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Traveling in the Overworld Map

Pathfinder: kingmaker  — guide and walkthrough (part 1) (pc).

GameFAQs

Guide and Walkthrough (Part 1) (PC) by kimagure

Version: 0.99 | Updated: 03/07/2022

  • Previous: Combat

Table of Contents

  • Next: Resting
  • Introduction
  • Using This Guide
  • Difficulty Levels
  • Fully Installing the Arcane Unleashed DLC

Game Basics

  • Character Information
  • Items and Equipment
  • Movement in Area Maps
  • Act 1: Stolen Land
  • A. Oleg's Trading Post
  • B. Nettle's Crossing
  • North Narlmarches: Waterlogged Lowland
  • C. Ancient Tomb
  • D. Pine Patch
  • E. Thorn Ford
  • F. Swamp Road: Technic League Random Encounter
  • G. Technic League Encampment
  • North Narlmarches: Boggard Hunting Grounds
  • A-2. Oleg's Trading Post Revisited
  • North Narlmarches: Oak-That-Strayed
  • H. Abandoned Hut
  • I. Temple of the Elk
  • J. Old Sycamore
  • A-3. Oleg's Trading Post Revisisted
  • Outskirts: Endless Plains
  • Outskirts: Fangberry Cave
  • Outskirts: Two-River's Field
  • Shrike Hills: Riverine Rise
  • Shrike Hills: Trail in the Hills
  • K. Stag Lord's Fort
  • A-4. Oleg's Trading Post Revisited
  • North Narlmarches: Old Oak
  • North Narlmarches: Tuskgutter's Lair - Amiri: Prove Your Worth Part 1
  • North Narlmarches: Tranquil River Bend
  • North Narlmarches: Three-Pine Islet
  • North Narlmarches: Glade in the Wilderness
  • Shrike Hills: Old Mesa
  • Act 2: Troll Trouble
  • A. Jamandi Aldori's Mansion (Act 2)
  • B. Capital: Tuskdale
  • Varnhold: Sorrowflow - Kalikke/Kanerah
  • Oleg's Trading Post: Artisan Bokken
  • B-2 Capital Revisited
  • C. A Ford Across the Skunk River
  • South Narlmarches: Overgrown Pool
  • D. Ruined Watchtower
  • South Narlmarches: Bandit Camp
  • E. Swamp Witch's Hut
  • South Narlmarches: Monster Den
  • F. Lone House
  • B-3. Capital Revisited and Bald Hilltop
  • C-2. A Ford Across the Skunk River (Troll Invasion)
  • D-2. Ruined Watchtower (Troll Invasion)
  • South Narlmarches: Wilderness Encounter - Dalton
  • South Narlmarches: Wilderness Encounter - Kobold Shaman and Branded Trolls
  • F-2. Lone House (Troll Invasion)
  • South Narlmarches: Kobold Trail
  • South Narlmarches: Kobold Camp
  • South Narlmarches: Troll Clearing
  • G. Dwarven Ruins
  • Act 2, Part 2: Adventuring After Troll Trouble
  • Settling Regions During Acts 2 and 3
  • A-1. Verdant Chambers (Group Visit)
  • A-2. Verdant Chambers (Solo Visit)
  • Shrike Hills: Ratnook Hill
  • B. Bridge over the Gudrin River
  • Kamelands: Mud Bowl
  • Kamelands: Wolf's Lair
  • Kamelands: Empty Skull Rock
  • C. Secluded Lodge
  • D. Lost Child: Swamp Witch's Hut (Revisited)
  • Lost Child: Random Encounter - Lizardfolk
  • E. Lost Child: Lizardfolk Village
  • Kamelands: Bald Stones
  • Silverstep: Dragonleaf Gulch
  • Silverstep: Ironstone Gully
  • Shrike Hills: Lonely Barrow
  • Silverstep: Ancient Mine
  • F. The Lonely Hunter: Lake Silverstep Village
  • G. The Lonely Hunter: Silverstep Grove
  • H. Varnhold
  • I. Candlemere Tower
  • Shrike Hills: Arbor Rock
  • Shrike Hills: Hilltop Trail
  • Dire Narlmarches: Saint Galvan's Gullet
  • Dire Narlmarches: Brown Baldhead
  • Dire Narlmarches: Tenacious Marsh
  • Dire Narlmarches: Swamp Ruins
  • Dire Narlmarches: Sunny Hillock
  • J. An Ancient Curse, Part Two: Bald Hilltop
  • Act 2 Companion Quests
  • Kalikke/Kanerah: A Task for the Sweet Teeth
  • Amiri: Prove Your Worth Part 2 - Hodag's Lair
  • Valerie: Shelyn's Chosen
  • Jaethal: Investigate My Death
  • Linzi: Easier to Ask Forgiveness
  • Tristian: Kingdom of the Cleansed
  • Artisan Quests
  • Artisan Bokken: An Ancient Formula
  • Artisan Dragn: Onslaught
  • Artisan Shaynih'a: One Thousand and One Questionable Stories
  • Artisan Nazrielle: Nazrielle's Greatest Creation
  • Artisan Varrask: Obliteration
  • Artisan Sharel: A Bloody Craft
  • Artisan Kimo Tavon: A Trail of Misfortune
  • Artisan Kimo Tavon: Affairs of the Heart
  • Artisan Mim: Three Wishes - Talon Peak
  • Artisan Irlene: A Simple Favor
  • Act 3: Season of the Bloom - A. Capital: Tuskdale
  • B. An Amusement for Nobles
  • C. Monster Invasion
  • D. Random Encounter: Wilderness Clearing
  • E1. Shrike Hills: Lonely Mill
  • E2. Shrike Hills: Goblin Village - Mother of Monsters
  • F. Bridge Over the Gudrin River (Revisited)
  • G. Witch Hunt
  • A-2. Capital: Unrest in the Streets
  • H. Goblin Fort
  • I. Return to the Capital
  • J. Womb of Lamashtu
  • A3. Capital: After the Season of the Bloom
  • K. An Ancient Curse, Part Three - Bald Hilltop
  • Act 3 Companion Quests
  • Ekundayo: A Feast of Feasts
  • Amiri: Pariah
  • Tenebrous Depths
  • Tenebrous Depths - Part 1
  • Tenebrous Depths - Part 2
  • Version Information / Update Status

