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Elven Curve Blademaster

Elven Curve Blademaster

Human melee build who combines power attack, sneak attack, and critical hits to inflict high damage. Effective and thoroughly tested in a normal difficulty campaign.

Sasaki Kojirō and Sephiroth fans rejoice: the elven curve blade is Kingmaker’s equivalent of a nodachi. Powerful versions are readily acquirable throughout the campaign, with bane of the living as the ultimate option if you can defeat an astradaemon. While categorized as Finesse Wielding, elven curve blades are also two-handed weapons and can benefit from the 50% bonus damage of Power Attack.

This build obtains the Iron Will feat at level 5 to mitigate dangerous Will failures, and the Blind Fight feat at level 11 to negate invisible enemy shenanigans. All remaining feat choices are dedicated towards elven curve blade usage, intimidation tactics, and late game dual wielding. The obvious endgame weapon is Bane of the Living, but inclusion of two-weapon fighting for double Allslayer usage provides attacks to devastate enemies that Harm could rejuvenate.

Initial Ability Scores
Strength 13 Intelligence 10
Dexterity 18 Wisdom 10
Constitution 14 Charisma 15
Skills
Athletics 1, Knowledge (World) 1, Mobility 19, Perception 20, Persuasion 20, Stealth 19, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Thug +0 Feat: Weapon Finesse, Frightening, Rogue Proficiency, Sneak Attack +1d6 Feat: Improved Initiative, Human Racial Feat: Power Attack
2 Thug +1 Evasion Rogue Talent: Combat Trick (Exotic Weapon Proficiency [Elven Curve Blade])
3 Thug +2 Brutal Beating, Sneak Attack +2d6 Feat: Weapon Focus (Elven Curve Blade), Finesse Training: Elven Curve Blade
4 Thug +3 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge +1 Charisma, Rogue Talent: Skill Focus (Persuasion)
5 Thug +3 Sneak Attack +3d6 Feat: Iron Will
6 Thug +4 Rogue Talent: Combat Trick (Cornugon Smash)
7 Thug +5 Sneak Attack +4d6 Feat: Dazzling Display
8 Thug +6 Improved Uncanny Dodge +1 Dexterity, Rogue Talent: Combat Trick (Shatter Defenses)
9 Thug +6 Sneak Attack +5d6 Feat: Combat Reflexes
10 Thug +7 Rogue Advanced Talent: Crippling Strike
11 Thug +8 Sneak Attack +6d6 Feat: Improved Critical (Elven Curve Blade), Finesse Training: Short Sword
12 Thug +9 +1 Dexterity, Rogue Advanced Talent: Opportunist
13 Thug +9 Sneak Attack +7d6 Feat: Critical Focus
14 Thug +10 Rogue Advanced Talent: Double Debilitation
15 Thug +11 Sneak Attack +8d6 Feat: Blind Fight
16 Thug +12 +1 Dexterity, Rogue Advanced Talent: Blinding Strike
17 Thug +12 Sneak Attack +9d6 Feat: Two-Weapon Fighting
18 Thug +13 Rogue Advanced Talent: Improved Two-Weapon Fighting
19 Thug +14 Sneak Attack +10d6 Feat: Combat Trick: Greater Two-Weapon Fighting, Finesse Training: Dagger
20 Thug +15 Master Strike +1 Dexterity, Rogue Advanced Talent: Dispelling Attack
Equipment
bane of the living, allslayer + allslayer, dark master’s robe, headband of inspired wisdom +6, castigator’s cloak, bracers of armor +8, river fox’s memento pendant, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, gloves of the scribe, manticore skin boots

Rage of the Bear God

Rage of the Bear God

Human melee build that leverages a bear, rage, and critical hits for damage. Effective and thoroughly tested under normal difficulty.

Obtain the Iron Will feat at level 5 to mitigate dangerous Will failures, and the Blind Fight feat at level 17 for infamous endgame shenanigans. All other feat choices are dedicated towards dual wielding and critical hits. Although the Greater Two-Weapon Fighting feat is unlocked at level 11, you might be unable to achieve the 19 Dexterity requirement without the Cat’s Grace spell, as a Belt of Incredible Dexterity +4 is unavailable until reaching the Goblin Village.

