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Varnling Host Reaper

Varnling Host Reaper

In most scenarios the maximum level a General will attain during the Varnhold DLC of Pathfinder Kingmaker will be ninth level. With a maximum size party of three (the General, Maegar Varn, Cephal Lorentus) and all experience sharing disabled, it is possible to reach level twelve, but that becomes difficult and burdensome – especially in the final dungeon.

This build assumes an endgame of level 9 to level 12 for the General. However it can easily function efficiently in the main game. If pursuing that option, swap out each instance of scythe selection for the greataxe and aim to acquire the Vanquisher. You will be monster murdering powerhouse with that single change. The overall concept is quite simple: high melee damage, enemy debuffs through intimidation, and reliable late game critical attacks if used in the main quest with the aforementioned greataxe substitution.

Starting Ability Scores
Strength 20 Intelligence 10
Dexterity 10 Wisdom 10
Constitution 14 Charisma 13
Skills
Athletics 1, Knowledge (Arcana) 5, Perception 18, Persuasion 20, Trickery 18
Level Class Bonus Class Features Chosen Options
1 Two-Handed Fighter +1 Fighter Proficiency, Intimidating, Keen Senses, Orc Ferocity, Orc Weapon Familiarity Neutral Half-Orc, Feat: Iron Will, Bonus Combat Feat: Power Attack
2 Two-Handed Fighter +2 Strong Grip +1 Bonus Combat Feat: Weapon Focus (Scythe)
3 Two-Handed Fighter +3 Overhand Chop Feat: Dazzling Display
4 Two-Handed Fighter +4 +1 Strength; Bonus Combat Feat: Weapon Specialization (Scythe)
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: Cornugon Smash, Bloodline Feat: Improved Initiative; feather step
8 Dragon Disciple +6 Breath Weapon +1 Strength; cure light wounds
9 Dragon Disciple +7 Natural Armor Increase +1, Strength +2 Feat: Shatter Defenses; heroism, rage
10 Two-Handed Fighter +8 Two-Handed Weapon Training 1
11 Two-Handed Fighter +9 Strong Grip +2 Feat: Skill Focus (Persuasion), Bonus Combat Feat: Intimidating Prowess
12 Two-Handed Fighter +10 Backswing +1 Charisma
13 Two-Handed Fighter +11 Feat: Greater Weapon Focus (Scythe), Bonus Combat Feat: Improved Critical (Scythe)
14 Two-Handed Fighter +12 Two-Handed Weapon Training 2
15 Two-Handed Fighter +13 Strong Grip +3 Feat: Critical Focus, Bonus Combat Feat: Tiring Critical
16 Two-Handed Fighter +14 Piledriver +1 Strength
17 Two-Handed Fighter +15 Feat: Exhausting Critical, Bonus Combat Feat: Greater Weapon Specialization (Scythe)
18 Two-Handed Fighter +16 Two-Handed Weapon Training 3
19 Two-Handed Fighter +17 Strong Grip +4 Feat: Improved Iron Will, Bonus Combat Feat: Blind-Fight
20 Two-Handed Fighter +18 Greater Power Attack +1 Strength
Equipment
frost scythe +2, battlemaster’s plate, headband of alluring charisma +4, cloak of resistance +4, trapspringer’s gloves, amulet of natural armor +3, belt of giant strength +4, ring of the natural born commander, ring of protection +3

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