Resting, traveling, and developing your kingdom all take in-game time and advance the calendar—and time is one of the most precious resources you have in the game. This walkthrough should leave you with upwards of 70+ extra days by the end, but it’s still best not to waste time.

1. Traveling on the Overworld Map

You can travel between areas on the overworld map by either clicking on the arrow in the direction you want to travel or by clicking directly on a location or cross-road. The party will attempt to go there using the most direct fully explored route. However, the route may not be the most direct route depending on which routes you’ve explored. After your party starts moving, you can stop them by hitting the “Spacebar” key, and you can resume their travel by clicking on an arrow or hitting the “Spacebar” again.

pathfinder kingmaker travel speed

The party will reveal parts of the roads a bit of a distance from their current location as you travel. Your active party members will make a hidden Perception check as you pass by an undiscovered location, and you'll discover the location if you beat the associated DC. This means you may pass an area without discovering the location if all of the characters fail their checks. The distance at which characters can discover locations is also dependent upon their Perception. This is another reason to always have one or more characters with high Perception in your party. Hidden locations will generally be first revealed when you pass by them on the road. The party will usually not stop, and you will have to manually stop them (with the “Spacebar”) and turn around to find the actual crossroad to the location. Some areas will not be revealed and cannot be discovered until you complete story events or kingdom Projects or Events.

There is no achievement or real benefit from fully walking every path on the overworld map. If you really want to do it for completeness sake, you’ll have time to burn at the end of the game, so don’t bother going out of your way to reveal each path during the course of the game.

You will come across random events and battles as you travel the overworld map. Some of these "random" encounters are scripted and will be the first encounter you have after certain game conditions are met. I will try to point them out when they occur. Your encounter rate appears to be tied to the character with the highest stealth in your party, and you can adjust your likelihood of encountering enemies through the characters in your party and their equipment. The requirement to obtain the Achievement: Survivor is to survive 100 random attacks in the wild during one game. So make sure that none of your characters have high Stealth or unequip gear that improves Stealth while you travel if you want to increase your encounter rate to find a specific scripted event, if you want to obtain that achievement, or if you simply want the exp and rewards from having more random encounters.

The random encounters vary by region. This means that you can encounter a low-level group of bandits, goblins, or giant centipedes while traveling through the Shrike Hills as a level 18 party and that you can encounter murderously difficult foes if you wander into (or too close to) high-level areas with a low-level party. It's generally safest not to go exploring in areas where you haven't been asked to go for a quest, even if you can travel there on the map. That said, you can always save your game in a separate slot before exploring, and completing higher level areas can be high-risk/high-reward, so you should by all means go if you want to give it a shot.

