Possible roles for companions

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Blackened

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Here's what I'm thinking:
The Noble companions should be made into lords, two companions should go for Int skills, one for max Cha (Trading), and one for max Agi (Looting). I'll first look at the possible roles of the remaining companions, which are going to be soldiers.

For every 3 points spent in Str/Agi, you can raise +1 to every combat skill. So, every companion should have free points sufficient for at least 6 skills, anything less will result in excess skill points, and anything more will result will underdeveloped skills (not so bad, since some skills might not be vital). I'll also try to pick only one or two combat proficiencies. For every companion, I'll pick Ironflesh and Weapon Master, so I'll have 4 free skills (though Weapon Master won't take as much skill points, so I'll have a few free skill points that I'll spend on the skills that weren't as high as the maximum when I first recruited the companions).

Mandatory skills:
Ironflesh
Weapon Master
Strength skills:
1. Power Strike
2. Power Throw
3. Power Draw
Agility skills:
4. Shield
5. Athletics
6. Riding
7. Horse Archery

So, here are the roles. I'll include weapons for the four weapon slots, and I'll write the not so important skills in parentheses. The points between weapon proficiencies are spread depending on the role, NOT evenly spread. I put athletics on cavalry, because they get in sieges.

Archer - 3, (1, 4, 5) bow, arrows, one-hand weapon, shield; Proficiencies: Archery, One-handed Weapons (alternatively, two-handed weapon or polearm with two bags of arrows) - should be very strong, because Power Draw is very powerful, and the top tier units can't have that much Power Draw. Note that most attribute points should be invested into Str.

Two-handed infantry - 1, 5 two-handed weapon; Proficiencies: Two-handed weapons - from what I've read, that companion should do well in battles, but he has two free skill slots and three free weapon slots. I'm wondering what to do about this, if I include Throwing, would he switch to the two-handed weapon when in melee combat? Note: I didn't include more two-handed weapons, because they would increase his weight, and they won't be very useful.

Infantry - 1, 4, 5, 2 one-handed weapon, shield, two throwing items; Proficiencies: One-handed weapons, Throwing - that's the only thing I could think for a (one-handed) infantry. The other thing I thought of was the same as this, but without throwing. Should I use three Throwing weapons instead?

Cavalry - 1, 4, 6 (5) one-handed weapon, shield, shield, one-handed blunt weapon; Proficiencies: One-handed weapons - This should be the standard cavalry. It's supposed to work good, because Swadian Knights work good. I only don't know if throwing could improve this one, but probably not, because it would require horse archery.

Polearm infantry - 1, 5, 2 polearm, three throwing items; Proficiencies: Polearms, Throwing - I'm not sure whether I should use Throwing, because I don't know if the companion would use the polearm I'll give him at all (thus being weaker than the one-handed infantry). I'm not sure if there's any point in this one, maybe it's better against cavalry (or infantry, if I use a polearm similar to Quarterstaff).

Crossbow - (1, 4, 5) Crossbow, bolts, one-handed weapon, shield; Proficiencies: Crossbows, One-handed weapons (alternatively, two bags of Bolts, with a polearm/two-handed instead of one-handed) - I think the archer is stronger in all aspects, because the bow should do more damage, because companions can have high Power Draw. Also, can I include Throwing? I need some advice here.

Polearm cavalry - 1, 4, 6 (5) Polearm/lance, shield, shield, blunt polearm/lance; Proficiencies: Polearms - this one should be able to do couching. I'm not sure if it's going to work well, though.

Horse archer - 3, 6, 7 (1, 4, 5) Bow, arrows, arrows, two-handed weapon or polearm; Proficiencies: Archery, Two-handed weapons/Polearms (alternatively one-handed weapon with a shield, not a good idea because of low/none Shield skill) - I don't know if that's going to make him use the melee weapon only when forced to. If the AI works good, this is going to make a very good companion, because of high Power Draw skill.

Horse crossbowman - 6, 7 (1, 4, 5) Crossbow, bolts, bolts, two-handed weapon or polearm; Proficiencies: Crossbows, Two-handed weapons/Polearms (alternatively one-handed weapon with a shield, not a good idea because of low/none Shield skill) - I only include this, because I've seen someone on the forum recommend it. I'm still skeptical about it.

Also throwing while on horse (melee or archery when out of ammo). But I'm not sure if it's even worth it. Anyone tried it? Note that it would require Horse Archery.



