We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Recommend a Pathfinder Kingmaker build/party for me
Doesn't feel that way with this party. Though I do remember when I tried to play it the first time my group only had one character with a torch for splash damage and the first spider encounter was a wipe.
What difficulty you on? I went with the one a step below the ones that say "IF YOUR BUILD AT CHARACTER CREATION SUCKS YOU'RE GONNA GET BRICKED ******" it was very intimidatingJ1M wrote: β April 11th, 2025, 14:27Doesn't feel that way with this party. Though I do remember when I tried to play it the first time my group only had one character with a torch for splash damage and the first spider encounter was a wipe.![]()
Steam friend code: 1525876263
I have it set to Normal with companions levelling up automatically. (So the difference should be that enemies deal 20% more damage to you and you have to use a more expensive scroll if someone dies?)Valter wrote: β April 11th, 2025, 14:47What difficulty you on? I went with the one a step below the ones that say "IF YOUR BUILD AT CHARACTER CREATION SUCKS YOU'RE GONNA GET BRICKED ******" it was very intimidatingJ1M wrote: β April 11th, 2025, 14:27Doesn't feel that way with this party. Though I do remember when I tried to play it the first time my group only had one character with a torch for splash damage and the first spider encounter was a wipe.![]()
![]()
PS: I wouldn't go with the automatic builds for companions if you intend to use them for more than cheerleaders.
Last edited by J1M on April 11th, 2025, 15:04, edited 1 time in total.
The end of this Kingmaker turned into a bit of a slog, but overall I'm glad I played it because it does a lot of things well and is above average quality.
You may have seen some comments online about Blind Fight being a mandatory feat for martial characters. This is correct. I even took it on my Alchemist.
Of the 4 characters I built, 3 of them were absolute powerhouses through to the end, even though in the final stretch the animal companions became mostly ineffective due to not having Blind Fight. The Barbarian was hitting for 45-174 damage but the Ranger probably did more damage overall due to being more efficient at being able to hit secondary targets. The Alchemist's ability to deal fire/force/holy damage while ignoring spell resistance was also extremely strong. The final boss was felled primarily by 15 force bombs over 3 rounds.
My only real disappointment in the character building department was the monster tactician. It was able to deal some melee damage all the way through thanks to equipment and bane weapon, but the summons that were fantastic at lower levels when they were simple melee creatures that attacked well enough and effectively absorbed hits turned to dogshit by the end. Later the summons that are available have self-buff spells and they place extreme priority on casting them and they can't hit anything either.
You may have seen some comments online about Blind Fight being a mandatory feat for martial characters. This is correct. I even took it on my Alchemist.
Of the 4 characters I built, 3 of them were absolute powerhouses through to the end, even though in the final stretch the animal companions became mostly ineffective due to not having Blind Fight. The Barbarian was hitting for 45-174 damage but the Ranger probably did more damage overall due to being more efficient at being able to hit secondary targets. The Alchemist's ability to deal fire/force/holy damage while ignoring spell resistance was also extremely strong. The final boss was felled primarily by 15 force bombs over 3 rounds.
My only real disappointment in the character building department was the monster tactician. It was able to deal some melee damage all the way through thanks to equipment and bane weapon, but the summons that were fantastic at lower levels when they were simple melee creatures that attacked well enough and effectively absorbed hits turned to dogshit by the end. Later the summons that are available have self-buff spells and they place extreme priority on casting them and they can't hit anything either.
Last edited by J1M on April 21st, 2025, 17:44, edited 1 time in total.
I have an all (hardcore, first playthrough ) Paladin/Cleric/Fighter playthrough I've neglected for months. I don't like using premade companions/recruitables in most games like this. Haven't gotten too far in as far as I am aware. I did get my stronghold or whatever after beating the Stag Lord, think I stopped shortly after that. Characters are all custom for me, brother, cousins and a family friend, mostly melee, some ranged ( crossbows/bows )and casters/buffs. Need to get around to this at some point. Thoughts on Melee heavy/physical ranged @J1M and anyone that's played without giving away too much? Brother asked me about this, would like to tackle it soon.
βΊ Show Spoiler
You do not have the required permissions to view the files attached to this post.
Last edited by Classix on May 24th, 2025, 20:11, edited 1 time in total.
LBL Season 1: 11-5 - 2026/27 Season 2: Incoming... LBL Board Game vs Little Bro: 4-3... - *** ( Legend Difficulty ) Practicing...... *** < Militum Christi > 25-0 FOR J. WOOOOO BABY.
