Lann

Stratagemini's page

Goblin Squad Member. Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 822 posts (823 including aliases). 8 reviews. No lists. 1 wishlist. 5 Organized Play characters.


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Scarab Sages

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The pun for this post's headline is terrible. But the news inside made up for it!

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James Jacobs wrote:


Assuming they don't just skip over Chapter 8 in the Core Rules, which would hurt my feelings since that's the chapter I wrote. :-P

There's a chapter 8!?

All kidding aside, pI liked the creature and religion sections of chapter 8 of the core rulebook and was hoping for something like them in the world guide.

With that said, are the dark lands no longer a core part of golarion? They're not given a section in either book.

Scarab Sages

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James Jacobs wrote:
And if folks want us to make deluxe versions of the Lost Omens stuff... let us know!

I love the cover art too much to want a deluxe version instead, sadly.

Will this book have rules for Rovagug Spawn?

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So, I just got my Digital sub.

It comes with a Seperate Inner Sea Poster map. Each section has a more thorough map of the region at the front of the section, and the back of the section is a 2 page spread of Backgrounds on the left page and an archetype on the right (student of perfection, red mantis assassin, lion Blade, Living Monolith, those sorts of archetypes). Scattered about the book are little crunch bits like the Sun Orchid Elixir (now a rare level 20 consumable, not an artifact), Aldori Dueling Swords, and the Final Blades of Galt (still artifacts). Also some spells and feats, like Snowball.

Each region has its own timeline as does the inner sea as a whole, and each country has its own blurb in the region write up. They also include head shots of Important NPCs in each region (usually the new rulers). And for those who played Pathfinder: Kingmaker? Jubilost, Lander Lebda, and Jamandi Aldori all have art in the book.

Scarab Sages

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keftiu wrote:

Think we’ll see any Archetypes in this? Feels like they’d be mentioned if so, but a girl can hope.

Basically want this just to see how Casandalee is doing.

Seeing the words "zealous evangelists" in the product description makes me wonder.

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Luis Loza wrote:
We're trying to get everyone's favorite ancestries into second edition as quickly as possible, but that will be an ongoing process for a while. Let us know what ancestries you want to see and we'll do our best to get them in as soon as we can!

Grippli! Seeing them riding a giant dragonfly in Age of Ashes book 2 makes me want them So much now!

Scarab Sages

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Some of the items were really cool. I'd like to see one of the Wyvern Wondrous Figurines make it in, or the magical quivers that enchant arrows drawn from them!

For the Kingdom system: I really loved the way that different advisors would give you different reactions for various events. The first time I read about Harrim as High Priest conjuring a Manifestation of Groetus to make my citizens more faithful? I was absolutely blown away!

I loved A lot of the prologue, especially the Jamandi's Cache puzzle and although I don't think there's a way to simulate the surprise of suddenly being attacked by mimic oozes after ten or twenty encounters with the cache out of the blue after you install a new DLC? I'd love it if you can manage that too.

I really enjoyed Lostlarn Keep from DLC 2 as a sort of optional side dungeon, as well as basically every part of Varn and Cephal's characterizations in that DLC.

Linzi is the best, and I hope you include her and develop the hints in the subtextual hints that we get in the game that she's attracted to women. And while it's kind of controversial when she steals some BP to buy a printing press? That sort of thing is a lot more fun in a Tabletop RPG where players can react without the constraints of programming.

As for encounters: I LOVED the Crag Linnorm near that one broken Bridge hiding in a cave available early on. And The Kobold/Mite shared dungeon is so much more fun than the original version of those two factions. I also loved The Lonely Barrow. The way that the door locked you in until you went through the first floor to the other entrance? And the fact that there was a Lich that was sealed hiding underneath the entry floor that you needed to kill all these other enemies to unlock, but that you could also teleport past the barrier and fight him that way? That was really fun. I also liked Ratnook Hill.

On a more personal note, I'd love it if Tiger made it into the Tabletop adaptation the way he did for the CRPG, but that's more personal for me than something I think is of wide appeal.

Scarab Sages

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Making her more sallow-looking doesn't really evoke "Russia" so much as it does "Undead", I think.

I'm not a fan of the new complexion. Especially considering how much exposed skin she has and how much time she spends outdoors, she should at least have a bit of a tan?

I do like the outfit changes though!

Scarab Sages

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You made the best trap ever into a campaign trait? Bless you guys.

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1. Dragon Disciple - First and Foremost, I'd probably make Dragon Disciple into an Archetype instead of a Prestige. If Archetypes can modify any class, it makes sense to have an archetype that can trade out class features for being more of a dragon.

2. Tattooed Sorcerer - (Sorcerer) Tattooed Sorcerer had some really cool things going for it. The craft tattoo feat wasn't the best implemented part of Pathfinder 1E, but it was extremely flavorful. I loved that it gave you basically a living tattoo as a familiar, and I'd love to see a version of the Archetype that let you invest resonance each day into tattoos that grant various cool abilities.

3. Archeologist - (Bard) I like the idea of being able to turn another character into a more trap focused sort of whip wielding Indiana Jones, trading class features for self-buffing and trap-dodging abilities.

4. Empyreal Knight - (Paladin) - The idea of being a holy and warrior who slowly becomes more Angelic riding out on a Majestic Flying steed was really fun. I liked how it made the Paladin more of a minion focused class with it's summoning ability, and it was a very different take from the standard Flaming Sword and Board Paladin.

5. Saurian Shaman - (Druid) Everything is better with dinosaurs. Everything. And it was super fun to be able to have a dinosaur themed Druid who can take on aspects of Dinosaurs without shifting all the way into wildshape. Totem Transformation was great, and the Bonus feats really let you play the Druid in a more Combat Focused kind of way.

I also Like Iroran Paladin a lot, But the list would be too long.

Scarab Sages

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Rise of The Runelords did a couple of things really well and a couple of things badly (that were mostly fixed in the Anniversary edition).

On the good side it was pretty epic in scale, it leaned in on a lot of fantasy tropes (hidden cities, an Ancient Evil awakening, a cult devoted to bringing an ancient evil back to life, goblins, sea monsters (well lake monsters), undead, golems, serial killers, ogres, giants, hidden fortresses of knowledge, all of that was there and interpreted in a way that drew you into the world in a way both familiar and new.

You got a lot of steps reminiscent of the Hero's Journey, there's the Call to adventure in the Swallowtail festival. We got Supernatural aid from Shalelu, we cross the first threshold into Thistletop, we get the descent into the underworld at Runeforge, we get boons in the form of Runeforged Weapons... Some of the stages repeat, but it's all very much a traditional adventure done very well. It also brought you all around Varisia in a way that showed off the most accessible and central part of the setting at the time. But I think the most important thing that Runelords did that very few APs do is that it made Sandpoint a setting that you're attached to, then it threatened it multiple times, making you save and come back to it. You grow in stature and the NPCs around you see and appreciate it. You go from being Heroes of Sandpoint to being Heroes of Varisia, but you never quite lose your attachment to Sandpoint.

The biggest issue was that there wasn't enough foreshadowing in early modules as to what would happen in later modules.

For the first 2E adventure path I want something similar. I want the path to give me the visceral terrified thrills that the Goblin attack did (Complete with creepy song!).

I want it to give me stakes to care about. Not "the world will be covered in eternal winter" like in reign of winter, something smaller and personal, like the Sandpoint NPCs, somewhere I can return to multiple times to save. I want it to show off the setting; Kaer Maga, maybe (there really isn't enough Kaer Maga in the Modules around now), or a town near Absalom, or a small village in the River Kingdoms. Somewhere new and interesting, but where we can come back to with comfort.

I want the adventure to show me familiar problems (like Goblins and Ogres) with new twists (orcs maybe? Haven't seen much of them).

And I want a memorable villain who gets to taunt me and throw endless minions at me. Someone I can put a face to and whose behavior fills me with a burning desire to punch that face.

The Whispering Tyrant is actually pretty good for all of that (hordes of Orcs and Undead, whispering way cultists, some occasional horror monsters like werewolves), except that he was Mythic in 1e. So they'd need something to deal with that discrepancy. Maybe make the villain an Heir to the tyrant instead? Someone trying to fulfill their legacy and conquer the world.

Another good villain would be someone assembling the pieces of Kazavon to bring him back to life.

Scarab Sages

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Historically, diplomats have given heads of state exotic animals as gifts/pets (see https://en.wikipedia.org/wiki/United_States_presidential_pets). Calvin Coolidge alone had A wallaby, A duiker, and a Pygmy hippopotamus.

My question is this:
Is that sort of thing done in Golarion? And what sort of pets would be appropriate?
Like, is a ruler in Kingmaker, or a successful Rebel leader in Hell's Rebels, Pirate King in Skull and Shackles and so on likely to get an undead Dinosaur from from a Nexian ambassador? Or a Hyena from Osirion?

Scarab Sages

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The Alpha's been released for Backers who added it to their pledge.

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James Jacobs wrote:


That's not what he's talking about, I think. He's talking about a map that shows Thassilon before Earthfall, not Thassilon's borders overlaid over the modern map. Earthfall changed a LOT... not the least of which is that pre-Earthfall there was no Varisian Gulf.

Wait, was Varisia connected to Azlant by a land bridge?

Scarab Sages

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James Jacobs wrote:
Stratagemini wrote:

Will Runelords Other than the final 7 be present? I think Belisarius had their successor trapped in some sort of temporal freeze?

Also, Will this AP assume the Seven Swords of Sin Module happened? and will we see any of the swords?

Yes to most but not to all.

Your Avatar is wrong. You're not a dinosaur, you're a troll.

Scarab Sages

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Mikko Kallio wrote:

I for one am glad that all archetypes are available to all classes. At least initially, it seems Paizo is publishing only a few Starfinder books per year, so there won't be tons of archetypes, initially. Making single-class archetypes would mean that we'd have only one-seventh of the archetype options available, which would be a bit wasteful. If/when Paizo publishes new classes, the problem would be further compounded.

Besides, a Starfinder archetype designer's main design principle should NOT be "I'm designing this archetype for no particular class so it fits all"; it should be "I'm making this archetype for ALL of the seven existing classes and all classes published in the future". (Future-proofing is difficult, but not impossible.)

In other words, hopefully, whenever new archetypes are published, people will say "Yay, I'm getting new archetypes for my favorite class AND all the other classes, too." That's how I look at it, anyway. :)

Another problem with single-class archetypes in Pathfinder has been that if an archetype built around a particular concept already exists, it's less likely that other classes get archetypes built around the same concept because designers generally strive to create something new rather than more of the same.

I'm sure the new archetypes will be fun and awesome. :)

All of that sounds sensible. Ergo, he must be the Starfinder equivalent of a Witch! Burn Him! Burn the Deep-Space Witch!

More seriously though, I would like some Archetypes that are geared specifically for Caster classes and Non-Caster classes respectively.

Scarab Sages

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Will Runelords Other than the final 7 be present? I think Belisarius had their successor trapped in some sort of temporal freeze?

Also, Will this AP assume the Seven Swords of Sin Module happened? and will we see any of the swords?

Scarab Sages

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Rysky the Dark Solarion wrote:
Shooting someone, because they most likely are involved in something evil, is never a good reason not even in Pathfinder with a more black and white look. Whats coming next, he looked evil?
Uh, yeah it is. There's several parts of APs where you are retaliating/preemptively going after Evil groups. This is the whole point of book 2 of Rise of the Runelords, going after the Skinsaw Cult.

Except there, You know that they were actively involved in Evil.

Spoiler:
By the time you go after them, you know that they murdered a man just to turn him into and undead serial killer that murdered people in Sandpoint as part of a ritual for their cause, caused an outbreak of Ghouls and Ghasts, and stalked a PC. And that they helped someone cover up the murder of his wife.

Basically, you know that the Skinsaw cult is both super evil and committing horrific crimes by the time you go after them.

Compared to that? The Ambassador is basically a saint (at least in volume 1 anyway).

Scarab Sages

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CorvusMask wrote:

Kind of wondering if masters of Aboleths are even aboleths .-.

I mean, article on them makes it sound like each category of aboleth is meant for very specific purpose ._. Like it doesn't sound like castes, it sounds like genetic engineering

In the Bestiary at the end (of module 1), there's a monster that was genetically engineered by Aboleths... which is also an Aboleth.

Maybe we should be thinking of Aboleth less as a Species name and more like an infraorder, like Simians?

Scarab Sages

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This book is so so much easier than the Pathfinder Core Rulebook to read.

Edit: Weren't Lashunta Sexually Dimorphic Pre-Gap? What changed?

Double-Edit: When Will Starfinder be getting its own Direct Link on the Sidebar and when will we see PDF character sheets we can use?

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Also, New Update.

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JoelF847 wrote:
Stratagemini wrote:

Well, she's Lawful Neutral to Shelyn's NG. Which means whatever act she committed was either an Evil one or a really really neutral one.

Also, she's an Atheist, which implies she either doesn't believe in gods, or just has no use for them anymore.

That's not actually true. You can blaspheme by going against a deity's area of concern/tenets, without it being opposed by alignment. For instance, her rebellion against beauty was the Blasphemy, it wasn't that doing so was Good, Evil, Lawful, or whatever, just that she didn't want to be judged on her looks, she wanted to be accepted based on her talents instead. That's arguably a good act, just one which was very anti-Shelyn.

Yeah, but you're forgetting she was a paladin in-training. Which meant she was Lawful Good. The fact that she's now Lawful Neutral is what informed my statement that the act was either Evil or super Neutral (those damned Neutrals!). What we know is that somehow she slipped from Lawful Good and worshiping Shelyn to lawful Neutral and not worshiping Shelyn and at least one large blasphemy was involved in that shift.

Thus my theory.

Scarab Sages

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Also, there's a Wiki now.

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The Owlcatgames Forums Are up.

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New Post revealing a companion we've definitely never heard anything about before that is such a surprise to all of us; Amiri.

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More stuff from the stream:

-There's a Glossary Feature for Golarion Lore included as well as Tooltips for that lore.

-Recruiting traders for your kingdom will expand the range of goods available for you to buy in your throne room.

-Familiars might be special items in a special slot that you can see on the field of battle but cannot be targeted. That said, this is still in development so all answers are tentative.

-The exact number of Prestige classes is not yet set, but they're trying to get as much variety as they can.

-You can turn Companion AI on or off with the click of a button on the UI.

-Languages come into play in puzzles

-Friendly Fire(balls) aren't. (Just like in the game, if you target an ally with an area effect they have to save against it (Barring special feats like Selective channel)

-If you fail your thievery check with one character, another character tries when you click on it again.

Scarab Sages

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An interesting interview with Chris Avellone on Kingmaker, LGBTQ+ romance, and Russian anti-Homosexuality propaganda laws.

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As long as the "doom" that they're bringing to Humanity isn't another meteor, I'll be happy. We already have 2 other "Rocks fall, everyone dies" adventures in Ironfang Invasion and Second Darkness. I want something different for my mass-extinction event this time. How about a magically-engineered plague?

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Going through the stream now that I have time and there are some real Gems here. For example:
-All loot that is in a location will be presented to you when you leave for you to take or not, so you won't NEED to loot corpses individually (though you still can of course).
-Book events will take into account your actions beforehand, your skills, and even your inventory, when deciding if and how you succeed.
-Encumbrance is a thing. This is what limits how much you can carry (rather than inventory tabs). Encumberance is determined based off the individual carrying capacity of all party members (since the stash is a party wide stash).
-Your companions can't be bribed with shiny loot to ignore your indiscretions. They can be bribed with attention, story decisions, and alignment based actions to like you more though.
-There is (at least on Adapted rules difficulty in the alpha slice) a last chance buffer versus death in the debuff condition called "Death's Door". If you die once, you get up with this condition applied, which can only be cured in the capital or via greater restoration. If you die again with this condition active, you die permanently. It affects your companions as well, though you can use raise dead and other spells to revive them. Presumably under core-rules difficulty you'll just die, no "death's door" involved.

I'll add more when I get a chance to watch more.

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Congratulations everyone! We blew through lots of stretch goals and made this Kingmaker Kickstarter a Success! Of course that just means it's time for a post-campaign update!

As Always New Things we know are in Bold.
I'm not employed in any capacity by Paizo, or Owlcat Games, this is all stuff I've managed to gather myself and there may be errors. If there are, I try and correct them as soon as I can.

Regarding the Kickstarter:
-The game will be published in 2018.
-The Kickstarter is finished! It ended at $909,057 and can be found here.
-While the Kickstarter is over, you can still pre-order the game here. Preorders, even those placed after the Kickstarter campaign go to funding the Kickstarter Stretch Goals (for now).

-There were also two Reddit AMAs. They can be found here, and Here
-There were two Twitch streams, one by Owlcat Games which can be found here, and the other by MMORPG.org which acan be found here.
-The kickstarter was an attempt to add more cool stuff to the game that they could not justify hiring people to work on otherwise, rather than funding the creation of the game itself.
-As part of the kickstarter, Chris Avellone will be writing a Pathfinder module in tandem with Paizo. Information on this is limited so far, but he seems to be excited about it.
-Custom companions (like in pillars of Eternity) will be implemented if there's enough interest in it from backers. They are currently in discussions about it.
-The general release versions will not anything not included in the KS versions. That is, Kickstarters will not be at a disadvantage compared to the general public.
-The Miniatures of the Jabberwock and the Companion that come as add-ons and as part of certain tiers come pre-painted. There will only be one Companion miniature, and which companion it is will be decided by backers via a poll.
-All of the items mentioned in the Kickstarter are planned to be ready upon initial release. There are no plans for DLC currently.
-A complete rundown of what the Kickstarter did and what it funded can be found here.

