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Pathfinder: Kingmaker - Varnhold's Lot For Mac

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  1. Pathfinder Kingmaker Varnhold's Lot
  2. Pathfinder Kingmaker Varnhold Lot
  3. Pathfinder Varnhold's Lot Walkthrough
  4. Pathfinder Kingmaker Varnhold's Lot Walkthrough
  5. Pathfinder: Kingmaker - Varnhold's Lot For Mac Os

The Varnhold Vanishing Walkthrough

The Varnhold Vanishing

I've just picked up the game recently but haven't got the two DLCs yet. Just wondering to what degree they affect the main campaign, as the store pages suggest they cross over, but not really to what degree. What I'm asking is can I play the main campaign to completion and check out the DLC further down the line, or will I miss out on anything significant if I don't play them. Discover the untold stories of the Stolen Lands' denizens and conquerors in our new DLC — 'Varnhold's Lot'! Pathfinder and Kingmaker are trademarks and copyrights owned.

Pathfinder: kingmaker - varnhold

This is the main story quest of the fourth chapter, which starts with an event in the throne room. Go to the right part of the map and visit the town of Varnhold. You will not find any human life here, so you will have to fight some foes. You need to reach the fort, enter it and clear all the floors. Then go outside and stumble upon a strange raven. After the dialogue with him, you can leave the location and proceed to the following quests.

The Lost Brother

At the beginning of the fourth chapter, The Varnhold Vanishing, Lord Hanvaki arrives to your throne room. He will ask you to find his missing brother — Tomin Hanvaki. Head to the Varnhold and discover a place called Shallow Gulch.

Go there, complete the text quest and find the body of Tomin. Return to the capital and talk to his brother again — he should be in the tavern.

Now you need to discover the fate of Hanvaki's great-grandfather. You will find the quest letter in one of the rooms in the Sepulchre of Forgotten Heroes. No worries, you will visit the location during The Lost Relic quest anyway. Do not sell the letter. Go back to the tavern and show it to Edrist to complete your objective and earn 750 experience points.

Along the Cold Trail

In the Kellid Barbarian Camp location, you will find a Defaced Sister. Talk to her. She will say that if you find her friends, also Defaced Sisters, you will find out what happened in Varnhold. You need to visit three places, preferably in the same order as specified in the quest description (bottom to top). One sister went to the Forsaken Mound. Head down the map until you find the location in between the fork in the road (screenshot attached). Go there, complete another text quest and obtain the Cyclops Incense Burner. The Defaced Sister is dead. You do not need to return to quest givers!

Pathfinder: Kingmaker - Varnhold

The next location is Sepulchre of Forgotten Heroes. It is closer to Varnhold but is still to the right of it. Open the stone door by saying the magic word you learned from the Defaced Sister. Go ahead and talk to the wounded Brag. Decide if you want to kill him or heal. Push the floor button and go further. Stop by the next button. Note that this one is divided into two colors — green and yellow. Press it to open all the yellow doors. Follow the only available route to the far side, dealing with the enemies on the way. Then click the button with one color (orange). Contrary to all, it will open only one door! Hand of fate 1 and dlc download for mac os.

  • Here is a hint. Buttons with one color are activated only once, while buttons with two colors can be activated numerous times. Use it to adjust them for your own needs.

After pushing the orange button, go back to the plate with green and yellow colors. Place one character next to it and go through the opened door (northwest) with the remaining five. Cross the room to get to the far corridor behind the other yellow door (northwest). You have already gone there (and activated the orange button). Now we are interested in the left door, the green one. Use one character to push the yellow-green plate. Nearby doors will close, but you have already passed through them with the other heroes. Follow through the opened door in the far corridor (northwest) with your remaining characters, reach the new button and press it. This blue button opens only one door and triggers a timer — after a few seconds the doors will close again. It is advisable to leave another character here.

Go back to the yellow-green pressure plate. The door to the right of it (northeast) is already open (with an orange button). Head through this door and follow the path until you reach a dead end with blue- and orange-colored doors. The blue door over here can be opened with that very blue button you have seen before. If you go there, you will find two more doors — an orange one and one with three colors (white, blue and orange).