As I mentioned earlier in the thread, the archer I had was my biggest damage source. Pounce (full attack after charge) was the reason I went barbarian for my melee character. Either way, you'll want to have blind fight on all of your martial characters for dealing with Fey.Classix wrote: β May 24th, 2025, 20:11I have an all (hardcore, first playthrough ) Paladin/Cleric/Fighter playthrough I've neglected for months. I don't like using premade companions/recruitables in most games like this. Haven't gotten too far in as far as I am aware. I did get my stronghold or whatever after beating the Stag Lord, think I stopped shortly after that. Characters are all custom for me, brother, cousins and a family friend, mostly melee, some ranged ( crossbows/bows )and casters/buffs. Need to get around to this at some point. Thoughts on Melee heavy/physical ranged @J1M and anyone that's played without giving away too much? Brother asked me about this, would like to tackle it soon.
βΊ Show Spoiler
I wouldn't consider myself an expert on magic in 3e, but enlarge person and legendary proportions were useful for increasing damage dice. The way I tend to play is to go as long as possible without resting so spells that deal damage are less appealing to me.
There are some points where you might want some other damage types, but enchanted weapons might be enough. Personally I relied on an alchemist since they have several damage types including force damage.
@J1M Yeah I got Blind Fight earlier in my builds, some suggest damage feats and such but Idgaf about those, I like "what if" feats. Alchemist wise I dipped into it on a few test characters and the potion/before combat buffs ( enlarge ) was very helpful/useful. Might dip 1 level on this on a couple of my front-liners. Thanks for your input my man.
LBL Season 1: 11-5 - 2026/27 Season 2: Incoming... LBL Board Game vs Little Bro: 4-3... - *** ( Legend Difficulty ) Practicing...... *** < Militum Christi > 25-0 FOR J. WOOOOO BABY.
I don't know if there is much value in an alchemist dip when the game has abundant wands/scrolls/potions. Alchemist really benefits from putting all your levels into it for extra bombs and infusions.
Yeah I forgot about grenade/tosseables.... Brother and I think cousin char has Lore for wands/scrolls.... That's what I like about this stuff but also a bit of a curse.. the possibilities lol. Thanks again brother.
Last edited by Classix on May 24th, 2025, 23:32, edited 3 times in total.
LBL Season 1: 11-5 - 2026/27 Season 2: Incoming... LBL Board Game vs Little Bro: 4-3... - *** ( Legend Difficulty ) Practicing...... *** < Militum Christi > 25-0 FOR J. WOOOOO BABY.
Make sure you take the Grenadier flavor. It is strictly better and the perk that prevents friendly fire is very valuable.Classix wrote: β May 24th, 2025, 23:30Yeah I forgot about grenade/tosseables.... Brother and I think cousin char has Lore for wands/scrolls.... That's what I like about this stuff but also a bit of a curse.. the possibilities lol. Thanks again brother.
@J1M Thanks buddy, I'll write it down.
LBL Season 1: 11-5 - 2026/27 Season 2: Incoming... LBL Board Game vs Little Bro: 4-3... - *** ( Legend Difficulty ) Practicing...... *** < Militum Christi > 25-0 FOR J. WOOOOO BABY.
I have some recommendations for character builds if you go back about 10 posts. I'm sure there are many others that will work well.
I'll check'em out.
LBL Season 1: 11-5 - 2026/27 Season 2: Incoming... LBL Board Game vs Little Bro: 4-3... - *** ( Legend Difficulty ) Practicing...... *** < Militum Christi > 25-0 FOR J. WOOOOO BABY.
on normal or up? Want to do full merc run because i hate these ******* companions but i don't really know how to build characters , my knowledge is enough to make a fighter with big sword surviveJ1M wrote: β April 7th, 2025, 21:05Eventually settled on a core party of 4 mercs that can handle anything with two open slots for companions for specific quests or just to act as cheerleaders.
The game plan is to charge + trip everything and rely on summons and animal companions to soak hits.
1. Mad Dog Barbarian: animal companion, enlarged reach weapon, charge with full attack
2. Monster Tactician Inquisitor: animal companion, summons buffed with teamwork feats
3. Archer Ranger: animal companion, top single-target damage
4. Grenadier Alchemist: ignore spell resistance, consistent on-demand damage, splash damage, multiple damage types
Combat is a breeze with this group. The three animal companions are so strong you've basically added 3 Fighters to the group. The party will become exhausted from travel before they run out of resources. The only way I know of to alleviate this would be to add a Paladin to the group for the Lay on Hands rider that removes those conditions. There is no Paladin flavor that offers an animal companion, so just add it as a 5th core member.
The Leopard is the best animal companion. It has Pounce, which allows it to perform a full attack after charging, significantly increasing its damage. Also, similar to a Dog, it attempts to trip the target with its first attack. So against a weaker foe or with some good rolls, your pet can use its turn to charge 100 feet across the battlefield, knock down an enemy (forcing a wasted move action next turn and an opportunity attack) and hit it multiple times. This party has 3 leopards.
