Pathfinder: Kingmaker Announced!


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Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Thomas Seitz wrote:
I'm happy. Now if we can get Magus, Witch and maybe Oracle, I'll be pretty stoked. *doubts we'll get ALL the classes that are out now..*

Assuming a constant rate of Stretch Goals at 50k between them, We'll probably hit 10 stretch goals.

Of those not currently revealed we know one is a Goblin Companion, one is probably an optional Epic Dungeon, one (or more) is New Archetypes, and that Custom Companions MIGHT be a stretch goal as well.

We should also expect at least one additional class and two additional races (since they used the plural for those on the main page).

There's a bit on the Main Page that tells us what to expect:
"We’re prepared to announce additional stretch goals to diversify the characters you’ll be able to build, including the introduction of archetypes (at least a couple for each of the classes), additional classes (we have been asked about Magus several times—and some Owlcats really want to play this class!), and additional races."

There's also this bit:
"We dream of more companions with added depths to their stories, new classes, new dungeons, more wilderness to explore, more kingdom events, and even brand-new quests and custom content by famous Pathfinder and CRPG authors."
Which I have taken to mean that James Sutter will be writing some content for the game to make up for the fact that there will be no Grippli in the game. But which is probably indicative of another stretch goal as well.


Mmm good points Strat.

But do you think I'm right about more more class being Oracle or Witch?

Scarab Sages

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Here's The Full List of classes that are included:
Alchemist | Barbarian (Unchained) with modifications | Bard | Cleric | Druid | Fighter | Inquisitor Monk (possibly Unchained) | Paladin | Ranger | Rogue (Unchained) | Sorcerer | Wizard

The Magus is a Stretch goal already.

Cavalier is vanishingly unlikely due to lack of mounted combat, since that's the case Samurai is probably likewise out of the Running. The Occult classes (Kineticist, Medium, Mesmerist, Occultist, Psychic, and Spiritualist) were stated not to be stretch goals.

That leaves as possible other stretch goals:
Antipaladin | Arcanist | Bloodrager | Brawler | Gunslinger | Hunter | Investigator | Ninja | Oracle | Shaman | Skald | Slayer | Summoner (Unchained or Not) | Swashbuckler | Vigilante | Warpriest | Witch

Gunslinger is Complicated and requires firearm rules, so it probably won't show up. Vigilante's hard to fit into the same framework as the rest of the classes so I wouldn't count on it either. Ninja seems off theme and rather irrelevant with Unchained Rogue in play as well (also the Community Manager hasn't heard anything about them which it seems like they would if they were a Stretch Goal). The summoner's mechanically complicated, but it's also extremely extremely popular, so I can't really make a decision on it or not. I'd assume they'd make it a Stretch Goal though.

With all that in mind? and Assuming that there are only 2 more stretch goals for classes? You have 14 classes Giving you a 1 in 7 chance of getting at least 1 of them. If my assumptions are correct anyway.

Of course, That chance probably goes up in you tell them about your choice on the comment section of the Kickstarter,


*is going to assume Witch or Oracle until proven otherwise*


Hopefully this games does gangbusters and we get DLC for allll the classes.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Thomas Seitz wrote:
*is going to assume Witch or Oracle until proven otherwise*

Well, the Community Manager hasn't heard anything about Ninjas, and you'd think they would have if they were in the game. I'll find out about Firearms at some point (hopefully soon).

My working theory hinges on whether they include the Hybrid Classes from Advanced Class Guide or not. I hope they do. But if I were facing the possibility that not all classes would get it? I'd cut in order: Cavalier, Gunslinger, Occult Classes Other than Kineticist, Asian Classes which don't fit the regional theme and/or have mounts, and then Hybrid classes. And make the Summoner the first stretch Goal I'm unsure about hitting.

Sovereign Court

Also, the game may be moddable. It's in Unity so there will be some level of moddable libraries. Some of the classes that don't appear at release may appear later, or be created by the community. For instance, if you already have wizards and sorcerers, the witch is an almost-solved problem (prepared spells, familiar, bonus spells from a menu list; hexes are the main new feature).

Plus, if this is a big success and Owlcat is interested, there's the possibility that the engine could be re-used to do future APs, with the tech retrofitted in patches - so if, say, they did Jade Regent, they'd have a reason to add some of the Asiatic-themed classes, and could presumably back-port that to patch into KM at a later date.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If we assume that they're not doing Hybrid classes as a priority, and that Cavalier, Ninja, and Samurai are out, and that the Gunslinger is probably not implemented?

The list of available classes becomes: Oracle, Summoner, Witch, Anti-Paladin (with the last option in a sort of weird place).

I'd feel pretty confident in assuming that the next class stretch goals will come from that brief list.


I really like the stretch goal ideas that you all are suggesting. However, don't forget archetypes! That should be at least 1 stretch goal, if not 2! The first could be for some basic obvious ones and of course just to cover the cost of putting in a good framework to handle them, and the second stretch goal could be to implement "like lots of archetypes." Or something like that.

