Pathfinder: Kingmaker

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About this mod

This mod adds Antipaladin, Arcanist, Brawler, Hunter, Occultist, Oracle, Witch, Skald, Warpriest, Bloodrager, Shaman, Investigator, Summoner, Psychic, Spiritualist, Hinterlander, Dawnflower Anchorite, and Holy Vindicator classes, and lots of new feats, spells and other class abilities.

Permissions and credits
Do not hesitate to make a donation if you  liked the mod and want to support its development.

Starting from version 1.57 the mod is no longer compatible with Eldritch Arcana.
If you are using mod version prior to 1.57 (or no mod at all) and have characters who are polymorphed, wait till polymorph effect expires.
Save games with primal companion hunter, are no longer compatible, so respec out of the archetype is required prior to 1.68 update.
If you have animal companions with animal growth buff, wait till it expires, before updating to 1.68
If you have characters with Quicken Blessing feat, respec them so they do not have it, before updating to 1.72,
Starting from version 1.77 the mod is no longer compatible with Advanced Martial Arts.
Wizard Discoveries from 1.81 might conflict with those from The Lost Grimoire Mod, you can disable them in setting.json.
If you are using mod version prior to 1.98 (or no mod at all) and have characters who are polymorphed, wait till polymorph effect expires.
After 1.107 update, respec all characters having bloodrager class levels and retake all bloodrager levels again.
If you have any psychics with pageantry disicipline, respec them to lvl 1 before updating to 1.108.
After 1.116 update, respec all characters having toxicant archetype or wildshape ability (even if they haven't acquired it yet) and relevel them again.
If you have any oracles with Ancestor mystery, respec them to lvl 1 before updating to 1.118.
If you have any witches or pact wizards with Elements or Summer patronns, respec them to lvl 1 before updating to 1.142.
1.142 might break characters having animal focus or similar abilities (like invoker aspects) - respec them to lvl 1 after update.

Mod is only expected to work with either 2.08 or 2.17 English versions of the game, only on Windows and only with Keyboard + Mouse UI.
It is explained below what you can do if you think that you found a bug.

It is normally safe (and even encouraged) to update the mod from previous version in the middle of the game.

Known Issues:
- Sometimes when playing with Animal Companion/Eidolon, companion abilities (animal foci, teamwork feats, fiendish or celestial templates, evolutions) might disappear after level up. It seems that deactivating all companion abilities (like power attack) and saving the game (no need to reload)  brings all missing abilities back. Same issue happens with newly created mercenaries, it resolves itself when you leave the capital/varnhold/trading post or enter the endless dungeon, this is an original game issue, so report it to owlcats, if you want it to be fixed.
- if you increase unit size, and save and reload the game or change area, the hitbox on the unit will be bigger than it should be, so you won't be able to target some points around it without pressing ctrl. The issue is mostly noticeable on huge/gargantuan eidolons. Again it is original game issue, so if you want it to be fixed, report to owlcats.
- If you start summoner/primal companion hunter level-up and then abort the process, your eidolon will lose all of its evolutions and will not regain them until you finish level-up,
- Unsummon Eidolon ability does not work properly if you are playing with death door instead of normal death or raise companions after battle option.

Changes to npc companions, class skill points and some others are optional and can be disabled (set corresponding values
to false in your game_folder/Mods/CallOfTheWild/settings.json)

Read carefully mod description and this faq, before asking any questions or posting bugs.

How Arcanist Quick study works?
To simplify ui, quick study allows simply to change all your spontaneous spells of the specified level,
i.e. you go to your prepared spellbook, change the spells of specific
level, use quick study corresponding to this level, and the spells for
this level in your spontaneous spellbook are replaced with those from
prepared one.

How Investigator inspiration works?
Inspiration uses are only spent if maximum di(c)e roll result can turn a failure into success. If it is impossible to turn failure into success or the roll is already successful, inspiration will not be used. For book event checks the inspiration will always be consumed though, since the game first makes all characters roll a check and after picks the one with the highest result.
If inspiration usage is free (due to corresponding talents or true inspiration, greater combat inspiration), the inspiration bonus will be applied anyways, independently of success/failure.

How Arcanist Metamixing works?
1. Apply metamagic to a spell, using your spontaneous spellbook.
2. Activate metamixing.
3. Cast the spell from 1. without increasing its casting time.

Why I cannot use scrolls or wands or how to force Familiar to use magic items instead of master?
Activating familiar toggle, allows you to force familiar to use an item (scroll/wand/bomb, etc) instead of you. You will not spend an action, but familiar will need to pass a umd check using your skill ranks if it uses a scroll or a wand (even if it is on your spell list), in case you do not have any umd ranks, your familiar will not be able to use corresponding item.

Some Bloodrager ability does not seem to work:
Are you bloodraging? Most of Bloodrager abilities activate only when he is Bloodraging, unless it is stated otherwise.

Some Skald rage powers are not shared with party members:
Stance powers, and powers requiring explicit ability activation are not shared by design.

How to use contingency/delayed consumption?
1. Cast contingency
2. In your spell selection menu (S) click ^  above the spell you want and choose option to store it in contingency
3. To release a spell click on corresponding ability in the abilities menu (A)

How to use Blood Conduit Spell/Reflexive Conduit ability (or spell storing weapon or Skirnir spell storing shield)?
1. In your spell selection menu (S) click ^ above the spell you want and choose option to store it via corresponding ability
2. The spell will be released upon next hit or maneuver as long as corresponding toggle is activated

Feral Combat does not work with certain wildshapes:
Feral combat only works for primary hand weapon, i.e. bite for wolves,  smilodon, giant flytrap and dragons, claw for leopard, bear and hodag, gore for mastodon, slam for mandragora, shambling mound and elementals.

