Pathfinder: Kingmaker

Pathfinder: Kingmaker

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philos3 Feb 26, 2023 @ 12:38pm
1st time playing Pathfinder Ranger/Druid
I have many years of experience with D&D but am new to Pathfinder. My first character is a Ranger/Druid. I am learning a lot on the fly as I didn't see an instruction manual on the Steam site. I know there are differences between the PnP version and the CRPG. I need some help/advice on continuing my character build.

I started as a Ranger and have alternated Druid levels, so I have stumbled forward to currently 3 Ranger/3 Druid. I am ready to level again, would it be better to do druid again then ranger or vice versa; OR better to just continue on in one or the other?

I see that a Ranger gets an animal companion at 4th but I thought I would get one when I added my first druid level. How do I get/summon a companion.

Thanks for the help. The number of classes and possibilities is a bit overwhelming.
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Showing 1-15 of 19 comments
Frostfeather Feb 26, 2023 @ 1:27pm 
Honestly, I'd use the in-game respec option and go single class Ranger or single class Druid. For someone new to the game, Ranger will be a good option, especially one that uses a Longbow.

Rangers already get enough nature magic without multiclassing into Druid, and Druids will want to be single classed (or almost entirely single classed) to get higher level spells. So you're making your character worse by trying to do both.
Perception312 Feb 26, 2023 @ 1:55pm 
On that note, there is a serviceable ranger companion, but no druid companion.
mbradtke Feb 26, 2023 @ 3:40pm 
druid can get a pet at lv 1, aka it is the most important thing for em, you prolly took a domain instead, you will get no pet unless you chose animal domain, ranger/druid is no good multiclass combo, maybe 1 lv as ranger but 3/3 is weird, you should stick to druid or ranger, both are classes that dont rly benefit from multiclassing
Perception312 Feb 26, 2023 @ 5:06pm 
I can see a shapeshifting druid dipping into monk, or a ranger dipping into Sacred Huntmaster or Eldritch Archer. Otherwise, yeah, I would pick one or the other.
philos3 Feb 26, 2023 @ 5:27pm 
Appreciate the great advice. I will try to respec my character. You are right mbradtke, I did take a domain (not animal). That explains that mystery. I didn't realize the effect of that. There is so much to absorb about the game. It is funny, in some ways I know what to expect from my D&D experience but in so many others I haven't a clue.
My thinking had been the two classes would compliment each other but I do see the logic.
Again, thanks for the help.
Radiac Feb 26, 2023 @ 7:23pm 
The ranger gets a pet at level 4 that is permanently 3 levels behind the ranger in terms of abilities, but you can take a Feat, Boon Companion, which basically removes the three level nerf and turns it into a full on regular pet, like the Druid gets.

As for other advice, I recommend that you keep the Perception skill maxxed (in terms of skill points) for everyone in the traveling fighting party. The way the game rolls the dice for hidden doors, treasure troves, etc is that it gives everyone in the party (pets included, I believe) a separate Perception check to find each hidden thing. Turns out, having 6 party members plus two pets with a 30% chance of finding a hidden object gives better odds (94%) than having one person with a 90% chance and 7 others with zero chance.
philos3 Feb 26, 2023 @ 7:40pm 
Originally posted by Radiac:
The ranger gets a pet at level 4 that is permanently 3 levels behind the ranger in terms of abilities, but you can take a Feat, Boon Companion, which basically removes the three level nerf and turns it into a full on regular pet, like the Druid gets.

As for other advice, I recommend that you keep the Perception skill maxxed (in terms of skill points) for everyone in the traveling fighting party. The way the game rolls the dice for hidden doors, treasure troves, etc is that it gives everyone in the party (pets included, I believe) a separate Perception check to find each hidden thing. Turns out, having 6 party members plus two pets with a 30% chance of finding a hidden object gives better odds (94%) than having one person with a 90% chance and 7 others with zero chance.

Good to know stuff. Thanks.
I do have high perception on just about everyone. I kind of foresaw that importance. Appreciate it.
Radiac Feb 27, 2023 @ 2:55pm 
Also, if you want my personal opinion, the kingdom management part of the game sucks and is really a drag. The most egregious part is that you constantly need to spend two full weeks leveling up one advisor at a time for your kindgdom stats, and you can't even do two or more of them at the same time. I recommend the Kingdom Management mod and just reset all timers to 1 day.
Last edited by Radiac; Feb 27, 2023 @ 2:56pm
philos3 Feb 27, 2023 @ 4:30pm 
I'm going to respec and put all 7 levels into ranger. I like bows and want to have an animal companion. What are the pluses and minuses of the various ranger kits? I'll probably just go plain vanilla but would like to know the options.

Also, other than the obvious archer related feats and boon companion mentioned above any feat suggestions would be welcome.
Last edited by philos3; Feb 27, 2023 @ 8:16pm
Radiac Feb 27, 2023 @ 6:27pm 
1. It's generally good advice to take the Blind Fighting Feat for as many of your party members as can afford it, including your main character in my opinion. It's a good feat to have in "the meta" for this game.