Equip scimitars in your main hand, with Thundering Claw of the Bear God as the ultimate prize. Equip a light weapon in your offhand, prioritizing options that confer secondary effects, such as Lightning Duelist, Arcane Protector, Chilly Midnight, and Edict.

Initial Ability Scores
Strength 19 Intelligence 10
Dexterity 15 Wisdom 10
Constitution 14 Charisma 10
Skills
Athletics 1, Perception 20, Persuasion 20, Trickery 19
Level Class Bonus Class Features Chosen Options
1 Mad Dog +1 Fast Movement Animal Companion: Bear, Feat: Two-Weapon Fighting, Half-Elf Racial Feat: Skill Focus (Trickery)
2 Mad Dog +2 Pack Tactics
3 Mad Dog +3 Danger Sense +1 Feat: Shield Bash
4 Mad Dog +4 Rage +1 Strength; Rage Power: Lethal Stance
5 Mad Dog +5 Ferocious Fetch Feat: Iron Will
6 Mad Dog +6 Danger Sense +2
7 Mad Dog +7 Feat: Improved Two-Weapon Fighting
8 Mad Dog +8 +1 Strength; Rage Power: Deadly Accuracy
9 Mad Dog +9 Danger Sense +3 Feat: Improved Critical (Scimitar)
10 Mad Dog +10 Damage Reduction 1
11 Mad Dog +11 Greater Rage Feat: Shield Master
12 Mad Dog +12 Danger Sense +4 +1 Strength; Rage Power: Fearless Rage
13 Mad Dog +13 Damage Reduction 2 Feat: Greater Two-Weapon Fighting
14 Mad Dog +14 Throat Cutter
15 Mad Dog +15 Danger Sense +5 Feat: Bashing Finish
16 Mad Dog +16 Damage Reduction 3 +1 Strength; Rage Power: Lethal Accuracy
17 Mad Dog +17 Tireless Rage Feat: Blind Fight
18 Mad Dog +18 Danger Sense +6
19 Mad Dog +19 Damage Reduction 4 Feat: Double Slice
20 Mad Dog +20 Mighty Rage +1 Strength; Rage Power: Internal Fortitude
Equipment
thundering claw of the bear god + ironclad will, black dragon breastplate, headband of mental perfection +6, black fur coat, amulet of natural armor +5, belt of physical perfection +8, ring of circumstances, greater ring of ultimate protection, trapspringer’s gloves, opportunist’s boots

Stormblade Fencer

Stormblade Fencer

Battlefield control for normal difficulty in Pathfinder Kingmaker. Capitalizes on experience points obtained via successful Lore (Nature), Persuasion, and Trickery skill checks. Utilize heroism and greater heroism to augment BAB for melee combat. Thunder Call provides supplemental damage. Deliberate focus on longsword for acquisition of Perfection, which adds Inherent +2 to multiple stats. Medium armor proficiency for Singing Steel Breastplate