2. Group Manager

You can switch characters in and out of your active party using the Group Manager button on the lower left tab. Swapping party members, however, will cause time to pass, based on how far you are from your Home Base using discovered roads. Time is one of the most valuable resources in the game, and I do not recommend using this often, if ever.

pathfinder kingmaker travel speed

3. Fatigue and Encumbrance

pathfinder kingmaker travel speed

As the party travels, characters will become fatigued then exhausted. A fatigued character can’t run or charge and takes a -2 penalty to Str and Dex. It also prevents characters from using certain abilities (such as Rage for a Barbarian). An exhausted character moves at half speed, can’t run or charge, and takes a -6 penalty to Str and Dex. A blue fatigued icon will appear in the character’s conditions if they become fatigued or exhausted. A red weight symbol will appear on the portrait if the characters get overloaded, which is discussed further below.

The amount of time/distance it takes for a character to become fatigued/exhausted depends on their constitution and the amount of weight they are carrying. Jaethal is undead and will not get tired/fatigued. Items that improve a character’s constitution will extend the time a character can travel before getting fatigued, and the necklace the Heart of Ira will prevent a character from becoming fatigued, period. Octavia has the lowest con of any of your companions, and it can be worth equipping her with your best con-improving belt such as the Explorer’s Belt or the Heart of Ira solely during overland travel to improve her endurance and swapping her gear back once you arrive at your destination.

You should rest when most of your characters get the blue fatigue icon in their status—unless you’re really close to a Home Base.

B. Individual Character Encumbrance

Each character has a carrying capacity based on their strength. This capacity is tied directly to the strength ability score (rather than the str bonus) and grows exponentially as their strength increases. Encumbrance is calculated on a per-character basis based on their equipped gear and on a per-party basis based on all of the items in your total inventory including all equipped items.

pathfinder kingmaker travel speed

It is best to have your characters have light encumbrance is reasonably possible (which is why Leather Armor is generally better for Linzi than a Chainshirt during the early game, even if the latter has a better AC). Starting at medium encumbrance, characters will have a reduced max Dex bonus and speed and will suffer an armor check penalty on their Mobility, Athletics, and Stealth skill checks. At medium encumbrance, a character gets a max Dex bonus of 3, an armor check penalty of -3, and a 5 ft. speed reduction for small characters and 10 ft. reduction for medium characters. At heavy encumbrance, these increase to a max Dex bonus of 1 and an armor check penalty of -6, with the same speed reduction. An overloaded character has the same penalties as heavy encumbrance but can’t move. This is shown by a red weight symbol on the character portrait. If you find yourself in a position where you can’t get a character to move, it probably isn’t a bug and is probably because they’re overloaded. These penalties stack with the effects of the ability score penalties from fatigue/exhaustion, and being both fatigued and encumbered can really screw a character's ability to make any Str or Dex based skill check.

C. Group Encumbrance

Your overland speed will depend on your party’s encumbrance. Time is one of the most valuable resources in the game, and you can easily lose a lot of time without realizing it if you travel while encumbered. Try not to travel while the party’s heavily or even moderately encumbered, as it will slow your party and make you have to rest (and hunt or use rations) more often. You can check your character and party’s encumbrance from the inventory.

pathfinder kingmaker travel speed

At moderate encumbrance, you will travel at 83% speed on overland maps with a 13.3 hour fatigue period. At heavy encumbrance, you will travel at 67% speed on overland maps with a 8 hour fatigue period; your characters will also travel at 20 ft. group speed outside of combat—which makes them feel like they're traveling through molasses. If you become overloaded, you will travel at 67% speed on overland maps, have 5.3 hour fatigue period, travel at a 10 ft. group speed outside of combat, and won’t be able to leave area maps. A red overloaded weight icon will appear on all characters if the party becomes overloaded.

The strength penalties from fatigue/exhaustion will lower your characters’ carrying capacity and the corresponding threshold for your characters to become encumbered, both individually and as a party. Higher encumbrance, in turn, will reduce the amount of time the character can travel before becoming fatigued. This can lead to a downward spiral between fatigue and encumbrance that slows your overland speed to a crawl. The real danger of encumbrance is that you might not notice how slowly your party is moving, since the party will always move at the same visible speed on the overland map while movement speed reductions increase the rate at which the in-game calendar progresses rather than making any immediately visible change. It’s very easy to miss how quickly time passes if your party is traveling while moderately/heavily encumbered and just how much time you are losing/spending. I strongly recommend leaving yourself a weight buffer when you leave a map rather than filling your inventory to the limit, to allow for future fatigue.

