Wrath of the Righteous Core Last Azlanti MC Final Build
Traditional Monk (1) Eldritch Scoundrel (16) Mutation Warrior (3)
Mythic Path: Demon
Self-imposed rules: Must be a melee character. No pain no gain.
Rationale: An AC untouchable 2-handed sneak + crit-based (final 13-20 x3) damage dealer with very high saves and decent, though not spectacular damage and a high numbers of skill points. Frankly, a demon who can do everything.
Starting Stats:
Str: 7
Dex: 19 (All points here)
Con: 14
Int: 14
Wis: 16
Cha: 7
Background: Acolyte (Wis instead of Cha for Persuasion)
Skills: Mobility (20), Trickery (19), Stealth (20), Perception (20), Persuasion (20), Use Magic Device (1)
Levelling:
1 (Traditional Monk): Exotic Weapon Proficiency: Elven Curved Blade; Dodge; Crane Style
2 (Eldritch Scoundrel 1): (free weapon finesse, sneak attack for actually doing some damage)
3 (Eldritch Scoundrel 2): Weapon Focus: Elven Curved Blade; First rogue talent: Slippery Mind
4 (Eldritch Scoundrel 3): Finesse Training: Elven Curved Blade
5 (Eldritch Scoundrel 4): (gain debilitation - usually I do AC penalty)
6 (Eldritch Scoundrel 5): Combat Expertise
7 (Eldritch Scoundrel 6): Outflank (teamwork feat - every melee takes)
8 (Eldritch Scoundrel 7): Second Rogue Talent: Uncanny Dodge
9 (Eldritch Scoundrel 8): Shake It Off (teamwork feat - everyone takes except Nenio who needs feats for Loremaster)
10 (Eldritch Scoundrel 9)
11 (Eldritch Scoundrel 10): Improved Critical (Elven Curved Blade)
12 (Eldritch Scoundrel 11): Finesse Training Kama (just in case we need 1 extra dodge AC Eve can swap to Offense by Défense and still do some damage)
13 (Eldritch Scoundrel 12) Improved Initiative and the amazing rogue talent: Double Debilitation (currently -6AB and -6AC debuff on hitting an enemy - will increase to -8/-8 though only for self, -2/-2 for allies)
14 (Eldritch Scoundrel 13)
15 (Eldritch Scoundrel 14) Crane wing
16 (Eldritch Scoundrel 15) Rogue Talent: Opportunist
17 (Eldritch Scoundrel 16) Iron WIll
18 (Mutation Warrior 1) Crane Riposte
19 (Mutation Warrior 2) Lightning Reflexes, Blind Fight
20 (Mutation Warrior 3) Mutagen
Discussion on above: Obviously its a dip mix. Opinions may vary, but the comparison between Woljif and this character is that woljif can dish out more damage, but this is much safer with at least 20 or so more AC and higher saves.
The basic structure is:
Dex and Wisdom to AC
Dex to AB and Damage
Feats to increase AC, Increase Saves and increase AB and Crits.
Play: Buff fully, march into war and start swinging with Camellia just behind and an optional Woljif too.
Why three levels of mutation warrior at the end? Having already lost the capstone abilities through the monk-dip then the next "essential point" for Eldritch Scoundrel is level 16 where their debilitating injury/double debilitation debuffs reach -8, you get 2nd Advanced Rogue Talent and Level 6 spells (which means Sorcerous Reflex works on level 4 spells). Theoretically that gives 3 levels to play with, which I shoved into Mutation Warrior for: 2 more Feats, 1 higher BAB, Dex Mutagen (dex give a wisdom malus so: +2AB, +2Dam, +1AC, -1 Will). What we lose here is essentially limited to spell slots and level 6 spells are less than stellar especially if you have Nenio who can fill any gaps. This gives us 5/5/5/4/3/1 slots. The other loss is caster level, which will effect the length of our buffs and make us easier to dispel, fortunately dispels are relatively limited in the game.
Other points:
Firstly, I would 100% ditch Crane wing and Riposte - that's 2 feat for very little which often bugs out. Throw in Either Dazzling Display + Shatter Defences, or something else.
Secondly, you will see that not going 2-weapon fighting frees up a lot of feats, though we do need Exotic Weapon: Elven Curved Blade. I enjoyed using this weapon as it is finesse and you can get 1.5x dex to damage with it. It does limit sneak attacks, but in the later game getting sneak attacks can be quite difficult anyway, they are not the be all and end all of the game. It also helps differentiate from Woljif.
Thirdly, don't be fooled by the Str-drain and Con-drain abilities for rogues. They are cool, but here your number of Rogue talents is limited to two. Double Debilitation is the 100% must have, -8AB/-AC for enemies on hit. Opportunist is a free extra Attack of Opportunity (with Ever Ready AB boosts of up to +10) every round. Those work out as much more powerful than the chipping of str drain. You can also have Woljif as Eldritch Scoundrel (20) who can go for drain if you want - which then synergises.
Mythics:
Absolutely take Close to the Abyss - you have few attacks so an extra one is nice.