Stretch and Social Goals:
-With the Kickstarter now over, we have unlocked:
--Mac and Linux versions of the game.
--A much more in-depth Kingdom-building system (touted as "Kingdom as Companion").
--A camping system (like in Realms of Arkania) where you can set watch, forage for food, set traps and alarms, regain health and spells, be attacked in your underwear while half-asleep, and talk to your companions about what they are thinking and feeling. It is detailed in this update.
--The Magus, a new character class from Ultimate Magic, which allows you to weild both sword and sorcery at the same time.
--An extra Story Chapter which will add approximately 10 more hours to the game, and will bring your character all the way to level 20.
--Archetypes and alternate class features, which will allow you to customize your character even further. For most classes there will be 3 Archetypes each, and for classes without enough archetypes, Alternate class features like Wild Bloodlines will be available.
--A new Goblin companion named Nok-Nok who is as loyal as a Goblin can be and who likes to sneak around and stab stab your enemies for you.
-The next (currently unmet) stretch goal is a new race, chosen by Backers from among 3 options that "best fit the Kingmaker setting." This goal is set at $1 million. The money from pre-orders and slacker backers will go towards making this goal a reality.
-After the new race, the next stretch goal is Hellknights at $1.1M. Reaching this goal this will unlock "unique abilities for Hellknights and Hellknight Signifers and specific items thematic to the Hellknights, as well as new quest line dedicated to the Hellknight presence in the Stolen Lands."

-Owlcat has implemented Social Achievements, and one of the things we can all get is a non-combat Faerie dragon pet. We have already unlocked neat Wallpapers, as well as silly cheat codes which will will allow you to make random critters pop out of enemies instead of blood when wounded, dressing all your companions in the fabulous shirt of Owlcat's technical director, a new soundtrack for the city tavern (for those pledged at a premium edition or above), an extra portrait for your main character (premium edition and above only), and a pet Faerie dragon (for everyone)! Other social goals are things like: cooking in the camp (for everyone), and two as-yet not unlocked goals. these goals are reached when people like posts on facebook, repost facebook posts, retweet Owlcat tweets, view their youtube videos, and share the owlcat page.

Regarding the Base Game:
-The game is Single Player only
-The game includes all 6 AP Modules, as well as an additional post-campaign chapter which will take players all the way to level 20.
-You can build and develop a kingdom of your own with over 300 randomized kingdom events that will make sure that your choices effect how your kingdom develops and that every playthrough will be unique.

-The game will include diplomats from neighbors, including Brevoy, Numeria, and Irrisen. If you make alliances, that could unlock different buildings for your kingdom. There will be allies available for every alignment.
-The game is run on an engine developed using the Unity engine. It is Isometric in look and feel.
-There will be plenty of side-quests (around 40 hours worth of sidequests, probably more).
-You will be able to be evil, but it will be a cruel and cunning "smart evil" such as talking two enemies into killing each other, rather than just asking for more money as a quest reward. The Creative Director once suggested how much easier it would be to rule a kingdom of undead, than living, breathing citizens; because living citizens have all sorts of complaints about life, and hunger, and so on. The undead just obey. And are (usually) quiet. Except the zombies. Also, the design policy is not to have being Evil cut you off from content to punish them, but to balance content across all alignments.
-The base game includes a forty hour main storyline, and forty to eighty to forty hours of fun side content. An additional 10 hour long story chapter has been unlocked as well.
-There will be a lot of new content unique to this version of the Stolen Lands -- just like it would be in any DM's version.
-The game "will have a certain degree of linearity: just like in the table-top game, some challenges will arise, and it would be up to you how you'll tackle them. You can't avoid being the baron(ess), then the king/queen, since it's the premise of the game. However, you'll be free to explore the Stolen Lands, find lots of events unrelated to the main course of events, and choose how to act there. So, you're guaranteed to meet the persons you can see on the covers of the Adventure Path books, but you'll meet them inside a large sandbox."
-Game spans Levels 1 - 20.
-All 21 Core Deities are in. Groetus is in and players will be able to worship him. Arshea is not in.
-The Physical version of the Game will be DRM-free. It includes a box with the installation medium.
-The digital version will have a choice of distribution platforms.
-"We're planning to carry the adventure to places the Adventure Path doesn't go (but it's a natural extension), so veteran players have something new to experience." This likely means the First World.
-"Even enemies you would normally regard as beasts and threats could find a home in your kingdom and provide new opportunities for your kingdom's growth."
-The game is a blend of Narrative and Combat, and neither one trumps the other.
-There are some pretty long dungeons in the game, and you will have to fight for your survival there. You can complete one level of the dungeon in approximately 1 hour.
-You can fail or ignore quests and they'll have big repercussions (not always negative). There are absolutely moral dilemma quests, which become more complicated once your companions weigh in and suddenly you have two moral dilemma layers to deal with.
-Foreshadowing will definitely be added for "The Big Bad." So states Chris Avellone. It will be threaded into each chapter.
-They have also taken pains to foreshadow Jhod in module 1's arc.
-The end game is builds on the player decisions. Even if your decisions were "bad," they were your decisions, and even evil has its day.
-The Base game is localized in: English, German, French and Russian.
-There are multiple endings to the game, and even aside from that, your party composition (and alignment) will factor into both the plot and the endings as well, so the replay value is high.
-The game is pretty faithful to the original AP, but not every dungeon and quest is laid out in the exact same manner. Owlcat is moving some elements around, introducing familiar characters at different points (and re-introducing where appropriate). They are also adding new content, so there will be surprises for players who have played the AP already (above and beyond the differences inherent from your individual DM's particular unique take on the AP).
-There will be companion Romance, but it isn't the only relationship option. This includes LGBTQ+ romance options. This kicks in as quickly as Module 1. Non-companion NPCs will be able to be Romanced as well as some Companions (not all of them though, good romances take time to write and develop).
-You will have a lot of save slots. You will not be able to save in combat or dialog. Aside from that you will be able to save wherever you like. And there will be Ironman mode with just one save slot.
-There will be Adjustable Blood and Gore settings. In the alpha slice of the game, enemies sometimes explode into giblets if you hit them too hard.

Setting:
-The game is set in Golarion in the Stolen Lands, And the First World.
-You will be able to talk to companions from as far as Absalom and even Thuvia about their homelands.
-You will meet ambassadors from neighboring countries. And you can form alliances with them. There are 9 Ambassadors currently (one for each alignment) and they include the Witches of Irrisen.
-There are events from other Kingdoms so you get to see the "Spectrum of Golarion."
-You will encounter several iconics as an NPCs, and Amiri as a companion.
-The game will use Ambient sound.
-There are rabbits and birds out in the wild, and they are planning to put some animals in settlements too.
-Music and sounds are discussed in this update.
-Inon Zur himself talks about the music of Pathfinder in this update.
-If you like Maps, this is your update.
-Exploration is discussed in this Update.
-Character outfits and getting them to fit Wayne Reynolds initial designs for Pathfinder are discussed here.

Character Creation:
-The Game includes all the Races and Classes from the Core Rulebook.
-There are around 10 Animal Companions in the base game. None of them are Dinosaurs.
-There are around 10 Familiars in the base game. No word either way on Red Pandas. I remain hopeful. Avellone is petitioning Owlcat to allow Owlcat familiars.
-There will be NO Grippli, not even as a stretch goal, due to licensing issues since Grippli are WotC IP. While the information was delivered tongue in cheek, there will be no Deep One Hybrids either. Aasimar and Tieflings are similarly unlikely for the same reasons as Grippli.
-There are pregenerated builds and recommendations for all the choices and options.
-The current plan for Character Creation is point buy. The Devs have stated that they may also consider rolling characters as an optional alternative.
-Stats will be point buy by default, with an option for rolled stats due to backer demand.
-You will be able to select portrait for your character, these will all be Paizo approved. the ability to use custom portraits is still in discussion.
-You will be able to select face, hair style, skin tone, hair color (and gnomes will definitely have crazy colors available for them). Owlcat is also trying to add different body types, is am not promising it right now.
-You can select a deity your character will worship. Divine classes will have to select specific deity. Paladin codes will be referenced to, but not strictly mechanically upheld.
-There will be favored class bonuses, including racial options, but probably not all of them.
-Character creation design is not finalized, but Owlcat plans to include character background in some form in it. From the Character sheet update it looks like they're using the background system from Ultimate Campaign.
-While it is not yet finished, it looks like there will be Traits as part of the background system.
-Custom Portraits may be Implemented.
-They are currently working on a method to prebuild your character all the way to level 20 if you want to and then level up at the click of a single button.
-All Base Stats exist unchanged.
-Different Sizes and base land speeds are accomodated.
-Different Vision Types (such as Low-Light Vision) are accomodated.
-This Update deals with your character sheet. The interface is not finished yet, but it gives a pretty good sense of what is going on.
-Your character will be Voiced. You will be able to select a voice for your character from several options. Although only critically important or emotional dialog will be fully voiced-over, so you will mostly hear your character in combat. While support for custom voice sets has not been confirmed, with a bit of work, fans have been able to put new custom voice sets into Unity games before.

Classes
-The game includes: Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Inquisitor, Magus, Monk, Paladin, Ranger, Rogue, Sorceror and Wizard.
-The Rogue follows rules from Pathfinder Unchained. The Barbarian is also Unchained but can choose between the normal and Unchained version of Rage. The Monk is as yet undecided.
-Multiclassing is in the game.
-Prestige Classes are in the Game. We don't know which ones for certain besides Arcane Trickster, but it seems a safe bet to assume all Prestige classes from the Core Rulebook at least. The Devs have also mentioned wanting to include the Aldori Swordlord.
-Bards will have access to Bardic masterpieces.
-You can become a Fallen Paladin if your alignment shifts too much.
-Since there is no mounted combat, Cavaliers and Samurai will probably not be making an appearance. Paladins also have different versions of divine bonds, most common of them being a weapon bond.
-Since there has been no mention of Guns so far it des not seem like Gunslinger will be in the game.
-There are currently no plans to include the Occult Classes: Kineticist, Medium, Mesmerist, Occultist, Psychic, and Spiritualist.
-The community manager has heard no mention of Ninja being included.
-Archetypes will be part of the game. There will be three for each class (although some classes may get alternate class features instead or in addition, such as Wild Bloodlines for Sorcerors and Sub-Schools for Wizards). The archetypes and features already in development are: Alchemist - Vivisectionist, Barbarian - Armored Hulk, Mad Dog, Cleric - Herald Caller, Ecclesitheurge, Fighter - Aldori Swordlord, Inquisitor - Sacred Huntsman, Magus - Eldritch Archer, Sword Saint/Kensai, Sorcerer - Wild Bloodlines, Wizard - Subschools.
-Currently the game only has weapon divine bond for paladins, but Owlcat intends to implement the alternative Divine Bond Options in the Healer's Handbook. The Creative Director makes no promises though.
-Druid's Wildshape and Polymorph will be from a predetermined list, though there is the possibility of making some shapes unlockable. Special attacks will follow the rules as closely as possible.

Skills
-As of right now, Skills are: Athletics, Mobility, Perception, Persuasion, Knowledge: Arcana, Knowledge: World, Stealth, Trickery, Lore: Nature, Lore: Religion, Use Magic Device.
-Skills have been condensed, similar to the way Consolidated Skills are Handled in Pathfinder: Unchained
- Crafting skills and Profession skills are not in the game.
-Trickery is used for disarming traps. Feinting is also under Trickery.
-Persuasion has three subcategories: Intimidate, Bluff, and Diplomacy. Bonuses like the Half-Orc Bonus to intimidate will target the appropriate subcategory.
-Lore: Nature includes:knowledge about animals and insects, survival in the wilderness, handling animals, and healing wounded or sick companions (which sounds like Survival, Handle Animal, Knowledge: Nature, and Heal). Lore Nature can be used to forage for Food.
-Lore: Religion includes: Knowledge about Gods, Outsiders, and healing mental afflictions.
-Knowledge: World includes: information about Golarion, races, cultures, history, and current interactions, trade, and politics (Local, Geography, History, Nobility,a nd possibly Appraise?)
-Knowledge: Arcana includes: information about various unnatural phenomena, eldritch spells, enchanted items and otherworldly entities such as elementals and magical beasts (Arcana and Spellcraft).
-The Difference between "Knowledge" and "Lore" is that Lore will be Wisdom-based.
-In certain events in tha alpha, where a specific skill is required and not only can you select which party member should attempt the skill check, but the game also highlighted which character was most suitable for the task at hand.
- The game takes note of certain things you may have in your inventory, in order to help with skill checks. For example if you picked up a rope and/or crowbar, that could help you on a difficult strength-check, or an encyclopedia volume might help on a specific knowledge ckeck.
-The skills update can be found here.
-When you are speaking checks are made by party member with greatest bonus to the required skill. In kingdom checks there are Leaders that can solve some events on their own.
-Traps are treated the Same as in the Pathfinder, you have to roll Perception vs DC of the trap, every character rolls separately. There is no special "search" mode to do that.

Feats
-There will be more than 300 feats.
-Feats are drawn from many books beyond the Core Rulebook, including but not limited to: the Advanced Player's Guide, The Inner Sea World Guide, and Ultimate Magic.
-Feats verified to be in the game include: Elemental Spell Focus, Evocation Spell Focus, Arcane Shield, Ray Shield, Touch of Serenity, Extra Lay On Hands, Undead Master, Fortune Teller, Sunlight Summons, and Fleet.
-While Item Creation Feats are replaced by the Royal Artisan System and will not be in the game, the Character Sheet updated shows that Scribe Scroll does exist as (at the very least) a Wizard Class ability.

Spells
-While they are still being worked on, the game already includes over 300 spells.
-There are already more than 15 spells to choose from for each of the three first spell levels, with more to come.
Spells we have seen or that have been mentioned so far are: Owl's Wisdom, Bless, Hold Person, Snowball, Blazing Hands, Greater Blade Dash.
-You can learn more about spells in this update.

Multiplayer and Modding:
-Base game is Single Player only.
-While DM Tools and Multiplayer were floated as possible stretch goals early on, the Devs want to focus on making a good Single Player game first and foremost and so they don't want to promise that they will be available.
-Modding is a separate issue that they are not focused on at this time.
-There are no plans for a DM client option. This is something to examine for Future Games.

Regarding Companions:
-There are 11 Companions total including Nok-Nok. Of those, 8 have been completely revealed and confirmed: Amiri, Ekundayo, Harrim, Jubilot, Nok-Nok, Octavia, Regongar, and Valerie.
-Companion characters are a mix of New characters, iconic Pathfinder characters, and characters already existing in the AP.
-Amiri, the Iconic Barbarian, is a companion with a lot of backstory and events happening around her throughout the game. Amiri is the only Iconic Companion. Amiri will have her iconic weapon available and viable even for later parts of the game.
-Jubilost Narthropple is a companion. He a cantankerous gnome, is kind of a jerk, and you can fail to recruit him if you screw up your attempt to help him out with his wagon (though you'll get a chance to try again later). He's also a character from the original AP. He is an alchemist now and uses a Heavy Crossbow by default. Chris Avellone really wants to work on him because Jubilost is a gigantic dick.
-Valerie is a blonde haired Human Woman from Brevoy. She is also a Fighter who worships Gorum, and a failed Paladin of Shelyn.
-Octavia is a female Half-Elf wizard/rogue/arcane trickster. She was once a "Bonded Servant" to Numeria's Technic League. She is friends with the Half-Orc companion Regongar.
-Regongar is a Half-Orc Magus who is also Octavia's Friend. He seems to be either Chaotic Neutral or Chaotic Evil. He escaped (possibly with octavia) from the clutched of Numeria's Technic League. he likes using intimidate. Regongar was originally statted as a Sorceror, but since the Magus was unlocked, he is now a Magus.
-Ekundayo, is a Thuvian Ranger from Absolom. He is Lawful neutral, has a Hound Animal Companion, and uses a Bow.
-Nok-Nok is a Goblin Companion who is probably a Rogue. He believes he is on his way to becoming a god. He is super loyal (for a Goblin) and was unlocked in the final hours of the Kickstarter campaign.
-Harrim is a Dwarven Cleric of Groetus. He has a Mohawk looking hairdo. He is a confirmed companion.
-A bard is a companion. He decides to join you because he wants to record your story. This companion has not been seen yet and may or may not be the halfling seen in this image.
-There is a Blonde male who looks like an Elven inquisitor of Sarenrae who can be seen in this image alongside Amiri, Octavia, Valerie and Regongar. He seems like a likely Companion
-There is what looks like either a Taldan or Ulfen Human male Fighter. He may be a default Player character however.
-Akiros Ismort will not be a companion.
-Companions can disagree with you, leave you, and even turn on you if they don't like you. They do NOT need to be in your party for this to happen. Companions are living people and don't stop existing just because you leave them home.
-The story can change considerably depending on your party composition.
-Each companion has an expandable novel style bio that expands as you learn more about them and progress in the game.
-You can take 5 Companions with you in a party at one time, for a total of 6 characters.
-You can level up your companions based on your own preferences, even changing their classes if you wish, there is however a suggested path, and you can have them auto-level if you wish instead.
-You will also be able to choose from several AI behaviors for your party members, allowing them to use spells and abilities or spend resources on their own. You can switch AI on and off for each character separately, there will be various options for AI. Currently there are fairly simple options for the AI (switched off, using attacks that do not spend anything, make use of everything aside from AoE and consumables, etc). This may be subject to change in the future.
-Each companion will have one or several levels in a predetermined class when you meet them. You can level them any way you wish from there on out, but their "starting class" is preset.
-Chris Avellone really wants to write Amiri and Jubilost. But negotiations as to who gets to do what are still ongoing.
-Companions definitely have an opinion, will act on that opinion, and will act strongly on that opinion (leaving the party is only one possible ending for companions you butt heads with). Mentions have been made of Companions turning on you as well.
-There are some companions that simply are impossible to influence with your charms, only your actions.
-Some of the companions come from as far as Absalom and even Thuvia and you will be able to talk to them about those lands.
-Companions' stories carry through (heroic and tragic, though both are not set in stone for each character) throughout the game to the very end.
-Companions have their own choices of deities. (Presumably these are pre-selected for them).
-You can of course put any gear you want on all the characters without restrictions (though this may be restricted on lower difficulties to keep newer players from doing things like putting full plate armor on the party wizard).
-You can influence companions' personality but that will rarely go as far as changing their alignment.

