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Created January 9, 2019 03:32
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draft readme for pathfinder:kingmaker mod

Mods for Pathfinder: Kingmaker

Eldritch Arcana (work in progress)

This mod adds the Oracle class, magic-themed feats, and useful general purpose features from PnP Pathfinder.

General:

  • Player Characters get 2 trait selections (see "Traits" section below).
  • Favored Class Bonus
  • Spontaneous casters can replace spells at appropriate levels (e.g. for sorcerer, at 4th level and every 2 levels after that)
  • Optional deity selection at character creation.

Classes:

Archetypes:

Spells:

Bloodlines:

Feats:

Magus Arcanas:

Metamagic Feats:

Items:

  • Metamagic Rods for new metamagics, placed in appropriate vendors/loot tables (e.g. if a vendor or drop has a metamgic rod, it adds all the new ones of similar power level, to keep the pacing similar to the base game.)
  • Scrolls for new spells, placed near similar level scrolls in vendor tables.

Bug fixes:

  • Wings (and fly, air walk) now to grant immunity to ground spells, such as: Grease, Obsidian Flow, and Tar Pool.
  • Fix Elemental Body polymorph forms to allow spellcasting, as in PnP (when in humanoid form).
  • Fix Spell Specialization so you can choose spells that you know, but that weren't from your class spell list (for example, spells granted by Sorcerer Bloodlines and Oracle Mysteries).
  • Fix Eldritch Knight prerequisite to require a class that grants proficiency in all martial weapons, as in PnP. Does not effect characters that already have a level in Eldritch Knight, and can be disabled in settings. (Helps balance Eldritch Knights with all of goodies they get in this mod, and picking a martial class makes it more fun.)

Other features:

  • (off by default) Show custom portraits in the main portrait display. Requires restart to take effect. (This is similar to the Better Portraits mod bundled with Kingmaker Mod Loader, but uses a simpler/less resource intense approach--it only preloads the small sprites. Added because I had problems loading KML but missed the excellent portrait feature.)

Traits

Many traits are implemented, chosen base on usefulness (e.g. popular traits in PnP) and feasibility of implementing in game. Player characters get to choose 2 traits at character creation, but they must be from different trait categories. The feat "Additional Traits" can unlock 2 more, but they must also be from trait categories that have not been taken yet.

Combat Traits:

  • Anatomist (+1 to confirm critical hits)
  • Armor Expert (-1 armor check penalty)
  • Berserker of the Society (+3 rage)
  • Blade of the Society (+1 damage on sneak attack)
  • Defender of the Society (+1 AC wearing med/heavy armor)
  • Deft Dodger (+1 reflex save)
  • Honored First of the Society (+1 ki pool)
  • Reactionary (+2 initiative)
  • Resilient (+1 fortitude save)
  • Witty Repartee (+1 persuasion and it becomes a class skill)

Faith Traits:

  • Birthmark (+2 save against enchantment school)
  • Child of the Temple (+1 lore religion and it becomes a class skill)
  • Devotee of the Green (+1 lore nature and it becomes a class skill)
  • Ease of Faith (+1 persuasion and it becomes a class skill)
  • Exalted of the Society (+1 channel energy uses)
  • Fate's Favored (+1 to luck bonuses)
  • Indomitable Faith (+1 will save)
  • Scholar of the Great Beyond (+1 knowledge world and it becomes a class skill)

Magic Traits:

  • Classically Schooled (+1 knowledge arcana and it becomes a class skill)
  • Dangerously Curious (+1 use magic device and it becomes a class skill)
  • Focused Mind (+2 concentration)
  • Gifted Adept (+1 caster level to chosen spell)
  • Magical Knack (+2 caster level up to character level)
  • Magical Lineage (metamagic costs 1 less for chosen spell)

Social Traits:

  • Adopted (choose race trait of your adoptive parents)
  • Child of the Streets (+1 thievery and it becomes a class skill)
  • Fast-Talker (+1 persuasion and it becomes a class skill)
  • Maestro of the Society (+3 bardic performance uses)
  • Suspicious (+1 perception and it becomes a class skill)

Regional Traits:

  • Metamagic Master (metamagic costs 1 less for chosen spell 3rd level or lower)
  • Signature Spell (+1 caster level for chosen spell)

Campaign Traits:

  • Bastard (+1 will save, -1 persuasion against nobility until you become a noble)
  • Rostlander (+1 fortitude save)
  • Sword Scion (+1 attack and CMB with Longsword or Dueling Sword, start with one of each)

Race Traits:

