Pathfinder: Kingmaker Complete Class Guide (2024)

Converting the Pathfinder tabletop rules to a single player cRPG for the first time, Kingmaker has no shortage of class options.

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All the classes are quite similar to the pen and paper version of Pathfinder, so if you’ve been rolling d20s with your friends for years you already know the basics of what to expect.

In our fullPathfinder: Kingmaker class guide below, we break down each main class, as well as the three alternate class archetypes that swap out key features for more customization.

Like with the original Baldur’s Gate, the game is over if the main character dies in Kingmaker, so survivability should be your focus. For new players, going with a fighter or barbarian is a good option. If you pick something squishy like a wizard or halfling bard, make sure to stay in the back row away from melee combat.

Starting companions

if you are looking for a well rounded party with no duplicate classes, companions are available from the beginning of the game with these starting classes:

  • Barbarian (Amiri)
  • Bard (Linzi)
  • Cleric (Harrim)
  • Fighter (Valerie)
  • Inquisitor (Jaethal)

Keep in mind however that the party splits in two early on based on your alignment and decisions in the prologue, so you can’t have all the party members together at once.

Primary Class: Alchemist

Main features: Throw Anything, Poison Resistance, Mutagen, Bomb

High saves: Fortitude and Reflex

Class skills: Trickery, Knowledge (Arcana), Knowledge (World), Perception, Use Magic Device

Alchemist is a hybrid class offering both spells and mutagens for temporarily increasing the physical stats, making this a great well-rounded option for melee or ranged combat.

The main draw here is the bomb feature, which can be changed and improved as you level up and gives a constant stream of steady damage-dealing opportunities from a distance.

Grenadier

This subclass gains martial weapon proficiency and replaces poison resistance with the precise bomb ability, so your bombs don’t affect allies. This is critical when you are throwing bombs into crowds.

Vivisectionist

A more evil version of the class, Vivisectionist loses the bomb ability entirely and replaces it with sneak attack, leading to a rogue/alchemist hybrid based on dealing high damage output while hiding ins shadows.

Chirurgeon

More focused on healing, this sub-class replaces poison resistance with infused curative, which lets you use status effect removing infusions on other party members.

Primary Class: Barbarian

Main features:Fast Movement, Rage

High saves:Fortitude

Class skills:Athletics, Mobility, Lore (Nature), Perception, Persuasion

Barbarians are all about front line combat, activating rage and wading into melee. They gain new powers while raging at higher levels, and eventually get danger sense to avoid traps and damage reduction to act as the party tank.

Armored Hulk

An even tankier version of the barbarian, this sub-class gets heavy armor proficiency, and swaps out fast movement for bonuses to CMD and speed while wearing heavier armor.

Mad Dog

The mad dog doesn’t get the normal rage ability until level 4, and gains fewer rage powers. In exchange, this version of the barbarian gets an animal companion and gains bonuses in combat when you fight alongside that companion.

Invulnerable Rager

Instead of danger sense to avoid traps, this sub-class gets damage reduction immediately, and gains resistance to fire and cold damage starting at third level.

Primary Class: Bard

Main features:Cantrips, Bardic Knowledge, Inspire Courage, Detect Magic

High saves:Will and Reflex

Class skills:All skills

The bard is your jack-of-all-trades class, with some minor spellcasting powers, the ability to buff the rest of the party, and big bonuses to skill checks.

If you want to do well on Knowledge checks and stay out of harm’s way, bard is a good class to pick. Note that if you are going the chaotic good route, you can just use Linzi as your bard instead.

Archaelogist

Instead of inspiring courage in other party members, the archaeologist gets luck bonuses on nearly all rolls.

Thundercaller

This archetype swaps out the bardic knowledge feature for a bonus to Nature Lore rolls, and also gains the ability to deal sonic damage with a thunderbolt starting at third level.

Flame Dancer

Beginning at third level, the flame dancer gains abilities related to fire, such as granting fire resistance to allies. Eventually this archetype adds fire-related powers such as fireball to his list of available spells.

Primary Class: Cleric

Main features:Channel Energy, Divine Spells, Domain Selection, Detect Magic

High saves:Fortitude and Will

Class skills:Knowledge (Arcana), Knowledge (World), Lore (Religion), Persuasion

A cleric’s focus can vary widely depending on their deity, but in general act as the healers and secondary front line fighters.

If you want to be able to deal with undead, help out the party, and still swing a mace at the bad guys, this is your best pick.