Combat
-Combat format is Real Time with Pause. There's going to be an option for auto-pausing combat at the beginning of each "turn", essentially making it quasi-turn-based. "Turns" last approximately three seconds. -The decision to use RTwP was a legal one.
-Combat includes: initiative, attacks of opportunity, sneak attacks, Power Attack (as a toggle), Fighting Defensively, Spontaneous casting of heal spells, and Channeling positive energy.
-Combat maneuvers exist in-game and use CMB and CMD. Trip is included, but Grappling is not.
-Armor Class, Touch AC and Flat Footed AC are all things.
-All three Saving Throws exist unchanged.
-Weapon Proficiencies seem unchanged.
Both Range Increments and Reach seem to be part of the game. You can see your weapons' range on your character sheet.
-Combat is a lot more Managable in Kingmaker than Pillars of Eternity according to Chris Avellonne who has worked on both games.

Other Mechanics:
-The game currently includes a comprehensive Alignment meter which plays a significant role in the game. There are a lot of choices that shift your alignment towards one of the nine possible, and your current alignment sometimes affects the way NPC react to you. Avellone likened it to how alignment was implemented in Planescape Torment. The Alignment system is meant to be descriptive, not prescriptive.-There's a really cool Alignment graph that tracks your progression over time.
-There is No Crafting, instead there's a Royal Artisans system that will make magic items (and even Artifacts) for you. Scribe Scroll still exists however.
-You can either auto-select the best party member for a skill check, or manually select who you want to attempt it.
-Difficulty levels are: Core Rules (similar to tabletop Pathfinder but real time, not turn based), adapted rules (less deadly for less experienced, crits deadliness reduced), story mode (really simple combat), Iron man (tougher monsters, just one save that overwrites itself so accept your mistakes), and custom (for example, core rules with reduced crits).
-The level up screen will suggest options to you sort of like Amazon's "If you liked X you might also like Y."
-Wings will be in the system, and they will do something cool "we instead may, for example, give a sorcerer an ability to create strong winds and push the enemies away with a flap of his wings or will allow him to reposition himself on the battlefield by flying up and landing elsewhere."
-The AI can help you control the characters in battle.
-There will be no Flying in Combat or Mounted Combat.
-This update can tell you About Mechanics and Character creation.
-Regarding Flanking and Reach: "Exact positioning is far less predictable in the game without a grid and therefore we have to make it less important. For that we will have simplified rules for everything that works with positioning on the field. For example, reach weapons will have greater range and no penalties in melee, but will not give the wielder an attack of opportunity when the target moves from 10' to 5' squares. And we are still testing several approaches to flanking."
-"There will be no grappling for characters, for monsters with special abilities based on grappling rules for it will be greatly simplified."
-No Leadership feat. You're already running a kingdom and your party are your cohorts.
-There IS permanent companion death, but not on all difficulties. It depends on your play mode: (story) companions get back up, (normal) companions get up but are at death's door and will die permanently if hit again, and (hardcore) they're dead. Resurrection and Raise Dead are part of the experience, though. There will be more difficulty levels than those 3, and you will be able to choose from a lot of options to customize difficulty for yourself.
-Following evil deities will have consequences in the relationships with other countries and NPCs.
-There is some randomization of loot from ordinary creatures, such as the amount of gold and other minor items they carry, but boss loot will be fixed.
-All item slots which exist in the tabletop will be represented in Kingmaker.
-There are 5 Belt Slots for Consumable items like potions.
-You will have 4 weapon sets available to swap between. Non-selected (but still equipped) Weapon sets will show up on your character model. and you will be able to draw them both in combat and on the inventory screen with an accompanying animation.
-Exploration is not a standalone system. Random encounters will happen on the map, as will skill checks and the discovery of new areas, you can run from random encounters as well.
-Explanation of Characters, Animation and Inventory
-Firearms do not seem to be included in game, but there has been no definitive word from the devs either way.
-There is a party-wide inventory, which isn't limited by anything but weight. Bags of holding will still be useful to increase the amount of stuff you can carry, but you don't get X amount of inventory spaces like in a certain older RPG, where you'd eternally lose one slot by filling it with a baby.
-The game seems like it will allow you to have all the loot picked up you've left all over the area if you don't want to click on each and every corpse.
-There will be features such as mounts and the like to carry your stuff (but not mounted combat).
-Heavier Armor will slow movement, just like in the tabletop version of the game.
-Things like bosses and monsters in certain areas or the location of secrets will not be randomized.
-However, some things will be randomized. There will be hundreds of random kingdom events, which will be different with every playthrough. There will also be random encounters, much like in the classic Fallout games, where you may bump into enemies, merchants, weird and wacky NPCs and the occasional easter egg whilst exploring the world map. And with all the companions, decisions and different outcomes and results depending on your decisions and actions.
-Owlcat intends to implement improved familiar. They are still discussing list of familiars available for it though. Dweomercat cub is on the list right now.

The Kingdom:
-There are playable companions as well as NPCs you can assign to kingdom roles (from Ultimate Campaign), with enough choices for 2-3 options for each role.
-Advisers will give advice based on their personality. this may not be the best advice. You will have to interpret it.
-Expanding The Kingdom is the initial goal of the Kickstarter.
-You can add more than 14 regions to your kingdom.
-There are 300 Kingdom Events and 100 Kingdom Projects.
-You can ally with outside Factions, there are 9 allies currently, one for each alignment. these include the Witches of Irrisen. They'll be walking around the streets of your capitol.
-The Kickstarter aims to:
--Make the Kingdom's appearance reflect your alignment and choices.
--Let you recruit royal artisans to your kingdom that make you cool stuff (including Artifacts). The Creative Director Alexander Mishulin also mentioned a "Royal Cook (Cooking Royal Artisan)" But that may have been a joke.
--Add more responsiveness to your choices (for example saving a troll family could let you unlock a Troll Bridge building and a Legendary club they make for you, and how you solve problems would unlock different rewards for them).
--Add randomized Kingdom events that make your kingdom different in every playthrough.
-This Update can tell you more about your kingdom.
-Kingdom Roles will be similar to Ultimate campaign, but with fewer roles for less redundancy. There is no Heir, and Ruler has been modified so you don't need high Charisma. Also your player character gets the role of king no matter what. Leaders will be tied to certain stats and there will be positions that are based on Charisma (Like Grand Diplomat)
-Your state is a barony at first with some of the roles absent, but they will become available as your state upgades to a kingdom.
-"It's not really Kingdom management without the political drama, really, and Owlcat realized that from the get-go with the design." Chris Avellone says. He also says "It's pretty Game of Thrones. I don't say that lightly." "On the narrative side, you’ve got a whole bunch of rival nations interested in your efforts, and each of them have their own way of trying to manipulate the situation. This is challenged further by your advisors and people in your own court, who have their own conscious and unconscious agendas on how the affairs of state should play out – they may be offering advice they think is best, for example, but I found myself always analyzing their backstory, their personal failings in the past (and present), and then counterbalancing their advice and judgments against the personality to see if I should trust them at their word. So, yeah, I was getting some GoT vibes and having a lot of fun."
-Your vassals will have an opinion about you, and if they are unhappy - different events could happen, including their opposition to you.
-Owlcat is not really holding back on evil/seediness in the Kingdom. You can build Brothels. Building Brothels doesn't make your kingdom evil.
-The Stolen Lands is divided into 14 regions (number of regions may be subject to change). Most of them will have settlements of some kind, including those in AP, like Varnhold.
-There will be buildings that require certain alignment and alliance with one of the ambassadors. Some will be tied to the certain resolutions of the story encounters and kingdom events.
-You will have to make decisions involving your neighboring countries, which will all have consequences.
-Expect to see Embeth Woodsmen, Mivoni Aldori or some other neighbors (and not only neighbors) visiting you.
-As your Kingdom grows regions in your kingdom become better defended and advisers point out new areas on the map within your kingdom's boundaries. Also you will move faster as roads in your Kingdom improve.
-Your capital will reflect your alignment both visually and in the behavior of your subjects.
-Despite Chris Avellone calling it "very Game of Thrones," there are no Marital alliances planned.
-There are some story events that will be easier to complete with your kingdom supporting you, for example they will provide you with special kingdom project that (if it is completed in time) will give you additional options in the story event. And vice versa certain choices in the story will unlock new options for your kingdom.
-You can choose your kingdom's alliances/enemies on different playthroughs (it's not always the same, it depends on your choices).
-Owlcat intends to implement State religions that with religions giving different bonuses and penalties both to your kingdom and relations to your neighbors.
-Owlcat are considering implementing several spells for use with the kingdom system (like Stone Shape).

Miscellaneous Stuff:
-Owlcat is in close contact with Paizo in developing this. They're also running 4 simultaneous Kingmaker campaigns.
-Character sheet screens are super detailed.
-Tooltips exist which provide Golarion and Pathfinder-based lore.
-Initial languages for Localization are: English, German, French, and Russian. More may be available as Stretch goals based on popular demand.
-Digital Release is planned for GOG and Steam. Owlcat's "ultimate plan is to be available on all popular distribution platforms, so our players may choose the most convenient way to download the game."
-No matter what Race you play you can choose your Gender and Skin tone.
-The premium digital version includes some backer-only in-game items (a special cloak, a helmet and a ring, as well as one unique and quirky spell). The regular digital edition comes with a cloak.
-Chris Avellone has expresed desire for Owlkittens to be in the game. I continue to hold out hope for a cool Owlkitten pet.
-There will be an option for the colorblind, and all spoken text will be available in written form (wither in interactions or in logs) for the hearing impaired.
-Beta is scheduled for the first quarter of 2018.
-The alpha is planned for fall this year (2017).
-Owlcat is working on a "smart AI," which will keep you on your toes especially against enemy spellcasters. This probably does not mean a learning, evolving AI.
-Inon Zur, composer for Icewind Dale II, Baldur's Gate II, Fallout 3 & 4, Escaflone, Dragon Age: Origins, Dragon Age II, and Power Rangers: Turbo is composing the music.
-Character models will depict the items they are wearing. Owlcat is planning to make color schemes available, but that is not set in stone.
-The team consists of at least 4 programmers/6 artists and animators (and 20+ on outsource)/15 designers (system, UI, level, narrative), and 1 Chris Avellone (possibly more than one). Those are just the tech, art, and design teams—they also have a QA team and a management team.
-Amiri is apparently the iconic for the image on Paizo CEO Lisa Stevens' business card. She is also one of their cats.
-There are currently no plans for DLC.
-Expect a lot of influence from the four campaigns of Kingmaker they are running.
-They love magic items and want to make them more interesting
-Everything you equip including consumables and weapons you are not currently wielding, shows up on your character.
-One of the devs has a really neat axe.
-Update by Chris Avellone on narrative design.
-Interview with Studio Head of Owlcat Games Oleg Shpilchevsky and Creative Director Alexander Mishulin.
-According to Chris Avellone: "the lead narrative designer. Alexander Mishulin is the Project Director/Creative Director, and he’s… well, “fan” is probably the wrong word I’d use for how he feels about Pathfinder, it seems like he’s been playing it forever, and he knows the systems and world in and out."
-A mini-Interview with Chris Avellonecan be found in the first two posts of this thread.
-Kingmaker Seminar Video from Paizocon. Now also in Podcast-form!

System Requirements:
Minimal system requirements
Video: Intel HD Graphics 3000
CPU: Intel Celeron 1037U @ 1.80GHz
RAM: 4 Gb
OS: Win 7
Resolution: 1366 x 768

Recommended system requirements
Video: ATI Radeon HD 5770/GeForce GTX 960M
CPU: Intel Core i7 CPU 920 @ 2.67GHz
RAM: 8 Gb
OS: Win 7
Resolution: 1920 x 1080

Mac and Linux are supported (thanks to the $700k Stretch Goal) but no System Requirements are released yet.

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Kohl McClash wrote:
How will the game look for 900k when Pillars raised 4 mil and took 3 years from Kickstarter end to game sale? Might have already been asked but still kind off slow to get behind it after getting burned by the failed Pathfinder mmo fiasco.

Have you seen the Twitch streams? It looks like around 90% of the system architecture is already built. I have literally never seen an Alpha slice that polished and bug free before. I'm not even sure I've seen Alpha that polished. The rest is time consuming, sure, but they have the engine and the architecture, the rest can probably be done within the year they have tentatively set as a release date.

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Congratulations everyone! We got all the cool Stretch goals!

Would Hellknights have been nice? yeah. Would a mysterious player chosen race have been fun? sure. But we have Archetypes, Magus, Story chapters all the way to level 20, Archetypes, and a loyal comedic sociopath (which is a requirement for any good game, see: HK-47, Sam and Max [Freelance police], Xhar, The entire cast of Team Fortress 2, Wrex, GlaDOS, The Black Whirlwind, Shale, and countless humorous pen and paper player characters)!

What more could a community ask for. Thank you all for helping to make this a reality. Now, we wait for news of Owlkittens.

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Kingmaker the computer game's getting funded tonight (with archetypes met and possibly Nok-Nok, the Goblin who would be a God!). Were you able to play any of it at Paizocon or through some sort of secret Paizo-related blood-pact?

If so, what was your favorite part?

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Right. Lets see if I can get this in before the Twitch Stream. This may or may not be the last update to the list itself during the course of the kickstarter campaign:

Also there's a Twitch Stream Schedule for tonight at 9:00pm PDT / 12:00am EDT* / 4:00am GMT* / 6:00am CET* (*Technically begins tomorrow instead of tonight). It can be found here.

As Always New Things we know are in Bold.
I'm not employed in any capacity by Paizo, or Owlcat Games, this is all stuff I've managed to gather myself and there may be errors. If there are, I try and correct them as soon as I can.

Regarding the Kickstarter:
-The game will be published in 2018.
-The Kickstarter is Live, Funded, and can be found Here: https://www.kickstarter.com/projects/owlcatgames/pathfinder-kingmaker/
-For those who cannot use Kickstarter, you can Pre-order the game here: https://owlcatgames.com/preorder Preorders go to funding the Kickstarter Stretch Goals, but the price on Preorders will increase once the campaign is finished funding.
-There were also two Reddit AMAs. They can be found here, and Here
-The kickstarter is an attempt to add "more companions, more depth to the companions, more dungeons and wilderness to explore, … and more new quests and content by famous Pathfinder authors and RPG authors." also more original music, and more voiceover. Basically it exists solely to fund extra cool stuff for the game.
-Mass combat is a late kickstarter stretch goal since it requires a lot of assets.
-To make up for Mass Combat's absence the PCs get to do cool stuff like infiltrate behind enemy lines. Making alliances is expected to give you different army options if they are able to implement mass combat.
- Rest is the first planned Kickstarter stretch Goal. During rest periods, players will be able to send companions out to hunt, thus reducing the need to buy rations, and will be able to set traps and alarms. They'll also be able to assign companions to guard against random attack.
-The Initial goal of the Kickstarter is to make the Kingdom system more awesome. See Kingdom section for more details.
-Chris Avellone will be writing a module for the Kickstarter in tandem with Paizo.
-Both OS X and Linux Releases were Kickstarter stretch Goals. They were funded and are now available platforms for the game
-Additional Classes and Races from other sourcebooks will be revealed in the Kickstarter and in the form of stretch goals. One is the stretch goal after Nok-Nok. Likely at 1 million dollars.
-Archetypes are a stretch Goal.
-A Goblin Companion (who is not an Alchemist) is a Stretch Goal. He's just been announced and Nok-Nok seems to be a Goblin Rogue.
-Custom companions (like in pillars of Eternity) will NOT be a stretch goal. But if there's interest in it from backer they will implement them. They are currently in discussions about it.
-Camping was the first stretch Goal. This is a comprehensive system for getting to know characters and being attacked in your underwear while sleeping. Realms of Arkania was specifically referenced as an influence. It is detailed in this update. This goal was funded and will be in the game.
-The Second Stretch Goal was the Magus. This goal was funded and will be in the game.
-The Third (and current) Stretch Goal is an additional story chapter (as wel as mac and Linux versions). The New Chapter will be a direct continuation of the main Story (like the continuing the campaign article in the last module of the original AP). Estimates put it at adding another 10 hours of Gameplay. There is no word yet what the content of this chapter will be.
-The fourth stretch goal is Archetypes. Three for each class with some classes getting things like Sub-schools and Wild Bloodlines isntead (or possibly in addition).
-The fifth stretch goal is a New Companion.
-A Twitch stream is planned for later in the campaign. It seems like it will involve Chris Avellone.
- The general release versions will not anything not included in the KS versions. That is, Kickstarters will not be at a disadvantage compared to teh general public.
-Buying the game after release will also cost more than getting the $28 digital edition through Kickstarter.
-There will be additional Add-Ons added to the Campaign. So far a digital walkthrough and an extra premium digital version (if you've already pledged at a level which grants you one in the first place) have been announced.
-The Miniatures of the Jabberwock and the Companion that come as Add-ons and as part of certain tiers come pre-painted.
-All of the items mentioned in the Kickstarter are planned to be ready upon initial release. There are no plans for DLC currently.
-Owlcat has implemented Social Achievements, and one of the things we can all get is a non-combat Faerie dragon pet.We have already unlocked neat Wallpapers for backers and are working on more.
-Pre-orders will go towards stretch goals, but the prices will increase once the Kickstarter campaign ends.