I want variety, and I know, as a programmer, that if you're implementing the classes as objects, you can almost literally extend them to create archetypes. This would actually be really fun coding; there is almost a 1:1 mapping between object:extension and class:archetype. Once someone has thought up how to implement it and forced good design to make it orderly and clean, it should mean that you could then almost mass-import a bunch of archetypes. Not really, because you'd have to implement each new ability, but I mean that the concept of getting awesome templates for how to implement the objects and then extend them -- that should start to almost self-assemble if you build it right. It should be so logical that it falls into place.

So... yeah, I'd love to see archetypes. If built well, they can get a LOT of bang for their buck.

Grand Lodge

I wouldn't mind if the took a page from pardox's book and have some of the other classes we're probably not going to see (I.e Kinecitst, spiritualist) be DLC and releasing archtypes as a patch along side.


Jesse Heinig wrote:

Also, the game may be moddable. It's in Unity so there will be some level of moddable libraries. Some of the classes that don't appear at release may appear later, or be created by the community. For instance, if you already have wizards and sorcerers, the witch is an almost-solved problem (prepared spells, familiar, bonus spells from a menu list; hexes are the main new feature).

Plus, if this is a big success and Owlcat is interested, there's the possibility that the engine could be re-used to do future APs, with the tech retrofitted in patches - so if, say, they did Jade Regent, they'd have a reason to add some of the Asiatic-themed classes, and could presumably back-port that to patch into KM at a later date.

Man I hope you're right. If the software build gets released to the community for modding, and the engine is used to mastermind other of Paizo's great Adventure Paths, I'd be one seriously happy camper.

Speaking of camping... How 'bout those stretch goals!!! :D

Scarab Sages

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New Update staring Jubliost Narthropple!

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

New Update on Spells! is it just me? or does it look like this update includes an image of what looks a lot like a Bandersnatch?

Silver Crusade

Oooo?

I just see three images, the ruins, the field, and the spell. No Bandy.

Scarab Sages

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Rysky wrote:

Oooo?

I just see three images, the ruins, the field, and the spell. No Bandy.

Check the various creatures in that Spell demonstration at the Field Gif. There are three trolls, Two Spiders, a Kobold, some humans, and... a bandersnatch.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Stratagemini wrote:
Rysky wrote:

Oooo?

I just see three images, the ruins, the field, and the spell. No Bandy.

Check the various creatures in that Spell demonstration at the Field Gif. There are three trolls, Two Spiders, a Kobold, some humans, and... a bandersnatch.

I thought that was the creature I forget the name of. Has a magic spear in its back in book 2, Grundhogg or something appears in the kingmaker backmatter.

Silver Crusade

Nice.


Those spell effects look great.

Scarab Sages

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DM_aka_Dudemeister wrote:

I thought that was the creature I forget the name of. Has a magic spear in its back in book 2, Grundhogg or something appears in the kingmaker backmatter.

The Hodag? I hadn't thought about that... I suppose it does look like a Hodag.


Hodag are cool. Bandersnatches are better.

I'm not sure we'll get to see Magus...or any other stretch goals.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Stratagemini wrote:
DM_aka_Dudemeister wrote:

I thought that was the creature I forget the name of. Has a magic spear in its back in book 2, Grundhogg or something appears in the kingmaker backmatter.

The Hodag? I hadn't thought about that... I suppose it does look like a Hodag.

That's the one. I swear I forget the word for Hodag once a month.


Have I missed any update that shows the UI for leveling? Feat and Spell selection would be interesting to see.

Anyone having played the demo can shed some light?


Franz Lunzer wrote:

Have I missed any update that shows the UI for leveling? Feat and Spell selection would be interesting to see.

Anyone having played the demo can shed some light?

I don't think the leveling UI has been shown so far. It might also not be all that insightful as spells and feats are still in development and even the designers probably don't know what exactly will make the cut.

For what it's worth, I like what we saw of the combat and inventory so far, especially for an alpha version. Players of the demo reported that the character screen is very detailed and that the overall UI makes a very good first impression.


Well, yeah, Feats and Spells might not be final, but the UI for selecting them during leveling might be. And that's what I'm interested in.


Oh yeah, those would be nice to see as well, I agree.

Scarab Sages

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

Silver Crusade

Oooo, I like how it looks so far.

Scarab Sages

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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

Silver Crusade

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?


Rysky,

Probably.

Right now I'm more concerned about getting to some stretch goals before American Holiday of 4th of July...

But the alignment tracker IS cool. :)

Silver Crusade

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*nods*

Sovereign Court

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?

Probably someone played too much Dragon Age and thought that "coercion" was a good term for "getting people together on the same page."