Can I disable certain features of the mod?
Yes, list of features that can be disabled can be found in your_game_folder/Mods/CallOfTheWild/settings.json. Just change true to false, for the feature you want to disable.

What should be the level of companion/eidolon for a given master level?:
Unless you are using other mods that alter xp progression your companion level can be found here:

I cant put Lesser Spell Synthesis to work, because the only option to cast is a full action round and when you cast, your round is over i cant
do anything (has one round duration) :
Deactivate automatic turn end.

I think I found a bug:
1. There normally should not be a lot of bugs, and you would have much better experience if you adopt the mindset that this mod is (relatively) bug-free.
If this does not help:
2. Ensure that the bug is not coming from vanilla version, i.e not reproducible when using same or similar feature without cotw, or is
directly related to some of the cotw feature not present in vanilla (for example don't post issues about polymorph into Giant Fly Trap, without
first verifying that the same problem does not happen when using vanilla wildshape forms).
3. Verify that issue is not caused by any other mod (i.e. it it still there with ALL OTHER MODS UNINSTALLED, except other modes authored by me, or Turn Based mod).
4. Carefully read mod description till the end (chances are that it is not a bug but a mod feature).
5. Reread corresponding feature description (probably several times); it is possible that you did not understand it correctly or it is
intentionally implemented differently from pnp).

6. Ensure that you have latest version of the mod, corresponding to your game version (i.e ***-2.1 for 2.1+ and normal one for 2.08).
If none of this helps, provide the following information:
1. Precise bug description (for example, do not write that nothing  works, please explain precisely which ability/item does not work as intended and how you expect it to work).
2. Your game version, mod version and a list of other mods (with versions) you are using.
3. A step by step explanation on how to replicate the bug and a save game (mod-free.,  in a valid state - i.e. without already broken
characters/companions/npc etc; use google drive, dropbox or similar service), if it is not something that can be replicated on lvl1 character without any enemies.
4. Your UMM log.

My other mods you might be interested in:
Proper Flanking 2 - flanking, combat maneuver and cover mechanics similar to pnp
Favored Class - racial favored class bonuses and traits
KingmakerAI - experimental mod that aims to enhance enemy ai and provides auto-buff options for player characters

Other suggested mods:

Turn-Based mod
A Touch Of Magic - arcane archer and deadeye devotee prestige classes
Races Unleashed - more player races
Derring-Do - swashbuckler class

Using Closer to Tabletop mod is not advised since it is not fully supporting all related COTW features,  use Proper Flanking 2 instead.
Do not use Undead Immunities Fix mod, since similar changes are already included in COTW and might conflict with each other.

This is Pathfinder: Kingmaker mod.
It introduces new classes:
  • Hunter with following archetypes: Divine Hunter, Forester, Primal Companion Hunter, Feral Hunter, Totem-Bonded and Feykiller,
  • Witch with with following archetypes: Ley Line Guardian, Hedge Witch, Hex Channeler, Invoker, Havocker and Winter Witch,
  • Bloodrager with following archetypes: Metamagic Rager, Spelleater, Steelblood, Blood Conduit, Primalist and Urban Bloodrager,
  • Skald with following archetypes: Red Tongue, Urban Skald, Herald of the Horn War Drummer, Sunsinger and Court Poet,
  • Warpriest with following archetypes: Divine Commander, Sacred Fist, Cult Leader, Champion of the Faith, Arsenal Chaplain and Feral Champion,
  • Shaman with following archetypes: Draconic Shaman, Overseer, Speaker for the Past, Witch Doctor, Possessed Shaman and Spirit Warden,
  • Arcanist with following archetypes: School Savant, Spell Specialist, Blood Arcanist, Unlettered Arcanist, Magaambyan Initiate and Occultist,
  • Oracle with following archetypes: Hermit, Seeker, Spirit Guide and Warsighted, Dual Cursed and Divine Herbalist,
  • Investigator class with following archetypes: Empiricist, Jinyiwei, Questioner, Psychic Detective, Scavenger and Crypid Scholar,
  • Psychic class with following archetypes: Magaambyan Telepath, Amnesiac, Esoteric Starseeker, Mutation Mind, Psychic Maraudeur and Terror Weaver,
  • Summoner with following archetypes: Devil Binder, Spirit Summoner, Naturalist, Master Summoner, Soulbound Summoner and Twinned Summoner,
  • Spiritualist with following archetypes: Hag-Haunted, Onmyoji, Scourge, Fractured Mind, Exciter, Priest of the Fallen,
  • Antipaladin with following archetypes: Blighted Myrmidon, Dread Vanguard, Insinuator and Iron Tyrant, Tyrant, Unholy Minion,
  • Occultist with following archetypes: Battle Host, Silksworn and Reliquarian, Panoply Savant, Planar Harmonizer, Necroccultist,
  • Brawler with following archetypes: Exemplar, Mutagenic Mauler, Wild Child, Snakebite Striker, Steel-Breaker and Venomfist,
  • Dawnflower Anchorite, Hinterlander and Holy Vindicator prestige classes.