Tell me what do you think about these builds and how can I improve them. Then I'll try to make up builds for the more specific companions (the Looter, Trader, the two Intelligence companions, and the Nobles, though the Nobles are very easy to do).
 
The two-handed infantry should definitely be conflated with the archer, they have great synergy together. A pure two-handed infantryman doesn't need to invest in many points to be effective, so you have the spare points needed to invest in power draw without taking the occasional INT point. Not to mention having an extra quiver to take advantage of the deadliness of bows makes sense. Power draw and athletics most important.

Two-handed cavalry is an effective build for a companion - even though there's a damage/speed penalty on horseback (not sure which, or if it's both), the extra reach makes it a good choice. It would also be useful to use the remaining two slots to equip the siege crossbow, which they normally won't use, but means that they will become heavy crossbowmen when unhorsed, or during a siege. Alternatively I like to give them a heraldic shield and a two-handed blunt weapon - the shield doesn't block arrows on the AI, but it does look cool on their backs. And the AI does whip the blunt weapons out when chasing routers. Giving the two-handed horseman javelins is not recommended as the companions have an annoying tendency to turn the javelin into a crappy polearm. Might be solved by giving them something without a secondary attack mode like darts though, I'm not sure.

Like you said the dedicated crossbowman isn't really a good build unless it's a party skill companion like a scout or medic, but the crossbow is a great secondary weapon for board-n-sword tank on foot types.

Lancer cavalry is doable, you just have to micromanage them.

Horse archery is lethal when the player uses them, but imo quite a bad idea for a companion - the skill intensiveness is one thing (power draw, horse archery and riding are essential skills), but the AI also completely sucks at it unless you micromanage them, and even then there are probably better, more effective ways to equip your companions.
 
So, here are the roles.
Archer - 3, (1, 4, 5) bow, arrows, one-hand weapon, shield; Proficiencies: Archery, One-handed Weapons (alternatively, two-handed weapon or polearm with two bags of arrows) - should be very strong, because Power Draw is very powerful, and the top tier units can't have that much Power Draw. Note that most attribute points should be invested into Str.

Without riding 4 (and a heavy charger horse) they will get XP slower.
Even with high weapon master and good skills, your companion will suck as a bowmen.
Skip this.


Two-handed infantry - 1, 5 two-handed weapon; Proficiencies: Two-handed weapons - from what I've read, that companion should do well in battles, but he has two free skill slots and three free weapon slots. I'm wondering what to do about this, if I include Throwing, would he switch to the two-handed weapon when in melee combat? Note: I didn't include more two-handed weapons, because they would increase his weight, and they won't be very useful.

Without riding 4, they won't get XP fast.
Without a shield, they will die sooner.
Skip this build.


Infantry - 1, 4, 5, 2 one-handed weapon, shield, two throwing items; Proficiencies: One-handed weapons, Throwing - that's the only thing I could think for a (one-handed) infantry. The other thing I thought of was the same as this, but without throwing. Should I use three Throwing weapons instead?

The best equipment for a companion is a heavy warhorse.
Skip this.


Cavalry - 1, 4, 6 (5) one-handed weapon, shield, shield, one-handed blunt weapon; Proficiencies: One-handed weapons - This should be the standard cavalry. It's supposed to work good, because Swadian Knights work good. I only don't know if throwing could improve this one, but probably not, because it would require horse archery.

Very good. A heavy charger is essential, as is a shield. The shorter range the better.


Polearm infantry - 1, 5, 2 polearm, three throwing items; Proficiencies: Polearms, Throwing - I'm not sure whether I should use Throwing, because I don't know if the companion would use the polearm I'll give him at all (thus being weaker than the one-handed infantry). I'm not sure if there's any point in this one, maybe it's better against cavalry (or infantry, if I use a polearm similar to Quarterstaff).

No riding, no charger, no XP.


Crossbow - (1, 4, 5) Crossbow, bolts, one-handed weapon, shield; Proficiencies: Crossbows, One-handed weapons (alternatively, two bags of Bolts, with a polearm/two-handed instead of one-handed) - I think the archer is stronger in all aspects, because the bow should do more damage, because companions can have high Power Draw. Also, can I include Throwing? I need some advice here.

Crossbow is a bad weapon, they will never make enough kills with it.
Shield+1hander is great, especially with heavy charger and riding :grin:


Polearm cavalry - 1, 4, 6 (5) Polearm/lance, shield, shield, blunt polearm/lance; Proficiencies: Polearms - this one should be able to do couching. I'm not sure if it's going to work well, though.