Now return to the yellow-green button, leave one hero here and activate it so that you can enter the next room (northwest). Go there with a part of your squad and press the yellow-green button again. Yellow doors will close, but two other doors in the room will open. You do not want to go into the upper door — it leads to a dead end. What you need is the door on the bottom-left, opposite to the other one. It is not very noticeable, so you could miss it during your walkthrough and think that all of this is just a big dead end.Head through the door, go down and to the left so that you will find a room with another blue button at the end of the corridor. This blue button is only activated once — no need to worry about the timer.

Now follow another corridor and find an orange button in the upper left corner of the map. This one is similar to the first blue button and triggers a timer. Leave a character here and run to the upper right corner of the map to open the orange door. Then quickly switch back to your heroes and enter the room with the barbarians. By the way, here you will find a note for The Lost Brother quest, which tells the fate of Hanvaki's great-grandfather.

Press the white button here. Same as the first white button, it can only be activated once. No timer here!

  • Here is an advice. You can make it in time through the timed doors with a character who activates them. To do so, step away from it and then click it so that the characters runs to it to open the door. As he does that, you will have plenty of time to switch to the characters who need to go through.

Gather all of your crew together and go through the blue door by pushing the first blue button in the top room (on the map). Stand next to the triple-colored door. You will need to quickly activate the orange and blue buttons, those will trigger the timer. Then switch to the farthest character and run through the colored door while it is open. There will be a button with three colors behind it. Push it to open all the doors in the dungeon. Talk to the Defaced Sister in the back of the room, defeat all opponents, and then go outside.

The third place to visit is the City of Hollow Eyes. Enter the crypt and talk to the Sister. Turns out there is nothing here but a fake door.

After exploring all three places, return to the Kellid Barbarian Camp. The Sisters will attack you. Deal with your enemies, then talk to Dugath to complete this quest. You will receive 900 XP.

Pathfinder kingmaker varnhold militia

The Lost Relic

This quest can be taken from Dugath in the Kellid Barbarian Camp. This territory is located on the right edge of the map, on the latitude similar to Varnhold's, at a T-junction. Go there, pass the test (saving beforehand), and then chat with a character over there to learn about his objective.

Complete Along the Cold Trail quest, where you try to find all the Defaced Sisters, then beat the barbarians so Dugath will tell you where to find the relic. Head down from the camp to find the location called the Valley of the Dead. It is near the mountains. Make sure that you have three Cyclops Incense Burners in your inventory. You will receive them in three different places during the Along the Cold Trail quest.

Pathfinder Kingmaker Varnhold's Lot

It is important to note that while the Burners are considered to be quest items, you will have an opportunity to sell them. Do not do this. Moreover, do not sell the incense burners to the merchant in the barbarian camp, as you will probably kill him at the end of the aforementioned quest and will not be able to recover them.

Go to the gates and select the option to use your Incense Burners. Then head to the Vordakai's Tomb. You are in for a long exploration of the tomb, which has two floors. In the end, you will fight Vordakai and his raven. Defeat them. If you decide to take Tristian with you, he will disappear with the Vordakai's Eye. Go left and get out of there. Decide what to do with the soul vessels. It is better to free everyone. Then talk to Varn. He will serve you, and Varnhold will automatically join your state as a result. This will be a voluntary annexation, required for the Annexation kingdom quest.

Wait for Tristian to come back, and move on to the next chapter. Download microsoft office 2013 mac.

More of this sort of thing:

Varnhold Walkthrough

With that, you should be done in the Lake Silverstep area for now. There's plenty more to do in the mountains to the north, and you can still journey northeast to reach Varnhold – ostensibly the purpose of this expedition. In reality, however, the journey was more important than the destination.

To finish up and travel to Varnhold for the uneventful meeting with Maegar Varn, you need merely follow these directions (from Lake Silverstep Village):

  • East (to empty node south of Silverstep Grove)
  • East
  • East (across the river)
  • Northeast

After you cross the river to the east of Lake Silverstep Village, you may want to save your game and check your kingdom events, as the trip to and back from Varnhold will take about three days. With that out of the way, make your way northeast after you cross the river for an Illustrated Book Episode. Seems Dunsward – the province which Varnhold is the capital city of – has a bit of a bandit problem. Maegar Varn isn't taking this lying down, however, and has his soldiers patrolling the roads to keep the vital trade-lanes safe. Having a neighboring baron suffer an attack on their lands would be a bit of an international incident, so Maegar's guards will offer to escort you to Varnhold. That's right, you really can't explore much of Dunsward right now, but you're spared the tedium of walking to Varnhold, at least.