1. The focus of the Barbarian is being able to attack over the front line with a reach weapon and increasing the damage that will do by getting the Beast Totem rage powers so he has the same Pounce ability as the animal companion. Enlarge person is somewhat mandatory for increased reach, but it will also increase damage dice. Other buffs worth considering are Leaded Blades and Bull's Strength. Recommend light armor for movement speed.2. The tactician brings summons similar to a full caster, but they are stronger due to the teamwork feat traits, can heal or remove status effects, and with a simple reach weapon like a spear can do some decent melee damage thanks to Bane. His leopard will be stronger than the others, if you care to know which is which you can mark it with the Light cantrip. Due to the summoner feats, you generally want to use a summon spell that gives you more than one creature.Code: Select all
TORZAN Class Barbarian (Mad Dog) Race Human Stats (19,16,14,7,10,7) Skills Athletics, UMD, Perception 1 Power Attack, Exotic Weapon Proficiency - Fauchard 2 3 Combat Reflexes 4 Beast Totem 1 5 Outflank 6 7 Blind Fight 8 Beast Totem 2 9 Improved Critical 10 11 Beast Totem 3 12 Lethal Stance 1 13 Sieze the Moment 14 15 Lethal Stance 2 16 Lethal Stance 33. The main thing to note here is just how important Clustered Shots is. This feat will give you 30+ extra damage for a full-round attack when an enemy has damage reduction. The other thing to note is that we do not want Deadly Aim. It's a "win more" choice and won't help with fighting higher level creatures. Prefer a bow with elemental damage dice on it over a higher enhancement bonus due to the number of arrows that will hit. Prepare Hurricane Bow in all of your level 2 spell slots. Also pre-buff with Enlarge Person. This will bring up the base damage of your weapon significantly since it will be treated as two sizes larger. The build is basically complete at level 11 so do whatever you please with the feats after that.Code: Select all
PATCH Class Inquisitor (Monster Tactician) Race Human Stats (17,14,14,7,16,7) Skills Perception, Religion, Nature, Mobility 1 Erastil, Animal Domain, Spell Focus: Conjuration, Augment Summoning 2 3 Superior Summoning, Precision Strike 4 Leopard 5 Boon Companion 6 Outflank 7 Blind Fight 8 9 Combat Reflexes, Seize the Moment 10 11 Martial Weapon Proficiency (I didn't find any simple +3 reach weapons) 12 Coordinated Maneuvers 13 Shake It Off 14 15 ???, Back to Back 164. My favorite class in Kingmaker. Has interesting options without being overly complicated. Can learn spells from scrolls to provide buffs like Enlarge Person or prepare healing for topping people up between encounters. Pair with a Speed weapon for an extra bomb throw on full attack. When other classes are unable to hit something, the Alchemist has a reliable answer to shut down a monster. I made this the player character because I found a portrait I liked.Code: Select all
ARCHER Class Ranger (classic) Race Human Stats (16,19,14,7,14,7) Skills Stealth, Trickery, Mobility, Nature 1 Point-Blank Shot, Precise Shot 2 Rapid Shot 3 Weapon Focus - Longbow 4 Leopard 5 Boon Companion 6 Point-Blank Master 7 Clustered Shots 8 9 Blind Fight 10 Manyshot 11 Improved Precise Shot 12 13 Critical Focus 14 Improved Critical 15 Blinding Critical 16Code: Select all
BOMBER Class Alchemist (Grenadier) Race Human Stats (12,16,12,19,12,7) Skills Arcana, World, UMD, Trickery, Perception, Persuasion 1 Extra Bombs, Extra Bombs 2 Tanglefoot Bombs 3 Point-Blank Shot 4 Explosive Bombs 5 Precise Shot 6 Infusion 7 Ability Focus - Bombs 8 Fast Bombs 9 Rapid Shot 10 Force Bombs 11 Extra Bombs 12 Blinding Bombs 13 Extra Bombs 14 Cognatogen 1 15 Extra Bombs 16 Cognatogen 2
Yes, I played on normal and used the turn-based combat mode. Feel free to ask questions if instructions are unclear.mynameismortis wrote: β March 24th, 2026, 11:15on normal or up? Want to do full merc run because i hate these ******* companions but i don't really know how to build characters , my knowledge is enough to make a fighter with big sword surviveJ1M wrote: β April 7th, 2025, 21:05Eventually settled on a core party of 4 mercs that can handle anything with two open slots for companions for specific quests or just to act as cheerleaders.
The game plan is to charge + trip everything and rely on summons and animal companions to soak hits.