They cannot use polearms! They will stop, try using a lance for stabbing, but continously interrupted.
Charger+shield+1hander.

Horse archer - 3, 6, 7 (1, 4, 5) Bow, arrows, arrows, two-handed weapon or polearm; Proficiencies: Archery, Two-handed weapons/Polearms (alternatively one-handed weapon with a shield, not a good idea because of low/none Shield skill) - I don't know if that's going to make him use the melee weapon only when forced to. If the AI works good, this is going to make a very good companion, because of high Power Draw skill.

Companions will never be efficient horse archers.
Skip!

Horse crossbowman - 6, 7 (1, 4, 5) Crossbow, bolts, bolts, two-handed weapon or polearm; Proficiencies: Crossbows, Two-handed weapons/Polearms (alternatively one-handed weapon with a shield, not a good idea because of low/none Shield skill) - I only include this, because I've seen someone on the forum recommend it. I'm still skeptical about it.

Companions will never hit from horses.
Skip!



In essence, if you want to do some powergaming, and don't care about personalities (Nizar light cavalry, MAtheld to heavy inf, etc.) the answer is:
- athetics 12 and riding 4 for everyone (for heavy charger)
- shield for everyone
- short reach blunt or piercing weapon for everyone (balanced military pick, balanced flanged mace, heavy club with spike, balanced warhammer are good)


edit: if you give everyone a shield, a military pick AND a mace, you can use the 'use blunt weapon' order as a very useful tool.
 
Interesting. I usually make all my Companions focus on INT where each gets one party skill and Trainer to focus on while I raise my CHA and Leadership until I can field over 100 troops.  I make myself the party trader. (Trading and dye-worksrender the Looting skill pointless to me.) I always equip them with a 1-handed weapon, a heater shield, and a light crossbow + ammo.
 
Hidole555 said:
Interesting. I usually make all my Companions focus on INT where each gets one party skill and Trainer to focus on while I raise my CHA and Leadership until I can field over 100 troops.  I make myself the party trader. (Trading and dye-worksrender the Looting skill pointless to me.) I always equip them with a 1-handed weapon, a heater shield, and a light crossbow + ammo.


I usually dedicate companions to roles:
2X medics (first aid, wound treatment, surgery)
2X trackers (pathfinding, tracking, spotting)
1X tactician (tactics, engineer and trainer)
The rest updrade mostly combat skills, and dump some points into trainer.

For myself I usually start with high charisma (bard choice), and get 4-5 leadership.
The majority of the troop limit comes from renown!
Since I aim for 18-21 agility anyway, I will take looting too.
Also, I usually have intelligence, so I put points into trainer too (I am always the highest level so I can train everyone else)
(that means: combat skills+looting+trainer for main char)

Trade: don't bother, if there is a companion who has it then ok



Levelling companions: agility 12-> riding 4, before everything else  :smile:


What makes sense as well, is to put 2 points into every single party skill for the main char. Like 2 surgery, 2 pathfinding, everything. This will get you a score of 2+1.
If there is a companion who has higher score, he will also get the +1 bonus from the player skill.



Just to share, a friend of mine has an interesting build for a main character. He usually gets STR:15, and AGI: 12, which is enough (in native) to use all weapons and horses, thus allows him to defeat everything 1on1.
From this time, he focuses on INT, and the most important skills: training, surgery, tactics and pathfinding.
This way, he will always have battle advantage, high surgery, highest possible training (high training+high level trainer) and high movement speed on map - as far as he is alive.
 
Concerning the non-combat companions, I think I have the perfect build.

One with max Int - Tracking, Tactics, Path-finding, Spotting, Trainer and a filler skill;
One with max Int - Wound Treatment, Surgery, First Aid, Engineer, Trainer and a filler skill;
One with max Cha - Trade and 5 filler skills;
One with max Agi - Looting and 5 filler skills (could still be a decent soldier, maybe)

(it's still incomplete, I have to think which companions exactly play those roles and what should the filler skills be)

This way, I lose two companions that could otherwise be used for combat, but I don't have do spend precious skill points for party skills, and I don't think that companions are that stronger than top tier units. The only problem I see is that they might be slow to level up. But I'm pretty sure they'll manage somehow. Maybe if I use them in battles, but this way they builds won't be optimal.

Concerning the Noble builds, they should be pretty simple. Just pick Int/Cha and put most skills on Leadership/Pathfinding/Tactics/Trainer, and the rest of them on Ironflesh/Powerstrike/Riding/Shield/Weapon Master/Athletics. The reason is that a single Charisma point adds a single unit, so three Charisma points and a single Leadership point (+8 units) should be far better than tens of levels spent on combat skills (+8 units is far better than any power boost on the lord, and I take into account the fact that lords often use weak units and that the number of units in the battlefield is limited).

