Wrath of the Righteous Power Builds: The ultimate PC party member

This is third in the series of power builds for Pathfinder: Wrath of the Righteous video game. The last two builds have been for casters, either divine or arcane. This is for a martial/spellcasting build combo, and it perfectly synergizes with the NPC’s you meet throughout the game. In fact this power build is for those who want to perfectly complement the story NPC’s in the game. If you are a player that tends to be a ‘gap-filler’ for the party, have I got the build for you! For those wondering what I would suggest following my last post, this is it.

Which class are we talking about? Skald! There are no bard or skald NPC’s, and the skald has a benefit which is unique. Skalds have access to the Inspire Rage ability, which gives a variety of powers to your entire party, including pets. You could give an extra bite attack to all your party members, a stacking natural armor class, more attack bonus as competence, or even the Pounce ability. At later levels they can also increase the critical multiplier damage for everyone! They have quite a few bonus feats, martial weapons proficiency and spell casting as well, including some of the best arcane buff spells in the game such as Haste and Good Hope. You don’t need to pick an archetype, the base skald is what we want to go with. We will be building toward the Trickster Mythic path, which is a terrific path for any martial-inclined build.

For those interested in changes to skald class for video game version, click here. There are two flavors of skald I will be introducing. One is melee-focused, I recommend the fauchard. You may also go with falchion to avoid taking exotic weapon proficiency. This allows you to take Cleave at level 2 and cleaving Finish around level 5–it’s up to you. The other build uses throwing axes. I will including throwing axes variations in parentheses/italics, or separate them completely.

UPDATE:  For those that have purchased DLC, I have another build here.

Build Progression

1. Human Skald–the extra feat is more important than usual in this build. Background Pickpocket for initiative (Regional: Mwangi Hunter if ranged for the +1).

  • Str 19 Dex 12 Con 14 Int 12 Wis 8 Cha 14 or (Str 14 Dex 19 Con 12 Int 12 Wis 8 Cha 14)
  • Skills:  all Knowledge and Lore skills. You don’t need to take them to 20, since you get bonuses as a Skald; Athletics (greater synergy with Trickster abilities). Take UMD if you like, you only need a couple ranks
  • Feats:  Lingering Performance, Power Attack (Point Blank Shot). If on unfair I’d recommend Improved Initiative here instead of PA.
    • Metamagic: Extend Spell
  • Spells:  Grease, Cure Light Wounds
  • Deity:  With Trickster select a deity that offers a chaotic alignment, such as Cayden Cailean
  • Alignment:  Chaotic Good

2. Combat Trick: Exotic WP/Fauchard (Precise Shot), Remove Fear is a nice spell for the early game

3. Rage Power, Extra Rage power: Lethal Stance, and either Lesser Beast Totem (gives extra claw attacks for dog/wolf), Animal Fury (to give all characters a bite attack). Whichever one you get, just take the other one around level 5

  • Ranged:  Two Weapon Fighting; Power: Lesser Beast Totem if you have pets like dog/wolf, otherwise Animal Fury
  • Spells:  Unbreakable Heart

4. +Str every four levels (+Dex for ranged). Spells:  Heroism, Mirror Image

5. Feat:  Extra Rage: Animal Fury (4 potential attacks at level 5 now, including bite)

  • Ranged: Extra Rage Power/Lesser Beast Totem or Animal Fury
  • Spell:  Blur

6. Rage Power:  Beast Totem (Lesser Beast Totem or Animal Fury). Spell:  Sense Vitals

7. Feat:  Outflank, like most others in the party (Deadly Aim), and Combat Trick/Combat Reflexes (Rapid Shot)

  • Spells:  Good Hope, Haste

8. Spell:  Displacement

9. Feat:  Improved Initiative or Power Attack (Improved TWF), rage power: Deadly Accuracy, which qualifies you later for lethal accuracy

  • Spell:  Remove Curse. If you take the Rage spell it stacks with Inspire Rage

10. Spell:  Echolocation (detects all concealment), Greater Invisibility. Don’t forget you can cast Extended Haste if you want

11. Feat:  Improved Critical/Fauchard (Throwing Axe) would be my choice.

  • Spell:  Freedom of Mvt

12. Rage Power: Greater Beast Totem. Think about the potential of giving all party members pounce! Feat:  WF Fauchard (WF: Throwing Axe or Improved Initiative–don’t need Clustered Shot if you carry the Covenant of the Inheritor relic or make your attacks good aligned)

  • Spell:  Dimension Door. This lets you access some secret areas, especially during ch 4

