Actually, I think it is pretty easy to miss two fairly early in game. One of your choices is an evil NPC that people will most likely not even realize it is a viable Adviser until its too late, one is a 30% chance to pick, leaving a 66 percent chance to miss, and one disappears in an act regardless of what you do

Maybe I will have to give Harrim a better look. Tristian is an uber healer in my play through. I have him stacked to be able to channel a bunch of times, so he can practically heal the whole party with a click. I’d love to see your Harrim build, because that guy ends up eating dirt most of the times he is in my party.

Loyalty is problematic, as you have Shandra (A1 choice, also disappears A5), Tristain (also disappears A5, also can loose permanently I think?), Tsanna (evil, single recruit chance in A3).

Treasurer has Jubolist being missable depending on if you never revisit the ford (this is one where the ! doesn’t always work), Bartholomew (evil, single recruit chance in A2), though eventually you do end up with Maegar after A4.

At least they finally allowed custom advisors, even if the penalty is stupidly high at -4 so that these are no longer game breaking (+ kingdom never gameover option).

Exactly what happened to me my first playthrough. Didn’t pick Shandra because it was nearly random and very early. Tristian had an incident. Killed Tsanna for being evil and nuts. Couldn’t complete the game outside of “Can’t Lose” mode because of it.

It’s VERY easy to do since there is ONE point of failure for most people.

Treasurer was a similar issue in that you could easily never have one if you missed Jubolist and weren’t evil. Though they added one of the Tieflings with that DLC.

And, of course, now you can use custom characters for it, which makes it significantly less prone to “ooops you lose”. At release though? It was insanely easy to hit that fail state. Usually in like Act 5.

So what’s the consensus on difficulty settings and/or necessary mods for this?

I have extensive, albeit rusty, experience with building characters in D&D 3.5, and I’d like it to be challenging enough to require some thought and engagement with the systems, but not absurdly punishing.

I only played it on normal, and my 3.5 build knowledge is decent but not perfect, and outside of a handful of fights it felt easy. You definitely could beat normal without an extremely perfect build, though it will certainly be easier with one. If you want to go to a harder difficulty I expect you might need a pretty solid build based on my experience with normal.

Note that the game is far easier with the turn based mod so you might want to take that into account if you were planning on using it.

I don’t consider any of the mods mandatory, but the turn based one is interesting. The game’s pacing isn’t really designed for it though. It has a toggle function that I probably should have gotten more mileage out of.

Don’t go over normal. Most of the game will be fine, but some of the encounters will be ridiculously overtuned.

(And if you don’t pick blind fight for all your characters, expect the endgame to be hateful, soul-crushing tedium unless you take the difficulty down to story mode.)

Normal tweaked to Normal Crits and 1.0 damage taken. No death’s door/cure on rest.
It’s basically Core Rules.

Challenging isn’t horrific, but on some of the fights the number bloat gets hard to manage if you aren’t mix-maxing it pretty heavy.

Thanks!

Is it just me, or are Kineticists god like? I recently watched a video on how to build one properly, and then got “Kaessi” out of storage and tried it out and wow… Just wow at level 13 this class can do it all. heal, stun, damage, CC and some of it at the same time…

I vaguely recall my character in my (short) playthrough was a Kineticist, pretty much just because they are so OP, and that’s what I like!

They’re pretty strong.

But if you look at say Nok-Nok at the same level…

At least until an enemy notices him.

That said seeing me hit a dude across the map for 140 in a single shot never gets old.

That seems to be because flanking does not work right in Pathfinder Kingmaker. Well, not until you get the right mods involved.

Yeah, sneak attack is OP. But honestly even with the right requirements it’s not that hard to pull off since the AI tends to focus the first person in. As long as that isn’t Nok-nok he’s fine.

Or you can just cast Greater Invis on him. He’ll probably kill everything before it expires anyway.

I picked this up a few weeks back. It’s great!

And now it’s 60% off on Steam. Bad for me, but hopefully good for someone else. Enjoy…

After being stuck at level 2 for over a year I finally downloaded a mod and bumped my level to 3. I just coudmt make myself trudge thru the 5-10 hours of random monster grind to get there without the mod. I could easily dispatch 90% of the monsters but they provided very few xp and the other 10% would crush me. And all the quests were too tough as well. I just felt stuck.

After the bump to 3 I was finally able to defeat a companion quest but just barely and I’m hoping the curve is more realistic than the level 2 plateau of hell I’d bee stuck on.

Instead of continued posting in the sequel thread, I thought I’d ask here. Why does my level 4 paladin lack spells slots, but the UI shows a list of spells he can cast? Is there a specific feat I need? His Charisma is 11, which apparently is going to be a problem as he levels up.

What is his WIS score? What sub-class (if any) is he?

The paladin is a spontaneous caster with 0 spells at 4th level. That means, they can cast spells if they have charisma of 12 or above at 4th level, but otherwise can’t cast spells.

Note that 0 spells is different from not have access. It just means they can cast spell as long as their charisma is high enough to get a bonus spell.

https://www.aonprd.com/ClassDisplay.aspx?ItemName=Paladin

At level 4, a Paladin gets 0 spells per day, modified by their CHA bonus. A CHA of 11 is no bonus, so no spells for you until level 5.

You definitely want a higher CHA as a Paladin. CHA is not a dump stat, in fact it’s very important.

Here’s the ability modifier table - https://pathfinderkingmaker.fandom.com/wiki/Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Spells

E - you can talk to the girl in Oleg’s tavern or your tavern to respec.

That answers my next question, respeccing. I’ll have to do that.

I went back at lvl 4 and tried the treant/werebear and tore it a new one relatively quickly. The pool is now cleansed but the journal isn’t very clear on the next step. But I’ll go back to the tavern, respec, and fiddle around a bit more.

I think inventory mgmt is my biggest complaint so far. Just so much loot, and it’s so easy to become too encumbered. I found out the hard way coming out of the sycamore dungeon that the world map becomes unavailable if you are (I was by about 1200 lbs).