Kingmaker! a Pathfinder Adventure Path
general system differences
- Races generally get an additional +2 to ability score.
- When created, characters choose a favored class which may not change. (Half-elves choose two favored classes.) Levels in a favored class grant a +1 to hit points, skill points, or other bonuses in APG
- Lots of changes to classes with the goal of not having “dead levels” in which there are no changes.
- Channeling of positive and negative energy is based on a completely different mechanic.
- Sneak attack works on nearly all enemies.
- Skills are simplified. There are fewer skills because some were combined. But the skill system is also simpler because class skills cost the same as non-class skills except class skills get a one-time +3 bonus. Furthermore, assigning skills at first level is easier because a character doesn’t get the x4 multiplier to skill points at first level.
- Characters get more feats–one at every other level instead of every third level. Some have been altered, many have been added, and a few have been removed: Agile, Diligent, Investigator, Negotiator, Nimble Fingers and Track.
- “Identify” no longer costs 100gp per cast. Magic items are identified through spellcraft skill.
- It’s harder to tumble against enemies and concentration checks are more difficult in general. Don’t expect to get by as easy as in 3.5. On the good side concentration checks are now just level checks so it’s not a “skill tax” for casters.
- Bull rush, disarm, grapple, overrun, sunder, and trip all use a new combat maneuvers system. It features pre-calculated combat maneuver bonus and defense scores to resolve these actions more easily.
- Spells are largely unchanged, but review the spells you plan to use for minor changes. These are some common spells worth re-reading: detect magic, dispel magic, greater dispel magic, magic circle against evil, make whole, mending, neutralize poison, polymorph, protection from evil, raise dead, remove curse, remove disease, summon monster, summon nature’s ally. In particular, polymorph has been radically altered and a polymorph subschool has been added.
- If spells require the caster to use XP, this requirement changes to a material component worth 5x the XP cost.
- Experience point requirements are different as that wasn’t part of the 3.5 SRD. GMs can choose a between fast, medium and slow XP progression tables, and non-combat XP bonuses are generally more common than 3.5.
- As with spells, magic items do not require the creater to expend XP. A skill check is used and if the check is unsuccessful the components are wasted. If the check is missed by more than five points, a cursed item may be created.