You can return to almost every map in the game, and I’ll point out the maps that you cannot, so it’s generally better to leave items behind if they will encumber you and to come back later to get any that you want to sell. That said, most cheap armor (padded, leather, studded leather, hide…) and common weapons (quarterstaffs, spears, daggers) are worth so little that they’re really not worth coming back for (and hardly worth selling). As a rule of thumb, if it weighs more than its listed price in gold, it’s not worth picking up—even in the early game. I discuss this more under the Items section of this guide. If you really want to leave an area but can’t because you’re overloaded, you can generally cheat the system by casting a buff like Bull’s Strength on a party member, to get your group encumbrance down to heavy so you can leave the map. However, I generally wouldn’t recommend it, since the lost time isn’t worth it.

Bags of Holding (and similar items) will reduce your total party weight and are incredibly valuable, if a little rare. You can get three of them during the game by buying them from the following NPCs: (1) Bag of Holding, Small - buy from Oleg at Oleg’s Trading Post for 2,500 gold; (2) Bag of Holding - buy from Hassuf at the Capital Square of your kingdom’s capital for 25,000 gold; (3) Bag of Holding, Small - buy from Bartholemew Delgado at the Lone House for 2,500 gold. I recommend you buy these as soon as you can afford them. You can find the Professor's Hat at the Bridge Over the Gudrin River in the early mid-game. It will increase carrying capacity by 200 lbs. if equipped.

Pathfinder Kingmaker – Beginner’s Guide

P athfinder Kingmaker is complex, punishing and sometimes confusing, even for veterans of the RPG genre. In this Guide I am going to cover some basic things that will help in your early endeavors, and ensure to get off to a good start.

Pathfinder Kingmaker Beginner’s Guide

The first thing you need to know is that Pathfinder Kingmaker is based on  Pathfinder Pen and Paper rules . There is a lot of depth and complexity in these rules, which can put off many players immediately. The most important thing to know here is that it is a Dice based system , meaning RNG is an important factor because of Dice Rolls. If you fail badly in a certain encounter, that does not mean you will fail a second time, but building characters properly increases better overall score thanks to added bonuses. The same system applies to, let’s say, disarming a trap. Trickery + Dice roll determines if the trap will be disarmed. A low roll can lead to activating the trap instead, damaging everyone around it, even with an significant investment into Trickery.

Attacking, Defending and Formulae

In this section we will take a look at how attacking, defending and critical hits are determined, and how the dice rolls factor into this. The following are some basic formulas of calculating Attack and Damage numbers:

Attack Modifier   ( Basic Attack Bonus (BAB) + Attribute Modifier (Str 13 means +1 Modifier) + other bonuses such as Size and Weapon Focus )   + Dice Roll 1-20 ( d20 ) =  X . If  X  is equal or greater then enemy  Armor Class  (AC) you will hit an enemy.

Melee attacks use Strength for Attack Rolls while Ranged Attacks, including spells that aren’t melee Touch Spells, use Dexterity .  There is a feat called  Finesse that lets you use Dexterity   for Attack Rolls instead of STR . Finesse is usually used for Dual Wielding characters.

pathfinder kingmaker travel speed

Damage Roll   + Attribute Modifier ( if applicable)  + Additional Damage Enchantments = X

Damage Rolls are based on the Weapon or Spell you are using. These are numbers such as 1d8 , 2d6  and so on. 1d8 means roll one 8 sided die (possible outcome 1-8). 2d6 means roll two 6 sided dice (possible outcome 2-12).  Attribute Modifier bonus comes from Strength  if applicable. Ranged Weapons, cannot have bonus damage from Strength except Thrown Weapons and Composite Bows . The total damage done is then reduced by the enemy’s  Damage Reduction stat .

Critical Hits

Critical Hits depend on Rolls and the attack that you are doing. Checking the weapon information will tell you what Roll you need to initiate a Critical Hit. If it says 19-20 (x2)  then you need to roll 19 or 20 to initiate a  Critical Hit   Roll. This means that by rolling 19 or 20 and upon a successful hit you initiate another roll called Critical Roll. If the Critical Roll is higher than enemy AC then the attack does Critical Damage. If the Critical Roll is lower than enemy AC then the attack does standard damage. Rolling 20 is automatic hit, regardless of enemy AC. Critical Damage is displayed in brackets. If it says x2 then it means Critical Damage is double the normal damage.