Scarab Sages

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

Sovereign Court

I'm going to take a wild guess and say that the terminological difference between Knowledge and Lore is to link them to Int or Wis, respectively:
Knowledge (world, arcana) = Int = wizard stuff
Lore (nature, religion) = Wis = druid/cleric stuff

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Jesse Heinig wrote:

I'm going to take a wild guess and say that the terminological difference between Knowledge and Lore is to link them to Int or Wis, respectively:

Knowledge (world, arcana) = Int = wizard stuff
Lore (nature, religion) = Wis = druid/cleric stuff

You know... I never even thought of that.


I also thought of the Lore skills being wisdom based. And it does kind of make sense and gets rid of wizards knowing more about nature and religion than druids and clerics. Sounds good to me. Might acually make that a house rule in my games...

While I like the idea of streamlining the skill system, I'm a bit surprised by the very small number of skills. There's 11 in total, so a slighly intelligent human rogue could max out every single one of them. Seems to greatly devaluate skill based character abilities (like Monster Lore or Jack of all Trades) especially with a party of six, which can more than easily cover all skills (and probably double up on more than one of them).

And how would the unchained Rogue's Edge unlocks work with that kind of system?

So I'm not sure if this change is very good for low-skill characters or just devestating for skill monkey classes.

Also, the "Good Baron" in picture 6 is wielding an agile rapier!

Sovereign Court

Blave wrote:

I also thought of the Lore skills being wisdom based. And it does kind of make sense and gets rid of wizards knowing more about nature and religion than druids and clerics. Sounds good to me. Might acually make that a house rule in my games...

While I like the idea of streamlining the skill system, I'm a bit surprised by the very small number of skills. There's 11 in total, so a slighly intelligent human rogue could max out every single one of them. Seems to greatly devaluate skill based character abilities (like Monster Lore or Jack of all Trades) especially with a party of six, which can more than easily cover all skills (and probably double up on more than one of them).

And how would the unchained Rogue's Edge unlocks work with that kind of system?

So I'm not sure if this change is very good for low-skill characters or just devestating for skill monkey classes.

You assume that all classes have the same number of skill ranks as they do now... what if they were all cut in half? This is not unlike 5e, which greatly reduced the number of overall skills, and also brought in the number of skills that various characters get.


Jesse Heinig wrote:
You assume that all classes have the same number of skill ranks as they do now... what if they were all cut in half? This is not unlike 5e, which greatly reduced the number of overall skills, and also brought in the number of skills that various characters get.

I considered this, but I think it would throw the skill system out of balance way too much. Suddenly Wizards would be the class with the most skills and humans would be even better for pretty much anthing than they already are.

5e is too different to compare, I think. It greatly reduces the number of skills compared to Pathfinder and every character has at the very least 4 skill proficiencies, making the average character way more competent at adventuring than what you see in Pathfinder.

Sovereign Court

Blave wrote:
Jesse Heinig wrote:
You assume that all classes have the same number of skill ranks as they do now... what if they were all cut in half? This is not unlike 5e, which greatly reduced the number of overall skills, and also brought in the number of skills that various characters get.

I considered this, but I think it would throw the skill system out of balance way too much. Suddenly Wizards would be the class with the most skills and humans would be even better for pretty much anthing than they already are.

5e is too different to compare, I think. It greatly reduces the number of skills compared to Pathfinder and every character has at the very least 4 skill proficiencies, making the average character way more competent at adventuring than what you see in Pathfinder.

Only if Int remains a flat +1 skill rank per +1 bonus and humans get a flat +1 rank per level. It could easily be something like KOTOR where you get a bonus every other level. All speculative, though.


They posted a link with high res versions of te pictures from the last update: [url]http://imgur.com/a/nhomW[/url]

One of the pictures shows the ranger companion at level 5 with Knowledge World at +8 and Lore Nature at +9. His Int modifier is 0, his wisdom is at +1. Assuming both are class skills, that would show lore as wisdom based. Also, his Lore religion is at +1, matching his Wisdom bonus.

His total number of spend skill points seems to be 20, which is indeed too low for a level 5 human ranger.

Take that as you will.


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linkified

Grand Lodge

Why does the companion wizard have extra lay on hands?

Silver Crusade

Cause Wizard.


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@Franz Lunzer: Well, I tried... Thanks ;)

The pictures aren't actual ingame images. They are prove of concept more than anything concrete. Hence the weird (or outright impossible) choice of feats.

The whole skill thing might also still get changed around quite a bit.

I still like the UI very much. There's also a few tidbits that make me smile. Like realistic saving throw and attack/damage values. :)

EDIT: First stretch goal!

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

First stretch goal reached.

Bonus chapter, and Mac/Linux support announced.

Silver Crusade

SWEET!


Also looks like the next stretch goal after the Magus and the bonus Chapter will be archetypes!

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Blave wrote:
Also looks like the next stretch goal after the Magus and the bonus Chapter will be archetypes!

I really want the Saurian Shaman.


1 person marked this as a favorite.

i think Mac/Linux support will get the kickstarter to 700 K for sure!

Silver Crusade

Definitely!

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