Starting Ability Scores
Strength 10 Intelligence 10
Dexterity 17 Wisdom 10
Constitution 12 Charisma 18
Skills
Athletics 1, Knowledge (Arcana) 1, Knowledge (World) 1, Lore (Nature) 12, Lore (Religion) 1, Mobility 3, Perception 20, Persuasion 20, Stealth 1, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Thundercaller +0 Bard Proficiency, Bound to the Land, Cantrips, Detect Magic, Inspire Courage Feat: Dodge, Human Racial Feat: Improved Unarmed Strike; cure light wounds, hideous laughter
2 Thundercaller +1 Well-Versed Bard Talent: Combat Trick (Weapon Finesse); remove fear
3 Thundercaller +2 Thunder Call 1d8 Feat: Crane Style; feather step
4 Thundercaller +3 +1 Dexterity; heroism, mirror image
5 Thundercaller +3 Inspire Courage +2 Feat: Weapon Focus (Longsword); cacophonous call
6 Thundercaller +4 Fascinate, Incite Rage Bard Talent: Combat Trick (Slashing Grace [Longsword]); sense vitals
7 Thundercaller +5 Bardic Performance: Move Action, Thunder Call 3d8 Feat: Piranha Strike; touch of gracelessness, displacement, haste
8 Thundercaller +6 Storm Call 3d6 +1 Charisma; confusion
9 Thundercaller +6 Inspire Greatness Feat: Crane Wing; cure serious wounds
10 Thundercaller +7 Jack of All Trades Bard Talent: Lingering Performance; delay poison, dimension door, echolocation
11 Thundercaller +8 Inspire Courage +3, Thunder Call 5d8 Feat: Crane Riposte; grease, greater invisibility
12 Thundercaller +9 Soothing Performance +1 Charisma; freedom of movement
13 Thundercaller +9 Bardic Performance: Swift Action Feat: Armor Proficiency (Medium Armor); slow, greater heroism, mass cacophonous call
14 Thundercaller +10 Greater Storm Call 5d6 Bard Talent: Combat Trick (Combat Reflexes); invisibility, mind fog
15 Thundercaller +11 Inspire Heroics, Thunder Call 7d8 Feat: Spell Focus (Enchantment); greater dispel magic
16 Thundercaller +12 +1 Dexterity; cure critical wounds, brilliant inspiration, euphoric tranquility
17 Thundercaller +12 Inspire Courage +4 Feat: Greater Spell Focus (Enchantment); crushing despair, overwhelming presence
18 Thundercaller +13 Bard Talent: Combat Trick (Armor Focus [Medium Armor]); mass cure moderate wounds
19 Thundercaller +14 Thunder Call 9d8 Feat: Toughness; ki shout
20 Thundercaller +15 Deadly Performance +1 Dexterity; shield of dawn, eyebite
Equipment
perfection, singing steel breastplate, headband of alluring charisma +6, absolver’s cloak, maya’s charm, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, gloves of the scribe, manticore skin boots

Dragon Vanquisher

Dragon Vanquisher

Dovahkiin, Dovahkiin, naal ok zin los vahriin, Wah dein vokul mahfaeraak ahst vaal! Ahr fin norok paal graan fod nust hon zindro zaan, Dovahkiin fah hin kogaan mu draal! Huzrah nu, kul do od, wah aan bok lingrah vod, Ahrk fin tey, boziik fun, do fin gein! Wo lost fron wah ney dov, ahrk fin reyliik do jul, Voth aan suleyk wah ronit faal krein!

Ahrk fin zul, rok drey kod, nau tol morokei frod, Rul lot Taazokaan motaad voth kein! Sahrot Thu’um, med aan tuz, bey zeim hokoron pah, Ol fin Dovahkiin Komeyt ok rein! Dovahkiin, Dovahkiin, naal ok zin los vahriin, Wah dein vokul mahfaeraak ahst vaal! Ahr fin norok paal graan fod nust hon zindro zaan, Dovahkiin fah hin kogaan mu draal!

Ark fin Kel lost prodah, do ved viing ko fin krah, Tol fod zeymah win kein meyz fundein! Alduin, feyn do jun, kruziik vokun staadnau, Voth aan bahlok wah diivon fin lein! Nuz aan sul, fent alok, fod fin vul dovah nok, Fen kos nahlot mahfaeraak ahrk ruz! Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos fin saviik do muz! Dovahkiin, Dovahkiin, naal ok zin los vahriin, Wah dein vokul mahfaeraak ahst vaal! Ahr fin norok paal graan fod nust hon zindro zaan, Dovahkiin fah hin kogaan mu draal!

