poison
11 Archaeologist +8 Danger Sense +3 Feat: Crane Riposte; cure serious wounds
12 Archaeologist +9 Jack of All Trades +1 Dexterity; Bard Talent: Opportunist; sense vitals, dimension door, echolocation
13 Archaeologist +10 Archaeologist’s Luck +3 Feat: Piranha Strike; feather step, greater invisibility
14 Archaeologist +11 Danger Sense +4 freedom of movement
15 Archaeologist +11 Feat: Improved Critical (Dueling Sword); good hope, greater dispel magic, greater heroism
16 Archaeologist +12 +1 Dexterity; Bard Talent: Blinding Strike; rage, mass cure light wounds
17 Archaeologist +13 Danger Sense +5 Feat: Critical Focus; joyful rapture
18 Archaeologist +14 shield of dawn, brilliant inspiration, mass cure moderate wounds
19 Archaeologist +14 Archaeologist’s Luck +4 Feat: Toughness; remove curse, eyebite
20 Archaeologist +15 Danger Sense +6 +1 Dexterity; Bard Talent: Improved Evasion; summon monster vi
Equipment
bloodhound, singing steel breastplate, headband of mental perfection +6, absolver’s cloak, great dreamer’s smile, ring of circumstances, bracers of deflection, charm of the deep waters, greater belt of perfect components, lightest touch, manticore skin boots

Carnage Monk

Carnage Monk

Lawful Good. DPS Intimidation for challenging mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Athletics, Persuasion, and Trickery skill checks. Acquire the Amulet of Mighty Fists +1 from killing Grarrukh at the Old Sycamore, replace with the Amulet of Mighty Fists +3 from killing Enlarged Owlbear Treant in the Other World, then endgame with the Amulet of Mighty Fists +5 located in House at the Edge of Time (Dinning Hall treasure chest, Trickery DC 48).

Starting Ability Scores
Strength 18 Intelligence 10
Dexterity 12 Wisdom 10
Constitution 13 Charisma 16
Skills
Athletics 17, Mobility 3, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Selected Options
1 Scaled Fist +1 AC Bonus, Flurry of Blows, Improved Unarmed Strike (1d6), Monk Proficiency, Stunning Fist Feat: Power Attack, Human Racial Feat: Skill Focus (Persuasion), Scaled Fist Bonus Feat: Dragon Style
2 Scaled Fist +2 Evasion Scaled Fist Bonus Feat: Dodge
3 Scaled Fist +3 Draconic Fury (Acid), Draconic Mettle, Fast Movement +10 ft., Ki Pool, Ki Power: Extra Attack, Ki Strike: Magic Feat: Iron Will, Draconic Heritage (Green Dragon)
4 Scaled Fist +4 Improved Unarmed Strike (1d8), Stunning Fist: Fatigue +1 Constitution, Ki Power: Barkskin
5 Scaled Fist +5 Purity of Body Feat: Weapon Focus (Unarmed Strike), Style Strike: Hammerblow
6 Scaled Fist +6 Fast Movement +20 ft., Ki Strike: Cold Iron and Silver Scaled Fist Bonus Feat: Dragon Ferocity, Ki Power: True Strike
7 Scaled Fist +7 Feat: Dazzling Display
8 Scaled Fist +8 Improved Unarmed Strike (1d10), Stunning Fist: Sicken +1 Strength, Ki Power: Restoration
9 Scaled Fist +9 Fast Movement +30 ft., Improved Evasion Feat: Shatter Defenses, Style Strike: Defensive Spin
10 Scaled Fist +10 Ki Strike: Lawful Scaled Fist Bonus Feat: Blind-Fight, Ki Power: Abundant Step
11 Scaled Fist +11 Feat: Dreadful Carnage
12 Scaled Fist +12 Draconic Breath (Acid), Fast Movement +40 ft., Improved Unarmed Strike (2d6) +1 Strength
13 Scaled Fist +13 Feat: Improved Iron Will, Style Strike: Leg Sweep
14 Scaled Fist +14 Scaled Fist Bonus Feat: Intimidating Prowess, Ki Power: Diamond Soul
15 Scaled Fist +15 Fast Movement +50 ft. Feat: Deceitful
16 Scaled Fist +16 Improved Unarmed Strike (2d8), Ki Strike: Adamantine +1 Strength, Ki Power: Cold Ice Strike
17 Scaled Fist +17 Feat: Persuasive, Style Strike: Shattering Punch
18 Scaled Fist +18 Fast Movement +60 ft. Scaled Fist Bonus Feat: Improved Initiative, Ki Power: Shout
19 Scaled Fist +19 Feat: Toughness
20 Scaled Fist +20 Improved Unarmed Strike (2d10), Ki Power: Perfect Self +1 Strength, Ki Power: Wholeness of Body
Equipment
protector’s robe, headband of mental perfection +6, absolver’s cloak, great dreamer’s smile, ring of circumstances, bracers of armor +8, amulet of mighty fists +5, belt of physical perfection +8, manticore’s claws, manticore skin boots

