Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Khalless Sep 10, 2020 @ 5:34am
Full Attack with multiple attacks in Turn Based mode - Distribute attacks between enemies
Yesterday I started a new game and found out about the Turn Based mode. This was a game changer for me since I never really liked RTwP mode...

I decided to play an archer and started right away with the Rapid Shot feat.

I quickly ran into a situation where I had two enemies, one of which was damaged and I was sure that would die in one hit, so I wanted to use my turn to shoot him once and use my other attack on the other target, but I couldn't do that and ended up shooting at a dead body.

I searched through every Full Round Attack discussion I could find but given how new the turn based system is I guess nobody has yet asked it, so I will do it.

When using the Full Attack with multiple attacks in turn mode, do you get to distribute your attacks in any way that you want? Did I miss some key or another option to select multiple targets?

I know that in the tabletop you can distribute your multiple attacks as you see fit, so I find it strange that it wouldn't be an option in the turn-based mode, which is a more faithful adaptation.
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Showing 1-10 of 10 comments
Lagy_Paladin Sep 10, 2020 @ 5:49am 
in my game the system automatically selected the next target (I didn't get to choose it which sort of sucks) are you sure your 2nd shot didn't just miss its target so appear to hit the dead body?
Initially you couldn't but the dev doing TB was talking to the modders about it. You could do it with the mod. I do think it's been added in the last patch.
Khalless Sep 10, 2020 @ 6:25am 
Lagy - I will pay attention the next time to see if it effectively does the automatic selection that you mentioned, though it would indeed suck not being able to choose.

Col. Jack O'Neil - Do you mean the last patch of the game or the last patch of the mod?

I have been through the patch notes and didn't find any mention to Full Attack mechanics in turn-based mode. If you could provide me a link to where you got this information I'd be very thankful.

(Also, great name, love to find other SG fans ^_^)
Last edited by Khalless; Sep 10, 2020 @ 6:27am
Yeah there was a few things they never mentioned in the notes. Like Amiris rage not longer costing a move action and fixing full round attacking after 5" stepping not working..

I can't test it now but I'm sure my pet got to choose another creature.. Maybe that was one the one I was attacking died though :/
Khalless Sep 10, 2020 @ 7:47am 
When I get off work I will test more things to see if it actually auto-switches targets.

Ideally we'd get the option to distribute those attacks as we see fit, but not wasting attacks would be a huge step forward.
It would be.. But this is owlcat..
Khalless Sep 10, 2020 @ 3:45pm 
Okay, just made a quick monk, stepped in the middle of the first 2 goons that appear.

After making sure that I was in melee range of both I used the full round attack against one, which of course went with flurry of blows.

The first target died in the first hit, and I saw my character target and hit the other by himself.

In conclusion: Full round attacks attempt to complete all attacks if the original target dies.

So, this thread should become a shoutout to the devs asking for the option to complete (or not) the attacks of the full round attack.
I mean it would also be great for an option to be able to use 1 swing at a time from a full action.. Especially for later in the game
Khalless Sep 10, 2020 @ 4:26pm 
Yeah, I meant that. In the tabletop you can even use a 5ft-step between attacks of the full round attack.

So to be really faithful to the tabletop. You should decide to make a full round attack, and after the first attack be "locked" in a state where you can only attack (up to your total attacks) or use the 5ft-step if you hadn't used it yet.
You're preaching to the choir ;)
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Date Posted: Sep 10, 2020 @ 5:34am
Posts: 10