This mod adds the Oracle class, new spells, magic-themed feats, character traits, and other fun things from PnP Pathfinder.
Note: this was last tested against the PF:K 1.3.0. While I tried to test everything, some features may not work properly yet. If you have a build in mind, I recommend using Bag of Tricks to level up your character to high level, quick save & load, then test out the abilities you want to use. You can file bugs on github or report them using the Nexus mods page.
Note 2: life happened and I've been unable to spend as much hobby time in Q1 2019 as I'd hoped. Should have a lot more free time starting in May; I hope to resume work on the spells/feats/classes that I've been developing behind the scenes, as well as other bug fixes. Cheers!
Installation:
- Install Unity Mod Manager
- Find your Pathfinder: Kingmaker game directory (if using Steam, this will typically be at:
C:\Program Files (x86)\Steam\steamapps\common\Pathfinder Kingmaker\
) - Unzip EldritchArcana.zip into the game's Mods directory.
General:
- Player Characters get 2 trait selections (see "Traits" section below).
- Favored Class Bonus
- If a favored class is chosen, the character can choose +1 HP or Skill rank for each level gained in that class.
- Sorcerer Favored Class bonus for Human (and partially human races: Half-elf, Half-orc, Aasimar, Tiefling).
- Bard Favored Class bonus for Human (and partially human races).
- Oracle Favored Class bonus for Human (and partially human races).
- 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.
- Area of effect spells can be dismissed:
- Dismissable (D) spells can be dimissed at any time (e.g. Web).
- Other spells can be dimissed out of combat (e.g. Stone Call).
Classes:
- Oracle class, with the following archetypes, mysteries & curses:
- Seeker archetype
- Ancient Lorekeeper (Elf) archetype
- Time mystery for use with Lorekeeper
- Battle mystery
- Dragon mystery
- Flame mystery
- Life mystery
- Curses:
- Blackened
- Clouded Vision
- Covetous
- Deaf
- Haunted
- Lame
- Tongues
- Wasting
Archetypes:
Bloodlines:
- Orc Bloodline
- Arcane Bloodline now also gets Metamagic Adept, and the metamgic bonus of Arcane Apotheosis.
Spells:
- Detect Secret Doors
- finds doors to secret areas like the Prologue statue puzzle, but you still need to complete the puzzle to enter
- Knock
- Weapon of Awe
- Hypnotic Pattern
- Greater Magic Weapon
- Wall of Fire
- Delayed Blast Fireball
- can be cast instantly, or delayed up to 5 rounds--pairs well with Time Stop
- Incendiary Cloud
- Meteor Swarm
- Miracle
- Limited Wish, Wish
- offers choice of spells as described (in the abilities menu)
- can use Wish to grant a permanent inherent ability score increases
- Time Stop
- freezes other units and area effects for 1d4+1 rounds
- Spells that grant flight, similar to the game's wings abilities:
- Fly, Overland Flight (grants choice of wings)
- Air Walk and Air Walk, Communal (no visuals)
- Spell lists updated to match PnP:
- Arcane Bloodline gets Wish
- Draconic Bloodline gets Fly, Wish
- Fire domain gets Wall of Fire, Incendiary Cloud
- Travel Domain gets Fly
Feats:
- Eldritch Heritage, Improved Eldritch Heritage, Greater Eldritch Heritage
- Favored Prestige Class
- Prestigious Spellcaster
- Spell Perfection
- Mage's Tattoo
- Dervish Dance
- Additional Traits
- Extra Revelations
- Abundant Revelations
- Fey Foundling
- Opposition Research (Wizard Arcane Discovery)
- Extra Arcana
Magus Arcanas:
Metamagic Feats:
- Intensified Spell
- Persistent Spell
- Selective Spell
- Dazing Spell
- Rime Spell
- Toppling Spell
- Elemental Spell (Fire/Cold/Electricity/Acid)
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. They also grant immunity to Trip (as in PnP).
- Elemental Body polymorph forms now allow spellcasting, as in PnP (when in humanoid form).
- Fiery Body now grants the bonuses that come with flight (via red wings).
- Fixed 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).
- Fixed 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.)
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.
- 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)
- Dirty Fighter (+1 damage against target you're flanking)
- Honored First of the Society (+1 ki pool)
- Reactionary (+2 initiative)
- Reckless (+1 mobility and it becomes a class skill)
- Resilient (+1 fortitude save)
- Witty Repartee (+1 persuasion and it becomes a class skill)
- 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)
- 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)
- 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)
- Metamagic Master (metamagic costs 1 less for chosen spell 3rd level or lower)
- Signature Spell (+1 caster level for chosen spell)
- 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)
- 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)
- See https://github.com/jennyem/pathfinder-mods/issues
- The text in the mod (e.g. feat names/descriptions) is not translated/localized yet.
- 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 2 selections (favored class, favored class bonus) to the first ability choice page (before stats/skills) and up to 5 on the second feats page (2 traits, deity, plus 2 more if choosing "additional traits"), so it can trigger this more often than the base game would.
- Crossblooded sorcerer gets their next level spell pick on even levels, like a
normal sorcerer does. They should start with 0 spells known and get their first spell
on the following level (e.g. 3rd level spell at level 7 instead of 6).
Reasons for this design:
- Technical limitations: the spellbook level up code seemed to have problems with 0 spells known at a level (probably fixable),
- Balance reasons: in PnP, sorcerers can use higher level slots for lower level spells, so they're able to use those higher level slots, even with 0 spells known.
Game balance notes:
- This mod makes spellcasters more powerful (especially at high levels), but that's how PnP Pathfinder works. :)
- 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.
- 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.
- Arcane Bloodline still gets the concentration bonus from the level 3 and 20 powers (Metamagic Adept and Arcane Apotheosis). The game developers replaced the PnP powers with concentration bonus ones; I didn't want to remove that in case anyone is relying on it for their build. Concentration bonuses are not especially powerful (at higher levels, the checks are easy to make), and the level 20 power is missing some of its features from PnP, so overall it's still decently balanced.
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.
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.