Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Some changes to the original adventure path I've noticed
So because I'm currently actually playing the adventure path, I can't progress Twice Born chieftain questline sicne I don't want to spoil the campaign I'm playing in. So decided to take time to comment on some of the changes they made:

So the biggest change so far is replacing Nomen centaur tribe with kellid barbarians. My main guess on why is that they didn't want to make models for centaurs and decided to add tie in to the next chapter, lot of changes in the game seem to have to do with stranger creatures being replaced. It does make it more boring to find random barbarians behind daemon(piscodaemon in original version, but that one is also bibedal so not really sure why it got replaced with astradaemon) guarded room in Vordakai's tomb than chieftain's daughter though.

Other examples of stranger creature models being replaced is Nargund instead of being two headed troll just being reddish colored palette swap troll and Zmamas using spider model instead of phase spider despite still being one. Plus in Adventure Path she was hounded by the xill and not goblins(I assume xills got replaced because D&D copyright, them not having unique pathfinder copyright safe name yet plus this IS only time they appear in the game and they do have four arms and all). Also jubilost for some reason thinks phase spiders are from first world when they are from etherreal plane, silly jubilost.

Other changes I noticed are combining several quests from AP into one, like both kobolds and mites live at Sycamore instead of being several hexes apart, Munguk(without the silly overals) appears in Nok Nok's quest, The Old Beldame got backstory extension and combined with Scythe Tree and Tiressia

Also nice that we actually meet Magran Varn early on in this version, makes it easier to care about Varnhold besides the creepy "This could happen to us!" factor.