• Tag Archives Pathfinder
  • Pathfinder: Kingmaker – DLC

    The Wildcards is the most obviously useful of the three purchasable DLC for Pathfinder: Kingmaker. It adds a new race, class, and two new companions to the main campaign (though only one can be used at a time until the endgame). The Kineticist is a lot like D&D’s Warlock (except instead of having a neutral energy blast they focus on a specific element or elemental combination), and just like that class they start out weak only to become ludicrously powerful at higher levels.

    The race and class additions are worthwhile of course, but the companions on the other hand don’t seem particularly well-integrated. It’s also worth noting that the associated companion quests are much more heavily scripted than anything in the base game… which can be either novel or annoying depending on your point of view.

    The next DLC at first glance looks like it’s a stand-alone side story (which resulted in my ignoring it until recently). While that’s mostly true, it turns out that your choices there can both change a few things and add a small area to explore in the main campaign. The new campaign is quite a bit different from the main one both in that it’s linear (world map travel is automated) and there’s no time limit (so you can rest as much as you want). It starts you off at level 5 and you’ll reach level 9 somewhere in the final area after about 7 or so hours of playtime; there are three small areas and three large areas not including Varnhold itself.

    I played through it once with Neoseeker’s suggested party and didn’t have any trouble (although I’m not sold on the Freebooter). There doesn’t seem to be much reason to play through it more than once or twice due to the linearity, though there actually are a surprisingly large number of choices to be made which can affect how things end.

    The third and currently final DLC is both a stand alone and fully integrated with the main campaign. The campaign version is static, bizarrely laid out, doesn’t have much worthwhile loot, has a ludicrous final boss fight, and overall in general isn’t worth bothering with. The stand-alone version meanwhile is almost a separate game: You create a new character and explore an effectively endless number of randomized levels (which is similar in structure to Diablo, down to there being Shrines to activate). There’s no story to speak of here, just killing and looting and unlocking new equipment/bonuses for future playthroughs. So it’s the perfect place to play around with all sorts of different builds if you like the game’s combat system but couldn’t stand the kingdom building or time limit aspects.

    I’m on floor 11 at the moment with a Scaled Fist-Eldritch Scion-Paladin, Thug-Aldori Defender-Swordlord-Duelist, Barbarian-Cleric of Gorum, Archaeologist-Vivisectionist-Arcane Trickster, Monk-Tactical Leader (this was supposed to be a Blight Druid… but I messed up the alignment), and a Psychokineticist. The progression so far is a hell of a lot better than the main campaign’s version of the dungeon and I love the randomized loot. So I may end up playing this mode more than the main campaign (of which 2 more playthroughs are planned to grab some more achievements; I started putting together Kingdom Building and Exploration guides to assist in this).

    So, surprisingly enough, all three DLC can end up being worth buying depending on which parts of the game you enjoy.


  • Pathfinder: Kingmaker – Final Chapter

    The game’s optional concluding chapter turned out to be both better and worse than I’d feared.

    The first part is balanced pretty well and has you re-visiting/re-facing some of your earlier foes, with only the Pitax portion being ridiculous (save it for last). The second part unfortunately is infested with Wild Hunt enemies… even occasionally sending them at you in waves. It’s pretty straight-forward though and the scenery is interesting so it ends up a superior overall experience when compared to the earlier exploration of the House at the Edge of Time.

    Then there’s the final battle, which really piles on some nastiness. Like a lot of RPGs the boss here has several forms (each with its own set of minions) that you have to work your way through with no chance to rest in-between. The second form being the most dangerous by far as a good chunk of your party will likely end up Dominated unless you happen to have some sort of defense against it. After the third form falls the true form appears and engages you in a battle of wits. That part’s pretty cool and offers a variety of checks to make the final-final battle easier. At least I think that’s what succeeding on those checks does. I passed them and my party got revived and fully-healed, which may happen even if you fail but I have no intention of fighting through the boss’s first 3 forms again anytime soon.

    Expect your party to reach level 17/18 by the end of the game if you have both of the XP Sharing options enabled. In the last chapter the PC of this playthrough looked like this: Naked with +1 Weapon (the green attributes are due to Bokken’s masterwork potion, which gives a permanent +2 to all of them) and Fully Equipped.


  • Pathfinder: Kingmaker – Endgame

    The fifth chapter is where, before Patch 1.1, the game started to get notably buggy. With impassible doorways, unresponsive NPCs, and quests that wouldn’t trigger. Difficulty-wise though it’s remarkably easy overall and a high armor class actually ends up useful. The fifth Ancient Curse segment however gives you a preview of just how much more unfair the encounters can get by introducing enemies with paralyzing auras and touch-based ray attacks which deal sneak attack damage and cause blindness.

    The sixth chapter is filled with those enemies, and pre-patch it was a nightmare to navigate. Post-patch it’s much more doable as the paralysis can be avoided with the Blight Fight feat, the blindness is no longer permanent, and the teamwork feats that turned them into living machine guns were changed. The chapter’s still a massive slog though; an incredibly unfun hack & slash deathmarch with annoying puzzle aspects tacked on (I never was able to figure out how to get behind that locked door at the southern end of the 2nd floor, across from the basement steps). Though to be fair a large chunk of the enemies can be avoided if you know exactly where you’re going.

    Depending on your choices, the game can conclude right after defeating the boss of that last chapter. Which is the way I went with this first playthrough (fiend-blood Eldrich Scion) since the team was suboptimal in a large number of ways and I didn’t want to slog through even more annoying enemies in the seventh chapter. My second playthrough (which was started while waiting for the 1.1 patch to fix the chapter 6 progression-blocking bugs) with a Scaled Fist/Knifemaster/Sword Saint is currently in Armag’s Tomb, and that’s the one I plan to take through the seventh chapter.


