Domain Slots Pathfinder Kingmaker
- Domain Slots Pathfinder Kingmaker Spells
- Domain Slots Pathfinder Kingmaker Amulet
- Domain Slots Pathfinder Kingmaker Spell
- Pathfinder Kingmaker Domain Slots
- Tristian's primary domain isn't great for the ecclesitheurge special for using primary domain spells in all slots. Secondary domain swapping isn't implemented exactly but they worked around this by giving you the ability to memorize all domain spells for the diety in the domain slot.
- At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
- The first domain you select is your primary domain. You get its powers and can memorize its spells both in domain and normal slots. The second domain you select gives you its powers and you can memorize its spells only in your domain slot. Finally you can memorize in your domain slots (only there) also spells from all your other domain.
Pathfinder: Kingmaker Trainer
Like any good RPG, Pathfinder: Kingmaker is full of unique and diverse companions to travel with your player-character throughout the adventure. Fighting over 5 party slots, so there's a good.
Pathfinder: Kingmaker trainer is now available and supports STEAM. These Pathfinder: Kingmaker cheats are designed to enhance your experience with the game.Options
Change BP
Change Gold
Edit EXP
Edit Level
Freeze Time of Day
Infinite Health
Instant Kingdom Project
Never Encumbered
No Ability Costs
No Fog of War
One Hit Kills
Set Kingdom Stat
Stats Editor
Super Speed
Unlimited Item Usage
Unlimited Spell Uses
Download Pathfinder: Kingmaker Trainer 2.0.6
Game Version: 2.0.6
Distribution(s): STEAM, GOG
Compatibility: Windows 7 SP1, Windows 8.1, Windows 10+
Contributor: 0x90
Virus Scan: This cheat has been scanned and is virus and adware free. Some trainers may set off generic or heuristic notifications with certain antivirus or firewall software.
Companions Strategy Hints
Amiri: Don't stress if she seems to do a lot of damage but goes down frequently. That's what barbarians tend to do. I suggest you don't overreact by spending her feats to get single points of AC. Later on you can use spells like blur and displacement and her own DR to keep her up. She can only use one stance rage power at a time so only take one. Lethal stance doesn't stack with Linzi's inspire courage so if you want both companions in your group take reckless stance instead. Enlarge person is fantastic on her given her oversized bastard sword. Enlarge increases the die of damage as well as str and reach. Rage is toggled. She can't rage if she's fatigued.
Linzi: Sing, sing a lot. But don't forget she can do other things while singing. She might look like a decent archer but she's really not with only 8 str. I suggest concentrating on her spells/buffing/skills. She may be your go to for thievery very early on but she will quickly be supplanted by Octavia there who has skill focus. Hideous laughter is great on humanoids. Heroism (a 2nd level spell) is an amazing long duration buff at early levels.
Harrim: Channelling positive energy in combat heals your opponents in range unless you have selective channel which requires a 13 cha (which he doesn't have). Destructive smite is toggled. Cast bless before combat when you spot an enemy. Lesser restoration (which clerics gets at level 3) cures fatigue and ability damage. Resting should heal a little bit of the latter as well. Remove blindness comes at level 5.
Jaethal: Positive energy hurts her. Negative energy heals her. Unless you have a negative energy channelling main, she will pretty much use all her spell slots healing herself. I suggest waiting for enemies to engage on other characters before sending her in to clean up. Submitted by Neto
Free Loot Glitch
Kingdom Building
Events come in two flavors- problems and opportunities. Problems take precedence because failing them reduces kingdom stats. Events will always auto-fail on the first of the next month if an advisor has not been assigned to them. Be careful assigning an advisor to an opportunity if they will not complete it before the end of the month- as a problem could pop up late in the month and you won't be able to assign an advisor for it. Each event has a DC (difficulty class), and each advisor has a bonus for dealing with events based off a stat- which stat depends on the advisor role Advisors who are also party members can boost their bonus with equipment that improves the stat. So, you may have an event DC 14, and your advisor has +5 bonus, meaning at the end of the event a D20 is rolled, and if D20 result +5 < 14, the event will fail. There are also triumphs and catastrophies. If you beat or miss the roll by more than 7, the event will have a larger effect on your kingdom stats.
