Pathfinder kingmaker. What's your party like?


Pathfinder: Kingmaker


Pathfinder kingmaker (the video game). What's your party like?

what do you want to have in your party?

what ideas do you have for multiclass characters?

Dark Archive

The game keeps crashing on startup for me, so I'm not sure yet.

Dark Archive

I finally got it working. It takes about 3 minutes to load and you can't touch your keyboard or mouse.

Anyway, I started out with a Rogue, and I currently have Amiri the Barb, Linzi the Bard and Valerie the Fighter in my party. Seems like it is balanced pretty well so far.


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I am currently a Paladin 2 / Scaled Fist 1 / Eldritch Scion 1, and I plan to Dragon Disciple.

Using Character Editor, I added some gold and bought a full custom party consisting of a Hospitaler Paladin, Armored Hulk (who will go Stalwart Defender), Barbarian 1 / Rogue 2, Evocation Wizard, and a ranged Ranger. The two paladins are keeping the party healed well enough but a full heal bot would be nice and the Rogarian has a bad habit of dying. It looks like the Martial Weapon Proficiency qualifies casters for Eldritch Knight so I might do that for my wizard. The custom companions are almost 1000 exp behind and I'm not too sure why so using the standard companions would probably be best.

If I ever level Amiri I'll make her a Barbarian 2 / Two-Handed Fighter 18. I have plans to play a Dwarven Monk 1 / Sorcerer 6 / Eldritch Knight.


Thunderlord wrote:

I am currently a Paladin 2 / Scaled Fist 1 / Eldritch Scion 1, and I plan to Dragon Disciple.

Using Character Editor, I added some gold and bought a full custom party consisting of a Hospitaler Paladin, Armored Hulk (who will go Stalwart Defender), Barbarian 1 / Rogue 2, Evocation Wizard, and a ranged Ranger. The two paladins are keeping the party healed well enough but a full heal bot would be nice and the Rogarian has a bad habit of dying. It looks like the Martial Weapon Proficiency qualifies casters for Eldritch Knight so I might do that for my wizard. The custom companions are almost 1000 exp behind and I'm not too sure why so using the standard companions would probably be best.

If I ever level Amiri I'll make her a Barbarian 2 / Two-Handed Fighter 18. I have plans to play a Dwarven Monk 1 / Sorcerer 6 / Eldritch Knight.

Are you using a cheat or do they have a character editor in game?

I would love to have a costume party from early on.


Its a third party tool, I just googled "pathfinder kingmaker character editor" and the first choice should be github, kind of sketchy but I was committed. I believe that there in game cheats but I don't think anyone's figured them out yet. You get the option to buy custom party members after the prologue and the Mercenary Vender is someone from the Pathfinder Society. I haven't checked it out but I believe that the mercenaries start at the minimum exp for their level rather than my exp and I have shared exp turned on.


I am also running my favorite build of Sorcerer 1/Monk 2/Paladin 2/Sorcerer 1/Dragon Disciple X

We'll see who I end up replacing my party with as we go through the game. If I bother to replace the base characters at all. We'll see, I usually like having companions who chime in during conversations because it keeps the first playthrough fresh.

Next run? Full Munchkin Time.


I can understand the sentiment but it looks like mercenaries are broken right now so I lucked out.

Grand Lodge

I built an alchemist grenadier (one of my favorite classes) and my lv5 party consists of
Linzie, who I'm considering going rogue 3/arcane trickster x from this point on, but I'm not sure yet
Amiri, straight barbarian stuff, I'm enjoying her biting enemies to death with animal fury
Harrim, who I've turned into a battle cleric with an earthbreaker
Tristan, healer cleric that I'm making a dedicated summoner.
Valerie, who's tricked out with as much AC as I can throw on her and is the one who is first into battle to draw aggro.

It's working out pretty well. Level 5 was a big step up, with linzie getting +2 inspire courage and Valerie getting tower shield specialist for pretty significant attack bonus increases.