Regarding the Base Game:
-The game is Single Player only
-The base game (un-kickstarted) is both already mostly complete and includes all 6 AP Modules. The whole story is there with details being Fleshed out by Chris Avellone.
-A capstone is planned possibly taking characters to level 20. We do not know if this is a kickstarter plan, or a base game plan.
-You can build and develop a kingdom of your own, this is in the base game. The Kickstarter will make this better. From people who played the Demo, There are already some cool kingdom events.
-The game will include diplomats from neighbors, including Brevoy and Irrisen (and possibly Mendev?). If you make alliances, that could unlock different buildings for your kingdom. There will be allies available for every alignment.
-The game is run on an engine developed using the Unity engine. It is Isometric in look and feel.
-There will be plenty of side-quests.
-You will be able to be evil, but it will be a cruel and cunning "smart evil" such as talking two enemies into killing each other, rather than just asking for more money as a quest reward. The Creative Director once suggested how much easier it would be to rule a kingdom of undead, than living, breathing citizens; because living citizens have all sorts of complaints about life, and hunger, and so on. The undead just obey. And are (usually) quiet. Except the zombies. Also, the design policy is not to have being Evil cut you off from content to punish them, but to balance content across all alignments.
-The base game includes a forty hour main storyline, and forty to eighty to forty hours of fun side content.
-There will be a lot of new content unique to this version of the Stolen Lands -- just like it would be in any DM's version.
-The game "will have a certain degree of linearity: just like in the table-top game, some challenges will arise, and it would be up to you how you'll tackle them. You can't avoid being the baron(ess), then the king/queen, since it's the premise of the game. However, you'll be free to explore the Stolen Lands, find lots of events unrelated to the main course of events, and choose how to act there. So, you're guaranteed to meet the persons you can see on the covers of the Adventure Path books, but you'll meet them inside a large sandbox."
-Game spans Levels 1 - 20.
-All 21 Core Deities are in. Groetus is in and players will be able to worship him. Arshea is not in.
-The Physical version of the Game will be DRM-free. The digital version will have a choice of distribution platforms.
-"We're planning to carry the adventure to places the Adventure Path doesn't go (but it's a natural extension), so veteran players have something new to experience." This likely means the First World.
-"Even enemies you would normally regard as beasts and threats could find a home in your kingdom and provide new opportunities for your kingdom's growth."
-The game is a blend of Narrative and Combat, and neither one trumps the other.
-There are some pretty long dungeons in the game, and you will have to fight for your survival there. You can complete one level of the dungeon in approximately 1 hour.
-You can fail or ignore quests and they'll have big repercussions (not always negative). There are absolutely moral dilemma quests, which become more complicated once your companions weigh in and suddenly you have two moral dilemma layers to deal with.
-Foreshadowing will definitely be added for "The Big Bad." So states Chris Avellone. It will be threaded into each chapter.
-They have also taken pains to foreshadow Jhod in module 1's arc.
-The end game is consequent with the player decisions, and furthermore, even if your decisions were "bad," they were your decisions, and even evil has its day.
-The Base game is localized in: English, German, French and Russian. Additional language localizations are planned as Stretch Goals.
-There are multiple endings to the game, and even aside from that, your party composition (and alignment) will factor into both the plot and the endings as well, so the replay value is high.
-The game is pretty faithful to the original AP, but not every dungeon and quest is laid out in the exact same manner. Owlcat is moving some elements around, introducing familiar characters at different points (and re-introducing where appropriate). They are also adding new content, so there will be surprises for players who have played the AP already (above and beyond the differences inherent from your individual DM's particular unique take on the AP).
-There will be companion Romance, but it isn't the only relationship option. This includes LGBTQ+ romance options. This kicks in as quickly as Module 1. Non-companion NPCs will be able to be Romanced as well as some Companions (not all of them though, good romances take time to write and develop).
-You will have a lot of save slots. You will not be able to save in combat or dialog. Aside from that you will be able to save wherever you like. And there will be Ironman mode with just one save slot.
-There will be Adjustable Blood and Gore settings.

Setting:
-The game is set in Golarion in the Stolen Lands, And the First World.
-You will be able to talk to companions from as far as Absalom and even Thuvia about their homelands.
-You will meet ambassadors from neighboring countries. And you can form alliances with them. There are 9 Ambassadors currently (one for each alignment) and they include the Witches of Irrisen.
-There are events from other Kingdoms so you get to see the "Spectrum of Golarion."
-You will encounter several iconics as an NPCs, and Amiri as a companion.
-The game will use Ambient sound.
-There are rabbits and birds out in the wild, and they are planning to put some animals in settlements too.
-Music and sounds are discussed in this update.
-Inon Zur himself talks about the music of Pathfinder in this update.
-If you like Maps, this is your update.
-Exploration is discussed in this Update.

Character Creation:
-The Game includes all the Races and Classes from the Core Rulebook.
-There are around 10 Animal Companions in the base game. None of them are Dinosaurs.
-There are around 10 Familiars in the base game. No word either way on Red Pandas. I remain hopeful. Avellone is petitioning Owlcat to allow Owlcat familiars.
-There will be NO Grippli, not even as a stretch goal, due to licensing issues since Grippli are WotC IP. While the information was delivered tongue in cheek, there will be no Deep One Hybrids either. Aasimar and Tieflings are similarly unlikely for the same reasons as Grippli.
-There are pregenerated builds and recommendations for all the choices and options.
-The current plan for Character Creation is point buy. The Devs have stated that they may also consider rolling characters as an optional alternative.
-Stats will be point buy by default, with an option for rolled stats due to backer demand.
-You will be able to select portrait for your character, these will all be Paizo approved. the ability to use custom portraits is still in discussion.
-You will be able to select face, hair style, skin tone, hair color (and gnomes will definitely have crazy colors available for them). Owlcat is also trying to add different body types, is am not promising it right now.
-You can select a deity your character will worship. Divine classes will have to select specific deity. Paladin codes will be referenced to, but not strictly mechanically upheld.
-There will be favored class bonuses, including racial options, but probably not all of them.
-Character creation design is not finalized, but Owlcat plans to include character background in some form in it. From the Character sheet update it looks like they're using the background system from Ultimate Campaign.
-While it is not yet finished, it looks like there will be Traits as part of the background system.
-Custom Portraits may be Implemented.
-They are currently working on a method to prebuild your character all the way to level 20 if you want to and then level up at the click of a single button.
-All Base Stats exist unchanged.
-Different Sizes and base land speeds are accomodated.
-Different Vision Types (such as Low-Light Vision) are accomodated.
-This Update deals with your character sheet. The interface is not finished yet, but it gives a pretty good sense of what is going on.
-Your character will be Voiced. You will be able to select a voice for your character from several options. Although only critically important or emotional dialog will be fully voiced-over, so you will mostly hear your character in combat. While support for custom voice sets has not been confirmed, with a bit of work, fans have been able to put new custom voice sets into Unity games before.

Classes
-The game includes: Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Inquisitor, Monk, Paladin, Ranger, Rogue, Sorceror and Wizard. The Magus is the second Stretch Goal Unlocked at $600k.
-The Rogue follows rules from Pathfinder Unchained. The Barbarian is also Unchained but can choose between the normal and Unchained version of Rage. The Monk is as yet undecided.
-Multiclassing is in the game.
-Prestige Classes are in the Game. We don't know which ones for certain besides Arcane Trickster, but it seems a safe bet to assume all Prestige classes from the Core Rulebook at least. The Devs have also mentioned wanting to include the Aldori Swordlord.
-Bards will have access to Bardic masterpieces.
-You can become a Fallen Paladin if your alignment shifts too much.
-Since there is no mounted combat, Cavaliers and Samurai will probably not be making an appearance. Paladins also have different versions of divine bonds, most common of them being a weapon bond.
-Since there has been no mention of Guns so far it des not seem like Gunslinger will be in the game.
-There are currently no plans to include the Occult Classes: Kineticist, Medium, Mesmerist, Occultist, Psychic, and Spiritualist.
-The community manager has heard no mention of Ninja being included.
-Given these facts, it seems like the most likely classes to appear as Stretch Goals are: Oracle, Summoner (probably the Unchained version), and Witch, followed by the various classes in the Advanced Class Guide. This is pure speculation on my part, but seems logical.
-If the campaign hits 800k (which seems incredibly likely) archetypes will be available. There will be three for each class (although some classes may get alternate class features instead or in addition, such as Wild Bloodlines for Sorcerors and Sub-Schools for Wizards). The archetypes and features already in development are: Alchemist - Vivisectionist, Barbarian - Armored Hulk, Mad Dog, Cleric - Herald Caller, Ecclesitheurge, Fighter - Aldori Swordlord, Inquisitor - Sacred Huntsman, Magus - Eldritch Archer, Sword Saint/Kensai, Sorcerer - Wild Bloodlines, Wizard - Subschools.
-Currently the game only has weapon divine bond for paladins, but Owlcat intends to implement the alternative Divine Bond Options in the Healer's Handbook. The Creative Director makes no promises though.
-Druid's Wildshape and Polymorph will be from a predetermined list, though there is the possibility of making some shapes unlockable. Special attacks will follow teh rules as closely as possible.

Skills
-As of right now, Skills are: Athletics, Mobility, Perception, Persuasion, Knowledge: Arcana, Knowledge: World, Stealth, Trickery, Lore: Nature, Lore: Religion, Use Magic Device.
-Skills have been condensed, similar to the way Consolidated Skills are Handled in Pathfinder: Unchained
- Crafting skills and Profession skills are not in the game.
-Trickery is used for disarming traps. Feinting is also under Trickery.
-Persuasion has three subcategories: Intimidate, Bluff, and Diplomacy. Bonuses like the Half-Orc Bonus to intimidate will target the appropriate subcategory.
-Lore: Nature includes:knowledge about animals and insects, survival in the wilderness, handling animals, and healing wounded or sick companions (which sounds like Survival, Handle Animal, Knowledge: Nature, and Heal). Lore Nature can be used to forage for Food.
-Lore: Religion includes: Knowledge about Gods, Outsiders, and healing mental afflictions.
-Knowledge: World includes: information about Golarion, races, cultures, history, and current interactions, trade, and politics (Local, Geography, History, Nobility,a nd possibly Appraise?)
-Knowledge: Arcana includes: information about various unnatural phenomena, eldritch spells, enchanted items and otherworldly entities such as elementals and magical beasts (Arcana and Spellcraft).
-The Difference between "Knowledge" and "Lore" is that Lore will be Wisdom-based.
-In certain events in tha alpha, where a specific skill is required and not only can you select which party member should attempt the skill check, but the game also highlighted which character was most suitable for the task at hand.
- The game takes note of certain things you may have in your inventory, in order to help with skill checks. For example if you picked up a rope and/or crowbar, that could help you on a difficult strength-check, or an encyclopedia volume might help on a specific knowledge ckeck.
-The skills update can be found here.
-When you are speaking checks are made by party member with greatest bonus to the required skill. In kingdom checks there are Leaders that can solve some events on their own.
-Traps are treated the Same as in the Pathfinder, you have to roll Perception vs DC of the trap, every character rolls separately. There is no special "search" mode to do that.

Feats
-There will be more than 300 feats.
-Feats are drawn from many books beyond the Core Rulebook, including but not limited to: the Advanced Player's Guide, The Inner Sea World Guide, and Ultimate Magic.
-Feats verified to be in the game include: Elemental Spell Focus, Evocation Spell Focus, Arcane Shield, Ray Shield, Touch of Serenity, Extra Lay On Hands, Undead Master, Fortune Teller, Sunlight Summons, and Fleet.
-While Item Creation Feats are replaced by the Royal Artisan System and will not be in the game, the Character Sheet updated shows that Scribe Scroll does exist as (at the very least) a Wizard Class ability.

Spells
-While they are still being worked on, the game already includes over 300 spells.
-There are already more than 15 spells to choose from for each of the three first spell levels, with more to come.
Spells we have seen or that have been mentioned so far are: Owl's Wisdom, Bless, Hold Person, Snowball, Blazing Hands, Greater Blade Dash.
-You can learn more about spells in this update.

Multiplayer and Modding:
-Base game is Single Player only.
-While DM Tools and Multiplayer were floated as possible stretch goals early on, the Devs want to focus on making a good Single Player game first and foremost and so they don't want to promise that they will be available.
-Modding is a separate issue that they are not focused on at this time.
-There are no plans for a DM client option. This is something to examine for Future Games.

Regarding Companions:
-There are either 10 or 11 Companions in the Base Game.
-Companion characters are a mix of New characters, iconic Pathfinder characters, and characters already existing in the AP.
-Amiri, the Iconic Barbarian, is a companion with a lot of backstory and events happening around her throughout the game. Amiri is the only Iconic Companion. Amiri will have her iconic weapon available and viable even for later parts of the game
-Jubilost Narthropple is a companion. He a cantankerous gnome, is kind of a jerk, and you can fail to recruit him if you screw up your attempt to help him out with his wagon. He's also a character from the original AP. He is an alchemist now and uses a Heavy Crossbow by default. Chris Avellone really wants to work on him because Jubilost is a gigantic dick.
-Valerie is a blonde haired Human Woman from Brevoy. She is also a Fighter who Worships Gorum, and a failed Paladin of Shelyn.
-A halfling that looks suspiciously like Lem is a companion.
-A bard is a companion. He decides to join you because he wants to record your story. This companion has not been seen yet and may or may not be the halfling.
-Octavia is a female Half-Elf wizard/rogue/arcane trickster. She was once a "Bonded Servant" to Numeria's Technic League. She is friends with teh Half-Orc companion Regongar.
-There is a Blonde male who looks like an Elven inquisitor of Sarenrae.
-Regongar is a Half-Orc Magus who is also Octavia's Friend. He seems to be either Chaotic Neutral or Chaotic Evil. He escaped (possibly with octavia) from the clutched of Numeria's Technic League. he likes using intimidate. Regongar was originally statted as a Sorceror, but since the Magus was unlocked, he is now a Magus.
-There is what looks like either a Taldan or Ulfen Human male Fighter.
-Ekundayo, is a Thuvian Ranger from Absolom. He is Lawful neutral, has a Hound Animal Companion, and uses a Bow.
-Nok-Nok is a Goblin Rogue Companion. He is currently a Stretch Goal. He believes he is on his way to becoming a god. You can read about him here.
-Harrim is a Dwarven Cleric of Groetus. He has a Mohawk looking hairdo.
-Akiros Ismort will not be a companion.
-Companions can disagree with you, leave you, and even turn on you if they don't like you. They do NOT need to be in your party for this to happen. Companions are living people and don't stop existing just because you leave them home.
-The story can change considerably depending on your party composition.
-Each companion has an expandable novel style bio that expands as you learn more about them and progress in the game.
-You can take 5 Companions with you in a party at one time.
-You can level up your companions based on your own preferences, even changing their classes if you wish, there is however a suggested path, and you can have them auto-level if you wish instead.
-You will also be able to choose from several AI behaviors for your party members, allowing them to use spells and abilities or spend resources on their own. You can switch AI on and off for each character separately, there will be various options for AI. Currently there are fairly simple options for the AI (switched off, using attacks that do not spend anything, make use of everything aside from AoE and consumables, etc). This may be subject to change in the future.
-Each companion will have one or several levels in a predetermined class when you meet them. You can level them any way you wish from there on out, but their "starting class" is preset.
-Chris Avellone really wants to write Amiri and Jubilost. But negotiations as to who gets to do what are still ongoing.
-Companions definitely have an opinion, will act on that opinion, and will act strongly on that opinion (leaving the party is only one possible ending for companions you butt heads with). Mentions have been made of Companions turning on you as well.
-There are some companions that simply are impossible to influence with your charms, only your actions.
-Some of the companions come from as far as Absalom and even Thuvia and you will be able to talk to them about those lands.
-Companions' stories carry through (heroic and tragic, though both are not set in stone for each character) throughout the game to the very end.
-Companions have their own choices of deities. (Presumably these are pre-selected for them).
-You can of course put any gear you want on all the characters without restrictions (though this may be restricted on lower difficulties to keep newer players from doing things like putting full plate armor on the party wizard).
-You can influence companions' personality but that will rarely go as far as changing their alignment.

Combat
-Combat format is Real Time with Pause. There's going to be an option for auto-pausing combat at the beginning of each "turn", essentially making it quasi-turn-based. "Turns" last approximately three seconds. -The decision to use RTwP was a legal one.
-Combat includes: initiative, attacks of opportunity, sneak attacks, Power Attack (as a toggle), Fighting Defensively, Spontaneous casting of heal spells, and Channeling positive energy.
-Combat maneuvers exist in-game and use CMB and CMD. Trip is included, but Grappling is not.
-Armor Class, Touch AC and Flat Footed AC are all things.
-All three Saving Throws exist unchanged.
-Weapon Proficiencies seem unchanged.
Both Range Increments and Reach seem to be part of the game. You can see your weapons' range on your character sheet.
-Combat is a lot more Managable in Kingmaker than Pillars of Eternity according to Chris Avellonne who has worked on both games.

