Pathfinder: Kingmaker Announced!


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Stratagemini wrote:
Also, New Update. Also, They've Implemented Social Achievements, and one of the things we can all get is a Pseudo-dragon pet,

It's says a faerie dragon, not a pseudo-dragon. Both are fun though.

Scarab Sages

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

So... It looks like the Non-Kickstarter Paypal option is live? https://owlcatgames.com/preorder

You're welcome to people like ForestDew.

Paizo Employee Chief Technical Officer

Somebody asked in the Kickstarter comments thread whether Paizo has done any mailings to our email lists. We've done two so far, to paizo.com accounts who have checked the following box in their Privacy Settings: "Paizo may send me marketing information about products, services or events on behalf of partner companies by email."

Paizo Employee Chief Technical Officer

Blave wrote:

700k for sure. Most Kickstarters have a BIG increase in funding in the last couple of days. 800 is also realistic. More than that would be nice but I don't count on it.

I'm not sure where this sometimes massive increase originates. Probably lots of backers trying to hit stretch goals and all kinds of people who have the campaign on their watch list receiving reminders per mail like 48h before it ends.

You can check the daily pledges for a similar project (Divinity: Original Sin) here. Made about a third of its total funding in the last four days.

Each campaign is different, of course, but 700k is basically guaranteed at this point and I'd be surprised if we don't hit 800k.

There's a site called Kicktraq that does trends and projections for Kickstarter campaigns. Here's their page for Pathfinder: Kingmaker.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Vic Wertz wrote:
There's a site called Kicktraq that does trends and projections for Kickstarter campaigns. Here's their page for Pathfinder: Kingmaker.

Their analytics are wildly off in either direction. Frequently by an around of 100 thousand dollars.

Silver Crusade

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber

That's statistics for you.


Statistics show 60% of the time, it works every time.

Scarab Sages

Oh people can come up with statistics to prove anything. Forfty percent of all people know that.


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Imbicatus wrote:
Oh people can come up with statistics to prove anything. Forty percent of all people know that.

Psshaw. Don't you know that 86.3% of all statistics are made up on the spot?

Scarab Sages

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Kingmaker Seminar Video from Paizocon
Now also in Podcast!


kicktraq is fun but there's just too many variables to know how any kickstarter from a new company is going to go.

I think the only predictable kickstarters are from professional companies with a proven customer base that have settled into using kickstarter as a regular part of their marketing and business plan.

Scarab Sages

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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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Am I the only one excited for the mohawk wearing dwarven cleric of Groetus?

Am I the only one thinking "Gotrek"?

:P


I'm still doing my paladin of Iomedae.


I asked by facebook about my question about the artisans, and KittentheBarbarian replied the artisans are still in concept. It's better that then done and not changeable for the idea.

Guys! we're missing 10 reshare for the first twitter goal!


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.

Scarab Sages

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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."

Sovereign Court

Stratagemini wrote:

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.

(That was me)


Everyone! could you please go and share(and like if not done) every posts on facebook? Some are greatly lacking shares, as they have only two...

Paizo Employee Chief Technical Officer

Vic Wertz wrote:
Somebody asked in the Kickstarter comments thread whether Paizo has done any mailings to our email lists. We've done two so far, to paizo.com accounts who have checked the following box in their Privacy Settings: "Paizo may send me marketing information about products, services or events on behalf of partner companies by email."

This was an incomplete answer. The two mailings that I mentioned were ones that were focused entirely on Pathfinder: Kingmaker; but we also do a mailing compiling the week's Store Blogs, which goes to a different list: people who have checked "Paizo may send me the weekly store newsletter." Pathfinder: Kingmaker was the lead entry on the weekly mailing that went out at the start of the campaign, and it will be in the one going out this week as well.


ForestDew wrote:
Everyone! could you please go and share(and like if not done) every posts on facebook? Some are greatly lacking shares, as they have only two...

Seriously I counted 23 post with less than 10 shares, and the maximum number was 6. There's a couple in the tens and twenties and few in the 40s.

For those who didn't see, here's are the goals and the rewards.

Sovereign Court

Man Archetypes would kick ass but i'm afraid 800K isn't possible maybe 700K though?

