Haplok
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In additional to what has been written above, I will just add my 2 cents: 1. Multiclass characters are A LOT more frontloaded then Single Classes and typically far stronger at the start. SOME Single Classes eventually end up stronger late game. But moving to SC to be stronger early is a bad idea. Exception: you might want some casters to learn higher level spells sooner, particularly Priests, but also Wizards. 2. In order to survive ship boarding barrage early, equip your characters with heavy armor (preferably without penalty to Piercing AR). It really makes a ton of difference. Characters who can afford it, could also use a large shield with Shield Wall modal enabled. Also if you have a druid, cast Woodskin/Form of Delemgan. All this will make a HUGE difference.
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Consider using a Morningstar to use its modal to debuff Fortitude and take advantage of Brute Force. Good synergy with fighter Mule Kick and Clear Out. For a little more DPS - but less durability, you could go with Trickster rogue. His illusion buffs provide decent boost to Defences (Repulsive Visage even Terrifies nearby enemies).
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Is it, though? You're not exactly forced to spam the Forbidden Fist. It IS the best attack early on, since you have it for free since level 1, but eventually using stuff like Stunning Surge, Flagellant's Path or cipher powers may be more advantageous. And you mostly use it to debuff the select more dangerous or more tanky enemies.
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Well, Transcendant vs Psyblade is pretty clear. Transcendant is far stronger offensively (particularly in melee), has far longer (even moreso if FF) / bigger / stronger (even moreso if Helwalker) cipher power effects and is much more synergistic IMO. Helwalker multiclasses are rather squishy, but mighty and certainly a Transcendant can effectively stay out of harm's way OR instantly paralyze/stun/otherwise disable threatening enemies. Forbidden Fist makes your debuffs/DOTs last forever and disables all enemy healing, making even the tankiest enemies easy pickings. Plus a max Res FF with Tuotilo's Palm and Borrowed Instinct can be rather tanky. Psyblade is very durable. Has a nice Crit conversion. But that's about it, as far as synergies go. Personally I wouldn't think twice. Well, a Devoted/SoulBlade could be a decent frontliner, not afraid to trade blows and eventually Clear Out would be fun. But in general there is far less class synergy IMO.
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Fists are a VERY potent weapon. But kinda boring... I enjoy the various weapons and their interesting and sometimes synergistic (or outright broken ) effects more. Of course, fists are always a nice blunt backup weapon, if you focus on another type. Plus I agree Forbidden Fist is great - he may wield a different weapon&shield / dual weapon combo and still use the Forbidden Fist attack whenever he wants
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The ranged weapons you and Boeroer discussed are very nice indeed. But personally on my Transcendant I loved using Grave Calling (saber) + Kitchen Stove (blunderbuss, mentioned by Boeroer) combo. Kitchen Stove Thunderous Report offered instant Ascension, while Grave Calling was used to melee a bit, particularly with vessels present, but mostly to manually kill skeletons summoned by Herald Pallegina (preferably summoned in front of the party and weakened with Aloth's Fireball or some such, when the enemies reached them). This generates party friendly aoe paralyzing Chillfogs, that even provide focus as they tick aoe damage on enemies! Going melee usually wasn't a big problem, besides those paralyzing Chillfogs, I've also used quick Mental Binding quite a bit (duration is solid with Turning Wheel boosted Int). Eventually I moved to Seeker's Fang rapier main hand. Seeker's Fang creates a raw mini-disintegrate effect whenever it crits an enemy. And its Spider's Flurry per encounter cone attack is another method to instantly Ascend - and potentially mini-disintegrate 3+ enemies at once (3 attack rolls per target, so decent chances for multiple crits). Also zooming across the battlefield with Flagellant's Path and instantly destroying squishy enemies with Swift Flurry/Heartbeat Drumming boosted full attack on arrival (with no Recovery!) is a lot of fun! So do not discount melee entirely.... Edit: As for Dichotomous Soul, these are nice summons. But you sacrifice action time and 4 wounds to summon... I like being at max wounds to maximize Int (and burning lash). So it wasn't for me.
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Well, their weapon switch is a Free Action and since you could collect a nice arsenal, with pearls like Kitchen Stove with its Thunderous Report, Whispers aoe or Run Trough attacks and several other weapons with mighty per encounter abilities, it can be very strong. Even moreso if you combine it with an Assassin and spam those special abilities under stealth (also Free Action) with +25 Accuracy, +4 Pen and +50% Crit damage (and possibly backstab). Also, you can freely switch between an offensive setup and sword & shield to be well protected before the enemies move and attack... and next round you ditch the shield to attack and then re-equip it again...