Projects are static- they generally stick around unless you choose to do them. Be careful with projects as many of them are long term, preventing you from using that advisor for any events for an extended period of time. Some projects require your main character- they'll have your character on the project- meaning you cannot go adventuring, assign advisors, or do anything else while working on that project.
Kingdom stats- there are 6 primary stats, 4 secondary stats, and 1 tertiary stat. Primary stats have 'ranks'. Each rank adds a +1 bonus to dealing with events. Getting a primary stat to 60 and rank 3 will allow you to assign an advisor to the associated secondary stat if there is one. Espionage requires Rank 4 relations. Ranking a stat up is a project requiring you and the advisor for 15 days.
The economy stat affects the build points you get each week. You get a base 30 points per week, and ranking up economy raises the number you can get per week.
Claiming regions - when you claim a region, you can build a town in it. Scroll the large map around, there are small gold signposts scattered around the map (located at the empty nodes). Click a signpost to establish a town. You can have one town per region. Each town has one or more artisans who will build things for you from time to time once you complete their quest and build their workshop in the town. Building near a river is good when available, as that allows you to build ports/marinas in the towns.
Domain Slots Pathfinder Kingmaker Spells
Town growth is tied to claiming additional regions. Your first town will be able to grow once you claim two additional regions and build towns in each of them.Domain Slots Pathfinder Kingmaker Amulet
Vendor inventories are updated each chapter. New items will ONLY show up when you get to a new chapter.
You can do some kingdom management in any region you have claimed and built a town in by clicking the button in the bottom right corner from the map. Some events require you to visit the throne room, however.
No character is available to fill the 'Treasurer' position when you first get your kingdom, however one will become available early-ish in chapter 2.
Later characters which can become advisors *may* have alignment restrictions - Update on this; some may be locked behind alignment-restricted dialog choices, but it does not appear that they require the main character to match an alignment. All NPC party members (except Nok-Nok) can be advisors, though not all advisors are potential party members.
The blue kingdom resource nodes provide bonuses to your stats, but you have to visit each one after you have claimed the region it's in.
Buildings which take two slots to build cannot be rotated. Plan accordingly.
Unrest reduces the bonuses for solving problems. The level of unrest is displayed on the left side of the banner across the top- left of the time wheel. As unrest increases, the bonuses applied to rolls for resolving events/projects decrease. Submitted by Neto
Kingdom Management Hints
If there is a big crisis, do not wait, don't do a bunch of sidequests, get to it ASAP. I really mean it, the game will spawn additional and harder problem events that will sooner or later prevent you from assigning advisors to all problems. This can lead to a downward spiral that might end your kingdom and your game. If you wait really long, there is even an event that will just end your kingdom (with no way at all to handle it successfully). You can still solve your sidequests and build your kingdom afterwards, I promise...
You can only access your kingdom management screen when you are inside your barony. It doesn't have to be your capital city, any area you claimed will work. Warning: This includes getting notifications about events (specifically, not getting them outside!).
The most common kingdom events must be adressed before the start of the next month, so make sure you return to friendly lands before the end of the month and adress all problems (since they can really take you down), and then with leftover advisors adress opportunites.
Domain Slots Pathfinder Kingmaker Spell
Certain projects like adding new lands or upgrading an advisor automatically progress time by fourteen days. Save beforehand, and try to time them at the start of the month (so you still have some time to adress new problems and opportunities before months end)
You can buy BPs at a rate of one BP = 80 gold from the merchant on the central square.
Upgrading a village to a town requires three regions, the upgrade of the 2nd village to a town requires 5 regions etc. A city requires 3 towns. Also the town upgrade requires at least 6 building slots filled in the village. Upgrades are done via projects and pop up automatically when requirements are met.
You get additional advisors by leveling the relevant stat of your advisor to 60. E.g. Hagrim will introduce the arcane advisor when you reach divine 60. It might also require a certain advisor level (3).
You can improve your advisors success rate by leveling up the appropriate rating. Each level of economy adds +2 to the economy advisors roll. If the advisor is a companion, you can also improve the appropriate stat by adding e.g. a headband of intelligence to your economy advisor. Its basically a roll of d20 + 2*rank + stat bonus vs a DC (like a skill check, but the skill rating is the kingom rank).