2. If you're not against the idea of doing a fresh restart, from the beginning, I recommend doing that and making some custom mercs with Anoriel Eight-Eyes at Oleg's, including a custom merc Cleric of Erastil with Animal and Community as their domains. The two schmucks they saddle you with for clerics are really crappy, though they make decent advisors, but for a combat party Cleric, you want somebody who is, like, actually built for clerical work, and I don't mean bureaucratic red tape. You should do this as a level 1 character before you make your level 2 level up official. Let me explain. Merc custom characters cost more money as you gain levels, because the merc is always created at the same level as the main character, with the minimum amount of XP needed to be that level. Anoriel Eight-Eyes says he charges 500GP for a level 1 merc, but he only actually charges 100GP when you make the guy. So if you clean out Jamandi Aldori's mansion in the prologue, including the two hidden treasure rooms that you access by solving the armor sword puzzle, plus you grab just about everything that isn't nailed down and bring it with you to Oleg's (you might want to leave the 20lb 1 GP leather armors alone tho), you might end up at Oleg's with like 1400GP by the time all's said and done. That can buy you a ton of level 1 mercs, if you want to mess around a little bit with different builds. You'll have like ~2500XP by the time you're done with Jamandi and have arrived at Oleg's and dealt with the bandits etc. At that point you can stop and take a breather, then what you want to do is go upstairs, loot the stuff in the bedroom, sell off all the junk you have, then go to sleep. When you wake up the following morning, you'll talk to the Guardian of the Grove etc, then you can go downstairs and talk to Anoriel and make a bunch of mercs before eventually doing your level up to level 2 on yourself, Amiri, Linzi, etc. The mercs will be permanently ~2500XP behind your main, so they'll be a level behind for a while, but by level 10, the 2500XP difference will be a very small percentage of the XP you need to level up and you won't notice the difference anymore. All of this assumes you have XP set to "shared".

3. When you get your kindgdom up and running, a bunch of different artisans will come calling and ask you if they can set up shop in your kingdom. You should say yes to all of them. They all have a short storyline to do which amounts to a few errands to run for them, which you should do, and they make you free magic items for the duration of the game, some of which can fetch a good bit of money. You also have to build them each a work shop in one of your towns. The one that makes bows is named Kimo Tavon, iirc.
Last edited by Radiac; Feb 27, 2023 @ 6:32pm
philos3 Feb 27, 2023 @ 8:17pm 
Thank you Radiac,

Blind fighting, yes, great feat. Usually took that in the D&D 3rd edition games I have. I don't really want to restart this play through but will try the mercenary advice on my next one.

Thanks again!

EDIT: I started a 2nd character with the intent of making some mercenaries. That was great advice. Worked like a charm. I was initially turned off at the idea because Anoriel wanted 2000 apiece since I was 2nd level when I asked in my first game. I wondered how I would fare against the Stag Lord's mob but no problem. Anoriel asked for 500 but she only took 100 just as you said.
Last edited by philos3; Feb 28, 2023 @ 8:52pm
philos3 Mar 1, 2023 @ 12:59pm 
Which foundation would be preferable for a building a mercenary cleric?
1. Human putting the +2 on wisdom.
or
2. Aasimar, which grants +2 wisdom and +2 charisma and no negative stats.
Last edited by philos3; Mar 1, 2023 @ 1:05pm
Radiac Mar 1, 2023 @ 1:16pm 
I like the Aasimar. Wisdom and Charisma are both good for a Cleric. Neither option is "bad" per se though. I wouldn't go over 14 Charisma (after racial bonuses are applied) though, I'd use the points you save on other stuff.

If you're going to do the Cleric of Erastil with Animal and Community as the domains which I mentioned above, there's a guy on YouTube that did a build video for that. I forget his name. With the Animal Domain, you get an animal companion, and I'd take the Smilodon, or the Wolf, the Smilkodon gets more attacks, and can take a full attack action at the end of a charge, the Wolf get a free Trip attempt every round, I think. I'd give the Cleric the Boon Companion Feat as soon as you can. Since the animal is going to be significantly better than the cleric in melee, you can give the cleric a Strength of like 8 if you want to and just not expect a lot of contributions from him in combat, though some people prefer not to go under 10 Str. Higher Dex is good, up to a point, as is Constitution, and I think you want to have an Int high enough that you can get at least 2 skill points per level, so that you can keep Perception and Lore Religion maxxed. If you're planning on using this guy for other skills, like Lore Nature, then you need more Int probably. But the main thing is to have maxxed Wisdom, and a Cha of at least 13 so you can take the Selective Channel Feat. I would also make the assumption that you're going to hit at least level 18 eventually, and that you're going to put your level up points in Wisdom every time you get one, so whatever other stats you have at character creation, they probably aren't going up without magic items, but that said, there will be magic items. Oh and the animal companion's strength counts towards carry capacity, so with this guy and Ekundayo, you'll be able to haul a round a ton of stuff, even of the Cleric is not so strong.
Frostfeather Mar 1, 2023 @ 1:56pm 
Originally posted by philos3:
Which foundation would be preferable for a building a mercenary cleric?
1. Human putting the +2 on wisdom.
or
2. Aasimar, which grants +2 wisdom and +2 charisma and no negative stats.

If it were me, I'd do the Dex/Wis Aasimar. Dex for Initiative, ranged (spell) attack rolls, and AC. Mostly Initiative for getting spells/buffs out asap.

But there's really no right or wrong, you could make a good argument for any of them. So in a case like this, I'd say to let your roleplaying concept or personal preference or intuition guide your decision. It's not going to make or break your game, so you should go with what you like the best. That's important in a game that lasts 100+ hours, I think.
Last edited by Frostfeather; Mar 1, 2023 @ 1:58pm
philos3 Mar 1, 2023 @ 2:22pm 
More great advice. My thanks to both of you. : )
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Date Posted: Feb 26, 2023 @ 12:38pm
Posts: 19