New Archetypes for existing classes:
  • Iroran Paladin, Sacred Servant, and Vindictive Bastard (implemented as a separate class) Paladin archetypes,
  • Court Bard, Arrowsong Minstrel and DIrge Bard Bard archetypes,
  • Exploiter Wizard, Pact Wizard, and Spirit Whisperer Wizard archetypes,
  • Draconic Druid, Nature Fang and Storm Druid Druid archetypes,
  • Divine Scourge, Undead Lord, and Evangelist Cleric archetypes,
  • Crossblooded, Seeker and Primal Bloodline Wildblooded Sorcerer archetypes,
  • Pack Rager, Beastkin Berserker, and Untamed Rager Barbarian archetypes,
  • Mindblade, Skirnir, and Nature-Bonded Magus archetypes and an Eldritch Scion variant that picks Bloodrager Bloodline instead of Sorcerer one,
  • Ninja class as rogue archetype, Swashbuckler, and Rake rogue archetype,
  • Sage Counselor, Monk of the Mantis and Zen Archer Monk archetypes,
  • Sanctified Slayer, Relic Hunter, and Ravener Hunter Inquisitor archetypes,
  • Executioner, Stygian Slayer and Grave Warden Slayer archetypes,
  • Dervish of Dawn, Drill Sergeant and Lore Warden Fighter archetypes,
  • Elemental Ascetic, Overwhelming Soul and Kinetic Chirurgeon Kineticist archetypes,
  • Blood Hunter, Feywarden and Divine Tracker Ranger archetypes,
  • Beastmorph, Preservationist and Toxicant Alchemist archetypes.

New feats:
  • Extra Hex,
  • Accursed Hex,
  • Amplified Hex,
  • Split Hex and Split Major Hex,
  • Witch Knife,
  • Rage Casting,
  • Raging Brutality,
  • Blooded Arcane Strike,
  • Riving Strike,
  • Feral Combat Training,
  • Furious Focus,
  • Felling Smash,
  • Strike True,
  • Devastating Strike,
  • Weapon of The Chosen, Improved Weapon of the Chosen, Greater Weapon of the Chosen,
  • Planar Wild Shape,
  • Powerful Shape,
  • Skald's Vigor and Greater Skald's Vigor,
  • Discordant Voice,
  • Stalwart and Improved Stalwart,
  • Osyluth Guile,
  • Artful Dodge,
  • Quick Channel,
  • Channel Smite,
  • Channeling Scourge,
  • Versatile Channeler,
  • Deadeye's Blessing,
  • Guided Hand,
  • Planar Focus,
  • Weapon Shift, Improved Weapon Shift, Greater Weapon Shift
  • Coordinated Shot,
  • Distracting Charge,
  • Target of Opportunity,
  • Swarm Scatter,
  • Bonded Mind and Share Spell,
  • Extended Bane,
  • Broken Wing Gambit,
  • Hurtful,
  • Dazing Assault,
  • Stunning Assault,
  • Unsanctioned Knowledge,
  • Linnorm Style, Linnorm Vengeance, Linnorm Wrath,
  • Jabbing Style, Jabbing Dancer, Jabbing Master,
  • Lesser Spell Synthesis,
  • Extra Spell Synthesis,
  • Quicken Blessing,
  • Dazing Spell,
  • Intensified Spell,
  • Persistent Spell,
  • Rime Spell,
  • Toppling Spell,
  • Elemental Spell,
  • Selective Spell,
  • Piercing Spell,
  • Spontaneous Metafocus,
  • Spell Perfection,
  • Mage's Tattoo,
  • Fey Foundling,
  • Extra Reservoir,
  • Extra Exploit,
  • Extra Revelation,
  • Extra Investigator Talent,
  • Extra Inspiration,
  • Ranged Study,
  • Extra Evolution,
  • Snap Shot, Improved Snap Shot, Greater Snap Shot,
  • Perfect Strike,
  • Feral Grace,
  • Advanced Weapon Training,
  • Advanced Armor Training,
  • Shielded Mage,
  • Stumbling Bash,
  • Toppling Bash,
  • Unhindering shield,
  • Shield Brace,
  • Tower Shield Specialist,
  • Prodigious Two-Weapon Fighting,
  • Improved Spell Sharing,
  • Animal Ally,
  • Bullseye shot,
  • Pinpoint Targeting,
  • Ability Focus: Toxic Secretion,
  • Skin and Scales,
  • Crusader's Flurry,
  • Improved Combat Expertise,
  • Hex Strike,
  • Dervish Dance,
  • Greater Spell Specialization,
  • Preferred Spell,
  • Vicious Stomp,
  • Threnodic Spell,
  • Verdant Spell,
  • Steadfast Personality,
  • Signature Skill,
  • Eldritch Heritage, Improved Eldritch Heritage, Greater Eldritch Heritage,
  • Kinetic Invocation,
  • Emotional Conduit,
  • Theurgy,
  • Ability Focus: Cruelty,
  • Spiritual Guardian,
  • Two-Weapon Rend,
  • Disruptive,
  • Spellbreaker,
  • Improved Feint,
  • Greater Feint,
  • Ranged Feint,
  • Swordplay Style and Swordplay Upset,
  • Two-Weapon Feint and Improved Two-Weapon Feint,
  • Logical Spell,
  • Channel Corruption (homebrew feat allowing antipaladins to use touch of corruption similarly to channel smite, to compensate for missing conductive weapons).

New rage powers:
  • Terrifying Howl
  • Taunting Stance,
  • Unrestrained Rage,
  • Quick Reflexes,
  • Superstition,
  • Ghost Rager,
  • Witch Hunter,
  • Energy Resistance,
  • Atavism Totem Lesser,
  • Atavism Totem,
  • Atavism Totem Greater,
  • Spirit Totem, Lesser,
  • Spirit Totem,
  • Spirit Totem, Greater,
  • Celestial Totem, Lesser,
  • Celestial Totem,
  • Celestial Totem, Greater,
  • Daemon Totem, Lesser,
  • Daemon Totem,
  • Daemon Totem, Greater,
  • Fiend Totem, Lesser,
  • Fiend Totem,
  • Fiend Totem, Greater
  • Ferocious Beast and Ferocious Beast, Greater,
  • Sharpened Accuracy,
  • Disruptive,
  • Spellbreaker,
  • Clear Mind.