Other Mechanics:
-The game currently includes a comprehensive Alignment meter which plays a significant role in the game. There are a lot of choices that shift your alignment towards one of the nine possible, and your current alignment sometimes affects the way NPC react to you. Avellone likened it to how alignment was implemented in Planescape Torment. The Alignment system is meant to be descriptive, not prescriptive.-There's a really cool Alignment graph that tracks your progression over time.
-There is No Crafting, instead there's a Royal Artisans system that will make magic items (and even Artifacts) for you. Scribe Scroll still exists however.
-You can either auto-select the best party member for a skill check, or manually select who you want to attempt it.
-Difficulty levels are: Core Rules (similar to tabletop Pathfinder but real time, not turn based), adapted rules (less deadly for less experienced, crits deadliness reduced), story mode (really simple combat), Iron man (tougher monsters, just one save that overwrites itself so accept your mistakes), and custom (for example, core rules with reduced crits).
-The level up screen will suggest options to you sort of like Amazon's "If you liked X you might also like Y."
-Wings will be in the system, and they will do something cool "we instead may, for example, give a sorcerer an ability to create strong winds and push the enemies away with a flap of his wings or will allow him to reposition himself on the battlefield by flying up and landing elsewhere."
-The AI can help you control the characters in battle.
-There will be no Flying in Combat or Mounted Combat.
-This update can tell you About Mechanics and Character creation.
-Regarding Flanking and Reach: "Exact positioning is far less predictable in the game without a grid and therefore we have to make it less important. For that we will have simplified rules for everything that works with positioning on the field. For example, reach weapons will have greater range and no penalties in melee, but will not give the wielder an attack of opportunity when the target moves from 10' to 5' squares. And we are still testing several approaches to flanking."
-"There will be no grappling for characters, for monsters with special abilities based on grappling rules for it will be greatly simplified."
-No Leadership feat. You're already running a kingdom and your party are your cohorts.
-There IS permanent companion death, but not on all difficulties. It depends on your play mode: (story) companions get back up, (normal) companions get up but are at death's door and will die permanently if hit again, and (hardcore) they're dead. Resurrection and Raise Dead are part of the experience, though. There will be more difficulty levels than those 3, and you will be able to choose from a lot of options to customize difficulty for yourself.
-Following evil deities will have consequences in the relationships with other countries and NPCs.
-There is some randomization of loot from ordinary creatures, such as the amount of gold and other minor items they carry, but boss loot will be fixed.
-All item slots which exist in the tabletop will be represented in Kingmaker.
-There are 5 Belt Slots for Consumable items like potions.
-You will have 4 weapon sets available to swap between. Non-selected (but still equipped) Weapon sets will show up on your character model. and you will be able to draw them both in combat and on the inventory screen with an accompanying animation.
-Exploration is not a standalone system. Random encounters will happen on the map, as will skill checks and the discovery of new areas, you can run from random encounters as well.
-Explanation of Characters, Animation and Inventory
-Firearms do not seem to be included in game, but there has been no definitive word from the devs either way.
-There is a party-wide inventory, which isn't limited by anything but weight. Bags of holding will still be useful to increase the amount of stuff you can carry, but you don't get X amount of inventory spaces like in a certain older RPG, where you'd eternally lose one slot by filling it with a baby.
-The game seems like it will allow you to have all the loot picked up you've left all over the area if you don't want to click on each and every corpse.
-There will be features such as mounts and the like to carry your stuff (but not mounted combat).
-Heavier Armor will slow movement, just like in the tabletop version of the game.
-Things like bosses and monsters in certain areas or the location of secrets will not be randomized.
-However, some things will be randomized. There will be hundreds of random kingdom events, which will be different with every playthrough. There will also be random encounters, much like in the classic Fallout games, where you may bump into enemies, merchants, weird and wacky NPCs and the occasional easter egg whilst exploring the world map. And with all the companions, decisions and different outcomes and results depending on your decisions and actions.
-Owlcat intends to implement improved familiar. They are still discussing list of familiars available for it though. Dweomercat cub is on the list right now.

The Kingdom:
-There are playable companions as well as NPCs you can assign to kingdom roles (from Ultimate Campaign), with enough choices for 2-3 options for each role.
-Advisers will give advice based on their personality. this may not be the best advice. You will have to interpret it.
-Expanding The Kingdom is the initial goal of the Kickstarter.
-You can add more than 14 regions to your kingdom.
-There are 300 Kingdom Events and 100 Kingdom Projects.
-You can ally with outside Factions, there are 9 allies currently, one for each alignment. these include the Witches of Irrisen. They'll be walking around the streets of your capitol.
-The Kickstarter aims to:
--Make the Kingdom's appearance reflect your alignment and choices.
--Let you recruit royal artisans to your kingdom that make you cool stuff (including Artifacts). The Creative Director Alexander Mishulin also mentioned a "Royal Cook (Cooking Royal Artisan)" But that may have been a joke.
--Add more responsiveness to your choices (for example saving a troll family could let you unlock a Troll Bridge building and a Legendary club they make for you, and how you solve problems would unlock different rewards for them).
--Add randomized Kingdom events that make your kingdom different in every playthrough.
-This Update can tell you more about your kingdom.
-Kingdom Roles will be similar to Ultimate campaign, but with fewer roles for less redundancy. There is no Heir, and Ruler has been modified so you don't need high Charisma. Also your player character gets the role of king no matter what. Leaders will be tied to certain stats and there will be positions that are based on Charisma (Like Grand Diplomat)
-Your state is a barony at first with some of the roles absent, but they will become available as your state upgades to a kingdom.
-"It's not really Kingdom management without the political drama, really, and Owlcat realized that from the get-go with the design." Chris Avellone says. He also says "It's pretty Game of Thrones. I don't say that lightly." "On the narrative side, you’ve got a whole bunch of rival nations interested in your efforts, and each of them have their own way of trying to manipulate the situation. This is challenged further by your advisors and people in your own court, who have their own conscious and unconscious agendas on how the affairs of state should play out – they may be offering advice they think is best, for example, but I found myself always analyzing their backstory, their personal failings in the past (and present), and then counterbalancing their advice and judgments against the personality to see if I should trust them at their word. So, yeah, I was getting some GoT vibes and having a lot of fun."
-Your vassals will have an opinion about you, and if they are unhappy - different events could happen, including their opposition to you.
-Owlcat is not really holding back on evil/seediness in the Kingdom. You can build Brothels. Building Brothels doesn't make your kingdom evil.
-The Stolen Lands is divided into 14 regions (number of regions may be subject to change). Most of them will have settlements of some kind, including those in AP, like Varnhold.
-There will be buildings that require certain alignment and alliance with one of the ambassadors. Some will be tied to the certain resolutions of the story encounters and kingdom events.
-You will have to make decisions involving your neighboring countries, which will all have consequences.
-Expect to see Embeth Woodsmen, Mivoni Aldori or some other neighbors (and not only neighbors) visiting you.
-As your Kingdom grows regions in your kingdom become better defended and advisers point out new areas on the map within your kingdom's boundaries. Also you will move faster as roads in your Kingdom improve.
-Your capital will reflect your alignment both visually and in the behavior of your subjects.
-Despite Chris Avellone calling it "very Game of Thrones," there are no Marital alliances planned.
-There are some story events that will be easier to complete with your kingdom supporting you, for example they will provide you with special kingdom project that (if it is completed in time) will give you additional options in the story event. And vice versa certain choices in the story will unlock new options for your kingdom.
-You can choose your kingdom's alliances/enemies on different playthroughs (it's not always the same, it depends on your choices).
-Owlcat intends to implement State religions that with religions giving different bonuses and penalties both to your kingdom and relations to your neighbors.
-Owlcat are considering implementing several spells for use with the kingdom system (like Stone Shape).

Miscellaneous Stuff:
-Owlcat is in close contact with Paizo in developing this. They're also running 4 simultaneous Kingmaker campaigns.
-Character sheet screens are super detailed.
-Tooltips exist which provide Golarion and Pathfinder-based lore.
-Initial languages for Localization are: English, German, French, and Russian. More may be available as Stretch goals based on popular demand.
-Digital Release is planned for GOG and Steam. Owlcat's "ultimate plan is to be available on all popular distribution platforms, so our players may choose the most convenient way to download the game."
-No matter what Race you play you can choose your Gender and Skin tone.
-The premium digital version includes some backer-only in-game items (a special cloak, a helmet and a ring, as well as one unique and quirky spell). The regular digital edition comes with a cloak.
-Chris Avellone has expresed desire for Owlkittens to be in the game. I continue to hold out hope for a cool Owlkitten pet.
-There will be an option for the colorblind, and all spoken text will be available in written form (wither in interactions or in logs) for the hearing impaired.
-Beta is scheduled for the first quarter of 2018.
-The alpha is planned for fall this year (2017).
-Owlcat is working on a "smart AI," which will keep you on your toes especially against enemy spellcasters. This probably does not mean a learning, evolving AI.
-Inon Zur, composer for Icewind Dale II, Baldur's Gate II, Fallout 3 & 4, Escaflone, Dragon Age: Origins, Dragon Age II, and Power Rangers: Turbo is composing the music.
-Character models will depict the items they are wearing. Owlcat is planning to make color schemes available, but that is not set in stone.
-The team consists of at least 4 programmers/6 artists and animators (and 20+ on outsource)/15 designers (system, UI, level, narrative), and 1 Chris Avellone (possibly more than one). Those are just the tech, art, and design teams—they also have a QA team and a management team.
-Amiri is apparently the iconic for the image on Paizo CEO Lisa Stevens' business card. She is also one of their cats.
-There are currently no plans for DLC.
-Expect a lot of influence from the four campaigns of Kingmaker they are running.
-They love magic items and want to make them more interesting
-Everything you equip including consumables and weapons you are not currently wielding, shows up on your character.
-One of the devs has a really neat axe.
-Update by Chris Avellone on narrative design.
-Interview with Studio Head of Owlcat Games Oleg Shpilchevsky and Creative Director Alexander Mishulin.
-According to Chris Avellone: "the lead narrative designer. Alexander Mishulin is the Project Director/Creative Director, and he’s… well, “fan” is probably the wrong word I’d use for how he feels about Pathfinder, it seems like he’s been playing it forever, and he knows the systems and world in and out."
-A mini-Interview with Chris Avellonecan be found in the first two posts of this thread.
-Kingmaker Seminar Video from Paizocon. Now also in Podcast-form!

System Requirements:
Minimal system requirements
Video: Intel HD Graphics 3000
CPU: Intel Celeron 1037U @ 1.80GHz
RAM: 4 Gb
OS: Win 7
Resolution: 1366 x 768

Recommended system requirements
Video: ATI Radeon HD 5770/GeForce GTX 960M
CPU: Intel Core i7 CPU 920 @ 2.67GHz
RAM: 8 Gb
OS: Win 7
Resolution: 1920 x 1080

Mac and Linux are supported (thanks to the $700k Stretch Goal) but no System Requirements are released yet.

Scarab Sages

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

You can find that comment here. Thainen was confirmed to be a Dev by the community manager.

As a side note! New update on your neighbors in and around the Stolen Lands.

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

We're going into the last three days and there have been some major revelations, so here's the new update.

As Always New Things we know are in Bold.
I'm not employed in any capacity by Paizo, or Owlcat Games, this is all stuff I've managed to gather myself and there may be errors. If there are, I try and correct them as soon as I can.

Regarding the Kickstarter:
-The game will be published in 2018.
-The Kickstarter is Live, Funded, and can be found Here: https://www.kickstarter.com/projects/owlcatgames/pathfinder-kingmaker/
-For those who cannot use Kickstarter, you can Pre-order the game here: https://owlcatgames.com/preorder
-Preorders go to funding the Kickstarter Stretch Goals, but the price on Preorders will increase once the campaign is finished funding.

-There was also a Reddit AMA. It can be found here: https://www.reddit.com/r/Pathfinder_RPG/comments/6hgqqm/amasession_with_the _devs_of_pathfinder_kingmaker/
-The kickstarter is an attempt to add "more companions, more depth to the companions, more dungeons and wilderness to explore, … and more new quests and content by famous Pathfinder authors and RPG authors." also more original music, and more voiceover. Basically it exists solely to fund extra cool stuff for the game.
-Mass combat is a late kickstarter stretch goal since it requires a lot of assets.
-To make up for Mass Combat's absence the PCs get to do cool stuff like infiltrate behind enemy lines. Making alliances is expected to give you different army options if they are able to implement mass combat.
- Rest is the first planned Kickstarter stretch Goal. During rest periods, players will be able to send companions out to hunt, thus reducing the need to buy rations, and will be able to set traps and alarms. They'll also be able to assign companions to guard against random attack.
-The Initial goal of the Kickstarter is to make the Kingdom system more awesome. See Kingdom section for more details.
-Chris Avellone will I'll be writing a module for the Kickstarter in tandem with Paizo.
-Both OS X and Linux Releases are Kickstarter stretch Goals.
-Additional Classes and Races from other sourcebooks will be revealed in the Kickstarter and in the form of stretch goals.
-Archetypes are a stretch Goal.
-New Locations are a Stretch goal.
-An epic Dungeon is a stretch goal.
-A Goblin Companion (who is not an Alchemist) is a Stretch Goal.
-Custom companions (like in pillars of Eternity) will NOT be a stretch goal. But if there's interest in it from backer they will implement them. They are currently in discussions about it.
-Camping was the first stretch Goal. This is a comprehensive system for getting to know characters and being attacked in your underwear while sleeping. Realms of Arkania was specifically referenced as an influence. It is detailed in this update. This goal was funded and will be in the game.
-The Second Stretch Goal was the Magus. This goal was funded and will be in the game.
-The Third (and current) Stretch Goal is an additional story chapter (as wel as mac and Linux versions). The New Chapter will be a direct continuation of the main Story (like the continuing the campaign article in the last module of the original AP). Estimates put it at adding another 10 hours of Gameplay. There is no word yet what the content of this chapter will be.
-The fourth stretch goal is Archetypes. Three for each class with some classes getting things like Sub-schools and Wild Bloodlines isntead (or possibly in addition).
-The fifth stretch goal is a New Companion.
-A Twitch stream is planned for later in the campaign. It seems like it will involve Chris Avellone.
- The general release versions will not anything not included in the KS versions. That is, Kickstarters will not be at a disadvantage compared to teh general public.
-Buying the game after release will also cost more than getting the $28 digital edition through Kickstarter.
-There will be additional Add-Ons added to the Campaign. So far a digital walkthrough and an extra premium digital version (if you've already pledged at a level which grants you one in the first place) have been announced.
-The Miniatures of the Jabberwock and the Companion that come as Add-ons and as part of certain tiers come pre-painted.
-All of the items mentioned in the Kickstarter are planned to be ready upon initial release. There are no plans for DLC currently.
-Owlcat has implemented Social Achievements, and one of the things we can all get is a non-combat Faerie dragon pet.

Regarding the Base Game:
-The game is Single Player only
-The base game (un-kickstarted) is both already mostly complete and includes all 6 AP Modules. The whole story is there with details being Fleshed out by Chris Avellone.
-A capstone is planned possibly taking characters to level 20. We do not know if this is a kickstarter plan, or a base game plan.
-You can build and develop a kingdom of your own, this is in the base game. The Kickstarter will make this better. From people who played the Demo, There are already some cool kingdom events.
-The game will include diplomats from neighbors, including Brevoy and Irrisen (and possibly Mendev?). If you make alliances, that could unlock different buildings for your kingdom. There will be allies available for every alignment.
-The game is run on an engine developed using the Unity engine. It is Isometric in look and feel.
-There will be plenty of side-quests.
-You will be able to be evil, but it will be a cruel and cunning "smart evil" such as talking two enemies into killing each other, rather than just asking for more money as a quest reward. The Creative Director once suggested how much easier it would be to rule a kingdom of undead, than living, breathing citizens; because living citizens have all sorts of complaints about life, and hunger, and so on. The undead just obey. And are (usually) quiet. Except the zombies. Also, the design policy is not to have being Evil cut you off from content to punish them, but to balance content across all alignments.
-The base game includes a forty hour main storyline, and forty to eighty to forty hours of fun side content.
-There will be a lot of new content unique to this version of the Stolen Lands -- just like it would be in any DM's version.
-The game "will have a certain degree of linearity: just like in the table-top game, some challenges will arise, and it would be up to you how you'll tackle them. You can't avoid being the baron(ess), then the king/queen, since it's the premise of the game. However, you'll be free to explore the Stolen Lands, find lots of events unrelated to the main course of events, and choose how to act there. So, you're guaranteed to meet the persons you can see on the covers of the Adventure Path books, but you'll meet them inside a large sandbox."
-Game spans Levels 1 - 20.
-All 21 Core Deities are in. Groetus is in and players will be able to worhip him. Arshea is not in.
-The Physical version of the Game will be DRM-free. The digital version will have a choice of distribution platforms.
-"We're planning to carry the adventure to places the Adventure Path doesn't go (but it's a natural extension), so veteran players have something new to experience." This likely means the First World.
-"Even enemies you would normally regard as beasts and threats could find a home in your kingdom and provide new opportunities for your kingdom's growth."
-The game is a blend of Narrative and Combat, and neither one trumps the other.
-There are some pretty long dungeons in the game, and you will have to fight for your survival there. You can complete one level of the dungeon in approximately 1 hour.
-You can fail or ignore quests and they'll have big repercussions (not always negative). There are absolutely moral dilemma quests, which become more complicated once your companions weigh in and suddenly you have two moral dilemma layers to deal with.
-Foreshadowing will definitely be added for "The Big Bad." So states Chris Avellone. It will be threaded into each chapter.
-They have also taken pains to forshadow Jhod in module 1's arc.
-The end game is consequent with the player decisions, and furthermore, even if your decisions were "bad," they were your decisions, and even evil has its day.
-The Base game is localized in: English, German, French and Russian. Additional language localizations are planned as Stretch Goals.

Setting:
-The game is set in Golarion in the Stolen Lands, And the First World.
-You will be able to talk to companions from as far as Absalom and even Thuvia about their homelands.
-You will meet ambassadors from neighboring countries. And you can form alliances with them. There are 9 Ambassadors currently (one for each alignment) and they include the Witches of Irrisen.
-There are events from other Kingdoms so you get to see the "Spectrum of Golarion."
-You will encounter several iconics as an NPCs, and Amiri as a companion.
-The game will use Ambient sound.
-There are rabbits and birds out in the wild, and they are planning to put some animals in settlements too.
-Music and sounds are discussed in this update.
-Inon Zur himself talks about the music of Pathfinder in this update.
-If you like Maps, this is your update.
-Exploration is discussed in this Update.

