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Build - Companion - Amiri
Build - Companion - Amiri
Build Notes: The build starts with combining Amiri's so-so early game damage with
an Animal Companion to really make her shine. The spells she picks are purely about
increasing her damage, we're not going to waste time, feats or abilities in trying
to fix her abysmal AC. Between your frontline tanks and her animal companion, she
should be moving into melee to engage last anyhow.
Her spells will really help her throughout the game, especially toward the end.
Lead Blades makes her already oversized Bastard Sword count as Huge sized. True
Strike is THE spell for Vital Strike feats. And of course, external spells like
Animal Growth and Enlarge Person only serve to wildly spike up her efficacy.
I've down about 6 different Amiri builds at this point, toying with standard
Barbarian / Tanks / spellcasting, and this is by far my most favorite. The build
evolves and changes as you play it, but the highlight is that it never lags. She
ends up as a top performer the entire game.
Starting Stats
Barbarian-1
16 Strength
13 Dexterity
16 Constitution
10 Intelligence
12 Wisdom
10 Charisma
Skills: Athletics 1, Mobility 1, Lore (Nature) 1, Perception 1
Feats: Exotic Weapon Proficiency (Bastard Sword), Toughness
Leveling Stats
Level 2 - Sacred Huntsman 1
Deity: Gorum (Domain: Strength)
Skills: Athletics +1, Mobility +1, Lore (Nature) +1, Lore (Religion) +1, Perception
+1
Feats: Animal Companion (Smilodon)
Spells: Bless(1), Divine Favor(1)
Notes: Normally, I'm not a big fan of the Smilodon. It's too obvious a pick for an
Animal Companion and doesn't have interesting combo-able abilities like the Wolf,
Centipede or Mammoth. But something about a Sabre Tooth Tiger just seems so damn
appropriate for Amiri to me. Also, given most of her personal quests are Amiri
hunting monsters in the name of Gorum, Sacred Huntsman couldn't fit her concept
more.
Level 8 - Ranger 1
Attribute: Strength +1
Skills: Athletics +1, Mobility +1, Lore (Nature) +1, Lore (Religion) +1, Perception
+1
Feats: Favored Enemy - Magical Beasts +2
Level 9 - Ranger 2
Skills: Athletics +1, Mobility +1, Lore (Nature) +1, Lore (Religion) +1, Perception
+1
Feats: Cleave(RF), Cleaving Finish
Notes: The Smilodon is still leveling with Ranger levels, even before hitting
Ranger 4.
Level 10 - Ranger 3
Skills: Athletics +1, Mobility +1, Lore (Nature) +1, Lore (Religion) +1, Perception
+1
Feats: Endurance, Favored Terrain - First World
Notes: Favored Terrain bonuses are meh-tier and the game can be inconsistent on
what constitutes plains vs highlands. Since First World encounters universally tend
to be harder, that's where I put my selection.
Level 11 - Ranger 4
Skills: Athletics +1, Mobility +1, Lore (Nature) +1, Lore (Religion) +1, Perception
+1
Feats: Animal Companion - Continue, Improved Critical (Bastard Sword)
Level 12 - Ranger 5
Attribute: Strength +1
Skills: Athletics +1, Mobility +1, Lore (Nature) +1, Lore (Religion) +1, Perception
+1
Feats: Favored Enemy - Fey +2 (Humans +4)
Level 20 - Barbarian 2
Attribute: Dexterity +1
Skills: Lore (Nature) +1, Lore (Religion) +2, Perception +1
Feats: Lethal Stance
Notes: THF at 8 would've given us another Feat, but honestly, the d12 HD and the
bonuses from Lethal Stance just slightly hedge out the feat, particularly since
we've cherrypicked through most of the best and it would've just been Greater
Weapon Focus or the like.