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Pathfinder Pathfinder: Kingmaker Builds and Strats Thread

razvedchiki

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you need to boing him hard and quick, a grenadier jubilost with holy fast bombs could help you.
 

Bloodeyes

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you need to boing him hard and quick, a grenadier jubilost with holy fast bombs could help you.
Yeah I guess that is the obvious option. I took Jubilost out of Alchemist because he was too powerful with fast bombs and stealing everyone's thunder. Every enemy was trivialized by his force bomb spam. His current class is weaker and more utility focused.

Putting him back is kind of like admitting defeat. Still, I must admit I'm at a loss. It's probably that or just come back later I think. First enemy I've had to walk away from this run. I'll resist putting Jubilost back in the dress and try again at level 17. If I can't win I guess I'll respec him. Already sold a lot of good alchemist stuff so I guess I'd have to buy it back.
 

tky

Literate
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Apr 22, 2022
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It's not like there is a lot of them in the first case. Bull rush is more like a leftover of P&P, you don't to resort to such thing to make the AI walk into your aoe.
Disarm and sunder armor tend to be too situational in kingmaker, there is very few situation in the game when a single humanoid that is not a caster is threat. I guess it could have some use in Pitax, but it's probably already the easiest chapter of the game.
Trip is quite good, I build a slayer relying on it in varnhold's lot. Just be warned that there quite a few creature highly resist to it.
Never used dirty trick, I could see it being used, through echolocation was still very bugged last time I played the game, so idk for the actual version.

I feared as much. My main problem with Fighters is that they are too 'fire-and-forget' for my taste. They might be strong, but the lack of things to do gets boring real quick. So having a larger library of maneuvers would help mitigate that, but o' well...
Thanks for the tips, though.

Ehhhh not really, they are alright but not usually as good as just killing your opponent instead

One of the things I hapen to dislike about Kingmaker. Too much focus on unit deletion. Makes combat a bit too repetitive.

I think that's why greater trip is considered so highly, whatever being tripped is probably ending up very dead from all the AoO

Trip is fine, but I think a Inquisitor would do better than a fighter in that regard because of all the extra teamwork feats (plus you get some spells and tricks to boot). Never built a Spawn Slayer either, but I think they could be better too.

Anyway, all of this is kinda moot for me now since I can't play anymore because my gaming notebook broke. I'm now relegated to a lower end machine. That said, thanks again for the responses.
 

Haplo

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Pillars of Eternity 2: Deadfire
Dominant Trip tactics is trough some specialized weapons and particularly through Cloak of the Winter Wolf that trips when using a Bite attack. Or having a pet dog/wolf do the tripping. Aspect of the winter Wolf spell on Ranger's Druids is usable too.
Regular Trip feat as a Standard action rather sucks when you compare the opportunity cost of skipping a full attack sequence (can't trade iterative attacks for trips in vanilla game).

An Inquisitors tricks will hardly compensate for the lost BAB.
 

Sarathiour

Cipher
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My approach was more to answer if it's viable rather than optimal.

Regular trip is certainly not the best thing ever, but it will work reliably enough to clear the game with it. Sure is a lo better than disarm that's way too niche to anything else than a wasted feat.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Dominant Trip tactics is trough some specialized weapons and particularly through Cloak of the Winter Wolf that trips when using a Bite attack. Or having a pet dog/wolf do the tripping. Aspect of the winter Wolf spell on Ranger's Druids is usable too.
Regular Trip feat as a Standard action rather sucks when you compare the opportunity cost of skipping a full attack sequence (can't trade iterative attacks for trips in vanilla game).

An Inquisitors tricks will hardly compensate for the lost BAB.

Judgments, Bane Weapon, and Divine Power end up more than compensating but never did really get there on melee Inq. Teamwork Feats are generally undersupported in P:K.

Since all CMs are Standard Action in P:K, Dirty Trick becomes relatively better than in PnP, and Blind is generally a good go to condition. Even Ghosts can be Blinded. DT and Bull Rush (and Touch of Chaos) are decent action economy for tankier builds on Harrim and Val where you’re not giving up much damage while generating AoOs for high damage characters. But you can go Move into position + Standard CM on any character for good value to set up an effective Full Attack on the following turn.

