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Sabertooth Sorcerer

Sabertooth Sorcerer

Neutral Good. Battlefield control and rearguard support for normal mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Smilodon provides the melee muscle and tanking. Sorcerer provides buffing on pet and debuffing on enemies.

Starting Ability Scores
Strength 8 Intelligence 10
Dexterity 16 Wisdom 10
Constitution 15 Charisma 18
Skills
Persuasion 20, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Sylvan Sorcerer +0 Cantrips, Class Skill: Lore (Nature), Detect Magic, Sorcerer Proficiency Animal Companion: Smilodon, Feat: Point-Blank Shot, Human Racial Feat: Precise Shot, Sylvan Bloodline Feat: Spell Focus (Conjuration); grease, magic armor
2 Sylvan Sorcerer +1
3 Sylvan Sorcerer +1 Woodland Strike; entangle Feat: Greater Spell Focus (Conjuration); reduce person
4 Sylvan Sorcerer +2 +1 Charisma; glitterdust
5 Sylvan Sorcerer +2 hideous laughter Feat: Spell Focus (Enchantment); shield, bull’s strength
6 Sylvan Sorcerer +3 stinking cloud
7 Sylvan Sorcerer +3 Improved Animal Companion; deep slumber Feat: Greater Spell Focus (Enchantment), Sylvan Bloodline Feat: Improved Initiative; magic missile, mirror image, haste
8 Sylvan Sorcerer +4 +1 Charisma; greater invisibility
9 Sylvan Sorcerer +4 Fleeting Glance; poison Feat: Spell Focus (Transmutation); scorching ray, displacement, confusion
10 Sylvan Sorcerer +5 animal growth
11 Sylvan Sorcerer +5 vinetrap Feat: Greater Spell Focus (Transmutation); pernicious poison, communal resist energy, communal protection from energy, cloudkill
12 Sylvan Sorcerer +6 +1 Charisma; greater heroism
13 Sylvan Sorcerer +6 greater dispel magic Feat: Spell Penetration, Sylvan Bloodline Feat: Dodge; enervation, baleful polymorph, disintegrate
14 Sylvan Sorcerer +7 legendary proportions
15 Sylvan Sorcerer +7 Fey Magic; changestaff Feat: Combat Expertise; mind fog, chains of light, waves of exhaustion
16 Sylvan Sorcerer +8 +1 Charisma; mindblank
17 Sylvan Sorcerer +8 summon nereid Feat: Augment Summoning; firebrand, seamantle
18 Sylvan Sorcerer +9 tsunami
19 Sylvan Sorcerer +9 summon hamadryad Feat: Superior Summoning, Sylvan Bloodline Feat: Quicken Spell; greater angelic aspect, foresight
20 Sylvan Sorcerer +10 Soul of the Fey; cloak of dreams +1 Constitution; energy drain
Equipment
headband of alluring charisma +6, cloak of resistance +6, ring of protection +5, bracers of armor +8, amulet of natural armor +5

Trippin Mad Dawg

Trippin Mad Dawg

True Neutral. As the name implies, the Trippin Mad Dawg is all about tripping opponents. Doggo animal companion grants more opportunities (such a good boi), while three levels into Sacred Huntsmaster increase the overall mayhem with Hunter Tactics and Tandem Trip. Requisite feats for maximizing CMB are included in the build: Trip, Greater Trip, Fury’s Fall, and Coordinated Maneuvers. Two-Weapon Fighting because, why not?

