This week Owlcat Games released Pathfinder: Kingmaker
a CRPG set in Pathfinder's universe, using a version of the Pathfinder tabletop rules.
We didn't have a thread so I figured I'd make one. I'm only a few hours in so far but it's pretty good, if complex. I haven't even gotten to the kingdom management stuff yet.
I have lots of questions about the stuff that doesn't come straight from 3.5 games, like the Magus/Inquisitor and a lot of the subclasses. Anyone familiar with them? I can't figure out how to really use the Spell Combat without getting opportunity attacks, stuff like that.
What are you guys playing?
Archetypes Guide(since the game is really bad at explaining what archetypes do)Alchemist
: 2/3 Caster, 3/4 Bab class with Simple Weapons, Light armor and bomb proficiency. Throws bombs based on Int Mod per day. Can use mutagens to trade mental stats for physical for the rest of the day. Discoveries every few levels. Poison resistance/immunity. Spells are mostly transmutation/abjuration.
-Grenadier loses poison resistance but gains martial weapons and some new bomb blast effects, can also add alchemical effects to weapons
-Vivisectionist loses bombs, gains sneak attack and some rogue talents.
-Chirurgeon loses poison resist but can cure others with extracts.Barbarian
: Full BAB, Fast move, rage, Simple/martial, light/medium/shields, danger sense, damage reduction, uncanny dodge
-Armored Hulk loses uncanny dodge, gains heavy armor proficiency and speed and abilities in it.
-Mad Dog loses uncanny dodge and some rage powers, gains an animal companion that learns some fighting tricks
-Invulnerable Rager loses uncanny dodge and danger sense, gains more damage reductionBard
: 2/3 Caster, 3/4 BAB. Simple+ Weapon proficiency, light armor and shields. Various bard songs that buff allies and debuff enemies.
-Archaeologist loses all songs, gains an Archaeologist's luck buff that affects themselves. They also get some trap finding and rogue skills
-Thunder caller loses some buff songs, gains some thunder and lighting attack songs.
-Firedancer loses some buff and debuff songs, gains fire resist songs and some fire spellsCleric
: Full caster, 3/4 BAB, Light/Medium/Shields, Simple Weapons. Choose a deity and 2 domains for extra spells and abilities.
-Crusader lose 1 domain, gains some fighter bonus feats.
-Herald caller loses medium armor and a most weapon proficiencies and 1 domain. Gains spontaneous summoning and some summon support feats.
-Ecclesitheurge loses all armor and most weapon proficiencies, gains Domain Mastery and a special blessing.Druid
: Full caster, 3/4 BAB, druid proficiencies. Wild shape, some poison resist/immunity. Animal Companion OR certain cleric domains.
-Blight Druid loses the animal companion, gains the ability to choose Death and Destruction Domains. Loses poison immunity, gains some defensive disease powers and disease immunity.
-Defender of the True World can't summon fey with summon spells but gains various anti-fey abilities.
-Fey Speaker becomes a Charisma instead of Wisdom caster. Less wild shape abilities, gains some arcane illusion/enchantment spells to spell list.Fighter
: Full BAB, all proficiencies, bonus feats, Armor training, Bravery, Weapon Training
-Aldori Defender loses armor training, gains dueling sword proficiency and a bunch of stuff related to the dueling sword
-Tower Shield Specialist loses weapon training, but gains a bunch of bonuses while using a tower shield
-Two Handed Fighter loses armor training, gains bonuses to sunder and disarm and other 2H special stuffInquisitor
: 3/4 BAB, 2/3 Caster, Light/Medium/Shield/Simple proficiencies, Judgments (small self buffs) Solo teamwork (teamwork feats work by themselves), Stern Gaze, Bane
-Monster Tactician loses judgments, gains summoning ability and feats empowering summons
-Tactical Leader loses solo Teamwork but can grant their teamwork feats to allies temporarily.
