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The Sorcerer is considered a powerful class mostly thanks to the bonuses given by their bloodline class features, but the choice of bloodline is just one of many we can make in character creation. Pathfinder: Kingmaker Sorcerer Build Suggestions Finally at levels 7, 13, and 19, the Sorcerer also gains an additional feat, chosen from a list of specific feats from the bloodline so long as they meet the prerequisites.
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They also gain a fixed number of spells that are given to the Sorcerer for free starting at level 3, and every two levels thereafter. First, they provide special bloodline powers throughout their class progression. After selecting this bloodline, it cannot be changed.īloodlines provide a ton of benefits for the Sorcerer. At character creation, players select a bloodline to represent their innate magical abilities. The animal inherits the Ranger’s Favored Enemy and Favored Terrain choices.Bloodline: A Sorcerer is able to cast spells due to innate magical abilities brought forth by a bloodline. This can be offset by taking the Boon Companion feat. The Inquisitor shares teamwork feats with their hunting pet, but doesn't treat other allies as knowing feats like Solo Tactics would.Īt 4th level, Rangers can select an Animal Companion, but treat their own level as -3 when determining the animal’s level. This Inquisitor archetype grants an animal at first level, but delays learning Judgement until 4th level and cannot use multiple simultaneous Judgements. Sorcerer spells have some focus on area effect destruction, which can be risky for the animal. They have the standard Fey bonus spells and feats, but not the arcana or all standard bloodline powers. The Sylvan archetype gives the Sorcerer a pet, but locks their bloodline as Fey. The pet gains damage reduction at the same time as the Barbarian. The master and pet have increased flanking, and the Barbarian can eventually take opportunity attacks when their pet confirms combat maneuvers like Trip. The Mad Dog archetype Barbarian provides a war beast animal but delays their iconic Rage to level 4 and doesn’t learn Uncanny Dodge. They will take Dodge, Power Attack, Toughness, and Weapon Focus Claws as feats.
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Their Strength is 13, Dexterity 17, Constitution 13, Intelligence 2, Wisdom 15, and Charisma 10. They are medium with 40 speed and 4 Natural Armor. Their bite also now poisons like the Centipede. They will take Dodge, Trip, Power Attack, Toughness, and Weapon Focus Bite as feats.Īt 7 they increase to medium, 6 Natural Armor, +4 Strength, -2 Dexterity, +4 Constitution. Their Strength is 13, Dexterity 17, Constitution 12, Intelligence 2, Wisdom 12, and Charisma 6. Monitor Lizards are small, with 30 speed, and 4 Natural Armor. They learn Trample, allowing them to deal 2d6 damage versus Reflex saves but may suffer opportunity attacks. They will take Dodge, Power Attack, Toughness, and Weapon Focus Gore as feats.Īt level 7 they grow large with 10 Natural Amor, +8 Strength, -2 Dexterity, +4 Constitution.
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Their Strength is 14, Dexterity 14, Constitution 13, Intelligence 2, Wisdom 13, and Charisma 7. Mastodons are medium, with 40 speed and 7 Natural Armor.
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They gain Pounce, allowing full attacks on a charge. They will take Dodge, Trip, Weapon Finesse, Toughness, and Weapon Focus Claws as feats.Īt level 4 they grow to medium, +2 Dexterity, +2 Constitution and use Dexterity for damage. Their Strength is 12, Dexterity 21, Constitution 13, Intelligence 2, Wisdom 12, and Charisma 6. These animals are small, move 50, and have 4 Natural armor. Like others, level 7 increases are large size, 8 Natural Armor, +8 Strength, -2 Dexterity, +4 Constitution. They will take Dodge, Toughness, and Weapon Focus Bite as feats. Their Strength is 9, Dexterity 13, Constitution 13, Intelligence N/A (mindless), Wisdom 10, and Charisma 2.
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They have a 1d6 bite that can poison, dealing Dexterity damage. Their movement is 40, 6 Natural armor, and medium-size. When they use charge it will now deal 2d6. At level 7 they become large, gain 8 Natural Armor, +8 Strength, -2 Dexterity, +4 Constitution.