Crusader

This archetype is more martial-focused and gains bonus fighter feats every five levels.

Herald Caller

The herald caller can swap out prepared spells to instead summon creatures associated with their deity.

Ecclesitheurge

The opposite of the crusader, this archetype loses weapon and armor proficiency and instead focuses on gaining bonuses through spells.

Primary Class: Druid

Main features:Nature Sense, Spontaneous Summoning, Nature Bond, Wild Shape, Detect Magic

High saves:Fortitude and Will

Class skills:Lore (Nature), Knowledge (World), Knowledge (Arcana), Perception, Athletics

The secondary healing class, druids have versatile spellcasting abilities, can summon magical allies, and eventually gain the ability to take on animal or elemental forms during combat.

Blight Druid

Focused on the destructive powers of decay, this archetype gains blight bond instead of nature bond, and eventually causes any enemies standing nearby to become automatically sickened during combat.

Defender Of The True World

This variant on the druid is focused around battling the fey, gaining damage bonuses against the children of the first world. This can be a big help in certain parts of the game where fey are plentiful enemies.

Feyspeaker

The opposite of the defender of the true world, this archteype revolves around supporting the fey. This sub-class gets fewer wild shape abilities, and instead gains enchantment and illusion spells. The feyspeaker also uses charisma instead of wisdom for spellcasting.

Primary Class: Fighter

Main features:Bonus Combat Feats, Bravery, Armor Training, Weapon Training

High saves:Fortitude

Class skills:Athletics, Knowledge (World), Lore (Nature), Persuasion

If you aren’t sure what to pick, fighter is probably the best starting option due to the high hit points and ability to use the heaviest weapons and armor.

Fighters consistently gain bonuses to all armor and weapon options, so they scale well in combat-focused situations.

Aldori Defender

Instead of armor training, this archetype gains the defensive parry skill, which gives an armor class bonus when making full attacks with a sword.

Tower Shield Specialist

Instead of weapon training, this archetype gains major defensive bonuses while equipped with a tower shield, including the ability to defend allies from burst spells.

Two-Handed Fighter

Exactly what it sounds like, this fighter ditches armor training and instead gets big bonuses when wielding a two-handed weapon.

Primary Class: Inquisitor

Main features:Orisons, Stern Gaze, Detect Magic, Judgment

High saves:Fortitude and Will

Class skills:All skills

Somewhat like a hybrid of cleric and fighter, the inquisitor has fewer spell options, but gains bonuses to intimidation and pronounce judgment on specific enemies to gain bonuses in combat.

The inquisitor is focused on teamwork in combat as well, and can essentially give other party members free teamwork feats when they are in close proximity.

Monster Tactician

Instead of the judgment ability, this archetype gains the ability to cast summon monster spells at each level.

Tactical Leader

This archetype loses stern gave and instead focuses on diplomacy over intimidation.

Sacred Hunstmaster

Instead of judgment, the huntsmaster gains an animal companion and has a bigger focus on teamwork feats to use with that companion.

Primary Class: Magus

Main features:Arcane Pool, Spell Combat, Detect Magic

High saves:Fortitude and Will

Class skills:Athletics, Knowledge (Arcana), Knowledge (World), Persuasion, Use Magic Device

A hybrid of fighter and wizard, the magus can channel spell energy to grant bonuses in combat, and can both cast spells and attack with a melee weapon in the same round.

Eldritch Scion

Essentially the sorcerer version of a magus, the eldritch scion gains arcane pool points based on charisma instead of intelligence.

Sword Saint

The sword saint is more focused on the melee side than the magic side, primarily using mystical abilities to pump up sword attacks. This archetype also gains access to some fighter-only features (at a slower rate than a normal fighter).

Eldritch Archer

This is essentially like the base magus, but using ranged attacks instead of a sword.

Primary Class: Monk

Main features:Flurry Of Blows, Improved Unarmed Strike, Stunning Fist, Armor Class Bonus, Ki Powers

High saves:Fortitude and Reflex

Class skills:Athletics, Mobility, Stealth, Knowledge (World), Lore (Religion), Perception, Persuasion

Monks are focused on up close combat but without any weapons or armor. They gain increasing abilities over time it they remain unarmored and don’t equip melee weapons.

Eventually their standard fist attacks take on magical qualities, essentially bypassing the need for magic weapons.

Scaled Fist

Very similar to the base monk class, scaled fist swaps out the bonus feats available to grant access to feats like crane style and dragon style.