The mod also adds following inquisitions which can be selected instead of domains:
  • Anger,
  • Conversion,
  • Heresy,
  • Imprisonment,
  • Persistence,
  • Tactics,
  • Valor.

New Wild Talents:
  • Blade Rush,
  • Kinetic Whip,
  • Whip Hurricane,
  • Air's Leap,
  • Cold Snap,
  • Flame Jet and Flame Jet, Greater,
  • Purifying Flames,
  • Smoke Storm,
  • Windsight,
  • Wings of Air,
  • Energize Weapon,
  • Kinetic Fist.

New Alchemist Discoveries:
  • Sticky Poison,
  • Celestial Poison,
  • Concentrate Poison.

New Rogue Talents:
  • Minor Magic,
  • Major Magic,
  • Feat,
  • Bleeding Attack,
  • Slippery Mind.

New Slayer Talents:
  • Assassinate,
  • Armored Marauder,
  • Armored Swiftness,
  • Reaping Stalker.
New Magus Arcana:
  • Familiar,
  • Maneuver Mastery,
  • Spell Blending,
  • Reach Spellstrike.

 Bloodline Mutations:
  • Blood Havoc,
  • Blood Intensity,
  • Blood Familiar,
  • Blood Piercing.

 Wizard Discoveries:
  • Alchemical Affinity,
  • Forest's Blessing,
  • Idealize,
  • Infectious Charms,
  • Knowledge is Power,
  • Opposition Research,
  • Resilient Illusions,
  • Time Stutter.

Bard Masterpieces:
  • Clamor of Heavens,
  • Dance of 23 Steps,
  • Symphony of Elysian Heart,
  • Triple Time,
  • Banshee's Requiem,
  • Blazing Rondo.

New Advanced Weapon Training Options:
  • Dazzling Intimidation,
  • Defensive Weapon Training,
  • Fighter's Finesse,
  • Focused Weapon,
  • Trained Grace,
  • Trained Throw,
  • Versatile Training,
  • Warrior Spirit.
Advanced Armor Training Options:
  • Adaptable Training,
  • Armor Specialization,
  • Armored Confidence,
  • Armored Juggernaut,
  • Critical Deflection,
  • Steel Headbutt.

Arcane Subshools:
  • Admixture,
  • Enhancement,
  • Teleportation,
  • Prophecy,
  • Phantasm,
  • Undead,
  • Arcane Crafter.

  • Lightning,
  • Restoration,
  • Storms,
  • Undead,
  • Rage,
  • Curse,
  • Archon (Good),
  • Demon (Chaos).

New Ki Powers:
  • Burst of Adrenaline,
  • Burst of Insight,
  • Cloak of Winds,
  • Deadly Juggernaut,
  • Akashic Form,
  • Frightful Aspect.

New Style Strikes:
  • Flying Kick.

New features:
  • Share Spell for animal companions,
  • Animal companions can now equip belts, bracers, capes, amulets and armor,
  • Wild enchantment on certain unique armors,
  • Rerolls (due to Bit of Luck and similar abilities) are now shown in the battle log,
  • Animal Companions level up manually,
  • Spell area effects can now be dismissed by their caster,
  • An ability was added to reject rage either from skald Inspired Rage, Rage Spell or Inspire Ferocity,
  • When using spell with wall area effect, ui should now indicate units that will be affected,
  • Summoned monsters are now considered as allies,
  • Aid another,
  • Familiar can now be used to activate items in place of its master,
  • Metamagic can now be applied to converted spells,
  • Dwarven war axe and bastard sword can be used as martial weapons if wielded two-handed; dueling sword can be used as martial weapon, in this case it is no longer considered to be finessable; estoc can be used as a martial weapon if wielded two-handed, in this case it is no longer considered to be finessable,
  • Trip, disarm and sunder weapon properties,
  • Lore (Religion) skill can now be used to treat deadly wounds,
  • Body armor can be worn without possessing required proficiency, in this case its armor check penalty is applied to attack rolls,
  • Unarmed Strike can be used as an off-hand weapon if you have both Two Weapon Fighting and Improved Unarmed Strike feats.