NeoCity Paladin

NeoCity Paladin

Good evening meat drones. Welcome to the latest neurostream of NeoCity Gangs, where I discuss the criminal organizations who rule our metro cesspit. Tonight’s upload will outline the Paladin. So verify that datalink encryption and get ready to receive an info dump.

Though it may come as a complete surprise for you data leeches, not every criminal wannabe is lucky enough to win a transhumanism lottery for genetic recombination or cybernetic uplift. For ordinary Homo sapiens, the choicest criminal institution to terrorize law abiding tax slaves are the Paladin. One should take careful note the core reason NeoCity Police stockpiles enough firepower to equal the sixteenth largest army in the world, and rival criminals are essentially superhuman soldiers, is because a quarter million miscreants call themselves Paladin. That’s right: these melee loving freaks outnumber the cops and every other gang, combined. Odds are you know several Paladin and don’t know it; or do know and smart enough to keep your cranial orifice closed.

One tenth the motor owning population of NeoCity rides a turbocycle. If your turbocycle is legally registered, it can attain a maximum speed of 300 kilometers per hour… and incidentally contains a GPS Tattletale for vehicular insurance and roadway compliance. The infamous Paladin Destrier, whose owners mysteriously ignore DMV regulations and inspections, can achieve 700 kilometers per hour. With an iconic titanium exterior, the bikes can accelerate from 0 to 40 kilometers per hour in 2.5 seconds. Difficult as it might be to believe, their operation is the greatest contributor of Paladin injuries and death.

The smartest chimpanzees (an extinct great ape) among you are wondering, “who manufactures the Destrier powerplant?” That answer is: Hyperdyne Reactors. You intelligent apes then ask, “is it illegal to provide civilian ground transport that can exceed 300 kilometers, under the North American Road Freedom Act?” Affirmative! Have a banana (an extinct edible fruit). Under whose legal system could suing a mega corporation succeed without the entire judicial circuit getting coerced before litigation begins? The Imperial Empire of Greater Korea does not count. That is cheating and you know it. Grand Empress Kim Yo-jong III runs a tight dictatorship. Thus the classic argument, “we do not build the entire bike, we just build the engine,” works every time in court. By the way, you did not hear this from me, but they also build the entire bike.

Aside their two wheel death machines, Paladin can be identified from the “mithril armor” they don. These are surprisingly well designed crash suits, made with advance plastic composites that can provide protection against unpowered melee weapons. Paladin are expected to finance and maintain their own armor, even before ownership of a Destrier, so newbies often wear hand-me-downs from senior sponsors, or partial pieces that will eventually become an entire suit. Urban legends claim a Paladin never removes her helmet in view of non-Paladin. A romantic lie that originates from a cringe worthy space opera wildly popular to our great, great grandparents. However it is true that Paladin promote a luddite philosophy to disavow assault rifles. This does not mean guns are absent from their ranks, they carry pistols for truly depraved adversaries, but non-augmented humans who prefer melee combat encourages unique “rules of engagement” from rival gangs. Unless seeking an objective that cannot be shared, Ordinance will overlook them as nonthreats. Pointily, Krypteia will prefer to engage Paladin with bayonets and shields as warriors’ respect.