Sensei

Somewhat of a monk/bard hybrid, the sensei gains the ability to grant bonuses to other party members like a bard’s inspire courage power.

Traditional Monk

This archetype loses the ability to choose specific ki powers when leveling up, but gains larger bonuses from the powers it can take.

Primary Class: Paladin

Main features:Smite Evil, Divine Grace, Lay On Hands, Mercy, Aura Of Courage

High saves:Fortitude and Will

Class skills: Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Persuasion

Another fighter/cleric hybrid, the paladin is restricted to lawful good alignment and must behave selflessly to use their powers.

They gain the ability to heal and remove negative status effects over time by adding mercies to their lay on hands power.

Divine Hunter

Instead of focusing on a sword and shield style, this archetype gains access to ranged combat feats and abilities.

Hospitaler

The hospitaler gains additional healing abilities at the cost of a weakened smite evil feature.

Divine Guardian

The divine guardian archetype focuses on healing and guarding one particular party member at a time, rather than the group as a whole.

Primary Class: Ranger

Main features:Favored Enemy, Favored Terrain, Hunter’s Bond

High saves:Fortitude and Reflex

Class skills:Athletics, Stealth, Knowledge (Arcana), Knowledge (World), Lore (Nature), Perception, Persuasion

The big draw to the ranger is the ability to focus on specific types of enemies, gaining big bonuses against those creatures.

Freebooter

Instead of taking a favored enemy, the freebooter can choose one enemy at a time to gain a bonus against, and grants that bonus to the whole party.

Flamewarden

The flamewarden focuses on adding flame effects to melee weapons, and eventually swaps out some spells for fire-focused ones such as fireball.

Stormwalker

The lightning version of the flamewarden, this archetype is also focused on ranged weapons over melee attacks.

Primary Class: Rogue

Main features:Sneak Attack, Trapfinding, Danger Sense

High saves:Reflex

Class skills:Mobility, Athletics, Persuasion, Trickery, Knowledge (World), Perception, Stealth, Use Magic Device

Your classic scoundrel, the rogue is all about disarming traps and dealing extra damage while remaining unseen.

Eldritch Scoundrel

This archetype slows down the sneak attack damage progression, but gains access to spells in exchange.

Knife Master

Instead of danger sense, the knife master gains a bonus against light blade attacks. Critically, this archetype loses trap finding, but rolls d8s for damage instead of d6s when using sneak attacks.

Thug

Instead of danger sense and trap finding, the thug focuses on demoralizing and intimidating opponents in combat.

Primary Class: Sorcerer

Main features:Spells, Bloodline, Detect Magic

High saves:Will

Class skills:Knowledge (Arcana), Persuasion, Use Magic Device

This charisma-based class has access to fewer spells than the wizard, but can cast them more times per day. You can also tweak your focus based on what bloodline you select.

If you want to cast lots of combat spells every day, this is the class to pick.

Empyreal Sorcerer

This archetype uses wisdom instead of charisma for spellcasting, and gains access to some cleric-style abilities like flame strike.

Sylvan Sorcerer

This archetype is a mashup of druid and sorcerer, gaining access to an animal companion and abilities like woodland stride.

Sage Sorcerer

This version of the sorcerer uses intelligence instead of charisma, and gains access to wizard abilities like magic missile and dimension door.

Primary Class: Wizard

Main features:Spells, Specialist School, Arcane Bond, Detect Magic

High saves:Will

Class skills:

This is the classic spellcaster, using intelligence to channel magic. They have access to a much broader range of spells than the sorcerer, but can cast fewer spells per day.

Arcane Bomber

A mashup of wizard and alchemist, this archetype gains access to the bomb feature.

Thassilonian Specialist

This is the hyper focused version of the specialist wizard, ditching abilities from opposing schools of magic to get bonuses to a smaller number of schools.

Scroll Savant

The scroll savant loses access to bonus wizard feats every five levels, but instead gains increased powers when casting spells from scrolls.

What’s your favorite Pathfinder class, and what sort of character do you intend to play while conquering the Stolen Lands? Sound off in the comments below, and be sure to check out our otherPathfinder: Kingmaker guides here on GameSkinny!

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Pathfinder: Kingmaker Complete Class Guide (2024)

FAQs

What is the easiest class in Kingmaker? ›

Pathfinder: Kingmaker

Best class to start out as? Sylvan sorcerer is a great class to start with for new players. Base ranger archer is solid but one of the companion is one of those and he is very strong.