13. Note: be sure to take Trickster rank 4 before advancing to level 13! Feat:  Improved Improved Critical/Fauchard (Imp Crit: Throwing Axe). Spells: Greater Heroism, Greater Dispel Magic

15. Feat:  Improved Improved Improved Critical/Fauchard (Throwing Axe). Rage Power:  Increase Dmg Reduction if you like

16. Spells:  At this point they don’t really matter, Mass Cat’s Grace I suppose, and Eyebite

17. Feat:  Improved Improved Improved Critical Improved/Fauchard (Throwing Axe). Bonus Feat: up to you, nothing wrong with Weapon Focus/Fauchard (Combat Trick: Greater TWF)

18. Rage Power: Lethal Accuracy, which is incredible

19. Metamagic: Completely Normal Spell for some flexibility, but whatever you want

Mythic Progression

  1. Close to the Abyss, as you gain an extra gore attack, but Instrument of Freedom is another option to empower your party’s attacks with Holy. Ability:  Abundant Casting (Cleaving Shot), but if on unfair, Last Stand will keep you alive!
  2. Mythic Power Attack or Mythic Imp Initiative (Mythic Deadly Aim)
  3. Last Stand is great here for new players, otherwise Ever Ready (Distracting Shots). First Trick: Knowledge Arcana 1
  4. Improved Critical Mythic/Fauchard (Throwing Axe). Perception 1 Rank and Perception 2 Rank
  5. Imp Abundant Casting (The Bigger They Are); Trick: Athletics 1 Rank
  6. Mythic Imp Initiative or PA, whichever you didn’t pick at 2 (Mythic Rapid Shot); Infuse Magic Device, Reuse Magic Device (allows access to wizard’s spell book)
  7. Mythic Charge; Knowledge World 1 Rank, Use Magic Device 3 Rank
  8. By now we have most of the best abilities, you have lots of options. A simple pick would be Archmage Armor, or Favorite MM: Extend (Mythic Improved Initiative); Lore Religion 1 Rank, Knowledge World 2 Rank to change any roll of 1 on a d20 to 20!
  9. Again, whatever you like. Enduring Spells is nice, if you haven’t taken Last Stand yet, take it now (Last Stand); Lore Nature 1 Rank, Athletics 2 Rank
  10. Greater Mythic Trick:  Athletics 3 Rank–how’d you like a BAB of 25 if you cast Transformation on yourself? (or Knowledge world 3 Rank if you’d like to respec feats for party characters); Greater Enduring Spells (Mythic TWF, can take it at lvl 8 if you feel you need to)

Equipment/Gear

Weapon:  the Mighty Blow of Good is my favorite Fauchard in the game. (Fixed Obsession[or Finnean], Nordic Welcome)

Head:  Hat of Heartening Song in early game, can ignore headbands of Cha if you get gloves of the Ambassador, as 16 charisma is enough. Later on whatever you like, even Shy Lily’s Helmet if you want to be extra pimped

Neck:  Amulet of Epic Songs

Goggles:  Goggles of Piercing Gaze

Armor:  Early game get chain shirts and mithril chain shirts, later on Eternal Ballad

Chest:  Loremaster’s Robe, but there are other good options

Belt:  Strength/Constitution (Strength/Dexterity), ultimately leading to Mangling Frenzy for both

Gloves:  Gloves of the Ambassador. This also helps if you are cooking for your party, to make awesome recipes like Conflagrant Taco or Demonslayer Soup

Boots:  For every build under the sun, Ronneck’s Sacrifice is what will go here…if you loving charging Boots of Stampede are also very good

Bracers:  Not a huge deal–if a ranged character consider Bracers of Armor, otherwise Abrupt Onslaught if you like casting Sense Vitals, Bracers of Breaching

Rings:  Ring of Imminent Demise (Merciless Shot), Ring of Evasion. If you get Mangling Frenzy, get the Bane of Spirit ring

Cloak:  Cloak of Resistance usually. Call to Violence is particularly awesome but any character can equip it for the effect

Consumables:  Wand of Heal, Greater Quicken Metamagic Rod (great for Trick Fate), Jharsygax (procs elemental barrage), Signet of House Vespertilio (nice Athletic bonus), Old Grimoire.

Okay, there is a lot of information here. One important thing to remember: party members that accept the rage effect will not be able to cast spells. This is easily fixable by going under the Abilities tab right above quick slots; there is an icon that says Inspire Rage–Accept Effect, which can be disabled for any spellcaster.

If there are any questions or comments, please feel free to leave them below. My next entry will include the single most damaging build I’ve ever heard of. Check out my guide to rule changes and power builds here.

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