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Pathfinder: Kingmaker

Playthrough Hints for Pathfinder: Kingmaker - PC

Don't dump (drop to 7) con or wis. Hp and will saves are important for everyone.

Int and cha are generally safe dumps for classes that don't rely on those stats. Its been confirmed multiple times that your main doesn't specifically need high cha to be an effective ruler. Of course if you want more skill points / a higher persuasion you do you.

Early on, try and focus on offensive feats like weapon focus (provided you know what weapon you will be using) over defensive feats like dodge and toughness.

For a frontliner/archer try to have at least an 18 in str/dex respectively (after racial modifiers) so you can actually hit things. Read a guide or take advice or something if you want a dex based frontliner as its trickier to build.

Arrow damage (via a composite bow) is based on str. Crossbows may seem better than bows but you can't use multiple attacks with them (without feats that haven't made it into the game).

Don't go down the archery feat line (point blank shot, precise shot) unless you are a dedicated ranged combatant. Feats are precious. Recreational archers can make do.

If you want to dual wield (and still hit anything) you need to put a light weapon in your off-hand. A light shield is light. A longsword is not light. You need to take the two weapon fighting feat (and improved shield bash if you want to dual wield weapon and shield).

Two-handing a weapon gives you a higher damage bonus from str and more damage from power attack. Its an easy and low feat intensive way to build a high damage frontliner. Of course your AC will be lower without a shield.

For clerics/inquisitors check carefully which free weapon proficiency you get with each deity as well as the domains they offer. Some weapons are good ie. Shelyn (glaive), Gorum (greatsword). Some weapons are bad (those you already have). Also note the domains a deity offers are based on flavour not necessarily balance (looking at you Desna). So some deities are mechanically better than others.

Don't multi-class without a specific plan. All classes are fine to go all the way to level 20 and some of their most powerful abilities are gained late. Prestige classes aren't necessarily better than base classes (and some are traps for the unwary imho).

Formations make a big difference. Unfortunately it seems you need to manually change formations every time you get a new companion.

Bear in mind how easy it is to flank and be flanked (two enemies adjacent). That's a free +2 to hit and activates sneak attacks.

Drinking a potion gives your adjacent melee opponent(s) a free attack of opportunity. Getting up from prone does the same. Try and heal before combat rather than during.

For most skills, it seems better to have one specialist in each than a bunch of generalists. The exceptions seem to be perception (checks take multiple rolls), use magic device and mobility (you use on yourself). Everyone with high wis or perception as a class skill should probably take perception (unless they are really hurting for skill points).

Use magic device is a really long term investment for most but it should pay off.

From the tooltip, it seems you need arcane knowledge on the specific character to learn new spells from scrolls (important for wizards, magus, alchemists).

Orisons/cantrips are free but will quickly be out-classed. Use them extensively at low levels while you can.

For spontaneous casters (bards, inquisitors, sorcerers) with limited spells known, each and every spell you take is a precious, precious resource. Try and take spells which seem like they will have value throughout the game (i.e those that scale with caster level) rather than those that do not. For example, sleep looks like a great spell and it is at low levels. But you won't cast it at all from the mid-levels on. Leave those kind of spells to the wizard.

Shooting into melee attracts a -4 penalty to hit. Ranged specialists take precise shot to remove this. Recreational archers should generally try a different target.

Use energy attacks/spells for swarms. They have high DR to weapons by design. | Submitted by Neto


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