Starting Ability Scores
Strength 18 Intelligence 13
Dexterity 15 Wisdom 10
Constitution 15 Charisma 8
Skills
Athletics 20, Nature 13, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Mad Dog +1 Barbarian Proficiency, Fast Movement Animal Companion: Dog, Feat: Combat Expertise, Human Racial Feat: Two-Weapon Fighting
2 Mad Dog +2 Pack Tactics
3 Mad Dog +3 Danger Sense Feat: Trip
4 Mad Dog +4 Rage +1 Dexterity, Rage Power: Animal Fury
5 Mad Dog +5 Ferocious Fetch Feat: Combat Reflexes
6 Sacred Huntsmaster +5 Detect Magic, Enlarge, Inquisitor Proficiency, Orisons, Stern Gaze Gozreh: Plant; bless, expeditious retreat
7 Sacred Huntsmaster +6 Cunning Initiative, Improved Animal Companion Feat: Greater Trip; remove fear
8 Sacred Huntsmaster +7 Solo Tactics, Hunter Tactics +1 Strength, Teamwork Feat: Tandem Trip; cure light wounds
9 Mad Dog +8 Danger Sense +2 Feat: Improved Two-Weapon Fighting
10 Mad Dog +9
11 Mad Dog +10 Feat: Coordinated Maneuvers, Rage Power: Lesser Beast Totem
12 Mad Dog +11 Danger Sense +3 +1 Strength
13 Mad Dog +12 Damage Reduction 1 Feat: Fury’s Fall
14 Mad Dog +13 Greater Rage
15 Mad Dog +14 Danger Sense + Feat: Outflank , Rage Power: Beast Totem
16 Mad Dog +15 Damage Reduction 2 +1 Strength
17 Mad Dog +16 Throat Cutter Feat: Blind Fight
18 Mad Dog +17 Danger Sense +5
19 Mad Dog +18 Damage Reduction 3 Feat: Double Slice, Rage Power: Greater Beast Totem
20 Mad Dog +19 Tireless Rage +1 Strength
Equipment
tyrant, edict, black dragon breastplate, headband of inspired wisdom +6, cloak of the winter wolf, ring of protection +5, wind breath, belt of physical flow +6, manticore skin boots

Half-Orc Javelineer

Half-Orc Javelineer

Chaotic Neutral. Javelins are one of the weapons that suffered major developer negligence in Kingmaker. There are zero unique javelins and programmer oversight made javelins not benefit from Weapon Training. While try to avoid overt min-maxing, javelin builds are completely reliant on feats or class features to maintain relevancy. If you choose to follow the path of a Fighter, the aforementioned Weapon Training bug will never get patched. Do not invest more than 12 levels: there’s nothing of value after Greater Weapon Specialization.

Starting Ability Scores
Strength 16 Intelligence 12
Dexterity 18 Wisdom 10
Constitution 15 Charisma 7
Skills
Athletics 10, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Fighter +1 Feat: Point Blank Shot, Combat Bonus Feat: Precise Shot
2 Fighter +2 Bravery +1 Combat Bonus Feat: Rapid Shot
3 Fighter +3 Armor Training +1 Feat: Weapon Focus (Javelin)
4 Fighter +4 +1 Constitution, Combat Bonus Feat: Weapon Specialization (Javelin)
5 Fighter +5 Weapon Training +1 Feat: Point Blank Master (Javelin), Weapon Training Group: Spears
6 Fighter +6 Bravery +2 Combat Bonus Feat: Deadly Aim
7 Fighter +7 Armor Training +2 Feat: Iron Will
8 Fighter +8 +1 Dexterity, Combat Bonus Feat: Greater Weapon Focus (Javelin)
9 Fighter +9 Weapon Training +2 Advanced Weapon Training Option: Effortless Dual-Wielding, Feat: Two-Weapon Fighting
10 Fighter +10 Bravery +3 Combat Bonus Feat: Improved Two-Weapon Fighting
11 Fighter +11 Armor Training +3 Feat: Improved Precise Shot
12 Fighter +12 +1 Dexterity, Combat Bonus Feat: Greater Weapon Specialization (Javelin)
13 Slayer +13 Studied Target +1 Feat: Greater Two-Weapon Fighting
14 Slayer +14 Slayer Talent: Combat Trick (Double Slice)
15 Slayer +15 Sneak Attack +2d6 Feat: Accomplished Sneak Attacker
16 Slayer +16 +1 Dexterity, Slayer Talent: Combat Trick (Improved Critical [Javelin])
17 Slayer +17 Studied Target +2 Feat: Critical Focus
18 Slayer +18 Sneak Attack +3d6 Slayer Talent: Combat Trick (Tiring Critical)
19 Slayer +19 Studied Target (Swift Action) Feat: Exhausting Critical
20 Slayer +20 +1 Dexterity, Slayer Talent: Combat Trick (Hammer the Gap)
Equipment
javelin +5, speed javelin +3, singing edge, onslaught, headband of mental perfection +6, absolver’s cloak, wind breath, belt of physical perfection +8, death from afar, manticore skin boots