  • Human (and Half-elf, Half-orc, Aasimar, Tiefling):
    • Carefully Hidden (+1 will save, +2 save vs divination)
    • Fanatic (+1 knowledge aracana and it becomes a class skill)
    • Historian (+1 bardic knowledge, +1 knowledge world and it becomes a class skill)
    • Shield Bearer (+1 damage on shield bash)
    • Superstitious (+1 save vs arcane spells)
    • World Traveler (choose: persuasion, perception, or knowledge world; get +1 and it becomes a class skill)
  • Elf (and Half-Elf):
    • Dilettante Artist (+1 persuasion and it becomes a class skill)
    • Forlorn (+1 fortitude save)
    • Warrior of the Old (+2 initiative)
    • Youthful Mischief (+1 reflex save)
  • Half-Orc:
    • Brute (+1 persuasion and it becomes a class skill)
    • Legacy of Sand (+1 will save)
  • Half-Elf:
    • Elven Relexes (+2 initiative)
    • Failed Apprentice (+1 save vs arcane spells)
  • Halfling:
    • Freed Slave (+1 knowledge world and it becomes a class skill)
    • Freedom Fighter (+1 mobility and it becomes a class skill)
    • Well-Informed (+1 persuasion and it becomes a class skill)
  • Dwarf:
    • Grounded (+2 mobility, +1 reflex save)
    • Militant Merchant (+1 perception and it becomes a class skill)
    • Ruthless (+1 to confirm critical hits)
    • Zest for Battle (+1 trait dmg if has morale attack bonus)
  • Gnome:
    • Animal Friend (+1 will save and lore nature becomes a class skill, must have familar or animal companion)
    • Rapscallion (+1 initiative, +1 mobility)
  • Aasimar:
    • Martyr’s Blood (+1 attack if character's hit points are below half)
    • Toxophilite (+2 to confirm critical hits with bows)
    • Wary (+1 perception/persuasion)
  • Tiefling:
    • Ever Wary (retain half dex bonus AC during surpise round)
    • Prolong Magic (racial spell-like abilities get free extend spell)
    • God Scorn (Demodand heritage; +1 saves vs divine spells)
    • Shadow Stabber (+2 melee damage if opponent can't see you)

Known issues:

  • All icons reuse existing game icons (for feats, abilities, spells, etc). They are not always a good match, especially for the new feats/traits.
  • Mystic Theurge is not currently compatible with Oracle. (The game does not support two spontaneous caster classes both select spells from the spell selection UI, and Mystic Theurge prioritzes arcane casters. For example, if Inquisitor is used with Mystic Theurge, their spells are selected via the feat UI. Oracle could do that too, but it's more work to implement/test, and not done yet.)
  • Incendiary Cloud does not move away from the player (Cloudkill should too). Also the area is smaller than it should be (limitation of the visual effects).
  • Character creation page for choosing abilities can't fit more than 6 entries, and if it exceeds that, it wraps in a strange looking way. Does not affect functionality. The mod adds up to 3 selections (favored class, favored class bonus, deity) to the first ability choice page (before stats/skills) and up to 4 on the second feats page (2 traits, plus 2 more if "additional traits" is chosen), so it can trigger this more often than the base game would.

Game balance notes:

  • Eldritch Scion is very powerful in PF:K compared to PnP, because it gets sorcerer bloodlines instead of bloodrager bloodlines and does not need to spend Eldritch Pool points to use those abilities. Some things added by this mod (such as Eldritch Heritage) make Scion even stronger.
  • Aasimar and Tiefling appear to be treated as having Scion of Humanity/Pass for Human respectively, because they are affected by humanoid affecting spells (e.g. Hold Person, Enlarge Person). For this reason they are allowed to qualify as Human for traits and favored class bonuses added by this mod.
  • This mod makes spellcasters more powerful (especially at high levels), but that's how PnP Pathfinder works. :)

Existing game bugs to investigate:

  • Arcane Bond for sorcerers does not seem to work with a bonded item (familiars work).
  • Dueling Swords should be usable if the character has proficiency in longswords. Exotic proficiency is only necessary to get the 1.5 Strength bonus as a 2-handed weapon, or to use it with Weapon Finesse.

Credits

I wanted to thank some other projects that made this mod possible.

Custom Blueprints was a huge help, making it easy easy to view the game's blueprints and see how they're implemented.

Bag of Tricks was a huge help playtesting features (and it's generally a great quality of life mod).

Unity Mod Manager and Harmony are what makes mods like this possible.

And of course, thanks to Owlcat Games for making such a fun game based on Pathfinder, that inspired me to get into modding!

Last but not least, thanks to players who've given me ideas and inspiration for things to focus on.

@Endarire
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Endarire commented Jan 10, 2019

Thankee again, Ms. Messerly, for making this mod!

As mentioned earlier, I am amidst making a list of many other things that I would like included in this mod. As of this writing, this document is focused on Druid aspects, but I'm amidst handling other spell lists.

v1.02: Added more feats and prestige classes. Most prominently, I added the Cle/Ora spell list.

v1.01: Added more feats and prestige classes. Most prominently, I added the Sor/Wiz spell list.

@Endarire
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Endarire commented Jan 17, 2019

I have since further updated this list with other categories, including ones such as these:

-Base Classes (Summoner, Witch, etc.)
-Archetypes (False Priest/Razmiran Priest for Sorcerers, Familiar archetypes)
-Prestige Classes (Bloatmage, Exalted, etc.)
-Items (Ioun Stones, Pages of Spell Knowledge, Prayer Beads, etc.)
-User Interface (Auto-alphabetizing Spell Lists, etc.)
-Traits (Vagabond Child, etc.)
-Templates & Toggles (Lich, Lycanthrope/Werewolf, Undead type, Vampire)
-D&D 3.5 Variants (Classes, Spells, Mechanics, etc.)

@ALFAIthildur
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ALFAIthildur commented Jan 19, 2019

Looks fantastic; very much looking forward to it. I very much appreciate that you're keeping balance issues in mind, always an issue when bringing in additional content whether it's tabletop or CRPG. Some flavorful variety is always welcome, power creep not so much.

Please don't let the mod get bloated (especially if it introduces 3.5/non PF content from random personal favorite 'lists').

@Endarire
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Remember that mods give people options to customize their game to their tastes: No mod is required for all players, and certain play styles are mutually exclusive. (In this case, the aforementioned D&D 3.5 variants in a Pathfinder game were seemingly the focus of contention.) The suggestions the community provides are still suggestions, and what is implemented is at the discretion of the implementer(s), Ms. Messerly in this case.

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