Even got there on a joke Barb/Thug Linzi Disarmer, but that was Ch4/5 only for obvious reasons. And had a good Dirty Trick Diviner in CotW since there you can get INT to CMB.

In general the lack of support for non-Trip CMs is annoying tho, and some key foes (like Ghosts) are Trip Immune, so it’s not like it’s broken.
 
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Desiderius

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Insert Title Here Pathfinder: Wrath
Quick True Strike Blind.jpg

Diviner Smilo.jpg

Harrim13Touch.jpg

Harrim12 tanking Zombie Touch.jpg

Hargulka debuff.jpg

Good CMB battle.jpg
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Dirty Trick Manticore.jpg

Sensei has full BAB and no Flurry so CMs fit well.

Dirty Tricks.jpg

CMs vs Stag Lord.jpg

You can't Bull Rush Stag Lord off of the platform (should be able to)

Hilltop Trip.jpg

CMs are good against casters, especially ones with high Natural Armor
 

EdgyRightWinger

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Fauchard Biting Tripper Build

Race: Motherless Tiefling (race is quite important, as that's +1 Bite attack - which can translate to trip and multiple extra attacks)
Alignment: Lawful for Monk. Preferably lawful good for easier late game defense wise (+5 Dodge is pretty huge!), but you can get some good use of bite damage & attack boosts from Neutral or Evil robes also.
Stats:
Str 18 (+4)
Dex 14
Con 12
Int 13
Wis 16
Cha 7 (+1)

Class split: 12 Vivisectionist / 1 Monk / 1 Sword Saint (Fauchard): That's quite important, sort of foundation of the build. Then I went with Archeologist Bard 2 / Dragon Disciple 4. This offered me the 3rd bite attack, made my char significantly more tanky with Uncanny Dodge, +3 DD Natural Armor, Mirror Image; +4 DD Str allowed me to reach a nice, round number of 50 Str, got 2 bonus feats: Opportunist and Blind Fight (theoretically not needed, but wanted to be on the safe side).

  • Is 12 vivsectionist levels that important, compared to stopping at 2 or 4?
  • Shouldn't the DD levels come much sooner? That is a free bite with no strings attached.
  • Is INT 13 truly needed, vs wearing items that boost INT?
  • How would you feel about alignment shenanigans to get a bite from the barbarian rage power?
 
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The Present
What do you guys do with Tristian? I tried him out, he seemed utterly worthless other than as a healbot. Does he get better later on if you stick to his main class?
I decided to try to make him a mystic theurge. There's a sorcerer archetype that uses wisdom instead of charisma, and his wisdom is decent enough. I'm hoping to give his so many spells he could throw them around all day without running out.
Mystic Theurge is a great way to go for Tristian. I got very little use out of his spells above Tier 6. As I see it, the only major losses are stopped progression in channeling and Touch of Good. I found those abilities to be very helpful.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Once you get Frightful Tristian fights well with a Reach Weapon, even only on AoOs, and you want him there for the Autoshaken and Archon’s Aura. Anything that delays getting to Frightful is a bad idea.

You get half the usual benefit of MT already through his Domain spells and companion quest ability. If you’re not using high level Cleric/Wiz spells read your Spellbook better. They’re the main benefit of fast spell progression classes.

Leviathan’s Gift helps his Domain spells hit harder.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Fauchard Biting Tripper Build

Race: Motherless Tiefling (race is quite important, as that's +1 Bite attack - which can translate to trip and multiple extra attacks)
Alignment: Lawful for Monk. Preferably lawful good for easier late game defense wise (+5 Dodge is pretty huge!), but you can get some good use of bite damage & attack boosts from Neutral or Evil robes also.
Stats:
Str 18 (+4)
Dex 14
Con 12
Int 13
Wis 16
Cha 7 (+1)

Class split: 12 Vivisectionist / 1 Monk / 1 Sword Saint (Fauchard): That's quite important, sort of foundation of the build. Then I went with Archeologist Bard 2 / Dragon Disciple 4. This offered me the 3rd bite attack, made my char significantly more tanky with Uncanny Dodge, +3 DD Natural Armor, Mirror Image; +4 DD Str allowed me to reach a nice, round number of 50 Str, got 2 bonus feats: Opportunist and Blind Fight (theoretically not needed, but wanted to be on the safe side).