And thats it. Focus on problems before opportunities, check your kingdom before the turn of the month, and solve any crisis with absolute priority, and you can get a prospering kingdom soon. Submitted by Neto
Playthrough Hints
Int and cha are generally safe dumps for classes that don't rely on those stats. Its been confirmed multiple times that your main doesn't specifically need high cha to be an effective ruler. Of course if you want more skill points / a higher persuasion you do you.
Early on, try and focus on offensive feats like weapon focus (provided you know what weapon you will be using) over defensive feats like dodge and toughness.
For a frontliner/archer try to have at least an 18 in str/dex respectively (after racial modifiers) so you can actually hit things. Read a guide or take advice or something if you want a dex based frontliner as its trickier to build.
Arrow damage (via a composite bow) is based on str. Crossbows may seem better than bows but you can't use multiple attacks with them (without feats that haven't made it into the game).
Pathfinder Kingmaker Domain Slots
Don't go down the archery feat line (point blank shot, precise shot) unless you are a dedicated ranged combatant. Feats are precious. Recreational archers can make do.
If you want to dual wield (and still hit anything) you need to put a light weapon in your off-hand. A light shield is light. A longsword is not light. You need to take the two weapon fighting feat (and improved shield bash if you want to dual wield weapon and shield).
Two-handing a weapon gives you a higher damage bonus from str and more damage from power attack. Its an easy and low feat intensive way to build a high damage frontliner. Of course your AC will be lower without a shield.
For clerics/inquisitors check carefully which free weapon proficiency you get with each deity as well as the domains they offer. Some weapons are good ie. Shelyn (glaive), Gorum (greatsword). Some weapons are bad (those you already have). Also note the domains a deity offers are based on flavour not necessarily balance (looking at you Desna). So some deities are mechanically better than others.
Don't multi-class without a specific plan. All classes are fine to go all the way to level 20 and some of their most powerful abilities are gained late. Prestige classes aren't necessarily better than base classes (and some are traps for the unwary imho).
Formations make a big difference. Unfortunately it seems you need to manually change formations every time you get a new companion.
Bear in mind how easy it is to flank and be flanked (two enemies adjacent). That's a free +2 to hit and activates sneak attacks.
Drinking a potion gives your adjacent melee opponent(s) a free attack of opportunity. Getting up from prone does the same. Try and heal before combat rather than during.
For most skills, it seems better to have one specialist in each than a bunch of generalists. The exceptions seem to be perception (checks take multiple rolls), use magic device and mobility (you use on yourself). Everyone with high wis or perception as a class skill should probably take perception (unless they are really hurting for skill points).
Use magic device is a really long term investment for most but it should pay off.
From the tooltip, it seems you need arcane knowledge on the specific character to learn new spells from scrolls (important for wizards, magus, alchemists).
Orisons/cantrips are free but will quickly be out-classed. Use them extensively at low levels while you can.
For spontaneous casters (bards, inquisitors, sorcerers) with limited spells known, each and every spell you take is a precious, precious resource. Try and take spells which seem like they will have value throughout the game (i.e those that scale with caster level) rather than those that do not. For example, sleep looks like a great spell and it is at low levels. But you won't cast it at all from the mid-levels on. Leave those kind of spells to the wizard.
Shooting into melee attracts a -4 penalty to hit. Ranged specialists take precise shot to remove this. Recreational archers should generally try a different target.
Use energy attacks/spells for swarms. They have high DR to weapons by design. Submitted by Neto
Various Steam Achievements
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KNOW SOMETHING WE DON'T?
You can submit new cheats for this game and help our users gain an edge.Print This Page |
- This article covers the Pathfinder Adventure Path. For the computer roleplaying game, see Kingmaker (CRPG). For the 2020 hardcover edition, see Kingmaker Adventure Path (hardcover).