  • Pathfinder: Kingmaker – Update

    Up to the Rushlight Tournament invitation now in Chapter 5 with a playtime of >70 hours (not sure how much of that is loading times though), at 14th level with Kingdom ranks of 7, 6, 6, 10, 9, 5, 6, 8, 6, 4.

    Chapter 3 turned out to be nowhere near as bullshit as Chapter 2, with most of the enemies being much weaker than the enhanced owlbears. There are still a few unfair encounters scattered about (such a zombie mage with infinite Enervation casts and a class of characters with permanent unavoidable stat-draining auras), but for the most part the chapter’s a breeze, with Chapter 4 being even easier once you get over the initial shock of having no time for kingdom development (development occurs at the end of the chapter instead).

    Some things:
    – Try to focus on Economy first to increase your income; note that after 40 rank-ups a project will appear to cut upgrade times in half.
    — The really game-changing projects start appearing at Kingdom ranks 6+.
    – Do not pick the ‘neutral’ adviser in the beginning, else you’ll eventually get hit by a nasty debuff.
    – When a dwarf pops up demanding recompense for his ancestors’ expenses, give him the money. His request is worded badly and he’s one of the 10 artisans.
    — That said, the artisan quests currently seem to be broken (they still give you expensive gifts though).
    – Save an Emerald, an Emerald Necklace, the 3 “On Transmutation” books, and the Roc Egg; they’re needed for sidequests.
    – Make sure to explore the Dire Narlmarches sometime after Armag’s Tomb; the main quest won’t send you there.
    – Armor class is kind of meaningless with all the attack bonus bloat (reminds me of the first NWN). You’re better off with damage reduction and miss chance.
    – The Shambling Mound in the Elk-Portal Abandoned Keep area can only be killed by negative energy for some reason.
    – The Bridge-area Linnorm and Owlbear Treant in the Everblooming Flower area on the other hand have to be killed with cold iron.
    – Make sure to bring the Second Execution battleaxe with you when you set off on the Varnhold Vanishing quest.
    – You can find/get some pretty cool daggers and kukri, a nice Necrotic fauchard, a sai that causes bleeding, a club that casts Vampiric Touch on crit, a Dex-damaging sickle, and a mage-enhancing scythe.
    — The other weapons so far aren’t as exciting and/or have annoying drawbacks.


  • Pathfinder: Kingmaker

    Been playing this game for something like 30 hours, and being month or so out from the big Varnhold quest I decided now is a good time to post about it.

    It’s very much like Neverwinter Nights 2 crossed with Pillars/Tyranny… only with all the ease-of-use aspects (such as free resting in the former and encounter-based abilities in the latter) that made them tolerable compared to actual P&P games removed:

    – One potion or scroll per belt slot; no stacking.
    – Both individual character encumbrance and party encumbrance.
    – Some (otherwise indispensable defensive) spells require consumable items to cast.
    – Resting for 8 hours heals a whole 2 HP and 1 Attribute point (if drained).
    – Nearly all non-fighter abilities are rest-limited.
    – Time matters; everything is timed to some extent (though thankfully time freezes when you’re not resting/traveling).
    – Enemy stats are not even remotely comparable to PC stats; constant (rest-limited) buffing is essential.

    To give you an example of the insane monster stats, consider a ‘basic’ encounter that can be found when the Monster Invasion starts and special Owlbears with stats equal to dragons start literally appearing out of thin air: A group of 4 normal Owlbears each with a +14 Base Attack combined with 30 strength. Four creatures each effectively equivalent to a level 14 fighter against a party of level 8-9 characters as a standard (unavoidable since a quest target is located just beyond them) non-boss encounter. That’s a large power difference, to the point that I strongly suggest selecting one of the ‘reduced enemy stats’ difficulty options if you’re adverse to frequent reloading.

    Some other things that will make your life easier are to make certain you have both a pure arcane caster (for Blur/Displacement, Haste, Slow) and either a pure divine caster or multiple lesser divine casters (for healing along with mass energy resistance and mass poison neutralization). Without both of those you’re going to be in a world of pain and/or annoyance. You’ll also need someone with maxed-out Perception unless you want to miss about 30% of the content (both loot and side locations).

    If you can get past all those (severe) issues, and following a guide will definitely make the undertaking less daunting (do note though that guide’s a bit out of date and some items have been moved and encounters buffed), the game has a massive amount of value to offer in both its roleplaying options and shear scope: It takes place over a decade and average gameplay times seem to be in the 100+ hour range.

    But wait, what about the kingdom building aspects? Well… they exist and can be set to auto in the difficulty settings if you don’t want to be bothered, but they’re both kind of busy-work and kind of not. While the vast majority of kingdom related things won’t hurt/help you while adventuring there are a few useful things like the artisans and a project that grants global poison immunity while within your borders. Ultimately it’s more of a money-sink though, to give you somewhere to spend the tens of thousands of gold you’ll end up with (the merchant in town sells BP). Just be prepared to constantly have 10-20+ Projects sitting around that you can’t afford to start and try to make sure you’re within your borders just before the beginning of each month to catch any late-spawning Problem events.

    Oh, one other thing to keep in mind is that the developers are actively patching it at the moment and there are some bugs/oversights still present. Mostly notably to me were the missing Forest Bracers and Cypress Queen item set pieces, which you’ll have to manually add through save editing if you want to complete those sets.