NeoCity Krypteia

NeoCity Krypteia

Good evening meat drones. Welcome to the latest neurostream of NeoCity Gangs, where I discuss the criminal organizations who rule our metro cesspit. Tonight’s upload will outline the Krypteia. So verify that datalink encryption and get ready to receive an info dump.

Krypteia are the preeminent urban warfare combatants. Never more than 300 strong per chapter, the cartel operates like an elite mercenary force. Rivals refuse to engage them in gunfights without overwhelming odds. The HoloNet has endless surveillance footage of Krypteia martial prowess, including the slaughter of an entire SWAT battalion. Even detonation of a low-yield fusion device, vaporizing two blocks of Old Downtown, failed to eradicate the group. NeoCity Power Authority insists the incident was a substation relay failure, but I have several grid failsafe logs to prove otherwise.

Joining the ranks of Krypteia is a herculean (heh) effort. It begins each January. Recruits have their dominant arm removed, then endure 120 days of brutal training without the limb. There is immense emphasis on marksmanship, shield proficiency, and esprit de corps. Those who fail milestone requirements are executed to maintain secrecy. Those who succeed consume mutagenic cocktails to enhance human physiology. One in ten survive the transformation and rigorous combat exercises continue unabated for another 120 days. In August, Krypteia vacancies are announced. If too many “booters” remain at this point, a battle royal to the death weeds out the weakest. Selectees are gifted a cybernetic limb to replace the lost original, symbolizing a complete warrior who undergoes four additional months of military training exercise to master its use. If none of that strikes you as bat guano insane, contact your local recruiter to attend this annual celebration for sadists!

The origin of Krypteia is a tabloid speculation hotbed. Accounts range from disgruntled Aussie Water War veterans to an extraterrestrial invasion vanguard. Whatever the truth, we can analyze several factors. Their iconic assault rifles are built from components traceable to New Jerusalem. Decades before the Krypteia exist, within the heart of their territory, a pharmaceutical plant accidently leaked nontoxic chemicals into the metropolitan aquifer. An entire neighborhood, coincidently of course, perished over a six week span from, “asbestos exposure.” Gold plated cybernetic limbs? Components are from European suppliers popular among private military corporations in the southern bloc. The riot shields are unique though… a Kevlar-Titanium weave over hypercarbon plates. In addition, a directional anti-personnel mine is mounted, “front towards enemy.” Nasty. Especially when they line up in side-by-side formation, the Phalanx, to overlap mine dispersion. Useless Factoid: due to battlefield superstition, Krypteia name their shields, but not their guns. Weirdoes. What kind of social outcast does not name a gun?

Krypteia is led by a man who goes by the name of Leonidas. Absolutely shocking, is it not? Memes aside, it is a title and not his true identity, as police forensics indicate Leonidas changed DNA sequence twice during the last decade. On the other hand, we know absolutely nothing about that mutagenic cocktail, so periodic gene recombination could be a side effect. On a functional level, Krypteia is divided into thirty member units called a Phratra. Each functions as an independent micro-gang if cut from the entire legion. These are further broken into fireteams of five for tactical flexibility.

NeoCity Ordinance

NeoCity Ordinance

Good evening meat drones. Welcome to the latest neurostream of NeoCity Gangs, where I discuss the criminal organizations who rule our metro cesspit. Tonight’s upload will outline the Ordinance. So verify that datalink encryption and get ready to receive an info dump.

Because of the Catholic Death Cult craze, NeoCity Police investigators initially classified Ordinance as an apocalypse sect. Much of the organization’s attire and lexicon lent credence to that assessment. However the deception became apparent, once illicit activities revealed a pattern for artificial intelligence, cybernetic transhumanism, and milspec hardware. Though elaborate, its religious traits are counterintelligence theatrics to obfuscate observation. Ordinance is now recognized as a rogue espionage operation. An example of incompetent oversight and extraordinary autonomy.