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Pan wrote:
Man Archetypes would kick ass but i'm afraid 800K isn't possible maybe 700K though?

Successful Kckstarters usually make about the same in the last two days as they do in the first two days (if not more). So we can expect around $200k in addition to the 650k that is currently pledged, and whatever is earned in the two days between now and then.

Archetypes are nearly certain. Another stretch goal beyond that might be iffy; but if it's 850k? It's easily attainable.

Scarab Sages

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

There's a Stream upcoming. The timing is soon to be announced.


Kicktraq uses very basic modeling for it's projections. It's base projection is just "take the average $$$ per day and multiply by remaining days".

Their experimental trends just take a min and max look at that but there is no real analysis of the "end of the campaign bump" that happens and part that is because some stretch goals can really draw in the $$$s while some projects just quietly fade because there isn't a big last minute push.

That being said, in the 5 days leading up to the end of Torment: Tides of Numenera it went (of the final average per day) 37%, 73%, 110%, 175%, 294%.

If you take that and us $22,222 as the average per day we need to hit then here is the dollars that we should see on a per day basis:
Day 32: $8,353
Day 33: $16,238
Day 34: $24,540
Day 35: $38,972
Day 36: $65,430

That will take us just north of 800,000. Entirely possible and matches in line with other end of the campaign trends.

Other projects:
Pillars of Eternity's last 5 days compared to average pledges:
118%, 87%, 136%, 204%, 510%

Wasteland 2's last 5 days
69%, 83%, 149%, 228%, 139%

Shadowrun Return's last 5 days
72%, 131%, 116%, 187%, 38%

I would say the last 3 days will be the most telling judging from those three games. Also note that all three of those are MUCH larger then Pathfinder. The above had average pledges ranging from 70-140k while Pathfinder Kingmaker is averaging ~20k. Also I believe one thing that is hurting Owlcats is the (failed) Pathfinder Online that tapped the community for north of a million bucks only 5 years ago. The fact that it still hasn't delivered and has been in the news recently about laying off their whole staff is not going to sit well in some fan's mouths.


Or to put it another way:

If everyone at the $40 or lower tiers doubled their pledge that would bring in another $275,000 and push the campaign close to the million dollar mark.

There is quite a bit of money that can be squeezed from the lower levels as the $28 and $40 levels have a lot of backers in comparison to the higher tiers and are of low enough level that doubling a pledge or at least bumping up a category isn't insurmountable for many.

Digital to Premium addition is only $12 but that bump would bring in an extra $56,000.

Premium to Lore Keeper is another $35 and that bump would bring in something like $110,000.

Archetypes are definitely in play if a couple thousand people in the lower tiers decide that they want it. A couple thousand bumps would bring in 50-100k plus the 10k+ that they will make in the last three days would do it too...


the best value would be a pledge increase that don't needs more investment.
i.e. upgrading from basic digital to premium digital is good, while updating from basic digital to basic boxed is not as good as you need to produce more physical goods. Same goes with upping your pledge with a physical add-on, it's less valuable than with a pdf add-on.

As for myself, I'm considering adding a premium digital copy to my early bird Collector's Edition and maybe as well the Alpha access...


Looks like we meant have our first evil companion with Regongar. Got to say I like the fella already.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I do too :3

Scarab Sages

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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


Do you have a link to where the game will be real time with pause because of "legal reasons"?

I wanted to see exactly why it is the case

Scarab Sages

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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.


Azih wrote:

kicktraq is fun but there's just too many variables to know how any kickstarter from a new company is going to go.

I think the only predictable kickstarters are from professional companies with a proven customer base that have settled into using kickstarter as a regular part of their marketing and business plan.

I don't think that's quite true. This project, for example, appears to be following a funding path very similar to many other successfully Kickstarted CRPGs, and things continue to point to Kingmaker winding up with a funding total roughly equal to double what it had raised at the 20% mark. (At the 20% mark, 7 days into the campaign, it had raised just north of $400,000.)

Kicktraq's projections and trend graphs are pretty bad, but that doesn't mean it's impossible to make predictions.