New spells:
  • Blade Lash,
  • Blade Tutor,
  • Burst of Adrealine,
  • Burst of Insight,
  • Command and Command, Greater,
  • Chill Touch,
  • Dazzling Blade and Dazzling Blade, Greater,
  • Frostbite,
  • Hermean Potential,
  • Hex Vulnerability,
  • Ill Omen,
  • Invigorate and Invigorate, Mass,
  • Lend Judgment and Lend Judgment, Greater,
  • Life Conduit, Life Conduit, Improved and Life Conduit, Greater,
  • Long Arm,
  • Magic Weapon, Magic Weapon, Greater,
  • Mind Thrust I, II, III, IV, V, VI,
  • Obscuring Mist,
  • Warding Weapon,
  • Oracle's Burden,
  • Produce Flame,
  • Rejuvenate Eidolon, Lesser, Rejuvenate Eidolon and Rejuvenate Eidolon, Greater,
  • Sanctuary,
  • Sense Spirit Magic,
  • Shadow Claws,
  • Shillelagh,
  • Spirit Call,
  • Touch of Bloodletting,
  • Allied Cloak,
  • Animate Dead, Lesser,
  • Bladed Dash and Bladed Dash, Greater,
  • Blistering Invective,
  • Aggressive Thundercloud and Aggressive Thundercloud, Greater
  • Blood Armor,
  • Bone Fists,
  • Burst of Radiance,
  • Consecrate,
  • Desecrate,
  • Evolution Surge, Lesser, Evolution Surge and Evolution Surge, Greater,
  • Fiery Runes,
  • Fiery Shuriken,
  • Flame Blade,
  • Flames of the Faithful,
  • Flaming Sphere and Flaming Sphere, Greater,
  • Flurry of Snowballs,
  • Force Sword,
  • Ghost Touch,
  • Ghostbane Dirge and Ghostbane Dirge, Mass,
  • Ice Slick,
  • Inflict Pain and Inflict Pain Mass,
  • Mental Barrier I, II, III, IV, V,
  • Path of Glory and Path of Glory, Greater,
  • Pain Strike and Pain Strike Mass,
  • Thought Shield I, II, III,
  • Invisibility Purge,
  • Haunting Mists,
  • Righteous Vigor,
  • Silence,
  • Savage Maw,
  • Spiritual Weapon,
  • Stricken Heart,
  • Telekinetic Strikes,
  • Vine Strike,
  • Weapon of Awe,
  • Winter's Grasp,
  • Arcane Concordance,
  • Accursed Glare,
  • Babble,
  • Barrow Haze,
  • Bloody Claws,
  • Burning Entanglement,
  • Condensed Ether,
  • Cloak of Winds,
  • Channel Vigor,
  • Countless Eyes,
  • Daze, Mass,
  • Deadly Juggernaut,
  • Earth Tremor,
  • Eruptive Postules,
  • Flame Arrow,
  • Flashfire,
  • Locate Weakness,
  • Threefold Aspect,
  • Sands of Time,
  • Screech,
  • Wall of Nausea,
  • Fickle Winds,
  • Fly and Fly, Mass,
  • Font of Spirit Magic,
  • Halt Undead,
  • Howling Agony,
  • Keen Edge,
  • Resinous Skin,
  • Second Wind,
  • Shadow Enchantment and Shadow Enchantment Greater,
  • Sheet Lightning,
  • Sleet Storm,
  • Spirit-Bound Blade,
  • Stunning Barrier, Greater,
  • Synaptic Pulse and Synaptic Pulse Greater,
  • Synesthesia and Synesthesia Mass,
  • Twilight Knife,
  • Undead Anatomy I, II and III,
  • Air Walk and Air Walk, Communal,
  • Arcane Eye,
  • Archon's Trumpet,
  • Aura of Doom,
  • Ball Lightning,
  • Battlemind Link,
  • Debilitating Portent,
  • Explosion of Rot,
  • Fire Shield,
  • Fleshworm Infestation,
  • Forceful Strike,
  • Litany of Truth,
  • Rebuke,
  • Rigor Mortis,
  • River of Wind,
  • Shadow Conjuration and Shadow Conjuration, Greater,
  • Solid Fog,
  • Spite,
  • Intellect Fortress,
  • Globe of Invulnerability, Lesser and Globe of Invulnerability,
  • Smite Abomination,
  • Spiritual Ally,
  • Thirsting Entanglement,
  • Virtuoso Performance,
  • Wall of Fire,
  • Wracking Ray,
  • Wrathful Weapon,
  • Corrosive Consumption,
  • Overland Flight,
  • Tidal Surge,
  • Suffocate,
  • Synapse Overload,
  • Psychic Crush I -V
  • Wall of Blindness,
  • Burst of Force,
  • Contingency,
  • Curse, Major,
  • Emblem of Greed,
  • Fire Seeds,
  • Fluid Form,
  • Freezing Sphere,
  • Poison Breath,
  • Plant Shape I, II and III,
  • Song of Discord Greater,
  • Ice Body,
  • Phantom Limb,
  • Psychic Surgery,
  • Wind Walk,
  • Giant Form I and II,
  • Control Construct,
  • Control Undead,
  • Hold Person, Mass,
  • Mage's Sword,
  • Particulate Form,
  • Magical Beast Shape,
  • Scouring Winds,
  • Blood Mist,
  • Incendiary Cloud,
  • Iron Body,
  • Irresistible Dance,
  • Temporal Stasis,
  • Meteor Swarm,
  • Hold Monster, Mass,
  • Akashic Form,
  • Divide Mind,
  • Implosion,
  • Scourge of Horsemen,
  • Shapechange,
  • Suffocate Mass,
  • Telekinetic Storm,
  • Time Stop,
  • Shades,
  • Winds of Vengeance.

Beast shape I - IV spells were also changed to be a bit more fun and more in line with pnp:
  • Beast shape I allows to turn into wolf and leopard,
  • Beast shape II allows to turn into bear (without rend) and dire wolf (with trip),
  • Beast shape III allows to turn into large smilodon and Huge Mastodon (with trample),
  • Beast shape IV allows to turn into large hodag (with toss ability) and large winter wolf (with trip and breath weapon)
The changes corresponding to these spells as well as Plant Shape I, II and III were also applied to druid/transmuter wildshape ability.