Ordinance betrays its state sponsorship via wanton overkill. Whereas most gangs seek precision to limit collateral damage for resale material to acquire afterwards; Ordinance prefers gigawatt plasma rifles and rotary autocannons with UD-HEAPI (uranium depleted high explosive armor piercing incendiary) rounds to disintegrate targets. Unfortunately an equivalent amount of ordinance is necessary to stop them, due to reinforced hypercarbon dermal armor and duplicate internals.

Cybernetic hardware is predominantly North American, though targeting algorithms are indiscriminate firing patterns identical to those throughout the Kyushu Insurrection, with a slight hint of Second Palestine Massacre. To call these, “internationally condemned tactical routines,” would be a gross understatement. If the origin of Ordinance were unveiled as foreign, fallout would result in immediate sanctions, up to and including declaration of war. Nonetheless, I strongly doubt that is the case and believe they are domestic. Your government at work.

Since Ordinance has the firepower of first world dictatorships and the cruelty of pre-irradiated Arabian terrorist groups, how do other criminals compete against them? The fake cultists are fake gangsters. Ordinance preys exclusively on military industrial complexes for beta software, robotic prototypes, and experimental weapons. Monetary finances, narcotic supplies, protection rackets, and commercial goods hold no interest for them. It is commonly held they would depart NeoCity upon acquiring such finite technologies. Cartels caught in their crossfire with private military companies are, “at the wrong place, at the wrong time.” Its unique transhumanist composition also limits membership. Police estimate 63 living and 37 undead, without an immediate means to replace lost members; though current criminal activities indicate intention to reverse that situation. Furthermore Ordinance avoids public view, almost to Shadow Broker obsession, since identification constitutes an immediate Continental Military response. Therefore they negotiate ceasefires with other gangs when possible.

Ordinance is led by the Potifex, a frighteningly charismatic figure thanks to subconscious voice modulation. Always in accompaniment are twin Mother Superiors. I believe a triumvirate neural network is the reason. If so, Ordinance is in possession of bleeding edge wireless technologies reserved for elite special forces. That would also explain the zombie-like Zealots. Prior to the Rio Revenant Revelation, militaries utilized cybernetic bodies that could endure far more damage than human consciousness. Zealots are therefore cyborg corpses, reanimated through synthetic intelligence, until the body deteriorates beyond use. The more interesting implication, is Zealots demonstrate combat improvement. This means necromantic learning, not residual synaptics, constitutes programming. Clear violation of several crimes against humanity accords.

Sabertooth Sorcerer

Sabertooth Sorcerer

Neutral Good. Battlefield control and rearguard support for normal mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Smilodon provides the melee muscle and tanking. Sorcerer provides buffing on pet and debuffing on enemies.

Starting Ability Scores
Strength 8 Intelligence 10
Dexterity 16 Wisdom 10
Constitution 15 Charisma 18
Skills
Persuasion 20, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Selected Options
1 Sylvan Sorcerer +0 Cantrips, Class Skill: Lore (Nature), Detect Magic, Sorcerer Proficiency Animal Companion: Smilodon, Feat: Point-Blank Shot, Human Racial Feat: Precise Shot, Sylvan Bloodline Feat: Spell Focus (Conjuration); grease, magic armor
2 Sylvan Sorcerer +1
3 Sylvan Sorcerer +1 Woodland Strike; entangle Feat: Greater Spell Focus (Conjuration); reduce person
4 Sylvan Sorcerer +2 +1 Charisma; glitterdust
5 Sylvan Sorcerer +2 hideous laughter Feat: Spell Focus (Enchantment); shield, bull’s strength
6 Sylvan Sorcerer +3 stinking cloud
7 Sylvan Sorcerer +3 Improved Animal Companion; deep slumber Feat: Greater Spell Focus (Enchantment), Sylvan Bloodline Feat: Improved Initiative; magic missile, mirror image, haste
8 Sylvan Sorcerer +4 +1 Charisma; greater invisibility
9 Sylvan Sorcerer +4 Fleeting Glance; poison Feat: Spell Focus (Transmutation); scorching ray, displacement, confusion
10 Sylvan Sorcerer +5 animal growth
11 Sylvan Sorcerer +5 vinetrap Feat: Greater Spell Focus (Transmutation); pernicious poison, communal resist energy, communal protection from energy, cloudkill
12 Sylvan Sorcerer +6 +1 Charisma; greater heroism
13 Sylvan Sorcerer +6 greater dispel magic Feat: Spell Penetration, Sylvan Bloodline Feat: Dodge; enervation, baleful polymorph, disintegrate
14 Sylvan Sorcerer +7 legendary proportions
15 Sylvan Sorcerer +7 Fey Magic; changestaff Feat: Combat Expertise; mind fog, chains of light, waves of exhaustion
16 Sylvan Sorcerer +8 +1 Charisma; mindblank
17 Sylvan Sorcerer +8 summon nereid Feat: Augment Summoning; firebrand, seamantle
18 Sylvan Sorcerer +9 tsunami
19 Sylvan Sorcerer +9 summon hamadryad Feat: Superior Summoning, Sylvan Bloodline Feat: Quicken Spell; greater angelic aspect, foresight
20 Sylvan Sorcerer +10 Soul of the Fey; cloak of dreams +1 Constitution; energy drain
Equipment
headband of alluring charisma +6, cloak of resistance +6, ring of protection +5, bracers of armor +8, amulet of natural armor +5