First Visit to Varnhold

Accept the escort and you'll appear in the humble city of Varnhold. Your barony might not be the most spectacular of states, but… at least you're doing better than Maegar Varn. Venture north and you'll find a tavern, outside of which stands Cephal Lorentus. He has little to say right now, but you can search the southwestern end of the building to find An Ancient Rostlandic Coin. Been a while since you nabbed one of these, eh?

Make your way around the tavern to find Maegar Varn arguing with a merchant to the north. Seems like he's not on great terms with Restov, and given the exploitative interactions you've had with them yourself, it's hard to blame him. Before you talk to Maegar Varn, you might as well explore the rest of the town, first. Start out by searching a crate along the side of the house near Maegar Varn to find a Ancient Scrap of Script-Covered Leather. The next bit of loot can be found east of Maegar Varn, where you'll find a crate containing 96 GP, a Masterwork Javelin nine Turquoise gems and a variety of foodstuffs.

Continue east until you hit the shore of a body of water, then follow the coast southeast and east to reach the eastern edge of the map. From here, head south around a building, then turn west around the front of the building to find another crate, inside of which you'll find a Masterwork Handaxe, a Masterwork Scythe, a Potion of Bear's Endurance and a variety of food-stuffs. Finally, turn south to reach the southern edge of the map, then head west through a cemetery, adjacent to which is a very humble shrine to Erastil. Along the western edge of this shrine is a fence, which you can loot to score a Taldan Warrior's Dog Tag.

With all that done, return to Maegar Varn and talk to him. You can learn about his political views regarding Restov and your own barony, vague glimpses of his future plans and about 'his wizard', Cephal Lorentus. That's pretty much all there is to discuss with Maegar Varn. No quests, not even a single moral choice. Was the trip here worth the effort? Again, it's the journey that counts, and the random artifacts you gained in Varnhold didn't hurt.

To make this trip less frivolous, talk to the merchant who is causing Maegar Varn distress and peruse his wares. He's got a variety of scrolls you might find interesting, including a Scroll of Summon Monster I, a Scroll of Snowball and a Scroll of Controlled Fireball, among others. Buy any spells that interest you, especially with the intent of writing them to your spellbook. That done, it's time to leave Varnhold.

When you exit the area, you'll find yourself back by the river east of Lake Silverstep Village and roughly three days will have elapsed. Now is a fine time to return to Tuskdale, rest up, sell items and attend to any business of state that may have arisen in your absence. Of course, if you haven't completed any areas listed previously in the guide, now is a good time to do so – any other areas are a bit far afield to bother with now, and will be saved for later when other quests give you an excuse to explore them.

Tip (5th-Level Spells): If your character didn't ascend to ninth level during the Varnhold expedition, there's a good chance they will during the early quests in the 'Monster Invasion' section of the guide. That being the case, it's a fine time to discuss 5th-level arcane spells.

Pathfinder Kingmaker Varnhold Lot

Stoneskin, Communal obviously. The original Stoneskin is a good enough buff, and a version of it that buffs the entire party is just stupidly good. Sure, you usually only need your tanks to have it, and they'll also lose it more often, so you can still benefit from having a few lower-level Stoneskin spells, but considering how long this buff lasts, it's never a bad idea to cast it when you arrive in a new area.

Blade Barrier and Cloudkill are both interesting spells that can combo with Web (or Obsidian Flow, for that matter). In the former case, you can cast it at a choke point you plan to lure enemies through, then case Web to provoke them. While not a devastating cast, Web will slow the enemies down and serve to instigate hostilities, and Blade Barrier will ensure that whatever does reach you, does so with fewer HP. Obsidian Flow is even better, as it has the slowing effects of Web with additional damage on top. Cloudkill can be used to roll over enemies, and if they can't move through it (in this case, by being stuck in a Web spell or similar effect) they'll take more Constitution damage from Cloudkill. Even on its own Cloudkill is interesting, as its duration and mobility allows you to, say, cast it at some enemies off-screen or down a hallway, and wait for it to reach them.

Pathfinder Varnhold's Lot Walkthrough

Hold Monster might seem like a useful spell, as it has the same effect as Hold Person, minus the 'person' restriction. If that interests you at all, however, consider Constricting Coils, instead, which also deals damage to the afflicted creature for as long as the spell remains in effect. Sure, 1d6+6 damage isn't exactly impressive, but why not have it if you can? Clerics gain access to it as well, but there are many useful 5th-level Cleric spells that make it worthy of consideration for your arcane spell casters.