“ | The land rush is on! Sent south by Brevoy, the heroes have the unenviable task of venturing into the infamous Stolen Lands and annexing the territory, facing down monsters, bandits, and worse. It's hard enough to conquer territory—but does a ragtag band of adventurers have what it takes to found and defend a burgeoning kingdom from the terrors of the wild? The Kingmaker Adventure Path takes the heroes from encounters with mysterious bandit lords and barbaric raiders through the trials and tribulations of developing and defending their new settlement in the notoriously lawless River Kingdoms. Yet when war comes to the Stolen Lands in earnest, it's up the heroes to take up a mystical blade and stand tall against the horrors of man, beast, and strange creatures more dangerous than either... | ” |
Tenth anniversary edition
In May 2019, Paizo ran a crowdfunding campaign to determine the size and scope of a hardcover 10th anniversary edition of the Kingmaker Adventure Path to release in 2020. The campaign would be converted to Pathfinder Second Edition and be supported by numerous accessories, a Companion Guide, and bestiaries of monsters and key NPCs for both Pathfinder's first edition and D&D's fifth edition. The campaign earned more than $440,000 with over 2,500 backers and added an additional $50,000 in late pledges from July to October. Unlocked add-ons included additional campaign content, expanded kingdom management rules, three flip-mat multi-packs, a kingdom-management GM screen, custom dice, a pawn collection, and more. Paizo partnered with Legendary Games, publishers of Pathfinder- and 5E-compatible material, to assist with the conversion and design of new content.[1]
Releases
Pathfinder Adventure Path | ||||
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Stolen Land | Written byTim Hitchcock | Released March 2010 | ||
Enter the Stolen Lands, a wilderness claimed by nobles, bandits, and beasts alike. Into this territory the fractious country of Brevoy sends its emissaries, tasking them with subduing the lawless folk and deadly creatures that have made it a realm of savagery and shame. Beyond the last rugged frontier stretches the home of voracious monsters, capricious fey, wily natives, and bandits who bow to the rule of a merciless lord none dare defy. Can the PCs survive the Stolen Lands, bring their dangers to heel, and lay the foundations of a new kingdom? Or will they just be one more fateful band, lost forever to the ravenous wilds? | ||||
Rivers Run Red | Written byRob McCreary | Released April 2010 | ||
With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims. Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they've fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands? | ||||
The Varnhold Vanishing | Written byGreg A. Vaughan | Released May 2010 | ||
The Stolen Lands consume many wanderers—the perils of its rugged wildernesses and hidden mysteries prey upon even the wariest of travelers. Founded upon one of the most savage frontiers, the colony of Varnhold defied the many dangers of this harsh region. At least, it did until all the residents of the fledgling community completely disappeared. Now it falls to the PCs to discover what became of their eastern neighbor, a secret steeped in generations-old hatreds and the mysteries of an empire long crumbled to dust. Can they uncover the terrible secret behind this shocking disappearance before the same calamity befalls their own land? | ||||
Blood for Blood | Written byNeil Spicer | Released June 2010 | ||
Even with the PCs' kingdom growing at their heart, the Stolen Lands are far from tame. An incursion by merciless barbarians spills blood on the PCs' lands and begins a search for a legendary artifact in the depths of the region's most infamous wilderness. Amid the perpetual shadows and bottomless bogs of the Hooktongue Slough lie long-mired secrets and terrors eager to consume any who intrude upon their fetid realm. Yet what powers that lurk beyond the swamp seek to end the PCs' reign? And how might a single, bloodthirsty blade mean the difference between their kingdom's ruin and its survival? | ||||
War of the River Kings | Written byJason Nelson | Released July 2010 | ||
Can two kings truly trust one another? King Irovetti, ruler of Pitax and potential rival to the leaders of the eastern Stolen Lands, opens his gates and hospitality to the lords of that realm. Within his city of shallow indulgences and crude decadence, he hosts a tournament ostensibly meant to foster friendship and peace, but fraught with dangers all its own. Is the King of Pitax's good will sincere, or does he harbor a more sinister goal? And are the PCs fated to gain an opponent who commands not only a nation, but allies from a deadly other realm? | ||||
Sound of a Thousand Screams | Written byRichard Pett | Released July 2010 | ||