Trippin Mad Dawg

Trippin Mad Dawg

True Neutral. As the name implies, the Trippin Mad Dawg is all about tripping opponents. Doggo animal companion grants more opportunities (such a good boi), while three levels into Sacred Huntsmaster increase the overall mayhem with Hunter Tactics and Tandem Trip. Requisite feats for maximizing CMB are included in the build: Trip, Greater Trip, Fury’s Fall, and Coordinated Maneuvers. Two-Weapon Fighting because, why not?

Starting Ability Scores
Strength 18 Intelligence 13
Dexterity 15 Wisdom 10
Constitution 15 Charisma 8
Skills
Athletics 20, Nature 13, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Selected Options
1 Mad Dog +1 Barbarian Proficiency, Fast Movement Animal Companion (Dog), Feat: Combat Expertise, Human Racial Feat: Two-Weapon Fighting
2 Mad Dog +2 Pack Tactics
3 Mad Dog +3 Danger Sense Feat: Trip
4 Mad Dog +4 Rage +1 Dexterity, Rage Power: Animal Fury
5 Mad Dog +5 Ferocious Fetch Feat: Combat Reflexes
6 Sacred Huntsmaster +5 Detect Magic, Enlarge, Inquisitor Proficiency, Orisons, Stern Gaze Gozreh (Plant); bless, expeditious retreat
7 Sacred Huntsmaster +6 Cunning Initiative, Improved Animal Companion Feat: Greater Trip; remove fear
8 Sacred Huntsmaster +7 Solo Tactics, Hunter Tactics +1 Strength, Teamwork Feat: Tandem Trip; cure light wounds
9 Mad Dog +8 Danger Sense +2 Feat: Improved Two-Weapon Fighting
10 Mad Dog +9
11 Mad Dog +10 Feat: Coordinated Maneuvers, Rage Power: Lesser Beast Totem
12 Mad Dog +11 Danger Sense +3 +1 Strength
13 Mad Dog +12 Damage Reduction 1 Feat: Fury’s Fall
14 Mad Dog +13 Greater Rage
15 Mad Dog +14 Danger Sense +4 Feat: Outflank , Rage Power: Beast Totem
16 Mad Dog +15 Damage Reduction 2 +1 Strength
17 Mad Dog +16 Throat Cutter Feat: Blind Fight
18 Mad Dog +17 Danger Sense +5
19 Mad Dog +18 Damage Reduction 3 Feat: Double Slice, Rage Power: Greater Beast Totem
20 Mad Dog +19 Tireless Rage +1 Strength
Equipment
tyrant, edict, black dragon breastplate, headband of inspired wisdom +6, cloak of the winter wolf, ring of protection +5, wind breath, belt of physical flow +6, manticore skin boots