This is the fourth in my series of complete companion builds, the best builds I can find online. As I’ve noted in previous posts, WotR is nearing the end of the updates and DLC. There won’t be much that will affect the build or loadouts for companions from now on. If interested in other builds, check out my main Pathfinder Wrath of the Righteous page.
Sosiel is a great party member to have for practically every playthrough. As a cleric he is the only story party member to have access to domains and their abilities. We are going to lean way in to domain abilities, which result in enormous buffs for the rest of your party (e.g. +13 for Guarded Hearth, +10 to attack for Vision of Madness). He’ll also be very competent with melee, have a great pet, and be a major contributor. The earliest we can get him is level 6, and the earlier the better IMO. Unlike the other companion builds we will stay with his class all the way up to level 20.
Build Progression
Level 7: Skills. Religion is the most important one, not only because it’s based on Wisdom but because he can prevent corruption during camping. Perception is also great for everybody and keys from Wis as well. The final skill is up to you
- Feat: If respeccing him take Boon Companion, as at Mythic 1 Sosiel will be taking Impossible Domain, Animal. If you don’t have mythic yet get Outflank, which is taken by every melee party member for maxing AoO’s
Level 8: +Wisdom every fourth level.
Level 9: Feat. Boon Companion or Outflank depending on what you took earlier.
Level 11: Feat. Improved Critical to improve his melee potential. The pick I recommend is Glaive, as it’s a great martial weapon Sosiel can wield. If you prefer another weapon this is a good place to take Martial Weapons Prof instead.
Level 13: Feat. Spell Penetration. He will mostly be buffing, but this does help with a domain power or two to land, such as Vision of Madness.
Level 15: Feat. Greater Spell Penetration for the same reason, which also qualifies him for Mythic Spell Penetration so we never have to worry about this again.
Level 17: Feat. Improved Initiative. At this point we have a lot of domain powers and spells, and acting sooner is better.
Level 19: Feat. Whatever you like here. Some decent options include Lunge, Weapon Focus, Blind Fight, Combat Reflexes.
Level 20: Your wisdom is 28 now, so no point in increasing it unless you are going Trickster, in which case go to 29. If not, +Str increases party carrying capacity.
Mythic Progression
Level 1: Impossible Domain: Animal Domain, as I’ve mentioned before. I recommend Dog or Wolf but it’s up to you
Level 2: Impossible Domain: Community for better buffing, especially via Guarded Hearth which benefits all allies. This ability alone can feel like you are turning the difficulty down a notch or two. Calming Touch is also good
Level 3: Impossible Domain: Nobility for the great Inspiring Command buff for your entire party.
Level 4: Impossible Domain: Madness. The power here is ridiculous. Vision of Madness debuffs the enemy for attack and saves, which is its most powerful ability, or buffs a party member a large amount which continues to increase.
Level 5: Domain Zealot. Now all your domain abilities are swift actions. Beautiful for debuffing with Vision of Madness, as well as other goodness.
Level 6: Spell Penetration Mythic.
Level 7: Here’s where you have lots of options, since we have the most essential abilities for him. Ever Ready, Abundant Casting, Mythical Beast, or Last Stand are all good. If you want to continue to add domains, War provides an additional combat feat and Battle Rage, which is cool.
Level 8: Improved Initiative Mythic
Level 9: Anything you didn’t pick from level 7. I generally pick Last Stand here
Level 10: Whatever you like.
How to Play
Always be riding your pet. Generally prebuff before combat until you get Domain Zealot. Optimal use of Guarded Hearth is to have the Autopause option that says Pause when an enemy is spotted. While paused, drop it inside the yellow circle for your party, close to the enemy–it won’t aggro anything.
Before Domain Zealot, using Vision of Madness on a boss out of combat is good. Once you have Domain Zealot, to Vision of Madness on a party member hit V on the keyboard to pause the game, hit V to unpause and cast it, then quickly hit V to pause again, cast it on any other party members, repeat, then start combat. Using VoM as a swift action against an enemy in battle is effortless.
Good Domain gives you Holy Lance, which is awesome, as is Touch of Good, but ToG is only good for battle as it just lasts 1 round. At level 20 ToG and VoM on your main character each give +10 to attack, plus +13 from Guarded Hearth. They’re all swift via Domain Zealot so they’re insta-cast. Divine Fortune is great for self-buffing. Add insta-casting Battle Rage in combat if you took War domain and it gets crazy.
Gear
Amulet: ones that increase intiative are nice, such as Wind Breath, Combat Awareness. Vellexia’s is great but will likely go on your main character or a DC-focused spellcaster.
Armor: Chainmail of Dragonfly works great as it helps him buff. The description is still wrong. Once per rest you can buff your party with +1 insight bonus to Dex for a minute. It’s great to activate before tough battles. If you’d rather have higher melee damage then Chainmail of Comradery is nice. Same for Life Infuser breastplate.
Robe: Robe of Unspeakable Truth goes here, as circumstance bonuses stack with everything. Early on Robe of Inevitability which helps VoM.
Belt: anything increasing Str, later Str and Dex, ultimately boosting all three physical stats.
Gloves: This slot doesn’t matter much. Gloves of Phlebotomy is decent, since the debuff effect is based on Wis.
Boots: Also doesn’t matter.
Helmet: headbands of Wisdom, ultimately Zaoris’s Beauty from ch 4, especially useful as it grants everyone the Allied Spellcaster teamwork feat.
Eyes: Glasses of Undeniable Truth from Treasure of Midnight Isles dlc. It’s great on its own, and has a special effect for both items when combined with Robe of Unspeakable Truth. The effects aren’t amazing, but it’s fine for free.
Cloak: cloaks of Resistance. Later Celestial Protection in ch 3, eventually the Cloak of Sacred Studies.
Rings: Lots of options here, really whatever you prefer. I chose Ring of Summons for the aura, and Ring of Imminent Demise. If you have RID on someone else, the Clemency of Shadows crusade relic gives another great aura and some terrific effects. Also consider Ring of Evasion.
Bracers: Doesn’t really matter. Clear Purpose is fine.
Weapons: If you went with glaives: early on Marching Terror, then upgrade to Soulshear in early ch 3, there are several good ones. Ultimately the Mutilated Angel (from Treasure of Midnight Isles) is a busted, ridiculous weapon that can’t be bettered.
Quick Slots: extend MM rods, healing scrolls and wands, Sovereign Dragon pet is nice for a little bonus. I recommend giving the Tome of Understanding for Wis to Sosiel. The main character can get double that amount through the Tome of Ancient Perfection in the Dance of Masks dlc.
Okay, that’s it for Sosiel. Love this build! The next companion build will likely be for Daeran.