Character Creation:
-The Game includes all the Races and Classes from the Core Rulebook.
-There are around 10 Animal Companions in the base game.
-There are around 10 Familiars in the base game. No word either way on Red Pandas. I remain hopeful. Avellone is petitioning Owlcat to allow Owlcat familiars.
-There will be NO Grippli, not even as a stretch goal, due to licensing issues since Grippli are WotC IP. While the information was delivered tongue in cheek, there will be no Deep One Hybrids either. Aasimar and Tieflings are similarly unlikely for the same reasons as Grippli.
-There are pregenerated builds and recommendations for all the choices and options.
-The current plan for Character Creation is point buy. The Devs have stated that they may also consider rolling characters as an optional alternative.
-Stats will be point buy by default, with an option for rolled stats due to backer demand.
-You will be able to select portrait for your character, these will all be Paizo approved. the ability to use custom portraits is still in discussion.
-You will be able to select face, hair style, skin tone, hair color (and gnomes will definitely have crazy colors available for them). Owlcat is also trying to add different body types, is am not promising it right now.
-You can select a deity your character will worship. Divine classes will have to select specific deity. Paladin codes will be referenced to, but not strictly mechanically upheld.
-There will be favored class bonuses, including racial options, but probably not all of them.
-Character creation design is not finalized, but Owlcat plans to include character background in some form in it. From the Character sheet update it looks like they're using the background system from Ultimate Campaign.
-While it is not yet finished, it looks like there will be Traits as part of the background system.
-Custom Portraits may be Implemented.
-They are currently working on a method to prebuild your character all the way to level 20 if you want to and then level up at the click of a single button.
-All Base Stats exist unchanged.
-Different Sizes and base land speeds are accomodated.
-Different Vision Types (such as Low-Light Vision) are accomodated.
-This Update deals with your character sheet. The interface is not finished yet, but it gives a pretty good sense of what is going on.

Classes
-The game includes: Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Inquisitor, Monk, Paladin, Ranger, Rogue, Sorceror and Wizard. The Magus is the second Stretch Goal Unlocked at $600k.
-The Rogue follows rules from Pathfinder Unchained. The Barbarian is also Unchained but can choose between the normal and Unchained version of Rage. The Monk is as yet undecided.
-Multiclassing is in the game.
-Prestige Classes are in the Game. We don't know which ones for certain besides Arcane Trickster, but it seems a safe bet to assume all Prestige classes from the Core Rulebook at least. The Devs have also mentioned wanting to include the Aldori Swordlord.
-Bards will have access to Bardic masterpieces.
-You can become a Fallen Paladin if your alignment shifts too much.
-Since there is no mounted combat, Cavaliers and Samurai will probably not be making an appearance. Paladins also have different versions of divine bonds, most common of them being a weapon bond.
-Since there has been no mention of Guns so far it des not seem like Gunslinger will be in the game.
-There are currently no plans to include the Occult Classes: Kineticist, Medium, Mesmerist, Occultist, Psychic, and Spiritualist.
-The community manager has heard no mention of Ninja being included.
-Given these facts, it seems like the most likely classes to appear as Stretch Goals are: Oracle, Summoner (probably the Unchained version), and Witch, followed by the various classes in the Advanced Class Guide. This is pure speculation on my part, but seems logical.
-If the campaign hits 800k (which seems incredibly likely) archetypes will be available. There will be three for each class (although some classes may get alternate class features instead or in addition, such as Wild Bloodlines for Sorcerors and Sub-Schools for Wizards). The archetypes and features already in development are: Alchemist - Vivisectionist, Barbarian - Armored Hulk, Mad Dog, Cleric - Herald Caller, Ecclesitheurge, Fighter - Aldori Swordlord, Inquisitor - Sacred Huntsman, Magus - Eldritch Archer, Sword Saint/Kensai, Sorcerer - Wild Bloodlines, Wizard - Subschools.

Skills
-As of right now, Skills are: Athletics, Mobility, Perception, Persuasion, Knowledge: Arcana, Knowledge: World, Stealth, Trickery, Lore: Nature, Lore: Religion, Use Magic Device.
-Skills have been condensed, similar to the way Consolidated Skills are Handled in Pathfinder: Unchained
- Crafting skills and Profession skills are not in the game.
-Trickery is used for disarming traps. Feinting is also under Trickery.
-Persuasion has three subcategories: Intimidate, Bluff, and Diplomacy. Bonuses like the Half-Orc Bonus to intimidate will target the appropriate subcategory.
-Lore: Nature includes:knowledge about animals and insects, survival in the wilderness, handling animals, and healing wounded or sick companions (which sounds like Survival, Handle Animal, Knowledge: Nature, and Heal). Lore Nature can be used to forage for Food.
-Lore: Religion includes: Knowledge about Gods, Outsiders, and healing mental afflictions.
-Knowledge: World includes: information about Golarion, races, cultures, history, and current interactions, trade, and politics (Local, Geography, History, Nobility,a nd possibly Appraise?)
-Knowledge: Arcana includes: information about various unnatural phenomena, eldritch spells, enchanted items and otherworldly entities such as elementals and magical beasts (Arcana and Spellcraft).
-The Difference between "Knowledge" and "Lore" is that Lore will be Wisdom-based.
-In certain events in tha alpha, where a specific skill is required and not only can you select which party member should attempt the skill check, but the game also highlighted which character was most suitable for the task at hand.
- The game takes note of certain things you may have in your inventory, in order to help with skill checks. For example if you picked up a rope and/or crowbar, that could help you on a difficult strength-check, or an encyclopedia volume might help on a specific knowledge ckeck.
-The skills update can be found here.

Feats
-There will be more than 300 feats.
-Feats are drawn from many books beyond the Core Rulebook, including but not limited to: the Advanced Player's Guide, The Inner Sea World Guide, and Ultimate Magic.
-Feats verified to be in the game include: Elemental Spell Focus, Evocation Spell Focus, Arcane Shield, Ray Shield, Touch of Serenity, Extra Lay On Hands, Undead Master, Fortune Teller, Sunlight Summons, and Fleet.
-While Item Creation Feats are replaced by the Royal Artisan System and will not be in the game, the Character Sheet updated shows that Scribe Scroll does exist as (at the very least) a Wizard Class ability.

Spells
-While they are still being worked on, the game already includes over 300 spells.
-There are already more than 15 spells to choose from for each of the three first spell levels, with more to come.
Spells we have seen or that have been mentioned so far are: Owl's Wisdom, Bless, Hold Person, Snowball, Blazing Hands, Greater Blade Dash.
-You can learn more about spells in this update.

Multiplayer and Modding:
-Base game is Single Player only.
-While DM Tools and Multiplayer were floated as possible stretch goals early on, the Devs want to focus on making a good Single Player game first and foremost and so they don't want to promise that they will be available.
-Modding is a separate issue that they are not focused on at this time.
-There are no plans for a DM client option. This is something to examine for Future Games.

Regarding Companions:
-There are either 10 or 11 Companions in the Base Game.
-Companion characters are a mix of New characters, iconic Pathfinder characters, and characters already existing in the AP.
-Amiri, the Iconic Barbarian, is a companion with a lot of backstory and events happening around her throughout the game. Amiri is the only Iconic Companion.
-Jubilost Narthropple is a companion. He a cantankerous gnome, is kind of a jerk, and you can fail to recruit him if you screw up your attempt to help him out with his wagon. He's also a character from the original AP. He is an alchemist now and uses a Heavy Crossbow by default. Chris Avellone really wants to work on him because Jubilost is a gigantic dick.
-Valerie is a blonde haired Human Woman from Brevoy. She is also a Fighter who Worships Gorum, and a failed Paladin of Shelyn.
-A halfling that looks suspiciously like Lem is a companion.
-A bard is a companion. He decides to join you because he wants to record your story. This companion has not been seen yet and may or may not be the halfling.
-Octavia is a female Half-Elf wizard/rogue/arcane trickster. She was once a "Bonded Servant" to Numeria's Technic League. She is friends with teh Half-Orc companion Regongar.
-There is a Blonde male who looks like an Elven inquisitor of Sarenrae.
-Regongar is a Half-Orc Magus who is also Octavia's Friend. He seems to be either Chaotic Neutral or Chaotic Evil. He escaped (possibly with octavia) from the clutched of Numeria's Technic League. he likes using intimidate. Regongar was originally statted as a Sorceror, but since the Magus was unlocked, he is now a Magus.
-There is what looks like either a Taldan or Ulfen Human male Fighter.
-Ekundayo, is a Thuvian Ranger from Absolom. He is Lawful neutral, has a Hound Animal Companion, and uses a Bow.
-There is a Goblin Companion. This Goblin is sadly, not an Alchemist. The Goblin Companion is a Stretch Goal.
-Harrim is a Dwarven Cleric of Groetus. He has a Mohawk looking hairdo.
-There will be companion Romance, but it isn't the only relationship option. This Includes LGBTQ+ romance options. This kicks in as quickly as Module 1.
-Companions can disagree with you, leave you, and even turn on you if they don't like you. They do NOT need to be in your party for this to happen. Companions are living people and don't stop existing just because you leave them home.
-The story can change considerably depending on your party composition.
-Each companion has an expandable novel style bio that expands as you learn more about them and progress in the game.
-You can take 5 Companions with you in a party at one time.
-You can level up your companions based on your own preferences, even changing their classes if you wish, there is however a suggested path, and you can have them auto-level if you wish instead.
-You will also be able to choose from several AI behaviours for your party members, allowing them to use spells and abilities or spend resources on their own. You can switch AI on and off for each character separately, there will be various options for AI.
-Each companion will have one or several levels in a predetermined class when you meet them. You can level them any way you wish from there on out, but their "starting class" is preset.
-Chris Avellone really wants to write Amiri and Jubilost. But negotiations as to who gets to do what are still ongoing.
-Companions definitely have an opinion, will act on that opinion, and will act strongly on that opinion (leaving the party is only one possible ending for companions you butt heads with). Mentions have been made of Companions turning on you as well.
-There are some companions that simply are impossible to influence with your charms, only your actions.
-Some of the companions come from as far as Absalom and even Thuvia and you will be able to talk to them about those lands.
-Companions' stories carry through (heroic and tragic, though both are not set in stone for each character) throughout the game to the very end.
-Companions have their own choices of deities. (Presumably these are pre-selected for them).
-The Stretch Goal after Archetypes is a New Companion; possibly the Goblin.
-You can of course put any gear you want on all the characters without restrictions (though this may be restricted on lower difficulties to keep newer players from doing things like putting full plate armor on the party wizard).

Combat
-Combat format is Real Time with Pause. There's going to be an option for auto-pausing combat at the beginning of each "turn", essentially making it quasi-turn-based. "Turns" last approximately three seconds. The decision to use RTwP was a legal one.
-Combat includes: initiative, attacks of opportunity, sneak attacks, Power Attack (as a toggle), Fighting Defensively, Spontaneous casting of heal spells, and Channeling positive energy.
-Combat maneuvers exist in-game and use CMB and CMD. Trip is included, but Grappling is not.
-Armor Class, Touch AC and Flat Footed AC are all things.
-All three Saving Throws exist unchanged.
-Weapon Proficiencies seem unchanged.
Both Range Increments and Reach seem to be part of the game. You can see your weapons' range on your character sheet.
-Combat is a lot more Managable in Kingmaker than Pillars of Eternity according to Chris Avellonne who has worked on both games.

Other Mechanics:
-The game currently includes a comprehensive Alignment meter which plays a significant role in the game. There are a lot of choices that shift your alignment towards one of the nine possible, and your current alignment sometimes affects the way NPC react to you. Avellone likened it to how alignment was implemented in Planescape Torment. The Alignment system is meant to be descriptive, not prescriptive.-There's a really cool Alignment graph that tracks your progression over time.
-There is No Crafting, instead there's a Royal Artisans system that will make magic items (and even Artifacts) for you. Scribe Scroll still exists however.
-You can either auto-select the best party member for a skill check, or manually select who you want to attempt it.
-Difficulty levels are: Core Rules (similar to tabletop Pathfinder but real time, not turn based), adapted rules (less deadly for less experienced, crits deadliness reduced), story mode (really simple combat), Iron man (tougher monsters, just one save that overwrites itself so accept your mistakes), and custom (for example, core rules with reduced crits).
-The level up screen will suggest options to you sort of like Amazon's "If you liked X you might also like Y."
-Wings will be in the system, and they will do something cool "we instead may, for example, give a sorcerer an ability to create strong winds and push the enemies away with a flap of his wings or will allow him to reposition himself on the battlefield by flying up and landing elsewhere."
-The AI can help you control the characters in battle.
-There will be no Flying in Combat or Mounted Combat.
-This update can tell you About Mechanics and Character creation.
-Regarding Flanking and Reach: "Exact positioning is far less predictable in the game without a grid and therefore we have to make it less important. For that we will have simplified rules for everything that works with positioning on the field. For example, reach weapons will have greater range and no penalties in melee, but will not give the wielder an attack of opportunity when the target moves from 10' to 5' squares. And we are still testing several approaches to flanking."
-"There will be no grappling for characters, for monsters with special abilities based on grappling rules for it will be greatly simplified."
-No Leadership feat. You're already running a kingdom and your party are your cohorts.
-There IS permanent companion death, but not on all difficulties. It depends on your play mode: (story) companions get back up, (normal) companions get up but are at death's door and will die permanently if hit again, and (hardcore) they're dead. Resurrection and Raise Dead are part of the experience, though. There will be more difficulty levels than those 3, and you will be able to choose from a lot of options to customize difficulty for yourself.
-Following evil deities will have consequences in the relationships with other countries and NPCs.
-There is some randomization of loot from ordinary creatures, such as the amount of gold and other minor items they carry, but boss loot will be fixed.
-All item slots which exist in the tabletop will be represented in Kingmaker.
-There are 5 Belt Slots for Consumable items like potions.
-You will have 4 weapon sets available to swap between. Non-selected (but still equipped) Weapon sets will show up on your character model. and you will be able to draw them both in combat and on the inventory screen with an accompanying animation.
-Exploration is not a standalone system. Random encounters will happen on the map, as will skill checks and the discovery of new areas, you can run from random encounters as well.
-Explanation of Characters, Animation and Inventory
-Firearms do not seem to be included in game, but there has been no definitive word from the devs either way.
-There is a party-wide inventory, which isn't limited by anything but weight. Bags of holding will still be useful to increase the amount of stuff you can carry, but you don't get X amount of inventory spaces like in a certain older RPG, where you'd eternally lose one slot by filling it with a baby.
-The game seems like it will allow you to have all the loot picked up you've left all over the area if you don't want to click on each and every corpse.
-There will be features such as mounts and the like to carry your stuff (but not mounted combat).
-Heavier Armor will slow movement, just like in the tabletop version of the game.
-Things like bosses and monsters in certain areas or the location of secrets will not be randomized.
-However, some things will be randomized. There will be hundreds of random kingdom events, which will be different with every playthrough. There will also be random encounters, much like in the classic Fallout games, where you may bump into enemies, merchants, weird and wacky NPCs and the occasional easter egg whilst exploring the world map. And with all the companions, decisions and different outcomes and results depending on your decisions and actions.

The Kingdom:
-There are playable companions as well as NPCs you can assign to kingdom roles (from Ultimate Campaign), with enough choices for 2-3 options for each role.
-Advisers will give advice based on their personality. this may not be the best advice. You will have to interpret it.
-Expanding The Kingdom is the initial goal of the Kickstarter.
-You can add more than 14 regions to your kingdom.
-There are 300 Kingdom Events and 100 Kingdom Projects.
-You can ally with outside Factions, there are 9 allies currently, one for each alignment. these include the Witches of Irrisen. They'll be walking around the streets of your capitol.
-The Kickstarter aims to:
--Make the Kingdom's appearance reflect your alignment and choices.
--Let you recruit royal artisans to your kingdom that make you cool stuff (including Artifacts). The Creative Director Alexander Mishulin also mentioned a "Royal Cook (Cooking Royal Artisan)" But that may have been a joke.
--Add more responsiveness to your choices (for example saving a troll family could let you unlock a Troll Bridge building and a Legendary club they make for you, and how you solve problems would unlock different rewards for them).
--Add randomized Kingdom events that make your kingdom different in every playthrough.
-This Update can tell you more about your kingdom.
-Kingdom Roles will be similar to Ultimate campaign, but with fewer roles for less redundancy. There is no Heir, and Ruler has been modified so you don't need high Charisma. Also your player character gets the role of king no matter what. Leaders will be tied to certain stats and there will be positions that are based on Charisma (Like Grand Diplomat)
-Your state is a barony at first with some of the roles absent, but they will become available as your state upgades to a kingdom.
-"It's not really Kingdom management without the political drama, really, and Owlcat realized that from the get-go with the design." Chris Avellone says. He also says "It's pretty Game of Thrones. I don't say that lightly." "On the narrative side, you’ve got a whole bunch of rival nations interested in your efforts, and each of them have their own way of trying to manipulate the situation. This is challenged further by your advisors and people in your own court, who have their own conscious and unconscious agendas on how the affairs of state should play out – they may be offering advice they think is best, for example, but I found myself always analyzing their backstory, their personal failings in the past (and present), and then counterbalancing their advice and judgments against the personality to see if I should trust them at their word. So, yeah, I was getting some GoT vibes and having a lot of fun."
-Your vassals will have an opinion about you, and if they are unhappy - different events could happen, including their opposition to you.
-Owlcat is not really holding back on evil/seediness in the Kingdom. You can build Brothels. Building Brothels doesn't make your kingdom evil.
-The Stolen Lands is divided into 14 regions (number of regions may be subject to change). Most of them will have settlements of some kind, including those in AP, like Varnhold.
-There will be buildings that require certain alignment and alliance with one of the ambassadors. Some will be tied to the certain resolutions of the story encounters and kingdom events.
-You will have to make decisions involving your neighboring countries, which will all have consequences.
-Expect to see Embeth Woodsmen, Mivoni Aldori or some other neighbors (and not only neighbors) visiting you.
-As your Kingdom grows regions in your kingdom become better defended and advisers point out new areas on the map within your kingdom's boundaries. Also you will move faster as roads in your Kingdom improve.