The party comp is pretty good, I'm finding. In more sticky situations I spam channel energy with both Harrim and Tristan to make sure Amiri stays positive.


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BARBARIAN BARBARIAN BARD FIGHTY CLERIC.

PROBABLY NEEDS MORE BARBARIAN.

Scarab Sages

I kept Linzi, Valerie, Harrim, Valerie, and now Ekundayo instead of Amiri (big improvement).

Given how easy Sneak Attack is to get and apply in this game, I gave one level of Vivisectionist and Accomplished Sneak Attacker to myself (Paladin otherwise), Valerie and Amiri. I’m going Rogue with Ekundayo to pile up more Sneak Attack dice and try out Debilitating Wound.

Basically, Sneak Attack is the antidote to the game’s elevated difficulty level. Pretty happy with that party overall.


Well, one save is Druid, Luna, still in old sycamore.
Feyspeaker Druid 4 Aasimar (race that gets 1/day SM 3)
Valarie Fighter 4 (power attk, dazzling display)
Linzi, Bard 3/Rogue 1 (sneak attk, since ranged sneaks work now)
Regongar, Magus 3
Octavia, Rogue 1/Wiz 2 (with accomplished sneak attack)- acid splash sneak attacks are amazing. Reason I survived Smolder Viscount.
Harrim, Cleric 4

Other save: more multiple classing, just started and experimenting
Ash, Monster Summoner Inquisitor 2
Linzi, Bard 1/Rogue 1
Amri, Barbarian 1/alchemist 1 (vivisetionist for mutagen/sneak attk)
Harrim Cleric 1/inquisitor 1 (animal companion/extra healing)

Scarab Sages

Pathfinder Adventure Path, Rulebook Subscriber

Currently Lvl 7 Party:
Lin-Tar Bane: Elf Ranger (Sword & Board), Power Attack and Bull Rush
Valerie: Vital Strike Tank(VS is unusable ATM) + Dazzling Display. Lvl 7 AC is 33.
Amiri: 2H Brute with whatever 2H weapon is best available.
Harrim: Healbot build, incompatible domains be damned.
Linzi: Bard 6 / FTR 1, playing as an arcane archer
Octavia: ROG 4 / WIZ 3, built to win on rays and archery + sneak attack.

My biggest issues with this party are:
*Amiri drops nearly every significant encounter, without fail, eating most of Harrim's cure spells.
*Vital Strike, while now usable, doesn't seem to actually, you know, work. This, in turn, simply makes Valerie a super hard to hit tank with quite low damage output.
*Harrim is pretty useless in battle, as I save all his utility for after battle healing. I need to pick up an empower rod, and I'll probably get Vital Strike for him at 9, you know, if they fix it by then.
*Back Line are glass cannons, as the precise and rapid shooters have low ACs (casters) and low HP (con dumps). Not a real big issue, except for scripted encounters, as nearly everything is encountered as you reveal it (from the front).
*Valerie's stat array...

Development:
Linzi and Octavia are the only one's I've got moving toward a PrC (Eldritch Knight and Arcane Trickster, respectively). I'd love to get Valerie into the 40's in AC (totally doable), and her level 7 ACP reductions from armor training have made her skills not crappy. I'll have to look at some Barbarian guides to see if there is a good spot ahead to start into fighter for a bit more versatility.


Barbarian 2/two handed fighter is a pretty good option.


I'm not sure it's a secret but if you dont level up after defending the fort at the end of the prologue you can purchase a full custom group for 500 gold each. The real secret is they only cost me 100 each. I'm not sure why. A bug maybe. The problem is your main will always be a level ahead of the rest of your group.

I run a CN group, dwarven Cayden cleric as my main, dwarven tower shield fighter, halforc twohander fighter, a elf evocation specialist, elf rogue and gnome alchemist.

I've only played challenging. It was fuxking brutal until they patched it and once I hit 3rd level it's been pretty easy sailing.


I am playing on Challenging (post-patch). Running a full custom party.