Spells that require an Attack Roll can also Crit if 20 has been rolled. By taking the  Improved Critical  Feat for a specific  School of Magic , a Crit Roll will initiate upon hitting 19 and 20, not just 20 like before. In short, Critical Hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together.

pathfinder kingmaker travel speed

These are all just some basics to begin to understand the complex nature of this game and how some systems work. Checking out the in-game Encyclopedia  is a great way to familiarize yourself with game’s mechanics.

General Tips

Pathfinder Kingmaker is extremely challenging on higher difficulties to the point that is just downright unfair sometimes. Thankfully the Difficulty Option is always there to be changed to accommodate you. Playing on  Normal Difficulty or lower is recommended even for more experienced RPG players, at least until you get a full party. The game suffers from balancing issues where one moment you can destroy 15 wolves, and right after a group of bandits will wipe out your party nearly instantly. Adding insult to injury is that you don’t know how powerful your enemy is, and trial and error is the only way to find out.  Saving  the game as often as possible goes without saying.

pathfinder kingmaker travel speed

Choosing a pre-made character is not a bad idea if you are new to Pathfinder: Kingmaker because there is no respec option. This will ensure you start out headed in the right direction with regards to character progression. Also sticking to simpler classes like Fighter , Barbarian , Rogue , Wizard  and Ranger   would be a smart choice for a first playthrough.

pathfinder kingmaker travel speed

There is an option to Auto-level Companions to make your life easier if you are unsure what to do. Once you gain a better understanding of the game, Multiclassing becomes more of a realistic option. There are no real drawbacks to Multiclassing except that for every level put in another Class you lock yourself out of higher level abilities of your primary class . That means if you are playing a Wizard , for example, and decide to Multiclass and put one level into Rogue , you are going to be locked out of level 20 Wizard abilities . Placing 2 Points into Rogue locks lvl 19 and 20 abilities. That is why Multiclassing is for advanced players that know exactly what they want to do with their build, and have a greater understanding of many abilities and how to improve them.

Encumbrance plays an important role in Pathfinder: Kingmaker because it affects Travel Speed , Fatigue Duration and Combat Stats . Your party shares total load, meaning the more party members you have the more you can carry. Picking up every weapon and armor piece will quickly lead to being Overloaded, however, so you should be a bit more picky about what you loot compared to something like Pillars of Eternity.

pathfinder kingmaker travel speed

Leave out any heavy objects like Armor and Shields because in most cases they are worth very little anyway. Common items such as a  Bone Necklace are worth more then most armor pieces and they weighs almost nothing. These are the type of items you should be collecting and selling afterwards, and item tooltips tell you if it is used for anything other then selling. Also, pay attention to the amount of Camping Supplies you bring, because they weigh a lot as well.

Fatigue is a constant problem that can be prevented to an extent. For example, the  Endurance Feat slows down Fatigue and Exertion, but to remove Fatigue, you need to Rest . Resting means setting up camp and assigning roles to protect the camp from surprise attacks, cook meals for bonuses and hunt for Rations. Camping Supplies and Rations can be purchased at Oleg’s Trading Post  early on in the game. Before visiting Dungeons it is recommended to buy 12 Camping Supplies which allows for 2 camps inside Dungeons.

pathfinder kingmaker travel speed

If you do not have enough Rations , every activity besides Hunting will be suspended. Assigning the best people to these activities is tied to their Skills . Someone like Amiri will do fine in Hunting because of her Nature Lore bonus. Anyone with good Perception Skill is good for keeping Watch and spotting enemies in time so that the party is not ambushed. It is a fairly simple process to assign proper duties.

Having a  full party as soon as possible is important to make the game easier. That is why rushing Ancient Tomb ,  Temple of the Elk  and Tehnic Encampment is a good choice, in order to recruit new characters. Having more party members helps not only with fighting, but with encumbrance as well, allowing you to pick up more loot.

Combat Tips

Combat can be unforgiving at times, and some encounters may prove too be hard to deal with if you do not have proper party setup. That is why the  Difficulty Option  is there at all times to adjust these settings to tailor the experience to your liking. Reloading encounters is part of the learning experience so be prepared to do that a lot as well. That is sometimes the only way to learn what you are up against.

