Kingmaker party composition.


Advice


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So we're getting ready to run Kingmaker and our DM has decided to use the new 2E Kingmaker campaign and convert it to 1E for us to run. Our current party is as follows:

Human Bard - Ruler
Sylph Ashiftah Witch - Magister
Human Merciful Healer Cleric - Treasurer
Sylph Star Watcher Investigator - Spymaster
Nagaji Priest of the Fallen Spiritualist - Marshal

Thoughts? Is this a well balanced party? Are the any pitfalls in this group that would be of major concern?


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Seems you don’t have much in the way of big damage. Creatures with DR or Hardness could be difficult, especially in early levels.


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This too is a concern of mine. Which character would have the least impact if switched out and what would you recommend swapping in to deal the damage?


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Maybe swap the bard for a skald with a big two handed weapon?

You might want to try the spell warrior archetype, since so many of the party members are spell casters.

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A second option would be to switch the bard out for a blaster sorcerer. The Investigator probably has the social skills done, and the Witch and Spritualist should be covering some skills too, so the bard's skills aren't as needed.


So it turns out we’re getting a 6th party member and that one is planning on being a Half-Orc Abyssal bloodline battlerager. That should solve our big damage issue. Any other weaknesses in the party?


I personally don't like such large parties, but you don't have any very obvious weaknesses. You're a little light on spell damage, but between the witch and cleric, you should have enough to get by.


Hisoka777 wrote:

So we're getting ready to run Kingmaker and our DM has decided to use the new 2E Kingmaker campaign and convert it to 1E for us to run. Our current party is as follows:

Human Bard - Ruler
Sylph Ashiftah Witch - Magister
Human Merciful Healer Cleric - Treasurer
Sylph Star Watcher Investigator - Spymaster
Nagaji Priest of the Fallen Spiritualist - Marshal

Thoughts? Is this a well balanced party? Are the any pitfalls in this group that would be of major concern?

So wasn't the 2E version just the 1E converted to 2E? If so, why not just use the 1E version....


Maybe the new kingdom rules are better?


With a Witch and Spiritualist in the group, having a dedicated healer on top of this is overkill on the healing presence. You can get by with out-of-combat healing using a wand of CLW and perform in-combat heals if poop actually hits the proverbial fan with the Witch/Spiritualist. I'd talk your Cleric into picking a more offensive domain (like Destruction Domain for an Auto-confirm Crit Aura) and going with a Keen Fauchard and Combat Reflexes so he can back up the melees with Reach+AoO's, or choosing a different class altogether, maybe an Oracle of Battle if he really wants to stay as a 9th level divine caster. Tbh, I would personally recommend talking your Cleric into choosing an archery-focused Ranger or Slayer, or even better: a Gunslinger. Your group could do well with a 4/4 BAB ranged damage specialist, especially since you have a Bard.

Your Bloodrager is going to be your dominant melee presence, backed up by the Bard and Investigator, so your melee presence is pretty strong. Inspire Courage is really going to do some work in a group like this, especially if you talk your Cleric into rolling a Ranger, Slayer, or Gunslinger, or switching his domain to an offensive domain and throwing some feats down for a Reach/AoO Build. You have Witch and Bard spells, so that's good crowd control, buffing, and debuffing.

All in all though, your group is pretty solid even if the Cleric wants to play a healbot.


Ryze Kuja wrote:

With a Witch and Spiritualist in the group, having a dedicated healer on top of this is overkill on the healing presence. You can get by with out-of-combat healing using a wand of CLW and perform in-combat heals if poop actually hits the proverbial fan with the Witch/Spiritualist. I'd talk your Cleric into picking a more offensive domain (like Destruction Domain for an Auto-confirm Crit Aura) and going with a Keen Fauchard and Combat Reflexes so he can back up the melees with Reach+AoO's, or choosing a different class altogether, maybe an Oracle of Battle if he really wants to stay as a 9th level divine caster. Tbh, I would personally recommend talking your Cleric into choosing an archery-focused Ranger or Slayer, or even better: a Gunslinger. Your group could do well with a 4/4 BAB ranged damage specialist, especially since you have a Bard.

Your Bloodrager is going to be your dominant melee presence, backed up by the Bard and Investigator, so your melee presence is pretty strong. Inspire Courage is really going to do some work in a group like this, especially if you talk your Cleric into rolling a Ranger, Slayer, or Gunslinger, or switching his domain to an offensive domain and throwing some feats down for a Reach/AoO Build. You have Witch and Bard spells, so that's good crowd control, buffing, and debuffing.

All in all though, your group is pretty solid even if the Cleric wants to play a healbot.

Best of both worlds, your cleric goes for archery via cleric 5/hinterlander 10/cleric 5.

hat tip/unarcane


TxSam88 wrote:
So wasn't the 2E version just the 1E converted to 2E? If so, why not just use the 1E version....

Not entirely. They updated a few encounters, and they added a fair amount of new content.


Andostre wrote:
TxSam88 wrote:
So wasn't the 2E version just the 1E converted to 2E? If so, why not just use the 1E version....
Not entirely. They updated a few encounters, and they added a fair amount of new content.

Fair enough, it's description simply states that it's the original AP, just updated to PF2 rules.


The 2e AP now goes from 1 to 20 with all the added content. They also took inspiration from the game and feedback to change how a lot of interactions work and interact. They also created a conversion for 1e.

Unfortunately this Cleric player is very difficult and it took a serious amount of convincing just to get him to change his deity from Aesocar. He will absolutely refuse to change his class and archetype. I’m glad will still work out but yeah the Witch and Spiritualist decided to go light on healing because of the cleric.


Party of 6 probably won’t even need much healing unless the GM really amps the difficulty. The action economy favors the party too much at that point.

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