Starting Ability Scores
Strength 19 Intelligence 12
Dexterity 13 Wisdom 10
Constitution 14 Charisma 12
Skills
Athletics 7, Knowledge (Arcana) 5, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Two-Handed Fighter +1 Fighter Proficiency Feat: Iron Will, Bonus Combat Feat: Power Attack
2 Two-Handed Fighter +2 Strong Grip +1 Bonus Combat Feat: Skill Focus (Persuasion)
3 Two-Handed Fighter +3 Overhand Chop Feat: Weapon Focus (Greataxe)
4 Two-Handed Fighter +4 +1 Strength; Bonus Combat Feat: Weapon Specialization (Greataxe)
5 Archaeologist +4 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Arcane Strike; expeditious retreat, remove fear
6 Dragon Disciple +4 Natural Armor Increase +1 Draconic Bloodline: Green Dragon
7 Dragon Disciple +5 Arcane Spellcasting, Strength +2, Dragon Bite Feat: Cornugon Smash, Bloodline Feat: Blind-Fight; feather step
8 Dragon Disciple +6 Breath Weapon +1 Strength; cure light wounds
9 Dragon Disciple +7 Natural Armor Increase +1, Strength +2 Feat: Intimidating Prowess; heroism, rage
10 Two-Handed Fighter +8 Two-Handed Weapon Training 1
11 Two-Handed Fighter +9 Strong Grip +2 Feat: Dazzling Display, Bonus Combat Feat: Shatter Defenses
12 Two-Handed Fighter +10 Backswing +1 Strength
13 Two-Handed Fighter +11 Feat: Improved Critical (Greataxe), Bonus Combat Feat: Greater Weapon Focus (Greataxe)
14 Two-Handed Fighter +12 Two-Handed Weapon Training 2
15 Two-Handed Fighter +13 Strong Grip +3 Feat: Critical Focus, Bonus Combat Feat: Tiring Critical
16 Two-Handed Fighter +14 Piledriver +1 Strength
17 Two-Handed Fighter +15 Feat: Exhausting Critical, Bonus Combat Feat: Greater Weapon Specialization (Greataxe)
18 Two-Handed Fighter +16 Two-Handed Weapon Training 3
19 Two-Handed Fighter +17 Strong Grip +4 Feat: Improved Iron Will, Bonus Combat Feat: Improved Initiative
20 Two-Handed Fighter +18 Greater Power Attack +1 Strength
Equipment
vanquisher, onslaught, the paragon of defenders, cloak of resistance +6, gloves of dueling, amulet of natural armor +5, belt of physical form +6, daring duelist, sentinel, owlbear skin boots

Supreme Duelist

Supreme Duelist

Lawful Good. Unarmor melee build that still achieves an impressive armor class. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Weapon of choice is Bloodhound, obtainable in Chapter Two by exploiting dimension door in the Lonely Barrow.

Starting Ability Scores
Strength 8 Intelligence 14
Dexterity 18 Wisdom 15
Constitution 14 Charisma 10
Skills
Mobility 3, Perception 20, Persuasion 20, Stealth 12, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Aldori Defender +1 Fearless, Fighter Proficiency, Halfling Luck, Weapon Proficiency: Dueling Sword Feat: Weapon Focus (Dueling Sword), Bonus Combat Feat: Dodge
2 Eldritch Scoundrel +1 Feat: Weapon Finesse, Eldritch Scoundrel Proficiency, Cantrips, Detect Magic expeditious retreat, mage armor, protection from alignment, reduce person, shield
3 Eldritch Scoundrel +2 Evasion Rogue Talent: Combat Trick (Aldori Dueling Mastery); hurricane bow, magic missile
4 Eldritch Scoundrel +3 Danger Sense +1, Sneak Attack +1d6 +1 Wisdom; Finesse Training (Dueling Sword); enlarge person, vanish
5 Traditional Monk +4 AC Bonus, Flurry of Blows, Improved Unarmed Strike 1d6, Monk Proficiency, Stunning Fist, Sneak Attack +1d6 Feat: Cautious Fighter, Monk Bonus Feat: Crane Style
6 Eldritch Scoundrel +5 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge Rogue Talent: Combat Trick (Combat Mobility); invisibility, mirror image
7 Aldori Defender +6 Bravery +2, Sneak Attack +2d6 Feat: Accomplished Sneak Attack, Bonus Combat Feat: Crane Wing
8 Aldori Defender +7 Defensive Parry +1 +1 Dexterity
9 Aldori Defender +8 Feat: Weapon Specialization (Dueling Sword), Combat Bonus Feat: Crane Riposte
10 Aldori Defender +9 Weapon Training +1 Weapon Training Group: Heavy Blades
11 Duelist +10 Canny Defense, Precise Strike Feat: Piranha Strike
12 Duelist +11 Improved Reaction +2, Parry +1 Dexterity
13 Duelist +12 Enhanced Mobility Feat: Arcane Strike
14 Duelist +13 Class Bonus Feat: Combat Reflexes, Grace
15 Duelist +14 Riposte Feat: Improved Critical (Dueling Sword)
16 Duelist +15 Acrobatic Movement +1 Dexterity
17 Duelist +16 Elaborate Defense Feat: Blind-Fight
18 Duelist +17 Improved Reaction +4
19 Duelist +18 Deflect Arrows, No Retreat Feat: Improved Initiative
20 Duelist +19 Crippling Critical +1 Dexterity
Equipment
bloodhound, protector’s robe, headband of mental perfection +6, absolver’s cloak, bracers of deflection, river fox’s memento pendant, belt of physical perfection +8, ring of circumstances, sentinel, gloves of dueling, manticore skin boots