For example, many players are struggling with the  Spider Swarm enemy at the beginning of the game, and for good reason. Spider Swarm is immune to any Weapon Damage and it can be hurt by Fire abilities and Alchemist Fire , both of which are hard to acquire by the time you reach this enemy. Leaving this encounter for later would be the best option in this case, until you have the proper tools to deal with it.

The Combat Log can tell a lot of useful information, especially when dealing with difficult enemies, so check it out frequently to see how high the  AC and DR (Damage Reduction) of your opponents are. This will give you some insight into who to prioritize, and whether or not it’s even worth attempting the encounter just yet.

pathfinder kingmaker travel speed

Starting combat prepared and knowing your priorities goes a long way towards coming out of battle alive. Scouting ahead with a  Stealthy character and then sending in your  Tank first when combat begins, is a great way to get lots of enemies to attack the Tank, so that everyone else can play their role without interruptions.

pathfinder kingmaker travel speed

Buffs and Crowd Control abilities are an important part of every fight. Buffs like Bless   can be cast outside of combat, so whenever you spot an enemy start Buffing your party with longer lasting spells. That way you won’t have to do it in combat, freeing up time to attack enemies instead.

pathfinder kingmaker travel speed

As soon as the combat starts try using spells like Sleep on enemies that you don’t want to focus on right away.  One or two enemies being unable to act for some time means less incoming damage and more focus on targets that are a higher threat.

Flanking is an important aspect of combat because it gives +2 to Hit and activates Sneak Attack . Flanking bonuses are activated when 2 or more adjacent characters are attacking it, so it’s a good idea to focus fire enemies for faster kills.

Ranged attacks, Casting Spells and drinking Potions all provoke  Attacks of Opportunity  if there is an adjacent enemy. You can use that to your advantage by sending someone like Amiri to deal with Ranged and Spellcaster enemies. She usually makes short work of them, making the rest of the fight much easier.

The same Buffs usually do not stack. For example, 2 different sources that give +5 resistance to fire will not stack. The same goes with Saving Throws . So it would be useless to cast any spells that buff Saving Throws if  Cloak of Protection  is equipped. However, there are exceptions to this. For example, Paladins and Monks gain a boost to Saving Throws from Attributes that do stack with other Saving Throws boosts. Learn which ones stack and which do not.

It is generally a good idea to get Masterwork Weapons and the  Weapon Focus   Feat  as soon as possible because they give bonuses to Attack Rolls which means more chances to Hit. It is hard to hit anything during the early game, as is typical with most D&D style games, and that is why this is so important. Hitting enemies with more regularity means an easier go of it.

pathfinder kingmaker travel speed

Jaethal is Undead, meaning she cannot be healed by Positive Energy and Healing Potions. Instead she is healed by Negative Energy that would otherwise hurt living things. She can cast Inflict Light Wounds  as soon as she joins and that spell heals her. Rest works on her the same as with others so it is the best out of combat option.

Every Spellcaster has access to a  Spellbook  by pressing B . This is where you prepare Spells. There are Cantrip (level 0) spells, such as Jaethal’s  Acid Splash , that can be used at all times, but every other level spell has a limited amount of spells they can use per day. Spells are restored upon resting, much like they are in D&D.

pathfinder kingmaker travel speed

Pathfinder Kingmaker is a very complex and punishing game that requires a lot of difficulty adjustments, reloading, preparation, reading and comprehension. This guide is aimed towards new players so that you start off with some knowledge and to know what you are up against, and obviously this is only the tip of the iceberg. Think about the situation, retry as many times as you want, and if it is not working leave it for later or lower the difficulty. Sometimes RNG just won’t be in your favor and there is not much you can do about it.

More Pathfinder Kingmaker content is coming soon, including Class and Build Guides, so stay tune! In the meantime you can check out the wiki for all your Pathfinder needs.

About the Author

Pretty much born with gamepad in my hands and been gaming ever since. Love for RPGs started with Fallout 1 and 2. Free time is used for more gaming, training, watching MMA, soccer, movies and moaning about today’s world and the stuff that kids do these days. What do they do besides phones and CoD anyway?

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1 response to “pathfinder kingmaker – beginner’s guide”.

guys you’ll make a build guide for this game? i’m gonna wait your awesome guides!!!

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pathfinder kingmaker travel speed

How to Toggle Run/Walk in Pathfinder: Kingmaker

Image of Ty Arthur

Half classic isometric RPG and half kingdom management simulator,  Pathfinder: Kingmaker   features a host of quirks you’ll have to get used to while adventuring across the Stolen Lands.