Break Enchantment is a good debuff-remover, superior to Dispel Magic in that it can affect more than one spell on a creature, and it can affect your entire party. Best of all, it does so without disrupting debuffs on enemies, although it can cancel out your own buffs. It should be considered a spell of secondary interest, however, as Clerics can gain access to it, too.

Pathfinder Kingmaker Varnhold's Lot Walkthrough

Pathfinder: kingmaker - varnhold

This is the main story quest of the fourth chapter, which starts with an event in the throne room. Go to the right part of the map and visit the town of Varnhold. You will not find any human life here, so you will have to fight some foes. You need to reach the fort, enter it and clear all the floors. Then go outside and stumble upon a strange raven. After the dialogue with him, you can leave the location and proceed to the following quests.

The Lost Brother

At the beginning of the fourth chapter, The Varnhold Vanishing, Lord Hanvaki arrives to your throne room. He will ask you to find his missing brother — Tomin Hanvaki. Head to the Varnhold and discover a place called Shallow Gulch.

Go there, complete the text quest and find the body of Tomin. Return to the capital and talk to his brother again — he should be in the tavern.

Now you need to discover the fate of Hanvaki's great-grandfather. You will find the quest letter in one of the rooms in the Sepulchre of Forgotten Heroes. No worries, you will visit the location during The Lost Relic quest anyway. Do not sell the letter. Go back to the tavern and show it to Edrist to complete your objective and earn 750 experience points.

Along the Cold Trail

In the Kellid Barbarian Camp location, you will find a Defaced Sister. Talk to her. She will say that if you find her friends, also Defaced Sisters, you will find out what happened in Varnhold. You need to visit three places, preferably in the same order as specified in the quest description (bottom to top). One sister went to the Forsaken Mound. Head down the map until you find the location in between the fork in the road (screenshot attached). Go there, complete another text quest and obtain the Cyclops Incense Burner. The Defaced Sister is dead. You do not need to return to quest givers!

The next location is Sepulchre of Forgotten Heroes. It is closer to Varnhold but is still to the right of it. Open the stone door by saying the magic word you learned from the Defaced Sister. Go ahead and talk to the wounded Brag. Decide if you want to kill him or heal. Push the floor button and go further. Stop by the next button. Note that this one is divided into two colors — green and yellow. Press it to open all the yellow doors. Follow the only available route to the far side, dealing with the enemies on the way. Then click the button with one color (orange). Contrary to all, it will open only one door! Hand of fate 1 and dlc download for mac os.

  • Here is a hint. Buttons with one color are activated only once, while buttons with two colors can be activated numerous times. Use it to adjust them for your own needs.

After pushing the orange button, go back to the plate with green and yellow colors. Place one character next to it and go through the opened door (northwest) with the remaining five. Cross the room to get to the far corridor behind the other yellow door (northwest). You have already gone there (and activated the orange button). Now we are interested in the left door, the green one. Use one character to push the yellow-green plate. Nearby doors will close, but you have already passed through them with the other heroes. Follow through the opened door in the far corridor (northwest) with your remaining characters, reach the new button and press it. This blue button opens only one door and triggers a timer — after a few seconds the doors will close again. It is advisable to leave another character here.

Go back to the yellow-green pressure plate. The door to the right of it (northeast) is already open (with an orange button). Head through this door and follow the path until you reach a dead end with blue- and orange-colored doors. The blue door over here can be opened with that very blue button you have seen before. If you go there, you will find two more doors — an orange one and one with three colors (white, blue and orange).

Now return to the yellow-green button, leave one hero here and activate it so that you can enter the next room (northwest). Go there with a part of your squad and press the yellow-green button again. Yellow doors will close, but two other doors in the room will open. You do not want to go into the upper door — it leads to a dead end. What you need is the door on the bottom-left, opposite to the other one. It is not very noticeable, so you could miss it during your walkthrough and think that all of this is just a big dead end.Head through the door, go down and to the left so that you will find a room with another blue button at the end of the corridor. This blue button is only activated once — no need to worry about the timer.

Now follow another corridor and find an orange button in the upper left corner of the map. This one is similar to the first blue button and triggers a timer. Leave a character here and run to the upper right corner of the map to open the orange door. Then quickly switch back to your heroes and enter the room with the barbarians. By the way, here you will find a note for The Lost Brother quest, which tells the fate of Hanvaki's great-grandfather.

