Pathfinder: Kingmaker
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CowWithHat

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cowwithhat

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About this mod

The mod adds some spells from the PnP game to Pathfinder Kingmaker. It also adds some optional features.

Requirements
Permissions and credits
Changelogs
This mod adds the following spells from the PnP game to Pathfinder Kingmaker:

Suggestion
Suggestion, Mass
Glue Seal
Heightened Awareness
Acute Senses
Mage's Disjunction
Euphoric Cloud
Mydriatic Spontaneity
Mydriatic Spontaneity, Mass

This mod also adds these optional features:

These features can be turned off by changing the "change_inspire_rage_mind_affecting", "domination_dismissal", "domination_gives_control", "ear_pierce_daze_update", "remove_slumber_nerf", and "spell_replacement", "iconic_amiri", "fix_allied_spellcaster", "fix_fey_thoughts", "fix_studied_combat", "remove_curiousity_invocation_nerf", and "remove_planar_focus_nerf" flags respectively in the settings.json file that is stored here:
installDirectory\Pathfinder Kingmaker\Mods\CowWithHatsCustomSpellsMod

"dismiss_domination" adds functionality to the Dismiss ability from Call of the Wild. With this setting set to true, players can end Domination effects that they have inflicted on enemies with the Dismiss ability.

"domination_gives_control" allows the player to directly control creatures which are under the effects of domination.

"ear_pierce_daze_update" adds the option to change the spell Ear-Piercing Scream so that the daze associated with that spell is no longer a mind-affecting buff. That will allow it to be functional against plant and undead creatures.

"remove_slumber_nerf" adds the option to restore the Witch's Slumber Hex to its PnP functionality of effecting enemies of any HD instead of only caster's character level in HD or less.

"change_inspire_rage_mind_affecting" adds the option to change the Skald ability Inspired Rage to no longer be Mind-Affecting, thereby allowing it to work on Jaethal and any animated dead you might have at your beck and call. While unintuitive I believe this is the RAW PnP way that ability should work.

"spell_replacement" adds the ability for spontaneous casters, exempting the Occultist class who lacks a defined spell list, to retrain spells at appropriate levels.

"iconic_amiri" which sets Amiri's starting statistics, class, feats, and skills to the same stats as the Iconic Barbarian in Pathfinder. This only functions with a new game and it should work regardless of whether or not you have the "update_companions" setting on in Call of the Wild

"fix_allied_spellcaster" fixes a bug in the allied spellcaster feat which was causing it to be counted multiple times for each ally present when using the required Call of the Wild mod. This should make it give a +2 bonus for each ally with the feat within 2 meters of the caster as it is intended to be, per the balance update in Call of the Wild.

"fix_fey_thoughts" This setting is only for players who also have the "Tweak or Treat" mod. There is a bug in the Fey Thoughts Bluff and Fey Thoughts Diplomacy suboptions of the Fey Thoughts Alternate Racial Trait for Elves. This fixes that bugs and makes them work.

"fix_studied_combat" This setting increases the range of the Studied Combat ability of the investigator to be closer to tabletop. That ability has a range of "that the Investigator can see" in tabletop but Call of the Wild used a Close range, which is about 30 feet. With this setting on the range is updated Medium, ~60ft, which is about the same distance that enemies stop paying attention to you and let you run away so it seems like a reasonable line of sight.

"remove_curiousity_invocation_nerf" This setting changes the Invoker witch Archetype's Curiosity patron invocation to work as it does in tabletop. Like the Slumber hex nerf this ability was powered down regardless of whether the Call of the Wild "balance_updates" setting is set to false. The Call of the Wild version is +1 save dc to patron spells at level 1, then +1 to hexes at level 8 and finally +2 for both at level 16. This changes it to work like the table top version which gives +1 to hexes and patron spells at 1, +2 at 8 and +3 at 16.

"remove_planar_focus_nerf" This setting changes the Planar Focus feat which changes the Hunter ability Animal Focus to have some elemental and alignment options. As originally implemented by the Call of the Wild author, the Cold and Fire elements are half as effective as they would be at the tabletop (using d3 instead of d6 and a 4 level step instead of a 2 level step. Awkwardly it was also implemented with a bug that caused it to apply twice which wasn't mentioned that in the feat description. This updates the feature to work like in tabletop without the unintuitive double application or the weird nerf.

Additionally, there is a bug in Tweak or Treat which changes the blueprint ID for the human bonus feat racial feature. That causes an issue with NPC humans which results in them not getting their feat. This mod includes a workaround which manually gives them the feat back. However, that feat will only show up in the feat list but not in the character progression interface.

This mod also fixes a bug in the Call of the Wild spell Sheet Lightning. That spell was mistakenly avoiding creatures that had Favored Enemy Construct and Favored Enemy Undead with its Daze check. Now it looks for creatures with those creature types instead. Additionally, the spell now provides a saving throw to all creatures, even ones that it won't daze or dazzle, so that Dazing Spell metamagic works as intended.

It also fixes a bug in the Bruising Intellect trait if you are playing with the Favored Class mod here: https://www.nexusmods.com/pathfinderkingmaker/mods/151
That mod was oddly granting Bluff as a class skill instead of intimidate. This corrects that.

This mod also fixes Spell Perfection to double bonuses from Greater Elemental Focus feats.

Differences from PnP
Suggestion is powered down to only allow the specific suggestion "Avoid combat and look inward." It causes the subject to be lost in thought as though fascinated until they are damaged or the fairly long duration ends.

Heightened Awareness does not automatically discharge on an Initiative Check. The caster has the ability to dismiss the buff for a short term Initiative bonus. Before a fight is imminent you can dismiss the spell through the abilities tab to benefit from the bonus.

Mage's Disjunction does not suppress magic items and has slightly differing range and area to be functional in Kingmaker. The spell targets an area and dispels all magic buffs in the area, dismisses all summons in the area, and removes all magical area effects that effect creatures in the area.

Euphoric Cloud gives affected creatures a buff that prevents them from continuously having to save against the condition. If they get the condition it breaks on damage. Effected creatures get additional saves to break the condition if there are nearby enemies

This mod requires the Call of the Wild mod which can be accessed here:
https://www.nexusmods.com/pathfinderkingmaker/mods/112?tab=files

It requires a version of that mod at version  1.103-2.1b or later.

Installation instructions
  • Download and install Unity Mod Manager 0.13.0 or later
  • Download the mod
  • drop .zip files from this and Call of the Wild to UMM gui or copy its content to your game_folder/Mods
  • Run the game

Finally, this mod is expected to run only on the most updated game version. There is a second option for the mod for the 2.0.8 patch which should be fully functional but is not the main focus and may have odd behavior. Use at your own risk.