Miscellaneous Stuff:
-Owlcat is in close contact with Paizo in developing this. They're also running 4 simultaneous Kingmaker campaigns.
-Character sheet screens are super detailed.
-Tooltips exist which provide Golarion and Pathfinder-based lore.
-Initial languages for Localization are: English, German, French, and Russian. More may be available as Stretch goals based on popular demand.
-Digital Release is planned for GOG and Steam. Owlcat's "ultimate plan is to be available on all popular distribution platforms, so our players may choose the most convenient way to download the game."
-No matter what Race you play you can choose your Gender and Skin tone.
-The premium digital version includes some backer-only in-game items (a special cloak, a helmet and a ring, as well as one unique and quirky spell). The regular digital edition comes with a cloak.
-Chris Avellone has expresed desire for Owlkittens to be in the game. I continue to hold out hope for a cool Owlkitten pet.
-There will be an option for the colorblind, and all spoken text will be available in written form (wither in interactions or in logs) for the hearing impaired.
-Beta is scheduled for the first quarter of 2018.
-The alpha is planned for fall this year (2017).
-Owlcat is working on a "smart AI," which will keep you on your toes especially against enemy spellcasters. This probably does not mean a learning, evolving AI.
-Inon Zur, composer for Icewind Dale II, Baldur's Gate II, Fallout 3 & 4, Escaflone, Dragon Age: Origins, Dragon Age II, and Power Rangers: Turbo is composing the music.
-Character models will depict the items they are wearing. Owlcat is planning to make color schemes available, but that is not set in stone.
-The team consists of at least 4 programmers/6 artists and animators (and 20+ on outsource)/15 designers (system, UI, level, narrative), and 1 Chris Avellone (possibly more than one). Those are just the tech, art, and design teams—they also have a QA team and a management team.
-Amiri is apparently the iconic for the image on Paizo CEO Lisa Stevens' business card. She is also one of their cats.
-There are currently no plans for DLC.
-Expect a lot of influence from the four campaigns of Kingmaker they are running.
-They love magic items and want to make them more interesting
-Everything you equip including consumables and weapons you are not currently wielding, shows up on your character.
-One of the devs has a really neat axe.
-Update by Chris Avellone on narrative design.
-Interview with Studio Head of Owlcat Games Oleg Shpilchevsky and Creative Director Alexander Mishulin.
-According to Chris Avellone: "the lead narrative designer. Alexander Mishulin is the Project Director/Creative Director, and he’s… well, “fan” is probably the wrong word I’d use for how he feels about Pathfinder, it seems like he’s been playing it forever, and he knows the systems and world in and out."
-A mini-Interview with Chris Avellonecan be found in the first two posts of this thread.
-Kingmaker Seminar Video from Paizocon. Now also in Podcast-form!

System Requirements:
Minimal system requirements
Video: Intel HD Graphics 3000
CPU: Intel Celeron 1037U @ 1.80GHz
RAM: 4 Gb
OS: Win 7
Resolution: 1366 x 768
Recommended system requirements
Video: ATI Radeon HD 5770/GeForce GTX 960M
CPU: Intel Core i7 CPU 920 @ 2.67GHz
RAM: 8 Gb
OS: Win 7
Resolution: 1920 x 1080

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Delightful wrote:
Never really understood why Use Magic Device was CHA-based and was hoping that it would fall under Arcane in Kingmaker but I guess one can't have everything. The rest of the skill choices seem pretty smart if keeping them to a manageable number was the main goal though.

UMD is Cha-based because it's not "knowing how to make the device work"; that's covered by fulfilling the actual requirements (like having the spell on your spell list, or being the class that benefits from the item). UMD is "Bluffing so hard that you convince the device to work for you even though you have no idea what the hell you're doing." This is pretty evident if you look at the skill's description which includes stuff like "Emulate Alignment" and "Activate Blindly."

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An Update on Skills.

Reading between the lines, The person who suggested that the difference between Knowledge and Lore was Int vs. Wis was right.

The skill list has changed drastically from the prior Update (goodbye coercion!) also there are subcategories of Persuasion (bluff, Intimidate and Diplomacy).

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Kingmaker Seminar Video from Paizocon
Now also in Podcast!

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https://gamewithyourbrain.com/blog/2017/7/1/interview-owlcat-games-discusse s-pathfinder-kingmaker

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The Magus was Unlocked and now the Next Stretch Goal is Archetypes! Three for each class, or alternative class features for sorc and wizard.

So far they've Mentioned (These aren't 100% confirmed to be in the game yet, but they seem incredibly likely):

Alchemist - Vivisectionist
Barbarian - Armored Hulk, Mad Dog
Cleric - Herald Caller, Ecclesitheurge
Fighter - Aldori Swordlord
Inquisitor - Sacred Huntsman
Magus - Eldritch Archer, Sword Saint/Kensai
Sorcerer - Wild Bloodlines
Wizard - Subschools

They've asked for backers to talk about their favorite Archetypes in the comments of that post, so I suspect that they're soliciting ideas for what the community wants to see.

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ForestDew wrote:
But could they use the Assimar and Teifling subraces Paizo made? Or if they are under a collective race(let say I choose the Aasimar renamed Angel-touched, then I need to choose the particular heritage)?

IP law isn't my area of expertise. I'm a mass torts/securities lawyer. But my initial inclination is to say you'd probably win that case, but there definitely would be a case. And since litigation costs f+@+tons of money, That's not something you ever want to happen. Even if something is technically permissable, The real question is "Am I in clear enough that people either won't sue me over this, or the judge will straight up throw out the case before it really gets to Discovery and starts costing tons of money?"

The goal isn't to win a case on any given issue, it's to not have to win a case on it.

esotericist wrote:


Wizards of the Coast doesn't seem to consider Tieflings and Aasimar to be Product Identity.

The 3.5 SRD has Tieflings and Aasimar in it (albeit as monsters under Planetouched, and player races as a footnote).

It's a bit cumbersome to view the original material, and you have to use the wayback machine to view it, but:
http://web.archive.org/web/20160202110448/http://www.wizards.com/default.as p?x=d20/article/srd35

More conveniently, you can use d20srd.org, which has the same content, but I figured you'd be more interested in the source.

Further, look at the SRD5, which also has a very carefully delineated list of what is Product Identity, yet doesn't mention tieflings, despite being in the SRD5.

https://media.wizards.com/2016/downloads/SRD-OGL_V1.1.pdf

The fact that Wizards doesn't consider it Product identity is completely irrelevant for a game where you're not using the OGL. Product Identity is just a subset of their Intellectual Property that Wizards is willing to share for free to people who bind themselves to the OGL. Aasimar and Teiflings are still their Intellectual Property though. If you're NOT using the OGL, you don't get to use ANY of Wizard's Intellectual Property, that's the trade-off. Since the D20 mechanics themselves cannot be copyrighted (only the text in which they are expressed, the words on the page, not the system itself) you can use that to your heart's content as a Video game (where you don't need to write out that a fireball is Xd6 damage where X is your caster level to a limit of 10; you can just code it in). But you can't use stuff like Aasimar, which is a novel expression of an idea that's not a system. You could probably argue prior art on Aasimar and Tieflings by saying that they're not sufficiently distinct from previous angelkin or what have you, but that requires getting sued first, which is expensive and terrible.

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New Update by Inon Zur on the Music of Pathfinder.

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The New Chapter at the 700K goal is a Direct Continuation of the main Story (i.e. Continuing the Campaign). Estimates put it at adding another 10 hours of Gameplay.

No word on how long Camping adds, though presumably that varies depending on how often you camp.

All content and Features mentioned on the Kickstarter are available upon release in the main game. there's (still) no plans for DLC or extras.

There will be a Paypal option in the Backer Portal post-campaign for those who cannot use Kickstarter.

Still no word on Owlkittens. I blame Cosmo.

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Azih wrote:
Stratagemini wrote:
So, I hope that this brings a satisfying conclusion to the "Turn Based or 'RTwP'" debate.
Well that's never going to happen...

I live in Hope.

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I wrote up this post on the Kickstarter, and since it's relevant to what Races we should expect here, I'm going to Bring it over. I am a lawyer, but this isn't my area of law, and none of this is intended as legal advice. This is only so that you all can know what to expect from the game in terms of races (and monsters). Consult a lawyer whose field this is (if you can find one not employed by paizo or Wizards of the Coast) if you decide to make your own D20-based videogame.

Without Further Ado, an explanation of why we can't get Grippli, Aasimar, Tieflings, and maybe some other races as well.

The OGL (https://en.wikipedia.org/wiki/Open_Game_License) allows the use of the D20 Mechanics for Tabletop games.

The license basically lets you use a lot of Wizards of the Coast's Intellectual Property, stuff like D20 Mechanics and the Unique monsters they created, but says "You can't use all of it, Some stuff is so emblematic of D&D that we wanna keep that stuff for ourselves" that Stuff is "Product Identity" and you won't find any of that in Pathfinder. "Product Identity" is stuff like The Forgotten Realms, Greyhawk, Elminster, The Eye of Vecna, Torm, The Underdark, and Beholders.

A lot of stuff that otherwise would have been Product Identity became usable under the OGL for tabletop thanks to the Tome of Horrors (due to the licensing expanding to make a lot more monsters OGL-Accessible). This means that it can be used under the OGL in Tabletop games like Pathfinder.

You CANNOT use the OGL to make derivative works. This is why the only D20 based games you see are D&D based and officially licensed. But, Paizo has some of the Best lawyers in the business focusing on the OGL and they figured out a workaround. Thus you can have a Pathfinder video-game.

Unfortunately, while certain Intellectual Property (IP) is is usable under License for a tabletop game under the OGL (sort of like saying "sure you can walk across my lawn to get to the woods in back), the workaround is such that the OGL license doesn't apply. This game isn't made under OGL. So as a result, the Burdens of the OGL don't apply.

With that said, Because you aren't making this game under license, you don't have to conform to the license's restrictions (like not making D20 based Videogames) but you also don't get any of the benefits of the license either. That is, you don't get to use any of the cool stuff they grant you when you work under the OGL; Wizards' Intellectual Property that is NOT "Product Identity."

As a result, anything whose concept was created by Wizards of the Coast (or it's predecessor TSR) is off the table, even if it would be accessible in the Tabletop version of the game. This basically means any and every monster or race that either wasn't created by Paizo specifically for Pathfinder, or by someone else beforehand is off the table for this game. All the core races are okay because Humans, Elves, Orcs, Halflings and so on all pre-date Wizards of the Coast. Likewise a Jabberwock is fine, and so is the concept of the "Fey." Unfortunately, a lot of Player Races ARE off the table. Wizards didn't come up with Frogmen, but they did come up with the word "Grippli." They also came up with Aasimar, and Tieflings (though not the Duergar or Drow which hail from Scandinavian folklore).

Basically any race that either Paizo Created or has an origin in Folklore is fair game. So Kitsune, Tengu, Nagaji, Ghoran? All okay. Grippli, Aasimar, and Teifling? Not gonna happen.

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Rysky wrote:

I LOVE the Alignment tracker.

Hmm, those skills...

Coercion = Intimidate and possibly Bluff/Diplomacy?

Physique = ???... I'm guessing physical stealth like Climb and Swim, maybe?

Thievery = replaces Disable Device and possibly Sleight of Hand?

Here are the skills that exist by default:

Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Magic Device

Fly is gone because there's no flight. Ride is gone because there's no riding. And all the profession and Craft skills are gone because you're a king and not a barber or a cobbler. It looks like Perform may be a Bard only ability now?

Of those: Acrobatics, Perception, Knowledge: Arcana, Stealth, and Use Magic Device, Coercion, Physique, Knowledge: World, Thievery, Lore: Nature and Lore: Religion are our new skills.

Acrobatics seems unchanged.

Maybe Sense motive got folded into perception?

Knowledge: Arcana may also have Knowledge: Planes. Maybe also spellcraft, but I suspect the difference between Knowledge Skills and Lore Skills is in practical application.

Stealth seems unchanged.

Use Magic device, probably now has spellcraft, if Spellcraft exists at all.

I'm sort of assuming "Coercion" is "any skill that makes people see things your way" (i.e. Bluff, Diplomacy, and Intimidate).

And also assuming that Physique includes Climb, Swim, and maybe Escape artist?

Knowledge: World is probably Geography, Local, Nobility, and History. Maybe also Engineering if that's Not part of Lore: Nature. Maybe also Linguistics if that's still a skill?

Thievery has disable Device (that's actually confirmed). It probably also has Disguise and Slight of hand. and Maybe Escape Artist which isn't as useful when there's no grappling. Maybe also Appraise?

Lore: Nature is probably Knowledge nature + Handle Animal + Survival.

Lore: Religion Is probably Knowledge religion, And maybe Heal? if that's not in Lore: Nature.

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After the latest Update I figured it was time to add some stuff to the list:

As Always New Things we know are in Bold.
I'm not employed in any capacity by Paizo, or Owlcat Games, this is all stuff I've managed to gather myself and there may be errors. If there are, I try and correct them as soon as I can.

Regarding the Kickstarter:
-The game will be published in 2018.
-The Kickstarter is Live, Funded, and can be found Here: https://www.kickstarter.com/projects/owlcatgames/pathfinder-kingmaker/
-There was also a Reddit AMA. It can be found here: https://www.reddit.com/r/Pathfinder_RPG/comments/6hgqqm/amasession_with_the _devs_of_pathfinder_kingmaker/
-The kickstarter is an attempt to add "more companions, more depth to the companions, more dungeons and wilderness to explore, … and more new quests and content by famous Pathfinder authors and RPG authors." also more original music, and more voiceover. Basically it exists solely to fund extra cool stuff for the game.
-Mass combat is a late kickstarter stretch goal since it requires a lot of assets.
-To make up for Mass Combat's absence the PCs get to do cool stuff like infiltrate behind enemy lines. Making alliances is expected to give you different army options if they are able to implement mass combat.
- Rest is the first planned Kickstarter stretch Goal. During rest periods, players will be able to send companions out to hunt, thus reducing the need to buy rations, and will be able to set traps and alarms. They'll also be able to assign companions to guard against random attack.
-The Initial goal of the Kickstarter is to make the Kingdom system more awesome. See Kingdom section for more details.
-Chris Avellone will I'll be writing a module for the Kickstarter in tandem with Paizo.
-Both OS X and Linux Releases are Kickstarter stretch Goals.
-Additional Classes and Races from other sourcebooks will be revealed in the Kickstarter and in the form of stretch goals.
-Archetypes are a stretch Goal.
-New Locations are a Stretch goal.
-An epic Dungeon is a stretch goal.
-A Goblin Companion (who is not an Alchemist) is a Stretch Goal.
-Custom companions (like in pillars of Eternity) may be a stretch goal if there's interest in it from backers. They are currently in discussions about it.
-Camping is the first stretch Goal. This is a comprehensive system for getting to know characters and being attacked in your underwear while sleeping. Realms of Arkania was specifically referenced as an influence. It is detailed in this update.
-The Second Stretch Goal is the Magus.
-It seems like the Stretch Goal after the magus is an additional story chapter.
-A Twitch stream is planned foor later in the campaign. It seems like it will involve Chris Avellone.
- The release versions won't find anything not included in the KS versions.
-Buying the game after release will also cost more than getting the $28 digital edition through Kickstarter.
-There will be additional Add-Ons added to the Campaign, but they have not been announced or released yet.
-The Miniatures of the Jabberwock and the Companion that come as Add-ons and as part of certain tiers come pre-painted.
-All of the items mentioned in the Kickstarter are planned to be ready upon initial release. There are no plans for DLC currently.

Regarding the Base Game:
-The game is Single Player only. Multiplayer and DM tools are being looked at as late game stretch Goals.
-The base game (un-kickstarted) is both already mostly complete and includes all 6 AP Modules. The whole story is there with details being Fleshed out by Chris Avellone.
-A capstone is planned possibly taking characters to level 20. We do not know if this is a kickstarter plan, or a base game plan.
-You can build and develop a kingdom of your own, this is in the base game. The Kickstarter will make this better. From people who played the Demo, There are already some cool kingdom events.
-The game will include diplomats from neighbors, including Brevoy and Irrisen (and possibly Mendev?). If you make alliances, that could unlock different buildings for your kingdom. There will be allies available for every alignment.
-The game is run on an engine developed using the Unity engine. It is Isometric in look and feel.
-There will be plenty of side-quests.
-You will be able to be evil, but it will be a cruel and cunning "smart evil" such as talking two enemies into killing each other, rather than just asking for more money as a quest reward. The Creative Director once suggested how much easier it would be to rule a kingdom of undead, than living, breathing citizens; because living citizens have all sorts of complaints about life, and hunger, and so on. The undead just obey. And are (usually) quiet. Except the zombies. Also, the design policy is not to have being Evil cut you off from content to punish them, but to balance content across all alignments.
-The base game includes a forty hour main storyline, and forty to eighty to forty hours of fun side content.
-There will be a lot of new content unique to this version of the Stolen Lands -- just like it would be in any DM's version.
-The game "will have a certain degree of linearity: just like in the table-top game, some challenges will arise, and it would be up to you how you'll tackle them. You can't avoid being the baron(ess), then the king/queen, since it's the premise of the game. However, you'll be free to explore the Stolen Lands, find lots of events unrelated to the main course of events, and choose how to act there. So, you're guaranteed to meet the persons you can see on the covers of the Adventure Path books, but you'll meet them inside a large sandbox."
-Game spans Levels 1 - 20.
-All 21 Core Deities are in. Groetus is in and players will be able to worhip him. Arshea is not in.
-The Physical version of the Game will be DRM-free. The digital version will have a choice of distribution platforms.
-"We're planning to carry the adventure to places the Adventure Path doesn't go (but it's a natural extension), so veteran players have something new to experience." This likely means the First World.
-"Even enemies you would normally regard as beasts and threats could find a home in your kingdom and provide new opportunities for your kingdom's growth."
-The game is a blend of Narrative and Combat, and neither one trumps the other.
-There are some pretty long dungeons in the game, and you will have to fight for your survival there. You can complete one level of the dungeon in approximately 1 hour.
-You can fail or ignore quests and they'll have big repercussions (not always negative). There are absolutely moral dilemma quests, which become more complicated once your companions weigh in and suddenly you have two moral dilemma layers to deal with.
-Foreshadowing will definitely be added for "The Big Bad." So states Chris Avellone. It will be threaded into each chapter.
-They have also taken pains to forshadow Jhod in module 1's arc.
-The end game is consequent with the player decisions, and furthermore, even if your decisions were "bad," they were your decisions, and even evil has its day.
-The Base game is localized in: English, German, French and Russian. Additional language localizations are planned as Stretch Goals.