However, due to a strict adherence to the tabletop rules, many players are running into a major problem . Out of nowhere, your party will suddenly slow to an absolute crawl , and won’t move faster than a snail’s pace — even when their lives depend on it during combat.

Your first instinct may be to look for a run/walk toggle button , like one you’d find in many other isometric RPGs. That’s not the case here , however, and you haven’t accidentally toggled the running option off like you might expect.

Toggling Run In Pathfinder: Kingmaker

In this rendition of the Pathfinder rules, your party always defaults to the fastest possible movement speed . There are three main reasons why your party has suddenly slowed to an absolute crawl.

The group will only stop running and start walking if you’ve run afoul of the exhaustion , movement , or weather mechanics. 

These mechanics are very unforgiving on the basic difficultly settings, and there aren’t reliable notifications to let you know specifically when and why you’ve suddenly lost movement speed.

Below, we cover all three possibilities and explain how to get back to running again.

Party Weight Distribution

pathfinder kingmaker travel speed

Instead of individual backpacks, your party uses a shared stash system in Kingmaker . This means you don’t have to juggle objects to make room in each character’s inventory. Instead, it has an adverse side effect .

If you hit medium or heavy load (indicated by the yellow and red bar at the bottom of the inventory screen), the entire party slows down significantly. That’s a problem because medium load is hit almost immediately just by carrying a single suit of extra armor or a few looted weapons to sell.

This system causes  huge problems when you enter your capital or Oleg’s Trading Post , where the game automatically switches to the main character . When you enter those locations, you have no other companions in your party.

If you are carrying pretty much anything at all , you will automatically be at heavy load with only a single party member to hold the inventory’s weight.

pathfinder kingmaker travel speed

This weight load mechanic may be true to the pen and paper source material, but it’s also extremely annoying in a video game when you just want to travel from Point A to Point B an get on with the next quest.

To avoid this issue entirely, go into the Options screen and navigate to the Difficulty tab. Scroll down and turn off the option marked “ The party’s speed depends on the weight you are carrying. ” Boom, problem solved.

If that feels like cheating to you, keep in mind you can buy bags of holding from merchants to lower your weight , but that won’t always solve the problem when you go into the capital and only have one character. 

Fatigue / Exhaustion

pathfinder kingmaker travel speed

This is hands down the most likely cause of a sudden reduction in movement speed . Traveling on the world map causes fatigue and then exhaustion , which gives you negative status penalties and also reduces walking speed .

The icons to indicate fatigue and exhaustion are extremely tiny , however, so it’s very easy to miss them. Check on the small squares next to each character’s portrait to see if these afflictions are in effect. Fatigue is a small blue icon , while exhaustion is a dull yellow / orange color.

To get moving at full speed again, just set up camp for the night to remove the fatigue/exhaustion conditions.

Weather Effects

pathfinder kingmaker travel speed

Have you turned off the party movement speed option and rested but are still moving at an unacceptable speed? Take a look at the weather condition of your current location.

Yes, sometimes adverse weather effects will slow down your movement even if no one in your group is fatigued and you have a light load. In particular, be on the lookout for thunder storms , which force you to move slower than the normal run speed.

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Speed trait

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Speed trait is a weapon trait in Pathfinder: Kingmaker .

Notes [ | ]

  • If you equip two weapons with this trait only one of them will gain extra attack.
  • Alchemist bombs with Fast Bombs gain extra attack from this trait, even if it's gained from Quiver of Ultrasound Arrows or from melee weapon.

Effects [ | ]

  • When making a full attack , the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus , plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a Haste spell.)

See Also [ | ]

  • Greater Speed trait

pathfinder kingmaker travel speed

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There are three movement scales, as follows:

  • Tactical , for combat, measured in feet (or 5-foot squares) per round.
  • Local , for exploring an area, measured in feet per minute.
  • Overland , for getting from place to place, measured in miles per hour or miles per day.

Modes of Movement

While moving at the different movement scales, creatures generally walk, hustle, or run.

A walk represents unhurried but purposeful movement (3 miles per hour for an unencumbered adult human). A character moving his speed one time in a single round, is walking when he or she moves.

A hustle is a jog (about 6 miles per hour for an unencumbered human). A character moving his speed twice in a single round, or moving that speed in the same round that he or she performs a standard action or another move action, is hustling when he or she moves.

Moving three times speed is a running pace for a character in heavy armor (about 7 miles per hour for a human in full plate).

