There are a dozen core party companions Pathfinder: Wrath of Righteous. As the story focuses on lots of important choices, some potential allies may stay for the whole adventure, leave partway, or even turn traitor. Party members themselves have opinions of each other, with possible friendships or hostilities arising.
Taking place close to the Mendev-World Wound border, the campaign has attracted valiant crusaders, wicked demons, political schemers, and every shade of power seeker. This means that both allies and enemies will have far greater powers and immunities than those seen in Pathfinder: Kingmaker. What made for a good party in the previous game might not work this time around.
Related: Pathfinder WotR Lets Your Animal Companion Be An Atheist
Knowing what Pathfinder companions specialize in, and when they join, is very important. Field parties can only have six companions at a time, including the custom main character. Most teams will at minimum want a tank, archer, scout, healer, and crowd controller. By planning out recruitment, the party can cover every combat and social situation while avoiding redundancies.
Four party companions will join near the start of Pathfinder: Wrath of the Righteous, but not all will stay.
Some companions are inside the first city of Kenabres and should be found before liberating the city in Pathfinder: Wrath of the Righteous.
More Pathfinder: Wrath of the Righteous companions are available after leaving Kenabres, either around Mendev’s wilderness or in specific cities.
Sosiel is a human, neutral good, Cleric of Shelyn who aids in melee with his glaive and armor. Sosiel is a member of the larger Crusade, but can be reassigned and placed directly into the commander’s personal team
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