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Hi Yosh. Thorough as usual. Hope you enjoy playing nearly as much as prior planning. Well, might as well criticizes your builds for Deadfire a little as well ..or provide advice. 1. Psyblade: I'd probably try to fit Clear Out somewhere. Its a cool move, even if slightly situational due to targeting Fort. 2. Swashbuckler: I like the theme, but I feel you went a bit overboard with the durability aspect. That much is not needed IMO (particularly with Trickster defensive buffs). I'd ditch that heavy armor and equip something with a Deflection bonus (to boost Riposte chances) or maybe Disengagement Immunity (eventually I'd aim for Gipon Prudensco, before that maybe Nomad's Brigandine or Casita Samelia Legacy). Furthermore, as Ripostes (and Cleaves) are Full attacks, I'd go with a bashing shield. Optimally Tuotilo's Palm, since you seem to have no monks using it (no Accuracy penalty, enchantment for occasional extra riposte effects). Monastic Unarmed Training would be nice to go with it. Also for main hand I'd use a stronger weapon for a Riposte/disengagement focused character. Kapana Taga is nice for tanks, but I'd go with a scimitar or even battleaxe. I'd even consider Magran's Favor with Bleeding Cuts modal (since recovery penalty doesn't hurt as much when your main attacks happen passively). Gipon Prudensco could provide the Flanking Immunity, if you're worried about triggering the Tactitian's special. 3. Templar: I think I wouldn't choose Litany for the Body at PL4. I like both Devotions for the Faithful (even though its weaker now) and Circle of Protection way more. Inspired Beacon can be a great party damage amplifier (although would need to be at the frontline, so maybe doesn't fit here). And something to consider: even though damage clearly isn't the focus here, Empowering a Storm of Holy Fire could provide all Tier 3 Inspirations with Least Unstable Coil belt. 4. Ascetic: If he's intended to mostly stay back/out of trouble, then maybe Lightning Strikes would be a better choice, as Swift Flurry does nothing for ranged attacks. Edit: Hmm, I see you went for Instruments of Pain. They might work with Swift Flurry. So maybe okay (late game). Also not sure about the Blight summon. I have little experience with summons, but I've mostly seen the Primordials recommended as druid summons. The Vine can be decent too. Personally I like Venmbloom as a Raw damage/debuff pulsing spell. And Woodskin/Form of the Delemgan are great defensive buffs (+5 Pierce AR is huge vs focused gunfire!). 5. Insane amount of single target damage sounds like an exaggeration to me, but okay. Personally I'd rather go with Red Hand, since it fires that much more often (and its not an Assassin who needs to deal maximum damage per shot to take advantage of stealth attacks). Since you spend feats on improving the Companion, I'd not go for a Ghost Heart - who needs to invest resources into summoning one... I'd go with Sharpshooter instead. Guess you have RP reasons to go with a Goldpact and not something like a Bleak Walker?
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Reliable - yes. Impressive - no. Furthermore, both classes need to burn resources to be even remotely competitive. Meanwhile rogues (with sneak attacks and Deathblows... not to mention Streetfighter bonuses) and monks (with Swift Flurry/HB Drumming) will still basically outdamage them passively - but can also use active abilities to really put them to shame (and monks can easily spam Stunning Surge full attacks all day; Wounds are a regenerating resource also). Paladins can regen resources, but the chances are pretty low (25%?). Clear Out can be really cool, but it targets Fortitude, so typically you'd need to debuff many enemies for it to be really effective. Sacred Immolation could be interesting, but: 1. its end game 2. its turning a super-tanky character to living "on the edge". Not sure everyone would love that.
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Frankly in terms of martial damage, a multiclass NEEDS either monk or rogue to be competitive. Somewhere in the middle there are multiclasses with cipher, barbarian or ranger, which slightly boost martial output - but not enough to shine IMO. And then there are meatwalls, such as Paladins, Fighters, Chanters and other casters. Chanters (and other casters) at least bring the versatility and utility of their spell lists, sometimes also significantly boosting martial output (say with stuff like Citzal's Lance + Zandethu's Draconic Fury). Fighters bring a solid battlefield control kit trough Engagements and can be temporarily nearly unkillable (with Unbending), while Paladins have great AR and can support the healing, counter debuffing and even boost party damage vs enemies. But combining 2 of "meatwall" types of characters is a pretty terrible idea in my book. Better to split those into 2 multiclasses: like a Fighter with rogue/monk/wizard and a Paladin with chanter/wizard. That way at least one of them will have good battlefield control and damage, while the other will have great support and utility.