I'll wait a little more and then comment on the combat builds. I think that a single build on all the companions should be the best option, but then comes the question, are they stronger than top tier units?
 
Blackened said:
Infantry - 1, 4, 5, 2 one-handed weapon, shield, two throwing items; Proficiencies: One-handed weapons, Throwing - that's the only thing I could think for a (one-handed) infantry. The other thing I thought of was the same as this, but without throwing. Should I use three Throwing weapons instead?
I'm going the way of the Huscarl with my Infantry NPC:  2h axe, 1h axe, shield, throwing axes.  It's basically the same as this build with the extra 2h proficiency, which is not that bad as it mostly goes up by usage than level ups.

Blackfish said:
The two-handed infantry should definitely be conflated with the archer, they have great synergy together. A pure two-handed infantryman doesn't need to invest in many points to be effective, so you have the spare points needed to invest in power draw without taking the occasional INT point. Not to mention having an extra quiver to take advantage of the deadliness of bows makes sense. Power draw and athletics most important.
Fully agree.  Whether it's going to be frontline troops or support, a 2nd quiver is more useful than a shield once bow/crossbow proficiencies are pushed up a bit.

And actually this combo is the template for my INT based companions:  Bow/Crossbow, 2 quivers and a 2h.  I usually stick them close to my archers so they can get plenty of kills.  Also having a Heavy Great Axe means they can defend themselves in close range.  If the NPC starts with some PD then I give them a bow, but otherwise it's skill pints I'd rather spend elsewhere.


shikaka said:
Crossbow is a bad weapon, they will never make enough kills with it.
The crossbow is a great weapon for NPC as it required no skill points specifically, so it's really well suited for INT based NPCs.  Also I couldn't think of joining a siege without plenty of ranged units, so companions that don't have a base of PD usually get a crossbow.

When they pass the 150 proficiency they get plenty of kills, which is fairly easy to get.
shikaka said:
Shield+1hander is great, especially with heavy charger and riding :grin:
Add a Siege Crossbow and a large bag of steel bolts and they're now great crossbowmen if they get dismounted in the field.  They are now also useful in the opening round of a siege! :wink:
This is basically my build for my horse based NPCs.


As for Horse Archers, It's really not suited for all NPCs, but those that have the base skills can be expanded to good HA.  With high proficiency and a few HA skill they can hit plenty of targets while riding.
Baheshtur is one that can be molded in a very decent Horse Archer because of his starting skills.  Otherwise it could be done with those that start at level 1.

The major down side I see to the Horse Crossbow is that the best weapon is pretty weak, MW light crossbow is really not that great when compared to other ranged weapon.  In the later stages of the game against targets with heavy armored targets that build shows some weaknesses.
 
All my companions but 3-4 of them are fighters, 2 trackers, 2 healer, everyone on a charger, plate, 1h and shield.

My char is warlord, maxing out and strenght and agi.
 
My approach is rough, but simple.

1. All companions need St 10, Ag 12 for the basic combat gear and skills they need to progress and get XP, the ability to ride a warhorse being the highest priority early on.

2. I used to give companions throwing weapons, but in my last game the companion with the siege crossbow got the highest level, so thats what they all get now. It needs no skill points to use, which is good. They only ever use this weapon in sieges, unless unhorsed in field combat. They get a good sword/axe and shield for use in normal combat, plus at least heraldic mail and winged helmet.

3. Then I decide if the companion is a specialist or future Lord. Specialists get int to max their healing/pathfinding/tactics/engineering skills. Lords also get some cha based skills and maybe persuasion for use as a messenger after I start my own kingdom.

4. Katrin has her skill points wasted on inventory management, so I develop her as a sort of grandma-fighting-champion rather than giving her specialist skills.