1: Every Ready
2: Sorcerous Reflex
3: Archmage Armor
4: Mythic Improved Critical (ECB)
5: Inspirational Leader
6: Iron Will (Mythic)
7: Rupture Restraints
8: Mythic Resolve (In hindsight I would take Flawless Attacks but was playing it safe)
9: Unstoppable
10: Either Flawless Attacks or Elemental Barrage for the final fight (proc through Jharsygax and Devitaliser)
Minor Demonic Aspects: Succubus and Nabasu (Saving throw bonus, AB debuff aura) first, then in whichever order you please.
Major Demonic Aspects: Shadow Demon (Wis bonus, Incorporeal during Rage) and Omox (DR/-, Grapple on attack during rage; this could be exchanged with something else), followed by Balor (For the Constitution boost)
Demon Lord Aspects: Areshkagal (a second layer of un-bypassable 50% miss change); Nocticula (for the final fight, can rage up Camellia to take down Areelu)
Equipment
Head: Wisdom+Int circlets/Bookworms Headband, working up to Darkness Caress +8
Amulet: Mighty/Agile Fists (for gore attack) working to Sarzaksys Payza (Immunity to Necromancy Spells while Demonic Raging); Alternatively: Half of a Pair with Camellia
Glasses: Goggles of Piercing Gaze (+10 Persuasion, +1 Insight bonus to AB and Damage)
Armor: None
Shirt: Silky Veil (+1 dodge AC) -> Robe of Angelic Prudence (Greater Angelic Aspect at will)
Cloak: Working up to Resistance +6
Belt: Anything useful -> Flawless Belt of Physical Perfection +8
Ring 1: Rings of Protection -> Flawless Ring of Protection +7
Ring 2: Anything, working towards Ring of Immanent Demise (+2 competence to AB and damage with 2-handed weapons; Attempt to knock down on AoO)
Gloves: Claws of Sacred Beast (Bugged +1 AB +1 damage)
Boots: Boots of Free Rein to Boots of Freest Rein (Perma freedom of movement and +10 move speed)
Bracers: Lucky Bracers
Weapons:
1. Regular: Finnean +3 (You will need this to make up for your AB and ensure you are hitting all the way through to the end)
2 For the Undead: Masterwork/+1 -> Vermin Bane -> Second Change (Bugged but should stack +3AB every hit) and/or Final Glance (Chance to Blind, more damage against Blinded enemies)
3. End game: Devitaliser (The best looking weapon of all and if you want more Elemental Barrage the one you need)
Others:
Offense by Defense Kama (If you absolutely need an extra 1AC for some reason)
Belt: Covenant of Inheritor, Lucky Dice, Old Grimoire (this offsets our lack of Abundant Casting nicely), Jharsygax, Extend Metamagic Rod
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Buffs
Early Game Buffs:
Mage Armor, Shield, Reduce Person, Aid (extra HP), False Life, Blur -> Displacement -> Improved Invisibility; Barkskin, Mirror Image, Protection from Evil, Sense Vitals, Magic Vestment, Prayer, Bless-> Heroism, Greater Magic Weapon, Crusader's Edge, Haste, Delay Poison
Owl's Wisdom, Bear's Endurance, Bull's Strength (to offset Reduce person and ensure not Medium Encumbrance) Cat's Grace are great but can be ditched once the respective headbands/belts are obtained and/or camellia can drop communal versions for the have-nots.
Late Game Additions:
Abyssal Skin, Flames of the Abyss, Lifebane; Foresight, False Life, greater; True Seeing, Communal; Thoughsense; Firebrand; Holy Word; Angelic Aspect, Greater (from Robe of Angelic Prudence) Greater Heroism and Heroic Invocation (HP bonus stacks), Mind Blank, communal (bite the bullet and use 2 of Nenio's slots); Spell resistance, Death Ward, Legendary proportions (There comes a point where the benefits of being huge offset the penalties of a Dex MC being huge - right around act 4; Stacks with reduce person but don't tell anyone), Transformation*
*if you're feeling wild!
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This "build" is intended to synergise with specific party members with complimentary feats, tactics and buffs.
Always in:
Camellia (Every nascent demon lord needs a right hand): Near-untouchable Front-liner, Buff-haver, Elemental Barrage proc-er, Frightful Aspect-er; Summoner, Attack of Opportunity chain triggerer.
Daeran (you will be using combat healing a lot more on last azlanti because you will be nervous!): Mass Healer, Buff-haver, Hellfire Ray thrower, Firestorm dropper, Maximised Breath of Life user; Resurrectioner and Restorationeer
Nenio (The one you have to drag along): If you really want the Weird Lady; Persistent Putrefaction Producer; Many Buffs; Secondary Frightful Aspect; the odd bit of damage if you can be bothered - demonstrably better as an Enchantment Specialist due to gear but most rounds she just twiddles her fox thumbs due to lazyness. Looks pretty with Seamantle + Fiery Body + Ice Body up at the same time.
Usually in:
Arueshalae (Skills just too high to not have): Sickening Quarry + Instant Enemy + Ranger's Bond. Arrows for days, Trash clearer, Playful Darkness slayer. Note that Corrupt Aru is a downgrade because you cant get full Instant Enemy because she can't decide if she hates humans or dwarfs more.
Alternating:
Woljif (tweedle dum to MCs tweedle dee): Absurd Damage Man
Lann: person with druid boar for early game.
Wenduag (After a little "exchange"): Trash clearer