In addition mod also makes some changes to make existing content closer to pnp:
  • nerfs animal companions to make them same as in pnp :reduces physical prowess bonuses by factor of 2, natural ac bonuses by 1.5, and removes
    enhanced attacks,
  • sets base skill points of every class according to ( and gives bonus skill points to humans and half-orcs only at even levels (optional),
  • replaces favored enemy for Sacred Huntsmaster with animal focus as per pnp (optional),
  • fixes Magic Vestment spell to work as per pnp rules,
  • Legendary Proportions increases size only by one category,
  • Animal Growth properly increases size of animal companion,
  • Arcane Bond works with spontaneous spells (fixed by 2.07),
  • Barbarian Increased Damage Reduction rage power works only during rage, same for Stalwart Defender,
  • Increased damage reduction defensive power increase dr by 2 instead of 1 to make it similar to unchained barbarian rage power)
  • Channel energy dc should now correctly scale with class level that gave access to it instead of character level,
  • Empyreal Sorcerer channel energy now scales from wisdom,
  • Rangers should now receive improvement to their favored terrain bonuses,
  • cave fang traps can no longer be cast on the same squares (they can still target one unit more than once provided it is big enough),
  • medium range for spells was increased to 60 ft, long range to 100 ft,
  • weapon swap consumes move action instead of standard (optional),
  • spell casting is not forbidden while in elemental form (optional),
  • allied spellcaster now should additionally give +1 cl and +2 spell penetration if adjacent teammates with this feat have the same spell,
  • changes range of Wail of Banshee and Polar Midnight to medium (since by the time you can cast these spells in pnp the range will be around 70ft,
  • fixes ecclecitheurge class to correspond better to pnp rules (no bonus skill point and no channel energy improvement at level 3) (optional),
  • acid fog now should work as in pnp,
  • kineticists blasts type was changed to spell-like,
  • when using kinetic healer ability, burn cost can be optionally offloaded to the target,
  • Kineticists now receive internal buffer ability (as in pnp),
  • Kinetic Knights now receive Blade Rush infusion at level 3, Kinetic Whip infusion at level 5, Whip Hurricane infusion at level 11 and Swift Blade Rush infusion at level 13 for free,
  • When using burn to improve water shroud ac bonus, kinetic knight increases enchantment bonus of his armor or shield instead of raw armor/shield bonuses,
  • Mystic Theurge now receives spell synthesis ability at level 10,
  • added alternative option for using fast bombs, toggle fast bombs ability will also now disallow using full round actions (to imitate full attack action with fast bombs),
  • Vital Strike can be used with ranged weapons
  • all flying creatures are immune to difficult terrain and ground based area/buff effects and also receive +3 dodge melee ac bonus against non-flying creatures,
  • Sylvan Sorcerer druid level for animal companion progression is equal to his class level - 3 (min 1),
  • Empyreal sorceror no longer receives wings,
  • Celestial Sorcerer receives wings at lvl 9 and does not receive heavenly aura,
  • Abyssal bloodline sorcerer no longer receives wings,
  • Arcane bloodline combat casting was replaced with metamagic adept as per pnp rules,
  • Rogue and Slayer trapfinding now give scaling bonuses to trickery skill,
  • Combat Trick rogue talent can no longer be taken more than once,
  • It is no longer possible to use more than one rogue talent that provides additional effect on sneak attack,
  • monks can now choose mobility as a bonus feat starting from level 6,
  • ranger can only select dog, elk, leopard, lizard or wolf as her animal companion through hunter's bond feature,
  • ranger now shares her favored enemy and favored terrain bonuses with her animal companion,
  • Animate Dead spell works more akin to pnp (you need a corpse to raise a skeleton, and skeleton retains corpse's stats, size, HD and equipment, and lasts 10 minutes/cl, caster can not raise more than 4 * caster level HD of skeletons),
  • Versatile performance works closer to pnp: bards can either receive a number of ranks in specific skill for free and
    use charisma as skill stat, or choose martial performance,
  • Archaelogist receives rogue talents at level 4, 8, 12, 16 and 20,
  • Polymorphs and size changes are no longer stackable,
  • Monks can now stagger opponents at level 12, blind at level 16 and paralyze at level 20 with stunning fists,
  • Ranger's Master Hunter ability works as per description,
  • Eaglesoul spell requires a swift action to cast since it corresponds better it's actual pnp effect,
  • Tactical Leader tactician ability allows only to share one teamwork (2 at level 18),
  • Optionally makes all rake (like last 2 smilodon claw attacks) and similar attacks secondary, i.e. they receive -5 penalty (reduced to -2 with multiattack). This is not a pnp-accurate fix, but since rake normally works only on grappled opponents it seems to make sense.
  • All Animal Companions/Eidolons receive multiattack at appropriate levels,
  • Sneak attacks for spells with multiple projectiles should now trigger only once (optional),
  • Grease spell was changed to work more in line with pnp (uses dc 10 mobility check instead of spell dc, and only if unit moves),
  • Sacred Huntsmaster does not receive solo tactics (optional),
  • If kineticists select their primary element as expanded element, they receive an extra utility or infusion wild talent,
  • If kineticists select their primary element as expanded element twice, they receive +1 to attack rolls and DC for corresponding element abilities,
  • Eldritch Scion (non-bloodrager one) no longer gets Greater spell access (since it looks like it was done after 3pp Cabalist Archetype, which does not get one),
  • Monks receive Flawless Mind feature at lvl 19,
  • Flurry of Blows no longer works with twf,
  • Full concealment now gives immunity to precision damage,
  • Universalist wizard Metamagic Mastery change to work as per pnp,
  • Increased cost of using sensei ki powers on single ally by 1 and on all allies by 2,
  • Dog animal companion now starts with small size and grows to medium at lvl 4.