With the dangers of the Stolen Lands brought to heel, the PCs rule as lords of that realm. But from an unassuming corner of their kingdom, a centuries-old plot takes shape, turning the land itself into a deadly enemy that threatens to bring their entire nation to ruin. As the boundary between the Stolen Lands and an insane other world begins to break down, it's up to the PCs to save their people from nature gone mad and the emissaries of a reality beyond imagining. But can they retain their kingdom—and their sanity—against the fury of the First World? | ||||
Hardcover Edition | ||||
Kingmaker Adventure Path | Written byTim Hitchcock, Rob McCreary, Greg A. Vaughan, Neil Spicer, Jason Nelson, and Richard Pett | Released 2020 | ||
The Kingmaker Adventure Path presents a full-length campaign that chronicles the rise of a new nation—a kingdom built and ruled by YOUR player characters! Yet before one can build a kingdom, the wilderness known as the Stolen Lands themselves must be explored and tamed. Face off against bands of bloodthirsty bandits, deadly and dangerous monsters, and mysterious menaces from other realities as you fight to claim the Stolen Lands as your own. But once claimed, can your characters defend your hard-won kingdom from war on its borders and supernatural threats from within? Will you rule with justice and mercy, or will you become the very monsters you fought to oppose? In the Kingmaker Adventure Path, the destiny of the world’s newest nation is yours to decide! |
Related publications
Player's Guides | ||||
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Kingmaker Player's Guide | Written byJames Jacobs, Mark Moreland, and F. Wesley Schneider | Released March 2010 | ||
The Kingmaker Player's Guide is intended to provide context for creating characters from the nation of Brevoy or surrounding regions who wish to play a role in the Stolen Lands' transformation. In this campaign, your characters will explore vast wildernesses and settle them, build cities and nations, and even fight wars against opposing kingdoms. Many of these unusual campaign elements are supported by additional rules that appear in other volumes of the Kingmaker Adventure Path—your GM can provide you with the information you need to explore, build, conquer, and war as the need arises in each adventure. | ||||
Sourcebooks | ||||
Guide to the River Kingdoms | Written byElaine Cunningham, Steve Kenson, China Miéville, and Chris Pramas, et al. | Released February 2010 | ||
Stake your claim! In the anarchic hills and valleys of the River Kingdoms, all you own is what you can hold by force. Dozens of nations flourish in this land of outlaws and scoundrels, from high-walled city-states to tiny tribal enclaves, and any hero with strength and vision can claim a throne at the point of a sword. Here secretive druids protect ancient forests, and downtrodden refugees and exiles cast longing eyes toward lost homelands. Civilized sea monsters trapped far from the briny deep rub shoulders with legitimized assassins, and strange magic can pull a prosperous town in and out of time and space. With the constant rise and fall of bandit lords, there's no limit to the power and prestige bold adventurers can find—though whether they can keep it is another story. | ||||
Kingmaker Companion Guide | Written by TBD | Released 2020 | ||
Ruling a kingdom is a complex and dangerous affair—and with all the monsters out there in the wilds, you’ll need all the allies you can gather to keep your nation safe! With the Kingmaker Companion Guide, full details on fan-favorite NPCs drawn from Owlcat Games’s digital version of the Kingmaker Adventure Path are at your fingertips, including game-ready statistics for them at several key levels of power, extensive notes on their personalities and goals, and fully detailed side-quests for your PCs to undertake to earn their loyalty. Expanded rules for campsite-based shenanigans and additional roles to help your kingdom grow (or perhaps suffer), presented as custom downtime activities, further expand your companions’ roles in the game. Will you stand by their sides and gain their trust, or will they turn against you and become your kingdom’s most dangerous enemies? What strange secrets and hidden treasures will your newfound friends reveal? The softcover Kingmaker Companion Guide expands your Kingmaker Adventure Path experience significantly, with dozens of pages of expanded content inspired by the video game. | ||||
Kingmaker Bestiary (P1) | Written by TBD | Released 2020 | ||
Does your group prefer to stick with First Edition? We’ve got you covered with the hardcover Kingmaker Bestiary for Pathfinder First Edition, a 160-page monster and NPC resource that converts the new companions, NPCs, and monsters unlocked by this campaign into old-school Pathfinder First Edition. Play along in the new and updated encounters with this helpful conversion guide featuring back-converted stats for the entire Kingmaker campaign, plus other rules conversions, tips, and tricks to run the campaign as smoothly as possible. Not ready to convert to 2E? Already running the campaign with your First Edition group? This add-on book is your ticket to playing Kingmaker in classic style! | ||||
