Pathfinder: Kingmaker: Difference between revisions

m
mNo edit summary
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
== TL;DR ==
== TL;DR ==
* Play a Lawful character.
* Play a Lawful character if you care about Kingdom Mode.
* Perception is super important.
* Perception is super important.
* Monoclass or use a build guide.
* Monoclass or use a build guide.
* Kingdom Mode on Effortless or Easy.
* Kingdom Mode on Effortless or Easy, not Auto.
* Keep back-up saves.
* Keep back-up saves.


Line 12: Line 12:
* There are no dead skills. Don't worry about overlapping with your party. At worst, it gives you more flexibility for camping assignments.
* There are no dead skills. Don't worry about overlapping with your party. At worst, it gives you more flexibility for camping assignments.
* Avoid specializing in exotic weapons. Magic variations are rare and are usually unimpressive. (The exception to this is Dueling Swords, which get a ton of support.)
* Avoid specializing in exotic weapons. Magic variations are rare and are usually unimpressive. (The exception to this is Dueling Swords, which get a ton of support.)
* Play a Lawful alignment for your first game. Good/Neutral/Evil is personal preference, but Lawful gets some absolutely critical benefits.
* If you care about Kingdom Mode, play a Lawful alignment for your first game. Good/Neutral/Evil is personal preference, but Lawful gets some absolutely critical benefits.


== General/Adventuring ==
== General/Adventuring ==
Line 20: Line 20:
* Turn-based mode is a little finicky, especially in regards to movement and range distances, but very effective. If it gets stuck, pausing and unpausing will usually fix it.
* Turn-based mode is a little finicky, especially in regards to movement and range distances, but very effective. If it gets stuck, pausing and unpausing will usually fix it.
* Flanking works differently from PnP. A person is 'flanked' if two people are in melee with them. This makes sneak attack (melee and ranged) way more viable than your PnP experience would expect.
* Flanking works differently from PnP. A person is 'flanked' if two people are in melee with them. This makes sneak attack (melee and ranged) way more viable than your PnP experience would expect.
* Try to keep rope on you at all times, you never know when it might come in handy. Also hold onto Tartuccio's Present and the <spoiler>Nymph's Gift</spoiler>, as well as anything with a yellow circle in the background of the item image.
* Try to keep rope on you at all times, you never know when it might come in handy. Also hold onto Tartuccio's Present and the Nymph's Gift, as well as anything with a yellow circle in the background of the item image.
* Save items that say a collector might want them, but things that say a merchant would want them are explicitly vendor trash.
* Save items that say a collector might want them, you meet him at the start of Chapter 2, but things that say a merchant would want them are explicitly vendor trash.
* When you're first starting out, Cure Light Wounds scrolls are a more weight-efficient and cost-effective way to patch up between fights than potions. Jhod sells a stack of 99 of them.
* When you're first starting out, Cure Light Wounds scrolls are a more weight-efficient and cost-effective way to patch up between fights than potions. Jhod sells a stack of 99 of them.


1,220

edits