Setting:
-The game is set in Golarion in the Stolen Lands, And the First World.
-You will be able to talk to companions from as far as Absalom and even Thuvia about their homelands.
-You will meet ambassadors from neighboring countries. And you can form alliances with them. There are 9 Ambassadors currently (one for each alignment) and they include the Witches of Irrisen.
-There are events from other Kingdoms so you get to see the "Spectrum of Golarion."
-You will encounter several iconics as an NPCs, and Amiri as a companion.
-The game will use Ambient sound.
-There are rabbits and birds out in the wild, and they are planning to put some animals in settlements too.
-Music and sounds are discussed in this update.
-If you like Maps, this is your update.
-Exploration is discussed in this Update.

Character Creation:
-The Game includes all the Races and Classes from the Core Rulebook.
-There are around 10 Animal Companions in the base game.
-There are around 10 Familiars in the base game. No word either way on Red Pandas. I remain hopeful. Avellone is petitioning Owlcat to allow Owlcat familiars.
-There will be NO Grippli, not even as a stretch goal, due to licensing issues since Grippli are WotC IP. While the information was delivered tongue in cheek, there will be no Deep One Hybrids either.
-There are pregenerated builds and recommendations for all the choices and options.
-The current plan for Character Creation is point buy. The Devs have stated that they may also consider rolling characters as an optional alternative.
-Stats will be point buy by default, with an option for rolled stats due to backer demand.
-You will be able to select portrait for your character, these will all be Paizo approved. the ability to use custom portraits is still in discussion.
-You will be able to select face, hair style, skin tone, hair color (and gnomes will definitely have crazy colors available for them). Owlcat is also trying to add different body types, is am not promising it right now.
-You can select a deity your character will worship. Divine classes will have to select specific deity. Paladin codes will be referenced to, but not strictly mechanically upheld.
-There will be favored class bonuses, including racial options, but probably not all of them.
-Character creation design is not finalized, but Owlcat plans to include character background in some form in it. From the Character sheet update it looks like they're using the background system from Ultimate Campaign.
-While it is not yet finished, it looks like there will be Traits as part of the background system.
-Custom Portraits may be Implemented.
-They are currently working on a method to prebuild your character all the way to level 20 if you want to and then level up at the click of a single button.
-All Base Stats exist unchanged.
-Different Sizes and base land speeds are accomodated.
-Different Vision Types (such as Low-Light Vision) are accomodated.
-This Update deals with your character sheet. The interface is not finished yet, but it gives a pretty good sense of what is going on.

Classes
-The game includes: Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Inquisitor, Monk, Paladin, Ranger, Rogue, Sorceror and Wizard. The Magus is the second Stretch Goal Unlocked at $600k.
-The Rogue follows rules from Pathfinder Unchained. The Barbarian is also Unchained but can choose between the normal and Unchained version of Rage. The Monk is as yet undecided.
-Multiclassing is in the game.
-Prestige Classes are in the Game. We don't know which ones for certain besides Arcane Trickster, but it seems a safe bet to assume all Prestige classes from the Core Rulebook at least. The Devs have also mentioned wanting to include the Aldori Swordlord.
-Bards will have access to Bardic masterpieces.
-You can become a Fallen Paladin if your alignment shifts too much.
-Since there is no mounted combat, Cavaliers and Samurai will probably not be making an appearance. Paladins also have different versions of divine bonds, most common of them being a weapon bond.
-Since there has been no mention of Guns so far it des not seem like Gunslinger will be in the game.
-There are currently no plans to include the Occult Classes: Kineticist, Medium, Mesmerist, Occultist, Psychic, and Spiritualist.
-The community manager has heard no mention of Ninja being included.
-Given these facts, it seems like the most likely classes to appear as Stretch Goals are: Oracle, Summoner (probably the Unchained version), and Witch, followed by the various classes in the Advanced Class Guide. This is pure speculation on my part, but seems logical.

Skills
-As of right now, Skills are: Acrobatics, Perception, Coercion, Physique, Knowledge: Arcana, Knowledge: World, Stealth, Thievery, Lore: Nature, Lore: Religion, Use Magic Device.
- Crafting skills and Profession skills are not in the game.
-Thievery is used for disarming traps.

Feats
-There will be more than 300 feats.
-Feats are drawn from many books beyond the Core Rulebook, including but not limited to: the Advanced Player's Guide, The Inner Sea World Guide, and Ultimate Magic.
-Feats verified to be in the game include: Elemental Spell Focus, Evocation Spell Focus, Arcane Shield, Ray Shield, Touch of Serenity, Extra Lay On Hands, Undead Master, Fortune Teller, Sunlight Summons, and Fleet.
-While Item Creation Feats are replaced by the Royal Artisan System and will not be in the game, the Character Sheet updated shows that Scribe Scroll does exist as (at the very least) a Wizard Class ability.

Spells
-While they are still being worked on, the game already includes over 300 spells.
-There are already more than 15 spells to choose from for each of the three first spell levels, with more to come.
-Spells we have seen or that have been mentioned so far are: Owl's Wisdom, Bless, Hold Person, Snowball, Blazing Hands, Greater Blade Dash.
-You can learn more about spells in this update.

Multiplayer and Modding:
-Base game is Single Player only.
-While DM Tools and Multiplayer were floated as possible stretch goals early on, the Devs want to focus on making a good Single Player game first and foremost and so they don't want to promise that they will be available.
-Modding is a separate issue that they are not focused on at this time.
-There are no plans for a DM client option. This is something to examine for Future Games.

Regarding Companions:
-There are either 10 or 11 Companions in the Base Game.
-Companion characters are a mix of New characters, iconic Pathfinder characters, and characters already existing in the AP.
-Amiri, the Iconic Barbarian, is a companion with a lot of backstory and events happening around her throughout the game. Amiri is the only Iconic Companion.
-Jubilost Narthropple is a companion. He a cantankerous gnome, is kind of a jerk, and you can fail to recruit him if you screw up your attempt to help him out with his wagon. He's also a character from the original AP. He is an alchemist now and uses a Heavy Crossbow by default.
-Valerie is a blonde haired Human Woman from Brevoy. She is also a Fighter who Worships Gorum, and a failed Paladin of Shelyn.
-A halfling that looks suspiciously like Lem is a companion.
-A bard is a companion. He decides to join you because he wants to record your story. This companion has not been seen yet and may or may not be the halfling.
-Octavia is a female Half-Elf wizard/rogue/arcane trickster.
-There is a Blonde male who looks like an Elven inquisitor of Sarenrae.
-There is a Half-Orc who definitely looks like a Magus (or maybe he's the bard)?
- There is what looks like either a Taldan or Ulfen Human male Fighter.
-Ekundayo, is a Thuvian Ranger from Absolom. He is Lawful neutral, has a Hound Animal Companion, and uses a Bow.
-There is a Goblin Companion. This Goblin is sadly, not an Alchemist. The Goblin Companion is a Stretch Goal.
-Harrim is a Dwarven Cleric of Groetus. He has a Mohawk looking hairdo.
-There will be companion Romance, but it isn't the only relationship option. This Includes LGBTQ+ romance options. This kicks in as quickly as Module 1.
-Companions can disagree with you, leave you, and even turn on you if they don't like you. They do NOT need to be in your party for this to happen. Companions are living people and don't stop existing just because you leave them home.
-The story can change considerably depending on your party composition.
-Each companion has an expandable novel style bio that expands as you learn more about them and progress in the game.
-You can take 5 Companions with you in a party at one time.
-You can level up your companions based on your own preferences, even changing their classes if you wish, there is however a suggested path, and you can have them auto-level if you wish instead.
-You will also be able to choose from several AI behaviours for your party members, allowing them to use spells and abilities or spend resources on their own. You can switch AI on and off for each character separately, there will be various options for AI.
-Each companion will have one or several levels in a predetermined class when you meet them. You can level them any way you wish from there on out, but their "starting class" is preset.
-Chris Avellone really wants to write Amiri and Jubilost. But negotiations as to who gets to do what are still ongoing.
-Companions definitely have an opinion, will act on that opinion, and will act strongly on that opinion (leaving the party is only one possible ending for companions you butt heads with). Mentions have been made of Companions turning on you as well.
-There are some companions that simply are impossible to influence with your charms, only your actions.
-Some of the companions come from as far as Absalom and even Thuvia and you will be able to talk to them about those lands.
-Companions' stories carry through (heroic and tragic, though both are not set in stone for each character) throughout the game to the very end.
-Companions have their own choices of deities. (Presumably these are pre-selected for them).

Combat
-Combat format is Real Time with Pause. There's going to be an option for auto-pausing combat at the beginning of each "turn", essentially making it quasi-turn-based. "Turns" last approximately three seconds.
-Combat includes: initiative, attacks of opportunity, sneak attacks, Power Attack (as a toggle), Fighting Defensively, Spontaneous casting of heal spells, and Channeling positive energy.
-Combat maneuvers exist in-game and use CMB and CMD. Trip is included, but Grappling is not.
-Armor Class, Touch AC and Flat Footed AC are all things.
-All three Saving Throws exist unchanged.
-Weapon Proficiencies seem unchanged.
Both Range Increments and Reach seem to be part of the game. You can see your weapons' range on your character sheet.

Other Mechanics:
-The game currently includes a comprehensive Alignment meter which plays a significant role in the game. There are a lot of choices that shift your alignment towards one of the nine possible, and your current alignment sometimes affects the way NPC react to you. Avellone likened it to how alignment was implemented in Planescape Torment. The Alignment system is meant to be descriptive, not prescriptive. There's a really cool Alignment graph that tracks your progression over time.
-There is No Crafting, instead there's a Royal Artisans system that will make magic items (and even Artifacts) for you. Scribe Scroll still exists however.
-You can either auto-select the best party member for a skill check, or manually select who you want to attempt it.
-Difficulty levels are: Core Rules (similar to tabletop Pathfinder but real time, not turn based), adapted rules (less deadly for less experienced, crits deadliness reduced), story mode (really simple combat), Iron man (tougher monsters, just one save that overwrites itself so accept your mistakes), and custom (for example, core rules with reduced crits).
-The level up screen will suggest options to you sort of like Amazon's "If you liked X you might also like Y."
-Wings will be in the system, and they will do something cool "we instead may, for example, give a sorcerer an ability to create strong winds and push the enemies away with a flap of his wings or will allow him to reposition himself on the battlefield by flying up and landing elsewhere."
-The AI can help you control the characters in battle.
-There will be no Flying in Combat or Mounted Combat.
-This update can tell you About Mechanics and Character creation.
-Regarding Flanking and Reach: "Exact positioning is far less predictable in the game without a grid and therefore we have to make it less important. For that we will have simplified rules for everything that works with positioning on the field. For example, reach weapons will have greater range and no penalties in melee, but will not give the wielder an attack of opportunity when the target moves from 10' to 5' squares. And we are still testing several approaches to flanking."
-"There will be no grappling for characters, for monsters with special abilities based on grappling rules for it will be greatly simplified."
-No Leadership feat. You're already running a kingdom and your party are your cohorts.
-There IS permanent companion death, but not on all difficulties. It depends on your play mode: (story) companions get back up, (normal) companions get up but are at death's door and will die permanently if hit again, and (hardcore) they're dead. Resurrection and Raise Dead are part of the experience, though. There will be more difficulty levels than those 3, and you will be able to choose from a lot of options to customize difficulty for yourself.
-Following evil deities will have consequences in the relationships with other countries and NPCs.
-There is some randomization of loot from ordinary creatures, such as the amount of gold and other minor items they carry, but boss loot will be fixed.
-All item slots which exist in the tabletop will be represented in Kingmaker.
-There are 5 Belt Slots for Consumable items like potions.
-You will have 4 weapon sets available to swap between. Non-selected (but still equipped) Weapon sets will show up on your character model. and you will be able to draw them both in combat and on the inventory screen with an accompanying animation.
-Exploration is not a standalone system. Random encounters will happen on the map, as will skill checks and the discovery of new areas, you can run from random encounters as well.
-Explanation of Characters, Animation and Inventory
-Firearms do not seem to be included in game, but there has been no definitive word from the devs either way.

The Kingdom:
-There are playable companions as well as NPCs you can assign to kingdom roles (from Ultimate Campaign), with enough choices for 2-3 options for each role.
-Advisers will give advice based on their personality. this may not be the best advice. You will have to interpret it.
-Expanding The Kingdom is the initial goal of the Kickstarter.
-You can add more than 14 regions to your kingdom.
-There are 300 Kingdom Events and 100 Kingdom Projects.
-You can ally with outside Factions, there are 9 allies currently, one for each alignment. these include the Witches of Irrisen. They'll be walking around the streets of your capitol.
-The Kickstarter aims to:
--Make the Kingdom's appearance reflect your alignment and choices.
--Let you recruit royal artisans to your kingdom that make you cool stuff (including Artifacts). The Creative Director Alexander Mishulin also mentioned a "Royal Cook (Cooking Royal Artisan)" But that may have been a joke.
--Add more responsiveness to your choices (for example saving a troll family could let you unlock a Troll Bridge building and a Legendary club they make for you, and how you solve problems would unlock different rewards for them).
--Add randomized Kingdom events that make your kingdom different in every playthrough.
-This Update can tell you more about your kingdom.
-Kingdom Roles will be similar to Ultimate campaign, but with fewer roles for less redundancy. There is no Heir, and Ruler has been modified so you don't need high Charisma. Also your player character gets the role of king no matter what. Leaders will be tied to certain stats and there will be positions that are based on Charisma (Like Grand Diplomat)
-Your state is a barony at first with some of the roles absent, but they will become available as your state upgades to a kingdom.
-"It's not really Kingdom management without the political drama, really, and Owlcat realized that from the get-go with the design." Chris Avellone says. He also says "It's pretty Game of Thrones. I don't say that lightly."
-Your vassals will have an opinion about you, and if they are unhappy - different events could happen, including their opposition to you.
-Owlcat is not really holding back on evil/seediness in the Kingdom. You can build Brothels. Building Brothels doesn't make your kingdom evil.
-The Stolen Lands is divided into 14 regions (number of regions may be subject to change). Most of them will have settlements of some kind, including those in AP, like Varnhold.
-There will be buildings that require certain alignment and alliance with one of the ambassadors. Some will be tied to the certain resolutions of the story encounters and kingdom events.
-You will have to make decisions involving your neighboring countries, which will all have consequences.
-Expect to see Embeth Woodsmen, Mivoni Aldori or some other neighbors (and not only neighbors) visiting you.
-As your Kingdom grows regions in your kingdom become better defended and advisers point out new areas on the map within your kingdom's boundaries. Also you will move faster as roads in your Kingdom improve.

Miscellaneous Stuff:
-Owlcat is in close contact with Paizo in developing this. They're also running 4 simultaneous Kingmaker campaigns.
-Character sheet screens are super detailed.
-Tooltips exist which provide Golarion and Pathfinder-based lore.
-Initial languages for Localization are: English, German, French, and Russian. More may be available as Stretch goals based on popular demand.
-Digital Release is planned for GOG and Steam.
-No matter what Race you play you can choose your Gender and Skin tone.
-The premium digital version includes some backer-only in-game items (a special cloak, a helmet and a ring, as well as one unique and quirky spell). The regular digital edition comes with a cloak.
-Chris Avellone has expresed desire for Owlkittens to be in the game. I continue to hold out hope for a cool Owlkitten pet.
-There will be an option for the colorblind, and all spoken text will be available in written form (wither in interactions or in logs) for the hearing impaired.
-Beta is scheduled for the first quarter of 2018.
-The alpha is planned for fall this year (2017).
-Owlcat is working on a "smart AI," which will keep you on your toes especially against enemy spellcasters. This probably does not mean a learning, evolving AI.
-Inon Zur, composer for Icewind Dale II, Baldur's Gate II, Fallout 3 & 4, Escaflone, Dragon Age: Origins, Dragon Age II, and Power Rangers: Turbo is composing the music.
-Character models will depict the items they are wearing. Owlcat is planning to make color schemes available, but that is not set in stone.
-The team consists of at least 4 programmers/6 artists and animators (and 20+ on outsource)/15 designers (system, UI, level, narrative), and 1 Chris Avellone (possibly more than one). Those are just the tech, art, and design teams—they also have a QA team and a management team.
-Amiri is apparently the iconic for the image on Paizo CEO Lisa Stevens' business card. She is also one of their cats.
-There are currently no plans for DLC.
-Expect a lot of influence from the four campaigns of Kingmaker they are running.
-They love magic items and want to make them more interesting
-Everything you equip including consumables and weapons you are not currently wielding, shows up on your character.
-One of the devs has a really neat axe.
-Update by Chris Avellone on narrative design.

System Requirements:
Minimal system requirements
Video: Intel HD Graphics 3000
CPU: Intel Celeron 1037U @ 1.80GHz
RAM: 4 Gb
OS: Win 7
Resolution: 1366 x 768
Recommended system requirements
Video: ATI Radeon HD 5770/GeForce GTX 960M
CPU: Intel Core i7 CPU 920 @ 2.67GHz
RAM: 8 Gb
OS: Win 7
Resolution: 1920 x 1080

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Character sheet Update! I'll probably write up an updated list sometime today after I digest this update.

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Were you as upset as I was when you learned that there was no possibility of playable Grippli in Pathfinder: Kingmaker due to licensing and intellectual Property restrictions?

Because I was super bummed out.

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