-Sacred Huntsmaster loses judgments but gains an animal companion and favored enemies.Magus
: 3/4 BAB, 2/3 caster. Light/Medium/Simple/Martial proficiencies, Arcane Pool (enhance your weapon) Spell combat (dual wield a weapon and a spell) and Spellstrike (deliver touch spells via weapon).
-Eldritch Scion changes from a wizard analogue to sorcerer.
-Sword Saint loses all armor proficiencies, all martial weapons except selected weapon. +Int to AC, bonuses to chosen weapon.
-Eldritch Archer changes spell combat and spellstrike to work with ranged weapons instead of melee.
: Full(?) BAB. Simple/monk weapon proficiency. Bonus monk feats, Evasion, Ki Powers, Flurry of Blows, Style Strike (part of Flurry), Ki Strike(overcome damage resistances).
-Scaled Fist changes to Cha-based for some things instead of Wisdom. Pick a dragon bloodline for a few powers, different set of bonus feats.
-Sensei loses Evasion and some feats, gains Bard songs and +Wis to hit/damage
-Traditional Monk drops the choose your own Ki powers for the 'traditional' ones of Diamond Soul, Quivering Palm, etc.Paladin
: Full BAB, 1/2 caster, All proficiencies, LG restriction, Smite Evil (various buffs against 1 evil creature) Auras, Mercies, Divine Weapon Bond, Lay on Hands, Channel Energy
-Divine Hunter loses heavy armor, gains ranged weapon abilities.
-Hospitalier has reduced Smite Evil capability, gains more defensive and healing abilities
-Divine Guardian devotes themselves to protecting a single characterRanger
: Full BAB, 1/2 caster, Light/Medium/Simple/Martial proficiencies. Favored enemies, combat style choices, Animal Companion OR share favored enemy, Favored terrain, Evasion, Quarry
-Freebooter loses companion, gets Freebooters Bane (Single target Favored enemy for everyone) and Freebooters bond (bonus when flanking)
-Flamewarden loses companion, evasion, adds fire-based abilities and spells
-Stormcaller only gets Archery style, no companion, adds lightning and storm based abilitiesRogue
: 3/4 BAB, Simple/Light proficiencies, Sneak attack, Trapfinding, Weapon Finesse, Rogue talent choices, Danger sense, Uncanny dodge, Evasion, Debilitating injury
-Eldritch scoundrel loses a lot of sneak attack upgrades, danger sense, uncanny dodge, but becomes a 2/3 caster.
-Knife Master knife sneak attack die becomes d8s, other weapon sneak attack die become d4s. Replaces danger sense with an AC bonus versus knives
-Thug loses danger sense, gains Brutal beatingSorcerer
: Full caster, simple weapons, choose from many bloodlines for bonus spells and abilities, 1 bonus feat
-Empyreal Sorcerer becomes Wis-based, has celestial bloodline
-Sylvan Sorcerer gains animal companion, has fey bloodline
-Sage becomes Int-based, has arcane bloodlineWizard
: Full caster, simple weapons, choose a specialist/opposition school or universalist
-Arcane bomber chooses 4 opposition school but gains many bombs per day to throw.
-Thassalonian Specialist chooses 2 opposition schools, but gains 2 spells per day per level to cast from favored school
-Scroll Savant can take 10 on using scrolls if it will succeed. Yes that seems to be it.
Companions (roughly in order of when you get them:
Linzi: CG Halfling Bard
Harrim: CN Dwarf Cleric
Jaethal: NE Elven Inquisitor
Valerie: LN Human Fighter (Tower Shield Specialist)
Amiri: CN Human Barbarian
You'll come out of the prologue with 3 of these based on choices you make near the end:
Harrim is chaotic, Valerie is lawful.
Linzi is good, Jaethal is evil.
Amiri comes with you regardless.
The other 2 will show up again later.
Tristian: NG Human Cleric (Ecclesitheurge)
Regongar: CE Half-orc Magus (Eldritch Scion)
Octavia: CG Half-elf Rogue/Wizard
Jubilost Narthropple: ?? Gnome Alchemist
Ekundayo LN Human Ranger
Nok-Nok ?? Goblin Rogue