I would never say it's impossible, just very difficult. I believe that a strong stretch goal will push funding harder then a weak one (or none at all) and you would either need A LOT of variables for training a predictive model. I think you could but a 'weight' on how much the community desires a stretch goal by analyzing jumps in funding based on both proximity to the goal as well as jumps when the goal is announced in dollars. That would allow you to put a weight around stretch goals and use that as a predictor for how much push there will be to attain the current one and the next one.

What I will say is that Kicktraq's projections maybe aren't terrible but are simplistic and I would guess the margin of error is north of 10% which makes it just as good as an educated guess instead of real predictive. I like Kicktraq because it does the daily breakdowns and does simple math but I would never use it as an accurate gauge for how a kickstarter is doing unless they do some serious revamping of their predictive model.


Pathfinder Battles Case Subscriber
praguepride wrote:

I would never say it's impossible, just very difficult. I believe that a strong stretch goal will push funding harder then a weak one (or none at all) and you would either need A LOT of variables for training a predictive model. I think you could but a 'weight' on how much the community desires a stretch goal by analyzing jumps in funding based on both proximity to the goal as well as jumps when the goal is announced in dollars. That would allow you to put a weight around stretch goals and use that as a predictor for how much push there will be to attain the current one and the next one.

What I will say is that Kicktraq's projections maybe aren't terrible but are simplistic and I would guess the margin of error is north of 10% which makes it just as good as an educated guess instead of real predictive. I like Kicktraq because it does the daily breakdowns and does simple math but I would never use it as an accurate gauge for how a kickstarter is doing unless they do some serious revamping of their predictive model.

They'd just need to treat the thing as the capacitor charging curve that it looks like for most of the time. Then add that the last two days make as much money as the first two. After three days a good approximation should be possible without requiring programming genius.


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Less than $3000 to Linux and Mac versions...


Pathfinder Battles Case Subscriber
Feros wrote:
Less than $3000 to Linux and Mac versions...

That might give it enough of a kick to make it to 800k

It would get me interested if "real life" didn't eat too much of my time atm.


Stratagemini, I'd like it if next time you could include a link the community goals and rewards. Also, when I asked on facebook about updating the goals(we matched at least a new one), I was replied they are having a bit of a hectic moment with a new update to be released soon and the planning of a new AMA session and regarding the social network goals, they will continue after kickstarter end.


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Linux and Mac editions achieved! Story arc now goes to level 20! Whoot!

Grand Lodge

Awesome looking forward to the extra 10 hours of game time! I wonder if we'll be able to march our arimes into the first world?

Scarab Sages

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

For those who want a link to the update. Warning! Contains Goblin companion spoilers.

Dark Archive

Ah crap, 100k is a new race, but its really unlikely they will make it :'D I really wanna them to make it though, I don't like core races that much

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
CorvusMask wrote:
Ah crap, 100k is a new race, but its really unlikely they will make it :'D I really wanna them to make it though, I don't like core races that much

In the final two days Kickstarters that are successfully funded beforehand usually make about as much as they did in the first two days (if not slightly more). In the first two days Pathfinder: Kingmaker made $236,690. We're going into the last two days now with over $700,000, so we're pretty sure to hit the Goblin. As for New races, if it is 100k, we're unlikely to get it. but it could be at 950k in which case it's unlikely, but feasible.


There a couple of Avellone interviews out there that I didn't see listed.

From the Shane Plays radio show that aired this Saturday
https://www.youtube.com/watch?v=bmZITohjr_M

From Constantly Calibrating Podcast
https://www.youtube.com/watch?v=fGhPO8AeuFE

From LoneVaultWanderer
https://www.youtube.com/watch?v=A8XoDUs7l7k

There are probably more, seems he has done a ton lately. Well, not just lately, Avellone is probably the most interviewed game dev of all time. But these directly relate to Kingmaker.

Anyway, not a lot of new info here, but I didn't see them listed in the most recent megapost. Sorry if they are there and I missed em, lotta info there.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Society Subscriber

Now that the Mac version is funded, the Kickstarter becomes interesting. I will take a closer look.

Silver Crusade

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Less than 42 hours to do that.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Aaaaaand now that Mac and Linux versions are supported (although who knows when we'll actually get those...) I can now SUPPORT THIS KICKSTARTER!!!! *TRUMPETS AND HORNS*


Glad to be wrong about how fast it'd go in the final hours :)

Scarab Sages

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

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