How long does it take to complete Kingmaker? ›

When focusing on the main objectives, Pathfinder: Kingmaker is about 76½ Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 200 Hours to obtain 100% completion.

What is the chance of hitting in Kingmaker? ›

An attack roll always succeeds when the die result is 20 (before modifiers) and always fails if it is 1 (before any modifiers), so there is always at least a 5% chance to hit or miss, regardless of anything else.

What is the favored class bonus in Pathfinder: Kingmaker? ›

Assuming of course that your first level class is your Favored Class. Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.

What race is the best fighter Pathfinder? ›

The Best Fighter Ancestries In Pathfinder 2e

However, the strongest options in Pathfinder tend to be human for the bonus Feat or dwarves for their stat bonuses and extra damage from dwarven weapons. Half-elf and half-orc are also decent options with their racial traits and Darkvision for the latter.

Is it possible to solo Pathfinder Kingmaker? ›

Pathfinder: Kingmaker can be challenging to play solo as the game is designed for a full party. While it is possible to play solo, you may find certain parts of the game difficult to complete without the support of a party.

Which is better Kingmaker or Wrath? ›

Or would you just say they are equal. In terms of mechanics and quality of life improvements, WotR is vastly better than Kingmaker. You don't need a mod to rotate the camera this time. You can order your party members to chug potions until they are fully healed (instead of drinking them one by one).

What are the most useful favored enemies in Pathfinder Kingmaker? ›

Humans are a good safe bet for a favored enemy early game. Undead are also okay. As for favored terrain, select underground early game, and first world (fey realm) later on. As you may have guessed, fey are also an important choice as a favored enemy type.

Can you become a god in Pathfinder: Kingmaker? ›

A 20 level character with 10 levels of Mythic can be considered a demi god or almost a demi god. All figures of note in Golarion lore who reached such level of power (like Baba Yaga, Xanderghul or Soreshen) are at the very least immortal and with potential to become divine.

Can you get to level 20 in Kingmaker? ›

Required XP roughly doubles for every two levels but awarded XP keeps up. If you're smart, your MC can reach level 20 long before the endgame. Your companions will catch up later. There is a specific area late game where you can go from level 16 (if you've been thorough) to level 19 or even 20.

Can you keep play after ending Pathfinder: Kingmaker? ›

After you defeat the final boss you will get an ending epilogue, credits and then be booted back to the main menu. You cant continue playing after the story ends. Also, most of the companions can die during the story if you did not completed their personal quests in a satisfactory manner.

Does deity matter in Kingmaker? ›

Alignment is gone, so your deity is the only thing that could restrict you. - Pathfinder kingmaker limits domains, deities and alignment, but the selection is so large that players will rarely have a problem to find gods and domains that fir their character. I like this more.

Does Kingmaker have a time limit? ›

Only hard limit is in the first act - the tavern defense mission always happens after 3 days. There's a soft limit to complete act 2 if you want the best reward and praise from the queen. After completing a specific mission in act 3, the act ends after 30 days.

Can you save the boy in Kingmaker? ›

Save the child from the Lizardfolk Village. At the Lizardfolk Village entrance you will be greeted by Kagar who will mention that Tig could be found in the village. The quest will begin if you haven't picked it up from Jenna Tannersen. To free Tig you need to get into the village and deal with Count Shimmerglow.

What is the favored class option in Pathfinder? ›

In Pathfinder, you choose a favored class when you create a character, and every time your character takes a level in that class he or she gets +1 hit point, +1 skill rank, or another race and class specific benefit as added in the Advanced Player's Guide.

What race is best for Kingmaker Magus Pathfinder? ›

Elf. Bonuses to Dexterity and Intelligence make Elves of the best choices for a Magus, especially one focused on ranged damage. The Spell Dancer subclass is limited to this race.

What is the best subclass in Pathfinder Slayer? ›

Best Subclass: Executioner or Arcane Enforcer to increase either magical or physical damage output. Important Ability Scores: This Slayer should focus on Strength and Consitution to make sure they're effective in melee combat.

Is Paladin a good class in Pathfinder: Kingmaker? ›

They are good at destroying especially powerful evil creatures. As they advance, they gain access to a small number of basic divine spells, focusing mostly on healing and empowering themselves and their allies. A paladin must have a Lawful Good alignment, or they will lose most of their powers.

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