Original game bug fixes:
  • Vital Strike now takes standard action and extra damage dice are no longer multiplied on critical hits,
  • Singing Steel works properly,
  • Archaeologist luck works with Lingering Performance and Singing Steel,
  • Lingering Performance no longer allows to overlap different bardic performances,
  • Summoned weapons no longer consume additional standard action on equip,
  • Dazzling display can no longer be used without weapon for which you have weapon focus,
  • Dragonkind I dragons bite and claw weapon are placed in main/off hand slots (so it can benefit from haste and feral combat training),
  • Web school is changed to conjuration,
  • radius of teamwork feats that require "adjacent" allies changed to 5 feet (instead of 5 meters) (optional),
  • Invulnerable rager extreme endurance bonus no longer scales exponentially,
  • Unarmed bonuses from Magic fang, Manticore's gloves and amulet of mighty fists should no longer stack,
  • Characters now receive slam natural weapon proficiency,
  • Fixes incorrect calculation of burn cost for kinetic blade and blade whirlwind abilities.
  • necklace of double crosses no longer gives sneak attack bonus on ranged attacks and actually triggers aoo on allies,
  • Fixes issue where certain domains (mostly for druids) did not allow to use non-domain spells if they had lower level than that on
    domain list (respec is required),
  • Polymorph no longer puts a lock on inventory slots (they still stay inaccessible though) to avoid preventing temporary weapons and limbs from removal when corresponding buffs expire; as a side effect it is also possible now to loot body under baleful polymorph,
  • Fixed missing druid scaling on 1st level Weather domain ability,
  • Improved Unarmed Strike should no longer override empty hand weapon if there is something else that overrides it,
  • Fixed penetrating strike,
  • Creatures under web/phantasmal web effect make grapple checks against spell dc, rather than caster's cmd,
  • Monks no longer gain their AC bonus if using shield and fight unarmored,
  • Remove fear properly suppresses fear effects while it is active,
  • Reach metamagic now should allow to use melee touch spells with ranged spell strike,
  • fixed not working Wisdom Cognatogen,
  • Spell area effects ignoring SR no longer ignore corresponding spell immunity,
  • Anarchic/Axiomatic/Holy/Unholy weapon enchants damage no longer triggers on non-weapon attacks,
  • Aura of Madness lvl8 Madness Domain ability changed to toggle,
  • Fixed incorrect duration of tactical leader Tactician ability,
  • Elemental arcana should now properly account for resistance/vulnerability/immunities,
  • Blindsight/Tremorsense should now allow to ignore mirror images if the target is close enough,
  • Trip/Bull rush immune tagets no longer provoke attack of opportunity on maneuver attempts with Greater Trip/Bull Rush feats,
  • Shatter defenses was fixed to work as per description,
  • Fixed action type for Ki Extra Attack (2.08 only ?),
  • Sensei no longer receives ki extra attack ability and style strikes (since he does not have flurry of blows),
  • fixed bug with vital strike damage boost triggering on cleaving finish (or any other attack executed within initial vital strike context),
  • Ctitical hits are now automatically confirmed on Natural 20 on confirmation roll, and automatically failed on Natural 1.

Notable differences from pnp:
  • witch sleep hex does not work on targets with more hd, than your character level; disturbing slumber and ice tomb do not have this limitation,
  • Primal companion hunter primal transformation duration is permanent and these evolutions can not be applied to hunter upon animal companion death,
  • fire focus, from planar focus feat deals 1d3 points of fire damage per 4 hunter levels,
  • cold focus from planar focus feat deals 1d4 points of cold damage per 4 hunter levels,
  • Blood Armor and Magic Vestment spells do not work on targets without body piece of equipment,
  • jiniywei does not get judgements,
  • eidolons can not get extra limbs evolutions (serpentines are assumed to have it as base one instead of those corresponding to the base form of their subtype, and can only add claws to it), you can use extra attack evolutions to imitate it,
  • skald inspired rage is different from pnp in the fact that it allows other classes to stack their rages (with bonuses and rage
    powers, although same rage powers do not stack) with skald inspiring rage,
  • shaman/spirit guide oracle wandering spirits are actually not wandering and can be selected only once,
  • shaman lore spirit Arcane Enlightenment  is not a hex but a greater spirit ability and allows you to select one spell per 2 levels (you will need to have charisma and intelligence equal to at least 10 + level of the spell),
  • arcanist quick study allows you to replace all the spells of specified level instead of only one,
  • Spirit Totem spirit slam attack works as a secondary slam attack, that uses attacker charisma modifier for attack/damage,
  • Wind Walk increases speed to only 20 mph instead of 60,
  • Assassinate slayer talent does not require target to be unaware of Slayer, only flat-footed
  • Sanctified Slayer receives slayer talents at levels 8, 12, 16 and 20 (instead of 8, 16, 17 and 20) and looses Bane ability, but receives
    quarry and improved quarry as slayer class.
  • Cult Leader Warpriest gains weapon focus at level 1 instead of bonus combat feat at level 18 and one rouge talent at level 6 instead of combat feat,
  • Overwhelming soul can use Mental Prowess a number of times per day qual to 2 + its kineticist level,
  • Lore Warden Hair's Breadth ability grants a permanent bonus to AC against critical hits equal to 1/3 of mobility skill
  • Lore Warden maneuver mastery gives same bonus to all combat maneuvers,
  • Warrior Spirit Advanced Weapon Training option allows to apply any number of enchantments as long as their combined cost fits into available amount,
  • Condition removal DC for Master Healing Technique ability of divine herbalist oracle is increased by 5,
  • Monk/Ninja ki pools do not stack,
  • You can not use twf with unhindering shield,
  • Twinned Eidolon can use spell-like ability an additional time per day at level 11 and 18,
  • Kinetic Chirurgeon looses wild talents instead of infusions/infusion specializations/metakinesis,
  • Vindictive Bastard can cast paladin spells,
  • Sacred servant does not get -3 to its effective level for domain abilities,
  • Boon Companion works with Eidolons and Corpse Companions,
  • Havocker was a bit reworked, she receives infusions at level 4 and every 4 levels therafter, spell burn at level 6, can gather energy as kineticist starting, and receives infusion specialization at levels 10, 14 and 18,  spellburn allows to reduce burn cost by 1 per 2 spell levels.
  • Dual cursed oracle  does not receive extra revelations at levels 5 and 13, she instead receives fortune at level 5 and misfortune at level 13,
  • Arsenal Chaplain completely looses sacred weapon enchantment, but keeps sacred weapon damage progression as normal warpriest.
  • Feral hunter can cast summon nature's ally as sla similar to Monster Tactician Summon Monster instead of summon pack,
  • It is impossible to have both arcanist and wizard or arcanist and sorcerer/eldritch scion levels simultaneously due to technical reasons,
  • Mutation mind psychic archetype receives alchemical bonus to strength rather than enhancement one when using Physical Mutation, and it scales up to +8 at level 16,
  • Psychic Marauder aura of confusion dc scales with Intelligence,
  • Hallucinogenic Aura of Psychedelia Discipline has 20 ft radius,
  • Control Construct spell does not require concentration,
  • Dark Elementalist will restore up to 3 burn points when using Soul Power (optional),
  • Psychokineticist receives only -1 to wis skills and will saving throws  per burn point (optional),
  • Theurgy feat gives +1 caster level to arcane spells if you spend a divine spell slot instead of pnp effect; this feat allows to reduce Mystic Theurge spell level requirement for one of the classes,
  • Dread Vanguard's Beacon of Evil ability gives profane bonuses instead of morale ones,
  • Primalist receives only one rage power at levels 4, 8, 12, 16 and 20, and he is not allowed to pick a bloodline power instead.
  • Iroran paladin Confident Defense gives a dodge bonus instead of dex bonus to ac and has no level cap, unless you use balance fixes,
  • Iroran paladin counts his level as monk level (instead of 1/2 monk level) for unarmed strike damage progression,
  • Draconic shaman does not lose hexes,
  • Clear mind rage power can be used once per day + 1 more time per 5 barbarian levels,
  • Stygian Slayer receives ability to cast spells as a ranger instead of just being able to use corresponding spell trigger items and invisibility/ mist form; he loses slayer talents at lvl 4, 10 and 16,
  • Soulbound Summoner only receives extra evolutions points at levels 3, 7, 11, 15 and 19 (1 point each time) and can not select incompatible evolutions,
  • Silksworn receives only 3 implements at 1st level instead of 4,
  • Panoply Savant does not receive extra focus,
  • Elemental Ascetic does not lose elemental overflow, but receives kinetic fist damage die improvements at levels 5, 11 and 17; their cost was also increased to 2, 4 and 6 additional burn respectively,
  • Brawler receives bonus combat feats at the same rate as fighter instead of his usual rate and martial flexibility,
  • Venomfist unarmed damage die is reduced by 2 steps instead of 1.