  • Is 12 vivsectionist levels that important, compared to stopping at 2 or 4?
  • Shouldn't the DD levels come much sooner? That is a free bite with no strings attached.
  • Is INT 13 truly needed, vs wearing items that boost INT?
  • How would you feel about alignment shenanigans to get a bite from the barbarian rage power?
Mutagen gets bigger at 12 and Advanced Rogue Talents are one of main benefits of class. Doesn’t really need DD at all. Mutagen gets bigger again at 16 and gets you access to sixth level spells (the good ones).
 
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Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Get his STR to 10 then Frighful gets you to 16 (same as Amiri). Burn one Feat on Fauchard and own with Serpent’s Prince. He’s still a 3/4 class with access to Divine Power, Eaglesoul, and Righteous Might before you hit Frightful.

He can slay.
 

Haplo

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Pillars of Eternity 2: Deadfire
What do you guys do with Tristian? I tried him out, he seemed utterly worthless other than as a healbot. Does he get better later on if you stick to his main class?
I decided to try to make him a mystic theurge. There's a sorcerer archetype that uses wisdom instead of charisma, and his wisdom is decent enough. I'm hoping to give his so many spells he could throw them around all day without running out.
Mystic Theurge is a great way to go for Tristian. I got very little use out of his spells above Tier 6. As I see it, the only major losses are stopped progression in channeling and Touch of Good. I found those abilities to be very helpful.
Stormbolts and Mass Heal were the real highlights for me (the latter in encounters with Ghastly Guardians). And Frightful, yep.
 

Haplo

Prophet
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Joined
Sep 14, 2016
Messages
6,585
Pillars of Eternity 2: Deadfire
Fauchard Biting Tripper Build

Race: Motherless Tiefling (race is quite important, as that's +1 Bite attack - which can translate to trip and multiple extra attacks)
Alignment: Lawful for Monk. Preferably lawful good for easier late game defense wise (+5 Dodge is pretty huge!), but you can get some good use of bite damage & attack boosts from Neutral or Evil robes also.
Stats:
Str 18 (+4)
Dex 14
Con 12
Int 13
Wis 16
Cha 7 (+1)

Class split: 12 Vivisectionist / 1 Monk / 1 Sword Saint (Fauchard): That's quite important, sort of foundation of the build. Then I went with Archeologist Bard 2 / Dragon Disciple 4. This offered me the 3rd bite attack, made my char significantly more tanky with Uncanny Dodge, +3 DD Natural Armor, Mirror Image; +4 DD Str allowed me to reach a nice, round number of 50 Str, got 2 bonus feats: Opportunist and Blind Fight (theoretically not needed, but wanted to be on the safe side).

  • Is 12 vivsectionist levels that important, compared to stopping at 2 or 4?
  • Shouldn't the DD levels come much sooner? That is a free bite with no strings attached.
  • Is INT 13 truly needed, vs wearing items that boost INT?
  • How would you feel about alignment shenanigans to get a bite from the barbarian rage power?
I'd say Vivi levels are important, yeah. Sneak Attacks, lots of extra discoveries/feats, mutagen, crippling strike (very useful to help land trips), opportunist.
Well, you could go for DD sooner, I guess.
Int gets debuffed by the Mutagen AFAIR. And was needed for Combat Expertise and Trips.
As for working a Barbarian in there? Wasn't my choice and Rage duration would be pretty short. But if you feel like it, then go ahead.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I did Barb2/ViviX on that Faterender Half-Orc monster way back when. Bite from Rage Power, Uncanny Dodge, extra 10 ft Speed, full BAB, and Martial proficiency (needed to turn on Orc Double Axe) made it a pretty good deal.
 
