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Roy Dassow

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Aug 2, 2024, 11:38:30 PM8/2/24
to trekatsvilim

Pathfinder: Wrath of the Righteous is full of interesting companions to recruit and build to your heart's desire. Camellia is one of them and she's the second companion you'll come across in the entire game. She's a stuffy noble with some secrets to hide, such as the mystery of her amulet that she won't let you take off her.

Camellia is something of an odd duck when it comes to builds. It's not always very obvious what you should do with her, as at first glance she appears to be a hybrid physical attacker and mage with little skill in either realm. In reality though, Camellia has tons of potential and can fit many roles, with a little investment.

Camellia is well-suited to her base class, Spirit Hunter. This is an archetype of Shaman with weapon-enhancing abilities. She starts with a very nice 19 Dexterity and 16 Wisdom, so she's pigeon-holed into finesse weapons from the start. This is fine, as Rapiers (being her weapon of choice) have a nice critical range.

While a Skill Focus in Trickery isn't the ideal feat to take, it is nice to have someone fantastic at Trickery in the party as there are plenty of locks and traps to deal with in Wrath of the Righteous. But let's get to the builds.

One of the most potent builds for Camellia is, conveniently, taking her all the way to Level 20 as a Spirit Hunter. She gets great spellcasting utility, useful Hexes, and enough feats to make a really great offensive tank with decent AC.

The Rapier is her weapon of choice and is perfect for a build like this, so always give her the best Rapiers you find. Using her powerful and flexible Arcane Weapon enhancements will really help buff her offense and she has plenty of magical support options too - this Camellia can do pretty much everything.

While a Spirit Hunter build is widely accepted to be the most suitable one for Camellia, there are other things that she can excel at if you need her to fill a different role. This build turns Camellia into a monster of intimidation and fear.

Again, this build aims for critical hits and Dexterity, but it has a lot of tweaking to keep things interesting - but it might not be entirely suitable for the hardest of difficulties. This build min-maxes fun, not stats.

This Camellia may not be as tough or as resilient in a straight-up fight as the other Camellias in this article, but she's got plenty of utility. With Dreadful Carnage (a feat that she would otherwise never be able to get) Camellia can rack up the intimidation checks on all of her surrounding foes. Shatter Defenses will enable some momentum, and investing levels into Monster Tactician (an Inquisitor archetype) gives Camellia some different offensive boons in exchange for her Hexes. Oh, and she gets an Animal Companion - if that's something you enjoy.

If you do go for an Animal Companion for the Dreadful Carnage build, you'll have to build the animal too. Unfortunately, this build can only go up to Level 16 thanks to the limitations of the Monster Tactician's class features, but it starts out as a decent distraction/trip fisher and then ends up a half-decent Mount. Not terrible for only one feat of investment (Boon Companion).

This build is ostensibly quite similar to the Spirit Hunter one, but it's a decent alternative for players who prefer the idea of Camellia embracing her less-than-moral side in a lore-friendly way. With Cult Leader (a Warpriest archetype) Camellia sacrifices some spellcasting ability for far greater martial stats.

This build gets access to a decent amount of Sneak Attack damage and just as great critical features as the Spirit Hunter, making it desirable for anyone who wants a more rampage-y Camellia that still gets access to Arcane Weapon enhancements and some other utility abilities.

This looks like a really cool concept, and I apologize for going on a slight tangent, but Pallegina leaves you if you follow through with the Huana questline, right? I can't imagine her being cool with you orchestrating a war between the VTC and RDC. That's the main reason I haven't allowed myself to get excited over Pallegina builds - burn the imperialists!

its cool, u can do like, 99.9999999% of the game and put off triggering the final faction quests until uve cleared everything. u wont need an optimal party by then. all the big challenges will be in the past.

helps that shes one of my favourite companions. i love it when u get her to +2 reputation and she occasionally substitutes 'for the republics!' with 'for the watcher!' it feels like *such* an achievement, like uve reached across an ocean, or earned the devotion of a lion.

Hey, has anyone reported the fact that Pallegina can't select Sworn Rival/Brand Enemy upon level up -- despite the fact that such abilities (with one of those and Wrath of the Five Suns) exist in the code, and that Goldpact Knights can upgrade their Gilded Enmity ability -- as a bug? I think I will if no one else has.

Yeah, it should work just fine. The Blazing Fury upgrade to the arquebus might be less valuable, just because action speed is less valuable in turn-based. You could throw on a heaver armor if you like for the same reason. But neither of those changes affect the central ideas of the build.

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