1. Mad Dog Barbarian: animal companion, enlarged reach weapon, charge with full attack
2. Monster Tactician Inquisitor: animal companion, summons buffed with teamwork feats
3. Archer Ranger: animal companion, top single-target damage
4. Grenadier Alchemist: ignore spell resistance, consistent on-demand damage, splash damage, multiple damage types
Combat is a breeze with this group. The three animal companions are so strong you've basically added 3 Fighters to the group. The party will become exhausted from travel before they run out of resources. The only way I know of to alleviate this would be to add a Paladin to the group for the Lay on Hands rider that removes those conditions. There is no Paladin flavor that offers an animal companion, so just add it as a 5th core member.
The Leopard is the best animal companion. It has Pounce, which allows it to perform a full attack after charging, significantly increasing its damage. Also, similar to a Dog, it attempts to trip the target with its first attack. So against a weaker foe or with some good rolls, your pet can use its turn to charge 100 feet across the battlefield, knock down an enemy (forcing a wasted move action next turn and an opportunity attack) and hit it multiple times. This party has 3 leopards.
1. The focus of the Barbarian is being able to attack over the front line with a reach weapon and increasing the damage that will do by getting the Beast Totem rage powers so he has the same Pounce ability as the animal companion. Enlarge person is somewhat mandatory for increased reach, but it will also increase damage dice. Other buffs worth considering are Leaded Blades and Bull's Strength. Recommend light armor for movement speed.2. The tactician brings summons similar to a full caster, but they are stronger due to the teamwork feat traits, can heal or remove status effects, and with a simple reach weapon like a spear can do some decent melee damage thanks to Bane. His leopard will be stronger than the others, if you care to know which is which you can mark it with the Light cantrip. Due to the summoner feats, you generally want to use a summon spell that gives you more than one creature.Code: Select all
TORZAN Class Barbarian (Mad Dog) Race Human Stats (19,16,14,7,10,7) Skills Athletics, UMD, Perception 1 Power Attack, Exotic Weapon Proficiency - Fauchard 2 3 Combat Reflexes 4 Beast Totem 1 5 Outflank 6 7 Blind Fight 8 Beast Totem 2 9 Improved Critical 10 11 Beast Totem 3 12 Lethal Stance 1 13 Sieze the Moment 14 15 Lethal Stance 2 16 Lethal Stance 33. The main thing to note here is just how important Clustered Shots is. This feat will give you 30+ extra damage for a full-round attack when an enemy has damage reduction. The other thing to note is that we do not want Deadly Aim. It's a "win more" choice and won't help with fighting higher level creatures. Prefer a bow with elemental damage dice on it over a higher enhancement bonus due to the number of arrows that will hit. Prepare Hurricane Bow in all of your level 2 spell slots. Also pre-buff with Enlarge Person. This will bring up the base damage of your weapon significantly since it will be treated as two sizes larger. The build is basically complete at level 11 so do whatever you please with the feats after that.Code: Select all
PATCH Class Inquisitor (Monster Tactician) Race Human Stats (17,14,14,7,16,7) Skills Perception, Religion, Nature, Mobility 1 Erastil, Animal Domain, Spell Focus: Conjuration, Augment Summoning 2 3 Superior Summoning, Precision Strike 4 Leopard 5 Boon Companion 6 Outflank 7 Blind Fight 8 9 Combat Reflexes, Seize the Moment 10 11 Martial Weapon Proficiency (I didn't find any simple +3 reach weapons) 12 Coordinated Maneuvers 13 Shake It Off 14 15 ???, Back to Back 164. My favorite class in Kingmaker. Has interesting options without being overly complicated. Can learn spells from scrolls to provide buffs like Enlarge Person or prepare healing for topping people up between encounters. Pair with a Speed weapon for an extra bomb throw on full attack. When other classes are unable to hit something, the Alchemist has a reliable answer to shut down a monster. I made this the player character because I found a portrait I liked.Code: Select all
ARCHER Class Ranger (classic) Race Human Stats (16,19,14,7,14,7) Skills Stealth, Trickery, Mobility, Nature 1 Point-Blank Shot, Precise Shot 2 Rapid Shot 3 Weapon Focus - Longbow 4 Leopard 5 Boon Companion 6 Point-Blank Master 7 Clustered Shots 8 9 Blind Fight 10 Manyshot 11 Improved Precise Shot 12 13 Critical Focus 14 Improved Critical 15 Blinding Critical 16Code: Select all
BOMBER Class Alchemist (Grenadier) Race Human Stats (12,16,12,19,12,7) Skills Arcana, World, UMD, Trickery, Perception, Persuasion 1 Extra Bombs, Extra Bombs 2 Tanglefoot Bombs 3 Point-Blank Shot 4 Explosive Bombs 5 Precise Shot 6 Infusion 7 Ability Focus - Bombs 8 Fast Bombs 9 Rapid Shot 10 Force Bombs 11 Extra Bombs 12 Blinding Bombs 13 Extra Bombs 14 Cognatogen 1 15 Extra Bombs 16 Cognatogen 2