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Yosharian

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May 28, 2018
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10,515
Location
Grand Chien
What do you guys do with Tristian? I tried him out, he seemed utterly worthless other than as a healbot. Does he get better later on if you stick to his main class?
I decided to try to make him a mystic theurge. There's a sorcerer archetype that uses wisdom instead of charisma, and his wisdom is decent enough. I'm hoping to give his so many spells he could throw them around all day without running out.
Mystic Theurge is a great way to go for Tristian. I got very little use out of his spells above Tier 6. As I see it, the only major losses are stopped progression in channeling and Touch of Good. I found those abilities to be very helpful.
Stormbolts and Mass Heal were the real highlights for me (the latter in encounters with Ghastly Guardians). And Frightful, yep.
My Tristian build absolutely wrecks with any Fire spell, especially now that I got the ability that automatically makes everything deal maximum and 1.5x damage for free
 

razvedchiki

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on the back of a T34.
anyone tried the swasbuckler class from the derring do mod? when they crit or kill in an an encounter they get back part of their ability pool called panachea.
they can get their cha to ac, parry/riposte, double their presice att bonus and eventually avoid death using panachea.
 

InD_ImaginE

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Pathfinder: Wrath
anyone tried the swasbuckler class from the derring do mod? when they crit or kill in an an encounter they get back part of their ability pool called panachea.
they can get their cha to ac, parry/riposte, double their presice att bonus and eventually avoid death using panachea.
mod hasnt been updated forever iirc, i think even back when I still play KM some people say the mod is bugged?
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
anyone tried the swasbuckler class from the derring do mod? when they crit or kill in an an encounter they get back part of their ability pool called panachea.
they can get their cha to ac, parry/riposte, double their presice att bonus and eventually avoid death using panachea.
Fun class but some of the ability toggles are wonky (and it needs them). Never been updated.

Might work turn-based?
 

razvedchiki

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on the back of a T34.
i tried respeccing old saves and it seems to work up to lvl 8, on top of the various panachae shenanigans it gets improved crtical for free at lvl 5 plus weapon training for light weapons/fighter feats.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
No there’s a couple of triggered abilities that are only supposed to spend a Panache when triggered that instead take up your Swift auto-activate and eat Panache each turn I think.
 

Correct_Carlo

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Still plugging away on my unfair playthrough. My MC Ranger is about to level to level 17. I'd like to stay as a pure ranger/archer, however, I don't know what feats to take. Right now, these are what I've narrowed it down to. I already have the +Persuasion skill, Shatter Defenses, and (all, I think?) archery feats:

  • Critical focus: From what I've read, this doesn't seem that great, but it is a pre-requisite for some (seemingly better) debuffing crit feats I could take later.
  • +3 Trickery Skill Buff: I hear there are some juicy trickery skill buffs late game, and my MC is currently my character with the highest trickery, although I could easily build Nok-Nok to be higher if I needed to.
  • Improved Initiative: From what I've read, this seems relatively valuable. Am I wrong? My archer rarely (if ever) engages in melee, so I don't even bother with light armor on him as he never gets hit. So I don't know how important this is for pure ranged offense.
  • Blind Fight: Again, everyone says that this is eventually really valuable, but I've read that it's more valuable for melee, and I usually throw that pure sight spell on my ranged fighters (does that have the same effect?). It also provides immunity to some spells I think, which may be valuable, but I can't recall which ones.
 

Correct_Carlo

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Also, if I wanted to deviate from pure Archery on either my MC or Ekun, what would be most valuable to dip into, keeping in mind that I only have 3 levels left to work with on my MC, and 4 left on Ekun (who's been leveling behind my MC). Would 1-2 levels of Vivisectionist for the Mutagen Buffs and the Sneak Damage be best? I just worry about under-leveling my animal companion, who's a pretty insane off tank leopard when I throw displacement/invisibility/+Dex spells on him.

Plus, I don't know how good the Master Hunter lvl 20 ranger skill is. Based on its description, it seems to be an insta-kill ability, but you can only use it 5 times a day. The biggest issue with it for me seems to be that I kind of used WIS as a dump stat (I have just enough to cast all the spells for Ranger, but no more). The Master Hunter ability relies on a WIS check, which may mean that it will be grossly underpowered on my MC. So maybe it's not terribly important to stay pure with him.
 
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