Kingmaker Bestiary (5E) | Written by TBD | Released 2020 | ||
More than 140 monsters and key NPCs from the Kingmaker Adventure Path pack the pages of this 160-page hardcover guide to the dangers and denizens of the River Kingdoms, all in glorious 5E rules! Whether used as a companion volume to help convert the entire Kingmaker campaign or as a handy way to add new challenges and foes to 5E campaigns of all varieties, these time-tested critters and foes are sure to keep your players on their toes! With rules conversion and additional design by our friends at Legendary Games, this collection of creatures translates seamlessly across game systems and is a perfect addition to any 5E campaign! | ||||
Accessories | ||||
Kingmaker Poster Map Folio | Cartography byRob Lazzaretti | Released July 2010 | ||
Raise and rule an entire kingdom in the Kingmaker Adventure Path. From early explorations and cartographic cataloguing of the region, to forays into the deadliest depths of an ancient wilderness, the Kingmaker Poster Map Folio provides the maps for an entire epic campaign. | ||||
Noble Manor Flip-Mat Multi-Pack | Cartography by TBD | Released 2020 | ||
Rule in style with the Noble Manor Flip-Mat Multi-Pack! Two sides of this Flip-Mat Multi-Pack combine to present a sprawling noble manor, while the other two sides offer alternate versions of a throne room suitable for use as a headquarters for your Kingmaker player characters. These locations feature prominently in the Kingmaker Adventure Path but can easily serve as key sites in any campaign. | ||||
Kingdom Management Screen | Written byPaizo, Inc. | Released 2020 | ||
No kingdom’s castle is complete without walls, and with the Kingdom Management Screen, you’ll have walls of your own to reference as the players work to construct their kingdom’s fortifications! Designed specifically to present Game Masters with easily referenced kingdom-building rules, this durable horizontally aligned screen allows for seamless integration of the kingdom rules into your campaign. With one side adorned with a sprawling map of the Stolen Lands and the other filled with helpful rules, charts, and handy references for running kingdoms, the Kingdom Management Screen is just what you need to keep your Kingmaker campaign running smoothly. | ||||
Miniatures | ||||
Pathfinder Battles: Kingmaker | Produced byWizKids | Released October 2018 | ||
Kingmaker follows the lead of popular Pathfinder Battles sets like Jungle of Despair to provide a legion of high-utility monsters and heroes suitable for any fantasy role-playing campaign. From the disciplined Oni Mage to the deadly Soul Gorger and a special visit from Jaethal an ElfInquisitor with a dark reputation. Make sure to keep an eye out for the rare 'dungeon dressing' inserts that add realism and fun to your fantasy gaming, Kingmaker is packed with the adversaries your game is looking for! | ||||
Kingmaker Pawn Box | Written byPaizo Inc. | Released 2020 | ||
The fearsome foes of the Kingmaker Adventure Path come alive on your tabletop with this box-busting collection of more than 200 character pawns for use with the Pathfinder Roleplaying Game or any tabletop RPG! Printed on sturdy cardstock, each pawn contains a beautiful full-color image of a specialized character or monster from the Kingmaker Adventure Path. Each cardboard pawn slots into a size-appropriate plastic base, making it easy to mix with traditional metal or plastic miniatures. All creatures in the Kingmaker Bestiary for 5E and all companions unlocked for the Kingmaker Companion Guide are included in the Kingmaker Pawn Box, making it the ideal accessory for Kingmaker play in any edition! | ||||
Kingdom-building Rules | ||||
Ultimate Campaign | Written by Paizo staff | Released May 2013 | ||
Where the dungeon ends, another adventure begins! Pathfinder Roleplaying Game: Ultimate Campaign takes you on a guided tour through the parts of the game that happen between monster attacks and quests for ancient artifacts. As some of the most powerful and prestigious heroes around, do your player characters want to build up a kingdom of their own, or lead an army against a neighboring nation? Perhaps they want to start a business, craft magic items, or embark on a quest that will come to define them. Whether you're looking for help generating a young character or seeking ways to challenge adventurers who've grown bored of fighting monsters one-on-one, this book has everything you need! | ||||
Digital Games | ||||
Pathfinder: Kingmaker | Written byChris Avellone, Owlcat Games | Released September 2018 | ||
Pathfinder: Kingmaker is an isometric single-player RPG based on the Pathfinder Roleplaying Game Kingmaker Adventure Path. |
References
- ↑Paizo Inc.. (May 2019). Kingmaker 10th Anniversary Edition, GameOn Tabletop.
External links
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