test all sorts of parties.

Related: Pathfinder Kingmaker Animal Companion Guide

Those that choose to start on the main scenario will play as the Baron of the Stolen Lands. As a leader, they will be obligated with istrating their territory, aiding the needs of their advisers, and combating threats within their borders. Players will want to take these into consideration when deg their main character.

Baron Creation in Pathfinder Kingmaker

Creating a Half Orc Paladin in Pathfinder Kingmaker

The Baron is always in the party and often is forced to be the character that directly interacts in a situation. This means that they should have a reasonable amount of diplomacy, exploration capability, and survivability. If the main character dies it will be an instant game over.

Class, Hit Dice, and Saving Throws

While the main character can be of any class, it can be helpful to either bring something unique or serve a function better than any other party member. From the storyline characters, there is no direct representative of the classes Paladin, Druid, Monk, or Slayer (and the optional Sorcerer party member only s near the end of the game). Generic mercenaries of can class can be hired, though. The main character also earns a bonus hit point every time they level their highest existing class.

In general, hit points and saving throws can be very helpful for the Baron. Having at least a D10 hit dice can allow them to withstand damage; this includes the classes Barbarian, Fighter, Paladin, Ranger, and Slayer. Having +2 in two different saving throws at level 1 will also help with survivability. Will is the most beneficial as it can prevent mind control and confusion. Fortitude should be considered second as it can stop deadly poisons and diseases. Reflex should be factored last as it typically only prevents damage. This leaves Cleric, Druid, Inquisitor, Magus, and Paladin as still great picks.

Race

Kingmaker doesn’t really have roleplaying instances for the different races, making them more a choice around functionality. It would be best to choose first by ability score bonuses that will improve the Baron’s main playstyle. Humans, Half-Orcs, and Half-Elves can all choice which ability score gains a +2 bonus, while the others have bonuses and penalties in specific scores. Dwarves, Half-Orcs, and Elves can also wield a variety of martial and exotic weapons regardless of class.

Dwarves have a reduced speed of 20 feet per turn, but never face a further reduction from armor or weight; this makes them just as mobile when using very heavy armor. Halflings are extra wily with a +1 to all savings throws, and an additional +2 against fear. Both Gnomes and Halflings have an extra +1 attack and +1 armor class due to their small size, though they also run as fast a Dwarf. Aasimars and Tieflings have natural energy resistance, slightly lowering damage from elemental attacks.

There are also the slight skill bonuses each race gets. Dwarves, Elves, Half-Elves, Gnomes, and Halflings all get +2 Perception to help spot dangers. Halflings and Gnomes have +4 Stealth with Halflings gaining an additional +2 Athletics and Mobility. Elves, Half-Orcs, and Gnomes all have situational bonuses to their skills checks. Humans are the most versatile as they gain bonuses skill points when leveling, while Aasimars and Tiefling bonuses are based around the sub-race they pick. Finally, Humans get a feat of their choosing, while Half-Elves must select among types of Skill Focus.

Ability Scores

As the Baron will always be leading the party, it is best if they have at least positive scores for their defensive stats: around 12-14 in Constitution, Dexterity, and Wisdom. They will also be the face of the party, so having 10-12 Charisma regardless of class will be beneficial. After those are established, focus on primary stat: Strength if they will be in melee, Dexterity for sneaking and archery, Intelligence for skills, Wisdom for certain divine powers, and Charisma for other class features.

If the Baron is a spell caster, it will be important to reach their spell casting minimum. For example, a sixth level spell class like Inquisitor or Bard would need 16 in Wisdom and Charisma, respectively. A ninth level caster would eventually need 19 in their casting score. If they will use attack or saving throw magic, they will want as high of a casting stat as possible.

Skills

Because of Baron’s responsibilities it is recommended to spread skill points into Persuasion, Perception, Athletics, and Mobility. The Baron doesn’t have a special camping role, leaving them free to always hunt (Lore Nature), camouflage (Stealth), or cook (Knowledge World) while resting. Note that most armor and shields impose penalties on physical checks like Athletics, Mobility, and Stealth.

Feats

The Baron starts with one base feat, and will gain more at each odd level. At early levels, it is important to pick up prerequisite feats for stronger ones down the road. This can include Point-Blank Shot for an archer, Power Attack for close range, Combat Expertise for tactical options, and Spell Focus for casting. General feats like Improved Initiative, Iron Will, Toughness, Skill Focus, and Blind-Fight are good when extra feats are a surplus.

Gameplay Tips in Pathfinder Kingmaker

Party Formation should place the Baron in the middle for Pathfinder Kingmaker

Once the Baron is on their adventure, there are certain strategies to keep them hale and hearty.

Party Formation

The Baron should be placed near the center of the party, with scouts and tanks near the front and most mages and archers towards the back. However, there should also be a rearguard as enemy reinforcements can approach from all sides. Even if the Baron themself is designed to be a frontline warrior, it may be helpful to hold initial position and assess before advancing.

Equipment and Funds

Outfitting the Baron should be a main priority. This can be done with both found items and by reselling loot and old gear for more gold. Some staple items include Cloak of Resistance for better saving throws, Ring of Protection for better armor class, Headband of Intelligence/Wisdom/Charisma, and Belt of Strength/Dexterity/Constitution.

Shifting Alignment and Choices

The Baron’s alignment can dictate some of their dialogue options and even buildings that can be added to the kingdom. Lawful requires order and obedience, Chaos freedom and chance, Good helping others even it means harming oneself, Evil for personal benefit above all, and Neutral for a healthy medium between the extremes. Certain choices the main character makes will shift their alignment slightly, bringing possible related boons and problems that coincide. Every party member and NPC has their own opinion and reacts accordingly; almost no choice can make everyone happy.

It is important to not alter alignment too far, as certain classes and features are restricted. Paladins only retain their powers when Lawful Good, while Monks can be any Lawful. Druids must have some form of Neutral (either between Lawful-Chaos or Good-Evil). Barbarians and the prestige class Arcane Trickster must be non-Lawful. Last, Clerics and Inquisitors must remain within one step of their deity’s alignment: a Chaotic-Good god will only allow priests of Chaotic-Neutral, Chaotic-Good, and Neutral-Good. A Neutral Cleric of a Neutral deity can select which type of energy they release with channel and spontaneous casting.

Every player and campaign will be different. What may be good decisions in one playthrough may prove disastrous in the next. It is best to select an object early in the scenario and stick with it through thick and thin.

Next: How to Defeat the Stag Lord in Pathfinder: Kingmaker

Pathfinder: Kingmaker is currently available on PC and soon PlayStation 4 and Xbox One.