Pathfinder: Kingmaker – Guide To All Races Attributes

Pathfinder: Kingmaker

Pathfinder: Kingmaker has been released by Publisher Deep Silver and Developer Owlcat Games on PC. it is an action isometric role based on Paizo’s Pathfinder franchise but the actual gameplay takes inspiration from popular games like Baldur’s Gate, Arcanum and Fallout.

In the game, you will have to form a party of unique adventurers and lead them to the region of the stolen lands. there you will need to fight different enemies, conquer the land and make your own empire as a Lord.

Guide To All Races Attributes In Pathfinder: Kingmaker

The game has been built with a lot of in-depth mechanics which will change the outcome of many different scenarios.

The Race system is one of the mechanics which lets player select from eight different types of races. each of them is unique in appearance and their respective stats. so in this guide, you will learn about their difference.

Below you will find the list of all the eight races and learn about their Attributes, stat gains, weapons and more in Pathfinder: Kingmaker.

Asimars
  • Attributes – This race can choose a heritage which grants different traits allowing you more customization.
  • Movement Speed – base speed of 30 feet.
  • Weapon Proficiency – Spellcaster

All Heritage Stat Gains

  • Angelkin – +2 Strength, +2 Charisma, +2 bonus on Lore (Religion) and Use Magic Device. allows using the Lesser Restoration spell once per day.
  • Emberkin – +2 Intelligence, +2 Charisma, +2 bonus on Lore (Religion) and Knowledge (Arcana). allows using the Burning Arc spell once per day.
  • Idyllkin – +2 Constitution, +2 Charisma, +2 bonus on Lore (Nature) and Perception. allows using Summon Nature’s Ally 3 spell once per day.
  • Lawbringer – +2 Constitution, +2 Wisdom, +2 bonus on Persuasion and Perception. allows using Hold Person spell once per day.
  • Musetouched – +2 Dexterity, +2 Charisma, +2 bonus on Persuasion and Mobility. allows using the Glitterdust spell once per day.
  • Plumekith – +2 Dexterity, +2 Wisdom.,+2 bonus on Mobility and Athletics checks. allows using the Invisibility spell once per day.
  • Uncertain – +2 Wisdom, +2 Charisma, +2 bonus on Diplomacy and Perception. allows using the Searing Light spell once per day.
Dwarf
  • Attributes – +2 Constitution, +2 Wisdom, -2 Charisma.
  • Movement Speed – base speed of 20 feet, but this speed never get modified by armor or encumbrance.
  • Weapon Proficiency – battleaxes, heavy picks, and war hammers, any weapon with word Dwarven.

Stat Gain

  • +4 racial to Combat Maneuver Defense when you are trying to bull rush or trip attempt while standing on the ground.
  • +1 on Attack rolls against humanoid creatures of the orc and goblinoid.
  • +4 dodge bonus to AC against monsters of the giant.
  • 2 racial bonus on saving throws against poison, and spells.
Elves
  • Attributes – +2 Dexterity, +2 Intelligence, -2 Constitution.
  • Movement Speed – base speed of 30 feet.
  • Weapon Proficiency – longbows, composite longbows, longswords, rapiers, and short bows. they treat any weapon with name Elven as a martial weapon.

Stat Gains

  • +2 bonus on Perception checks.
  • +2 bonus on caster level checks to destroy opponent spell resistances.
  • +2 bonus on Knowledge (Arcana) skill checks to identify the properties of magic items.
  • +2 saving throw against enchantment spells.
Gnomes
  • Attributes – +2 Constitution, +2 Charisma, -2 Strength
  • Movement Speed – base speed of 20 feet.
  • Weapon Proficiency – treat any weapon with the word gnome as a martial weapon.

Stat Gains

  • +4 dodge bonus to AC against monsters of the giant.
  • +2 saving throw bonus against illusion spells.
  • +1 to the DC of any saving throws against illusion spells.
  • +2 bonus on Perception.
  • +2 bonus on Knowledge (World).
  • +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid.
  • +1 size bonus to their AC, +1 size bonus on attack rolls, +4 size bonus on Stealth checks, – 1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense.
Halflings
  • Attributes – +2 Dexterity, +2 Charisma, -2 Strength
  • Movement Speed – base speed of 20 feet
  • Weapon Proficiency – Slings and treat the weapon with name halfling as Martial Weapon.

Stat gains

  • +2 bonus on Athletics and Mobility.
  • +1 bonus on all saving throws.
  • +2 bonus on all saving throws against fear.
  • +1 size bonus to their AC, +4 size bonus on Stealth checks, +1 size bonus on attack rolls, –1 penalty to their CMB and CMD.
  • +2 bonus on Perception.
Half-Elves
  • Attributes – +2 bonus to any attribute during creation.
  • Movement Speed – base speed of 30 feet.
  • Weapon Proficiency – Spellcaster

Stat Gains

  • +2 saving throw bonus against enchantment spells.
  • +2 racial bonus on Perception.
  • Immune to magic sleep effects.
  • Gain Skill Focus as a bonus feat at 1st level.
Half-Orcs
  • Attributes – +2 bonus to any attribute during creation.
  • Movement Speed – base speed of 30 feet.
  • Weapon Proficiency – great axes and falchions. they treat any weapon with the word orc as a martial weapon.

Stat Gains

  • +2 bonus on Intimidate.
  • Gain an additional skill rank at 1st level,
  • Gain one rank whenever they gain a level.
Humans
  • Attributes – +2 to any attribute of your choice.
  • Movement Speed – base speed of 30 feet.
  • Weapon Proficiency – Most Weapons of Pathfinder: Kingmaker

Stat gains

  • Bonus feat at 1st level.
  • Gain additional skill rank at 1st level.
  • Gain additional rank whenever they gain a level.

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