Main:
Aasimar Inquisitor (Monster Tactician) [no multiclass]
Animal Companion (Animal Domain + Boon Companion): Leopard
Ranged Focus w/ Summoning Focus
Acid Splash for trolls
Lawful Good

Dwarven Barbarian (Mad Dog), Ranger (Freebooter), Fighter [16/2/2]
Animal Companion + Boon Companion: Smilodon
Melee Focused: Falcata + shield Bash, & Greatsword
Meant to serve as 'Tank' when possible
Neutral Good

Human Cleric (Herald Caller) of Erastil [no multiclass]
Animal Companion (Animal Domain + Boon Companion): Smilodon
Melee Focused: Heavy Mace + Shield
Summoning Focused
Uses Channel Energy in Combat to keep summons/companions going
Lawful Good

Halfling Rogue (Eldritch Scoundrel) / Monk (Scaled Fist) / Paladin (Divine Hunter) [4/13/3]
Switchhitter [ranged & melee]
Provides precise shot for other ranged allies [saves feats]
Meant to guard the two squishies below (Bard & Theurge) when necessary
HUGE saving throws
Lay on Hands/Mercy to remove fatigue, keep party going longer
Acid Splash for trolls
Lawful Good

Halfling Bard (Thundercaller) [no multiclass]
Ranged Focused (Rapid Shot, Deadly Aim)
Force multiplier (Bard Song, Rage Song)
some battlefield control (Incite Rage, no save spells)
buffer (Blur, Haste, etc)
Neutral Good

Half-Elf Druid (Feyspeaker) / Sorcerer (Sylvan) / Mystic Theurge [6/4/10]
Animal Companion + Boon Companion: Leopard
Ranged focus, Utility caster, Companion buffer (Mage Armor + other long term buffs), backup healer, summoning focus (for distractions, really)
Acid Splash for trolls
Netural Good

---------------

Usually use a Leopard and Rogue to scout ahead (stealth). Easier fights usually just involve rushing the group with the four animal companions and rain of arrows/bolts from the main group. More iffy fights start with Inquisitor summoning 1d3+1 'peons' to run ahead while we situate ourselves with bard song.

Pretty much we overwhelm them with numbers.

Scarab Sages

Pathfinder Adventure Path, Rulebook Subscriber

Wow all the animal companions.


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archmagi1 wrote:
Wow all the animal companions.

Yeah, and you can even make a full team of 6 custom characters with an animal companion each, without reusing a class.

Inquisitor (Animal Domain or Sanctified Hunter)
Cleric (Animal Domain)
Druid (Nature Bond)
Barbarian (Mad Dog)
Ranger (Hunter's Bond)
Sorcerer (Syvlan)

I prefer using renewable resources to soak HP damage, negative levels, and other nasty debuffs, than expose my more permanent party members to those problems. Besides, its easier on the group when you get ambushed and most of the group doesn't have armor on.

Grand Lodge

I've been a big fan of my falchion wielding ranger with the menacing style. Most enemies I've been fighting can be shaken and with intimidating prowess, the half elf skill focus in persuasion, and cornugen smash she has been able to scare enemies pretty easily. Knowing what to out my favored enemy in helps a lot, too. And smiladons are so good.

I made an AC tank with a halfling companion. Valerie is a bit too lawful for my chaotic good barony. 8 levels of Aldori defender, going the rest in Barbarian for additional damage output. Uses crane style, crane wing, cautious fighter, and steel net. No penalty for fighting defensively and I end up in the high 40s for AC. Only at level 7 now but already is hitting over 20 dmg despite the lackluster strength, and I've been letting him solo areas while the rest of my party hangs out at the front entrance since it's been so fun to watch him get mobbed and not care.