Press the white button here. Same as the first white button, it can only be activated once. No timer here!

  • Here is an advice. You can make it in time through the timed doors with a character who activates them. To do so, step away from it and then click it so that the characters runs to it to open the door. As he does that, you will have plenty of time to switch to the characters who need to go through.

Gather all of your crew together and go through the blue door by pushing the first blue button in the top room (on the map). Stand next to the triple-colored door. You will need to quickly activate the orange and blue buttons, those will trigger the timer. Then switch to the farthest character and run through the colored door while it is open. There will be a button with three colors behind it. Push it to open all the doors in the dungeon. Talk to the Defaced Sister in the back of the room, defeat all opponents, and then go outside.

The third place to visit is the City of Hollow Eyes. Enter the crypt and talk to the Sister. Turns out there is nothing here but a fake door.

After exploring all three places, return to the Kellid Barbarian Camp. The Sisters will attack you. Deal with your enemies, then talk to Dugath to complete this quest. You will receive 900 XP.

The Lost Relic

This quest can be taken from Dugath in the Kellid Barbarian Camp. This territory is located on the right edge of the map, on the latitude similar to Varnhold's, at a T-junction. Go there, pass the test (saving beforehand), and then chat with a character over there to learn about his objective.

Complete Along the Cold Trail quest, where you try to find all the Defaced Sisters, then beat the barbarians so Dugath will tell you where to find the relic. Head down from the camp to find the location called the Valley of the Dead. It is near the mountains. Make sure that you have three Cyclops Incense Burners in your inventory. You will receive them in three different places during the Along the Cold Trail quest.

Pathfinder Kingmaker Varnhold's Lot

It is important to note that while the Burners are considered to be quest items, you will have an opportunity to sell them. Do not do this. Moreover, do not sell the incense burners to the merchant in the barbarian camp, as you will probably kill him at the end of the aforementioned quest and will not be able to recover them.

Go to the gates and select the option to use your Incense Burners. Then head to the Vordakai's Tomb. You are in for a long exploration of the tomb, which has two floors. In the end, you will fight Vordakai and his raven. Defeat them. If you decide to take Tristian with you, he will disappear with the Vordakai's Eye. Go left and get out of there. Decide what to do with the soul vessels. It is better to free everyone. Then talk to Varn. He will serve you, and Varnhold will automatically join your state as a result. This will be a voluntary annexation, required for the Annexation kingdom quest.

Wait for Tristian to come back, and move on to the next chapter. Download microsoft office 2013 mac.

More of this sort of thing:

Varnhold Walkthrough

With that, you should be done in the Lake Silverstep area for now. There's plenty more to do in the mountains to the north, and you can still journey northeast to reach Varnhold – ostensibly the purpose of this expedition. In reality, however, the journey was more important than the destination.

To finish up and travel to Varnhold for the uneventful meeting with Maegar Varn, you need merely follow these directions (from Lake Silverstep Village):

  • East (to empty node south of Silverstep Grove)
  • East
  • East (across the river)
  • Northeast

After you cross the river to the east of Lake Silverstep Village, you may want to save your game and check your kingdom events, as the trip to and back from Varnhold will take about three days. With that out of the way, make your way northeast after you cross the river for an Illustrated Book Episode. Seems Dunsward – the province which Varnhold is the capital city of – has a bit of a bandit problem. Maegar Varn isn't taking this lying down, however, and has his soldiers patrolling the roads to keep the vital trade-lanes safe. Having a neighboring baron suffer an attack on their lands would be a bit of an international incident, so Maegar's guards will offer to escort you to Varnhold. That's right, you really can't explore much of Dunsward right now, but you're spared the tedium of walking to Varnhold, at least.

First Visit to Varnhold

Accept the escort and you'll appear in the humble city of Varnhold. Your barony might not be the most spectacular of states, but… at least you're doing better than Maegar Varn. Venture north and you'll find a tavern, outside of which stands Cephal Lorentus. He has little to say right now, but you can search the southwestern end of the building to find An Ancient Rostlandic Coin. Been a while since you nabbed one of these, eh?

