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Gruntle42

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  1. Given that you won't be taking many actives, a Black Jacket/Troubador would be a lot of fun. A stat distribution similar to what you used on your Intelligent Captain would work pretty well; you could consider dropping res a couple of points for more might or dex if you wanted? More dex = faster item use I guess? Similarly, a high per/high int ghost heart ranger is a lot of fun; I just ran one as a multi with Ascendant cipher (focusing on marksmanship with my arquebus and using charms to even the odds in tough battles; I think someone has a build on here like that too). Doing a ghost heart/troubador might be really fun. Lots of synergy with the ranged buff chant and the damage chant, and you could maybe focus on knockbacks/paralyze/etc. for foes that get past your pet's engagement. Add in a few buffs from party members and that'd be really flavorful. If you really limited the active slow-cast stuff on the chanter side in favor of passives and a few situational things, you could focus on dex/per/int/might and leave con and res at 10, I'd think. Could maybe even dump them a little bit lower.
  2. What a fun build! I am going to give this a go on my next playthrough, where I'll be going with the Principi as my faction. I'm going to try to do similar pirate-y flavor builds for each story character I bring with me. I was thinking that a blunderbuss might be a good early-game option, as the lower damage on it (due to the "shotgun" approach) might work well with the relatively lower might, at least until I get to No-Nut Ned and Scordeo's pistol.
  3. I've been playing this build for 8 levels now, and it is a lot of fun! Just a few charms really disrupt combat, and my group and I are punching way above our level as a result. Ghost Heart ranger works really well as a subclass in this build, as I can whip out a bear to tank a bit if I get in a tight spot.

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