5. I put as many spare points into training as I can for all characters to train noob soldiers as quickly as possible.
 
For me, it depends on the companion.  My current party:

Borcha: tracker.  Max INT, Spotting, Pathfinding, Tracking.  One-handed sword, shield, and throwing weapons (javelins or jarids).  Mounted.
Rolf: foot soldier.  STR/AGI.  Throwing axes & shield; when he runs out of axes he switches to a two-hander.  Lots of Athletics so he can move faster.
Lezalit: knight.  Polearm (yes, companions do use polearms, although spears are better for them than lances) and one-handed weapon, plus shield.  Mounted.
Matheld: same as Lezalit, although I intend to make her a lord, so I've been putting spare points into Leadership.
Nizar: same as Lezalit.
Katrin: medic.  INT build.  Mounted.  One-hander, shield and throwing daggers (they don't require Power Throw).
Marnid: trader.  CHA build.  Mounted.  Polearm, one-hander, and shield.
Artimenner: engineer. INT build.  Mounted.  Polearm, one-hander, and shield.

Basically, all my companions eventually get to 12 STR and 12 AGI to be useful in battle, with skill-based companions like Borcha, Katrin, Marnid & Artimenner concentrating in their needed attributes and the fighting specialists taking STR/AGI as high as possible.  I throw a few points into Training for all companions--it's extremely useful for raising up troops fast.  I mount as many companions as possible to speed up my party.  I even had Rolf mounted for map travel and would tell him to dismount at the beginning of a battle, until I got his Athletics up.  Power Strike, Ironflesh, Weapon Master, Riding all go to at least 4, higher on fighting specialists.  Borcha gets Power Throw just high enough to equip Heavy Jarids.  Companions don't seem to do well stabbing with swords, so I give them sabres and the like, where the swing is what matters.  I like polearms for my skill-based companions--keeps them at a distance from their opponents.

Other companions I've used in other playthroughs:

Alayen: knight, straight up.
Ymira: she can either go CHA and be a trader or INT and be a medic.  Standard skill-based companion set-up: one-hander, shield, and spear.
Bunduk: cross-bowman.  I basically made him my own Rhodok sharpshooter.  I also went INT on him and gave him Engineering when I didn't recruit Artimenner.
Jeremus: medic, of course. 

I've never used:

Deshavi, but she seems pre-specialized as a tracker and an archer.
Klethi.  I have no idea how one would level her.
Baheshtur, but he screams "horse archer" to me!
 
I just don't get it. Why the hell do you use War Horses for your companions, whereas Chargers have better stats?
 
By warhorse we mean something with armour and hit-points, not a courser or hunter.

The objective is to have a horse that stays alive under the companion when mobbed in combat.

You need riding 4, which in turn needs AGI 12, to ride one of these. We target these stats with our early XPs.

That is the minimum - of course you can spend more money if you have it to buy chargers instead.
 
For my own character, I've noticed that Heavy Hunters actually hold up very well--I've only rarely been unhorsed.  My style of play is to lance down enemies on the fringe, then close in with a sword, so Heavy Hunters are the perfect mix of speed, maneuverability and hitpoints.  Companions do need something more armored, though, as they can't just leave the fray when they notice their horse is low on hitpoints, as I can.
 
Blackened said:
Archer - 3, (1, 4, 5) bow, arrows, one-hand weapon, shield; Proficiencies: Archery, One-handed Weapons (alternatively, two-handed weapon or polearm with two bags of arrows) - should be very strong, because Power Draw is very powerful, and the top tier units can't have that much Power Draw. Note that most attribute points should be invested into Str.

Companions as archers really take advantage of their immortality in ranged duels, but most importantly they pack twice the ammunition of any elite archer. They never get into trouble because all they do is stand in a line on a hill and fire away. You can easily clean all bandit lairs just with 6 of your buddies. They get many kills, they engage early and keep attacking until everything is dead. You never have to bother with horses. For sieges I give them a shield, for field battles whatever fast weapons i can loot.
Special party chars like the Healer get a Crossbow however, also Katrin gets a crossbow.

Cons. It can take a while to equip everybody with 2x expensive Khergit arrows. Steppe and Desert bandits can be difficult (maybe it's helpful to switch to pole arms vs Cavalry)
Movement speed of archer infantry army is noticeably reduced.
 
Blackened said:
Horse archer - 3, 6, 7 (1, 4, 5) Bow, arrows, arrows, two-handed weapon or polearm; Proficiencies: Archery, Two-handed weapons/Polearms (alternatively one-handed weapon with a shield, not a good idea because of low/none Shield skill) - I don't know if that's going to make him use the melee weapon only when forced to. If the AI works good, this is going to make a very good companion, because of high Power Draw skill.
Companion HA (I'm using them most of time)- Bow, 3x arrows, no melee weapon.
Skills:
Agility=12: riding 4, WM 4, HA 4
Strength=12+: PD max
Armored horse is a must.