Lost Style Enthusiast

Lost Style Enthusiast

Chaotic Good. I have a strong fondness for the Archaeologist archetype. Its a bard whose hippie music abilities are substituted with chad rogue features, and retains access to versatile spells. Archaeologist’s Luck is even more wondrous with Lingering Performance. However from a mechanics prospective, Archaeologist offers nothing beyond the 18th level. For that reason I suggest starting two levels as an Aldori Defender for dueling sword and armor accessibility to ease the initial chapter.

Starting Ability Scores
Strength 10 Intelligence 12
Dexterity 18 Wisdom 10
Constitution 17 Charisma 10
Skills
Athletics 1, Knowledge (Arcana) 1, Knowledge (World) 18, Lore (Nature) 1, Lore (Religion) 1, Mobility 3, Perception 20, Persuasion 20, Stealth 1, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Aldori Defender +1 Fighter Proficiency, Weapon Proficiency (Dueling Sword) Feat: Weapon Focus (Dueling Sword), Human Racial Feat: Slashing Grace (Dueling Sword), Bonus Combat Feat: Weapon Finesse
2 Aldori Defender +2 Bravery +1 Bonus Combat Feat: Aldori Dueling Mastery
3 Archaeologist +2 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Dodge; cure light wounds, remove fear
4 Archaeologist +3 Clever Explorer, Uncanny Dodge +1 Constitution; Bard Talent: Improved Unarmed Strike; unbreakable heart
5 Archaeologist +4 Danger Sense +1, Inspire Competence Feat: Crane Style; expeditious retreat
6 Archaeologist +5 heroism, mirror image
7 Archaeologist +5 Archaeologist’s Luck +2 Feat: Lingering Performance; cure moderate wounds
8 Archaeologist +6 Confident Explorer, Danger Sense +2, Evasion +1 Dexterity; Bard Talent: Combat Trick (Crane Wing); blur
9 Archaeologist +7 Feat: Combat Reflexes; vanish, displacement, haste
10 Archaeologist +8 communal delay poison
11 Archaeologist +8 Danger Sense +3 Feat: Crane Riposte; cure serious wounds
12 Archaeologist +9 Jack of All Trades +1 Dexterity; Bard Talent: Opportunist; sense vitals, dimension door, echolocation
13 Archaeologist +10 Archaeologist’s Luck +3 Feat: Piranha Strike; feather step, greater invisibility
14 Archaeologist +11 Danger Sense +4 freedom of movement
15 Archaeologist +11 Feat: Improved Critical (Dueling Sword); good hope, greater dispel magic, greater heroism
16 Archaeologist +12 +1 Dexterity; Bard Talent: Blinding Strike; rage, mass cure light wounds
17 Archaeologist +13 Danger Sense +5 Feat: Critical Focus; joyful rapture
18 Archaeologist +14 shield of dawn, brilliant inspiration, mass cure moderate wounds
19 Archaeologist +14 Archaeologist’s Luck +4 Feat: Toughness; remove curse, eyebite
20 Archaeologist +15 Danger Sense +6 +1 Dexterity; Bard Talent: Improved Evasion; summon monster vi
Equipment
bloodhound, singing steel breastplate, headband of mental perfection +6, absolver’s cloak, bracers of deflection, charm of the deep waters, greater belt of perfect components, lightest touch, manticore skin boots