Make your way around the tavern to find Maegar Varn arguing with a merchant to the north. Seems like he's not on great terms with Restov, and given the exploitative interactions you've had with them yourself, it's hard to blame him. Before you talk to Maegar Varn, you might as well explore the rest of the town, first. Start out by searching a crate along the side of the house near Maegar Varn to find a Ancient Scrap of Script-Covered Leather. The next bit of loot can be found east of Maegar Varn, where you'll find a crate containing 96 GP, a Masterwork Javelin nine Turquoise gems and a variety of foodstuffs.

Continue east until you hit the shore of a body of water, then follow the coast southeast and east to reach the eastern edge of the map. From here, head south around a building, then turn west around the front of the building to find another crate, inside of which you'll find a Masterwork Handaxe, a Masterwork Scythe, a Potion of Bear's Endurance and a variety of food-stuffs. Finally, turn south to reach the southern edge of the map, then head west through a cemetery, adjacent to which is a very humble shrine to Erastil. Along the western edge of this shrine is a fence, which you can loot to score a Taldan Warrior's Dog Tag.

With all that done, return to Maegar Varn and talk to him. You can learn about his political views regarding Restov and your own barony, vague glimpses of his future plans and about 'his wizard', Cephal Lorentus. That's pretty much all there is to discuss with Maegar Varn. No quests, not even a single moral choice. Was the trip here worth the effort? Again, it's the journey that counts, and the random artifacts you gained in Varnhold didn't hurt.

To make this trip less frivolous, talk to the merchant who is causing Maegar Varn distress and peruse his wares. He's got a variety of scrolls you might find interesting, including a Scroll of Summon Monster I, a Scroll of Snowball and a Scroll of Controlled Fireball, among others. Buy any spells that interest you, especially with the intent of writing them to your spellbook. That done, it's time to leave Varnhold.

When you exit the area, you'll find yourself back by the river east of Lake Silverstep Village and roughly three days will have elapsed. Now is a fine time to return to Tuskdale, rest up, sell items and attend to any business of state that may have arisen in your absence. Of course, if you haven't completed any areas listed previously in the guide, now is a good time to do so – any other areas are a bit far afield to bother with now, and will be saved for later when other quests give you an excuse to explore them.

Tip (5th-Level Spells): If your character didn't ascend to ninth level during the Varnhold expedition, there's a good chance they will during the early quests in the 'Monster Invasion' section of the guide. That being the case, it's a fine time to discuss 5th-level arcane spells.

Pathfinder Kingmaker Varnhold Lot

Stoneskin, Communal obviously. The original Stoneskin is a good enough buff, and a version of it that buffs the entire party is just stupidly good. Sure, you usually only need your tanks to have it, and they'll also lose it more often, so you can still benefit from having a few lower-level Stoneskin spells, but considering how long this buff lasts, it's never a bad idea to cast it when you arrive in a new area.

Blade Barrier and Cloudkill are both interesting spells that can combo with Web (or Obsidian Flow, for that matter). In the former case, you can cast it at a choke point you plan to lure enemies through, then case Web to provoke them. While not a devastating cast, Web will slow the enemies down and serve to instigate hostilities, and Blade Barrier will ensure that whatever does reach you, does so with fewer HP. Obsidian Flow is even better, as it has the slowing effects of Web with additional damage on top. Cloudkill can be used to roll over enemies, and if they can't move through it (in this case, by being stuck in a Web spell or similar effect) they'll take more Constitution damage from Cloudkill. Even on its own Cloudkill is interesting, as its duration and mobility allows you to, say, cast it at some enemies off-screen or down a hallway, and wait for it to reach them.

Pathfinder Varnhold's Lot Walkthrough

Hold Monster might seem like a useful spell, as it has the same effect as Hold Person, minus the 'person' restriction. If that interests you at all, however, consider Constricting Coils, instead, which also deals damage to the afflicted creature for as long as the spell remains in effect. Sure, 1d6+6 damage isn't exactly impressive, but why not have it if you can? Clerics gain access to it as well, but there are many useful 5th-level Cleric spells that make it worthy of consideration for your arcane spell casters.

Break Enchantment is a good debuff-remover, superior to Dispel Magic in that it can affect more than one spell on a creature, and it can affect your entire party. Best of all, it does so without disrupting debuffs on enemies, although it can cancel out your own buffs. It should be considered a spell of secondary interest, however, as Clerics can gain access to it, too.

Pathfinder Kingmaker Varnhold's Lot Walkthrough

Pathfinder: Kingmaker - Varnhold's Lot For Mac Os

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