Scarab Sages

Pathfinder Adventure Path, Rulebook Subscriber

So when conquering Trobold, I switched out Linzi for Ekun. DPS went way up (he was at multishot vs Linzi still back at just rapid), and I had another frontliner. Boy oh boy do chokepoints cause pathfinding issues now. 4 PC melee, 2 animal companions in melee, half the time somebody is spinning in circles because they can't path to their target. I can't imagine adding another 2-3 AC's to the mix.


archmagi1 wrote:
So when conquering Trobold, I switched out Linzi for Ekun. DPS went way up (he was at multishot vs Linzi still back at just rapid), and I had another frontliner. Boy oh boy do chokepoints cause pathfinding issues now. 4 PC melee, 2 animal companions in melee, half the time somebody is spinning in circles because they can't path to their target. I can't imagine adding another 2-3 AC's to the mix.

Well, yeah. Quarters can get quite tight when you have more than 4 Melee units in a choke point. If you don't plan ahead, you will get your units spinning in place when they can't reach the enemy. Use reach weapons. Make sure all your archers have precise shot (or can get something similar, like from a 3rd Level Paladin [divine hunter]). Summon creatures behind the enemies in the choke point to divide the attention of the enemy. Above all else, make sure that every one of your characters has a ranged option.


Pathfinder Adventure Subscriber

Well, I am running three different main characters thru the game. One is ready to go to Restov and begin Chapter 2. The other two are still in Chapter 1 at various stages.

First group (ready for Chapter 2)

  • Cleric (crusader) of Iomedae, with the Good Domain.
  • With Valerie, Amiri, Linzi, Octavia, and Tristian.

    Second group:

  • Paladin of Iomedae.
  • Same companions as above.

    Third group:

  • Wizard (Thassalonion Specialist (transmuter))
  • With Valarie, Amiri, Harrim, Linzi and Tristian.

    All companions are auto-leveled.

    -- david


  • Pathfinder Battles Case Subscriber; Pathfinder Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    My party is at level 8.

    My sorceress (red dragon bloodline) talks our way through negotiations. Getting XP for avoiding fights is very nice, as is turning enemies into temporary allies. She alternates between buffing the front liners before fights (greater invisibility, blur, haste) and spamming damage spells. She has two metamagic rods which are incredily useful.

    Amiri is up front with a two-hander depending on what we're facing (Second Execution or Trollbane mostly).

    Valerie with a Flametongue and tower shield (something unique, I forget the name) is also up front. Her AC is 30-something and she usually fights defensively adding even more.

    Harrim is my last front-liner with adamantium full plate. His hammer and shield are also unique (and I forget their names too). When not buffing the party for elemental/poison protection he mostly uses his spells to heal damage after fights.

    Octavia is a rogue 2/wizard 3/arcane trickster 3. She mostly has support spells (enlarge person, bull's strength) but her prime usefulness is in disarming traps and some limited scouting. When she has to fight she uses snowball and acid arrow.

    Ekundayo is the last and his damage with magical bows is incredible. His wolf companion is mostly there to soak up an attack or two and goes down in any moderately difficult fight. I'll often send the wolf to the enemy's rear to bother spellcasters as he reaches them quickly.

    The rest are used only during their companion quests. Except for Regongar - he died in the fight against the Stag Lord and I haven't bothered to raise him.


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    So ... I stumbled upon a Craig Linnorn at a certain bridge. Little halfling got a really BIG look at a very LARGE creature (Huge, really), and backed off REALLY carefully. After a quick discussion with the group, we decided to KICK ITS @$$!

    Thankfully a little loading screen mentioned Cold Iron being a way to overcome its damage reduction/regeneration and we have two weapons (one dagger and one earthbreaker) to use (luckily, one for each of my melee specced characters). We then proceeded to summon Monitor lizards (like I swear we got ten of them), a bunch of skeletal champions (yay animate undead), hasted the lot of them, Incite Rage and Bard song to boot.

    So, that normally CR 14 encounter? Yeah, a literal SWARM of creatures attacked it (Our party was level 9) and after much death was dealt, we took it down. We had heavy wounds on our melee units, and all the summons were dead, but the PCs and the animal companions stood tall. Failed to skin the beastie (and forgot to save before I tried).

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