Carnage Monk

Carnage Monk

Lawful Good. DPS Intimidation for challenging mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Athletics, Persuasion, and Trickery skill checks. Acquire the Amulet of Mighty Fists +1 from killing Grarrukh at the Old Sycamore, replace with the Amulet of Mighty Fists +3 from killing Enlarged Owlbear Treant in the Other World, then endgame with the Amulet of Mighty Fists +5 located in House at the Edge of Time (Dinning Hall treasure chest, Trickery DC 48).

Starting Ability Scores
Strength 18 Intelligence 10
Dexterity 12 Wisdom 10
Constitution 13 Charisma 16
Skills
Athletics 17, Mobility 3, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Scaled Fist +1 AC Bonus, Flurry of Blows, Improved Unarmed Strike 1d6, Monk Proficiency, Stunning Fist Feat: Power Attack, Human Racial Feat: Skill Focus (Persuasion), Scaled Fist Bonus Feat: Dragon Style
2 Scaled Fist +2 Evasion Scaled Fist Bonus Feat: Dodge
3 Scaled Fist +3 Draconic Fury: Acid, Draconic Mettle, Fast Movement +10 ft., Ki Pool, Ki Power: Extra Attack, Ki Strike: Magic Feat: Iron Will, Draconic Heritage: Green Dragon
4 Scaled Fist +4 Improved Unarmed Strike 1d8, Stunning Fist: Fatigue +1 Constitution, Ki Power: Barkskin
5 Scaled Fist +5 Purity of Body Feat: Weapon Focus (Unarmed Strike), Style Strike: Hammerblow
6 Scaled Fist +6 Fast Movement +20 ft., Ki Strike: Cold Iron and Silver Scaled Fist Bonus Feat: Dragon Ferocity, Ki Power: True Strike
7 Scaled Fist +7 Feat: Dazzling Display
8 Scaled Fist +8 Improved Unarmed Strike 1d10, Stunning Fist: Sicken +1 Strength, Ki Power: Restoration
9 Scaled Fist +9 Fast Movement +30 ft., Improved Evasion Feat: Shatter Defenses, Style Strike: Defensive Spin
10 Scaled Fist +10 Ki Strike: Lawful Scaled Fist Bonus Feat: Blind-Fight, Ki Power: Abundant Step
11 Scaled Fist +11 Feat: Dreadful Carnage
12 Scaled Fist +12 Draconic Breath: Acid, Fast Movement +40 ft., Improved Unarmed Strike 2d6 +1 Strength
13 Scaled Fist +13 Feat: Improved Iron Will, Style Strike: Leg Sweep
14 Scaled Fist +14 Scaled Fist Bonus Feat: Intimidating Prowess, Ki Power: Diamond Soul
15 Scaled Fist +15 Fast Movement +50 ft. Feat: Deceitful
16 Scaled Fist +16 Improved Unarmed Strike 2d8, Ki Strike: Adamantine +1 Strength, Ki Power: Cold Ice Strike
17 Scaled Fist +17 Feat: Persuasive, Style Strike: Shattering Punch
18 Scaled Fist +18 Fast Movement +60 ft. Scaled Fist Bonus Feat: Improved Initiative, Ki Power: Shout
19 Scaled Fist +19 Feat: Toughness
20 Scaled Fist +20 Improved Unarmed Strike 2d10, Ki Power: Perfect Self +1 Strength, Ki Power: Wholeness of Body
Equipment
protector’s robe, headband of mental perfection +6, absolver’s cloak, bracers of armor +8, amulet of mighty fists +5, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, manticore’s claws, manticore skin boots

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