Optional balance fixes:
  • Monk/Sacred Fist max AC bonus from Wisdom and Paladin/Antipaladin saves bonus from Charisma is limited by corresponding class level,
  • Most Bloodline arcanas work only on sorcerer/eldritch scion/blood arcanist spells,
  • Imporved Two-Weapon fighting automatically gives 3rd iterative off-hand attack once your bab reaches 11, Greater Two-Weapon fighting is removed from the game,
  • 3 Vital Strike feats are merged into 1, damage dice automatically increases once your bab reaches 11 and 16,
  • Great Cleave is merged with Cleave into one feat,
  • Improved Cleaving Finish is merged with Cleaving finish into one feat,
  • Blood havoc affects only bloodline spells,
  • Fey/Infernal bloodline arcanas, Arcane Bloodline School Power and Power from Pageantry give only +1 bonus to corresponding spell DC/CL,
  • DC/CL arcane reservoir feature costs a number of points equal to spell level
  • Precise Shot no longer requires Point-Blank Shot,
  • Damage of basic domain/school/bloodline powers scales a bit better,
  • Damage/Healing die of spells and abilities is increased by one step (by 2 steps if it was greater than d6),
  • Arcanist receives arcane exploits only at lvls 1, 4, 7, 10, 13, 16 and 19; exploiter wizard - at lvls 1, 7, 13 and 19,
  • Call Lightning and Call Lightning Storm subsequent casts require spending move action instead of standard action,
  • Duration of Fickle Winds is reduced to rounds/level,
  • Shared Slot evolution can be picked for any Eidolon (instead of only for twinned one),
  • While under effect of insightful contemplation, characters (except skald himself) are unable to make attack actions. Level 20 capstone Master Skald removes this limitation.

Mod also changes stats of some npcs (optional)
  • Valerie class was changed to Vindictive Bastard and stats to 18/10/14/13/10/15
  • Harrim class was changed to Sacred Fist Warpriest and stats to 17/14/14/10/16/8
  • Amiri archetype was changed to Invulnerable Rager and her stats to 19/14/16/10/12/8
  • Ekun to 14/18/10/10/14/8
  • Tristian to 10/14/12/10/19/14 and replaces his primary domain to Sun and secondary domain to Restoration,
  • Linzi to 9/17/12/14/10/18
  • Octavia archetype was changed Exploiter Wizard and her stats to 10/14/12/19/10/14
  • Regongar to 19/12/12/10/8/16 (also fixes his portrait during respec)
  • Nok-Nok to 9/22/14/12/10/8
  • Jaethal to 12/19/10/10/16/10

Special Thanks:
Hsinyu and Spacehamster for their help in resolving numerous problems that I faced while making this mod,
Elmindra for creating Eldritch Arcana mod, without which Call of the Wild would probably never happen,

Mnem for implementing fiend totem rage powers,
Nolanoth for providing new icons.

Installation instructions
  • Download and install Unity Mod Manager 0.13.0 or later
  • Download the mod
  • drop archive to UMM gui or copy its content to your game_folder/Mods
  • Run the game

Source code at github