Pathfinder: Kingmaker

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  1. Holic92
    Holic92
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    FAQ
    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.

    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.

    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.

    While running your mod, I am unable to properly load some other mod (EA, AMA ...):
    Call of the Wild is normally not supposed to be compatible with any other content mods, besides those explicitly depending on it.
    You can try to launch the other mod before Call of the Wild by adding "Requirements": ["OtherModName"] line to your_game_folder/Mods/CallOfTheWild/info.json

    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:
    https://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained/eidolons-unchained/
    https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/

    I think I found a bug:
    Please post it on the bugs page. Be as precise as possible (for example, do not write that nothing works, please right exactly what ability/item does not work as intended and how you expect it to work), specify the list of mods you are using, ensure that you have latest version of the game and that the bug is not coming from vanilla version (i.e. directly related to one of the cotw features/abilities or not reproduced without cotw) and not caused by any other mod (i.e. it it still there with ALL OTHER MODS uninstalled, except maybe turn based based mod). Carefully read mod description and all sticky posts till the end (chances are that it is not a bug but a mod feature). Carefully read ability description; it is possible that it is intentionally implemented differently from pnp (so no need to cite me pnp rules in this case). Finally, provide a step by step explanation on how to replicate the bug.

    Known Issues:
    - Sometimes when playing Hunter/Summoner, 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.
    - 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.
  2. NormanIn
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    Hello in sacred fist it says that his flurry of blows are for unamred and weapons with warpriest description... what are these weapons? and will u add the feat crusader's flurry?
  3. GreatSephiroth
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    is this compatible with the leveling multiple classes at once like a gestalt mod? I'd like to run a vivisectionist with arcanist.
    1. AlfrayStryke
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      Works fine with the mod for me. I've also used the respec mod to have all my companions as dual classed.
    2. DragonUser
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      Works fine with multiple classes unofficial update for me too.
  4. Nolanoth
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    Let me know if you are still working on this, I'll do some more icons for you, just gotta tell me what you need.
    1. Auraculum
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      Do you make them from scratch, or modify existing ones?
  5. AlfrayStryke
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    Thanks for this. Makes the game a great deal better. Are you considering implementing the psychic classes?
  6. DarthStarbrow
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    Given that Eldritch Arcana isn't compatible and apparently might not ever be, any chance of seeing Eldritch Heritage feat tree from EA get ported over? It's straight from PnP.
  7. Ben6989
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    Love the mod, though I have a question about how a certain feat should work--it's pretty fuzzy in the pnp, too, so I've seen when I've looked it up.

    Extra Evolution V comes in on a level, Summoner 20, when you can't choose a feat--it's an unpickable feat.

    I haven't actually gotten to that level to see anything about it, but that seems like how it's going to work?

    Edit: Ack, Moving to Bugs
    1. implicent
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      As far as I know it's like that per pnp rules. Can it be picked at all? I have no idea. But that's how it is and that's actually not a bug. We also do not lose anything by having it on game(except that feat list load so freaking long on my PC, I bet they never intended it to be so long).
    2. Wilhiemthe2nd
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      Per PnP rules, the Extra Evolution V is pickable at level 20, but you actually pick a feat at level 19. So by pnp rules, you must be level 21 to actually pick Extra Evolution V. So you may need a mod that expands the maximum level in the game.
    3. Ben6989
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      Yeah, that's pretty much it.
  8. Eowl
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    Why remove Bane from the Santified Slayer Inquisitor? If the intent of this mod is to modify things to fit closer to PnP it makes no sense. Perharps is an engine limitation or something similiar? And If it's not, there is a way for me to give the ability back to the inquisitor? The Sneak Attack and Talents don't even come close to equivalent to Bane and Greater Bane as the trade off for them and Studied Target is very clearly all of your Judgments, expecially using your Flanking Fix mod (that is great btw).
  9. neosaidin
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    The Twinned Eidolon won't Unsummon. He falls to the ground, but gets right back up. Worse, he can't be selected with the mouse and all Summon Monster spells are still unavailable.

    Still doesn't work after leaving then re-entering the area, nor does saving/reloading work.


    same issue here, It shows as dead once I started the fight at Olegs. Unable to summon because it thinks it is already alive, wont unsummon because it thinks it is dead. Even tried to change settings to raise dead allies after combat, no change. 
    1. shadowhunterxx
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      Playing with death door?
    2. Holic92
      Holic92
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      There is a faq about posting bugs, if you ever decide to. Also do not forget to provide a save prior to the bug (i.e when Eidolon is still alive, before the fight at oleg's starts probably) and provide the list of steps to reproduce the bug.
  10. neosaidin
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    In response to post #82723048.


    Spoiler:  
    Show

    Playing with death door?
     


     
    No, death door is off per the notes regarding eidolons already. 
    1. shadowhunterxx
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      To clarify - what fight are you talking about - vs 3 bandits or the big one? Also - are you lvl uped there before the big fight?
  11. Fhthd
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    The weapon shift feats are almost certainly screwing with how the Thundering claw of the bear god is functioning. While not shifted it works fine, but when shifted the weapon bonus screws up somehow and only gives the sonic damage bonus and gives it twice while the electrical damage is missing. The animal companion no longer receives the bonus elemental damage and both the shifted character and the animal companion can no longer call lightning on crit.

    Also the Amulet of Mighty fists and the bonus from Greater weapon shift stack and I'm pretty sure that's not intentional.

    Edit: thanks for the fix
    1. Fhthd
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      A quick test with the 1.89 version of this mod shows that it's definitely the 1.90 version of the mod that screws up the implementation of the thundering claw. with the mod in 1.89 the thundering claw works perfectly while it immediately fails to work once the mod is updated to the 1.90 version.

      Edit: also Greater speed doesn't transfer but Speed works fine. just a note for anyone who would have used Steelwind on a wildshape build.