Skill progress- riding to 1 (if needed), WM to 4, PD to 4 (for war bow), then riding to 4 (for heavy horse), PD whenever you can, and HA with spare points. Obviously, in the beginning your companions will fire from horse as a standing platform (no penalty).

To explain no melee weapon- when armed only with a bow+arrows AI tends to break contact to continue shooting, which is what I want from HA.

 
I have decided that my combat NPCs will all be either archers (bow, 2 quivers, two-handed weapon) or cavalry (one-handed weapon, shield, siege crossbow, bolts).

Now I'm wondering whether I should give the non-combat NPCs some combat skill points (4 riding, maybe enough str for a siege crossbow), or should I just focus them on whatever they are focused (charisma / intelligence / agility / being noble). Do you think that the levels they gain from combat make up for the points wasted on their combat abilities (and the room they take in the army)?

Also, I'm wondering what to do with the companions who aren't noble and dislike the 8 companions who are incompatible with the nobles.
 
I give my non-combat NPCs enough points in STR and AGI & combat skills like Ironflesh, Power Strike, Athletics & Riding so that they'll be more effective in combat.  After all, you won't be able to use their skills if they're injured all the time!  But otherwise, they stay pretty skill-focused.

I usually keep my companions as companions.  After all the time I spent leveling them, they're much too valuable to lose!  At most, I'll make one noble companion a lord, but I usually decide who that's going to be early in the game and level them accordingly (giving them more Pathfinding and Leadership than I otherwise would).  My trader becomes my minister, but that's usually a non-noble companion anyway.  Basically, I pick a group that gets along with each other, since most of them will be staying in my party.
 
A couple more thoughts:

Companions ramp up their salary demands as they level up quite a bit regardless of skill and equipment. Because cavalry is the most expensive unit to keep, playing companions as anything but cavalry will always be a bit wasteful. Then again riding/horse archery are wasted skills during sieges.

Maybe instead of going heavy in strength and power draw or strike with dedicated fighter companions and weaker party skill companions, it would be better to spread engineering, path finding, surgery ...(8 skills total). among almost all of your intelligent buddies giving them all trainer skill, which requires int. as well. Due to points doubling from int. they will have plenty of opportunity to raise up things like iron flesh or their secondary attack type skill. The only specialized chars would remain a charismatic (possibly noble) trader and an agile looter.

So with a total of 10 buddies (excluding Jeremus the Quack, Deshavi <3 Klethi, whimpering wimps Firentis + Marnid and Lezalit the Sadist) you'll have exactly 10 party skills spread among them and have the benefit of an eight trainer battle drill!


 
Blackened said:
Now I'm wondering whether I should give the non-combat NPCs some combat skill points (4 riding, maybe enough str for a siege crossbow), or should I just focus them on whatever they are focused (charisma / intelligence / agility / being noble). Do you think that the levels they gain from combat make up for the points wasted on their combat abilities (and the room they take in the army)?
I bring my INT based companions up to 12 in STR and AGI.  I find the points in fighting skill are very useful since the best way for NPCs to gain levels is by doing some kills. 

10 STR could probably be enough for those using a crossbow to use the Siege Crossbow, and most of the good armor don't require more STR than that.  But the juicer 2h weapons require more STR, I'm very found of the Heavy Great Axe, STR 11 if I remember correctly.  And if they're going to have 11, might as well push it to 12 and get that extra PS and IF.

For a character using a Bow 12 STR and 4 PD opens the War Bow, which is very nice to have.

9 AGI could probably be enough since they stay on foot, but 4 in Athletics and WM is a good number.

Note that the push from 9 to 12 in STR/AGI is normally done after they have at least 5 in whatever skill their main focus is. 
 
Based on this, this will be my setup for the next time I get to play.

First, they have to get along. Second, they have to be interested in the same things I am (So, someone like Firentis is good, but he doesn't like fighting so he's out; this also eliminates the two main healers in Jeremus and Ymira). Third, I look at their "effective level", meaning what level do they start at if I want to first get their stats to str 10 agi 12, with lower levels being better (because I want to be able to train them in what I want).

With that in mind, here's my setup for companions (this is for a role as a vassal; if I was planning on setting out on my own I might do it slightly differently so I could get non-noble people for my 'skills' team).

Alayen: Starting level 2, Effective starting level 6: Looter
Klethi: Starting level 2, Effective starting level 6: Medic
Deshavi: Starting level 2, Effective starting level 7: Tracker
Baheshtur: Starting level 5, Effective starting level 9: Engineer/Tactics.

What does everyone think?
 
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