Moving four times speed is a running pace for a character in light, medium, or no armor (about 12 miles per hour for an unencumbered human, or 9 miles per hour for a human in chainmail.) See Table: Movement and Distance for details.

Tactical Movement

Tactical movement is used for combat. Characters generally don’t walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.

Hampered Movement

Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Movement for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.

In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally. (You can’t take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)

You can’t run or charge through any square that would hamper your movement.

Local Movement

Characters exploring an area use local movement, measured in feet per minute.

A character can walk without a problem on the local scale.

A character can hustle without a problem on the local scale. See Overland Movement , below, for movement measured in miles per hour.

A character can run for a number of rounds equal to his Constitution score on the local scale without needing to rest. See Combat for rules covering extended periods of running.

Overland Movement

Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.

A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him out (see Forced March, below).

A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.

A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity . Eliminating the nonlethal damage also eliminates the fatigue.

A character can’t run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.

The terrain through which a character travels affects the distance he can cover in an hour or a day (see Table: Terrain and Overland Movement ). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.

Forced March

In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.

Mounted Movement

A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.

1 Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity for more information. 2 Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, adding an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Waterborne Movement

See Table: Mounts and Vehicles for water vehicles.

Evasion and Pursuit

In round-by-round movement, when simply counting off squares, it’s impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it’s no problem for a fast character to get away from a slower one.

When the speeds of the two concerned characters are equal, there’s a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.

Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest.

If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.

Special Movement Types

The following information is collected from various locations and placed here for your convenience.

A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrow ing. Most burrow ing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrow ing); see the individual creature descriptions for details.

Note : The details for Burrow were not included in this game Core Rulebook so the above information was copied from d20srd.org .

A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

See the Climb skill for further details.

Creatures with a fly speed receive the Fly skill for free as a class skill.

Maneuverability : Creatures with a fly speed receive a bonus (or penalty) on all Fly checks depending on their maneuverability:

Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks.

Size : A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category:

Note : See the Fly skill for further details.

Land speed is the normal mode of movement for creatures that do not burrow , climb, fly, or swim.

A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Note : See the Swim skill for further details.

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pathfinder kingmaker travel speed

pathfinder kingmaker travel speed

Pathfinder: Kingmaker

pathfinder kingmaker travel speed

Originally posted by Gala Kit : Just add PoE's 2x speed-up outside of combat. It solves everything, no reason not to learn from games that did it right.

pathfinder kingmaker travel speed

Originally posted by Coup d' oeil : If you find your guys moving slower than normal, thats a que to rest.

pathfinder kingmaker travel speed

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COMMENTS

  1. Traveling in the Overworld Map

    1. Traveling on the Overworld Map. You can travel between areas on the overworld map by either clicking on the arrow in the direction you want to travel or by clicking directly on a location or cross-road. The party will attempt to go there using the most direct fully explored route. However, the route may not be the most direct route depending ...

  2. r/Pathfinder_Kingmaker on Reddit: Is there any way to reach a

    Bag of tricks, increase the multiplier of overland travel speed. I've had it at 2x since the beginning of the game. ... r/Pathfinder_Kingmaker. r/Pathfinder_Kingmaker. A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. The games are ...

  3. Fast Travel at Pathfinder: Kingmaker Nexus

    How to Install. Download and install Unity Mod Manager . Download the mod. Extract the archive and put the mod folder into 'Mods' folder of the Game (\Steam\steamapps\common\Pathfinder Kingmaker\Mods). Run the game. Bugs. If the speed is buggy try resetting in the menu using the reset button. Mod changes game and party speed in different modes.

  4. Strategic map travel speed : r/Pathfinder_Kingmaker

    r/Pathfinder_Kingmaker • This curious artifact, Pearl of Power, will appear in the 2.2 Update, along with The Lord of Nothing DLC. Once per day on command, this pearl enables the possessor to recall any one spell that they had prepared and then cast that day. A potent aid for all spell-casting heroes!

  5. Travel, distance movement and hex sizes in Kingmaker

    The Kingmaker book said 12 miles from corner to corner (or 6 miles a side). James Jacobs once clarified this as 12 miles center-to-center (Approximately 7 miles a side). ... This causes conflict with the Pathfinder overland travel rules (basically doubles the speed of travel), whereas the Kingmaker version is a mere simplification of the ...

  6. Can you move quicker :: Pathfinder: Kingmaker General Discussions

    On the travel map or in areas? in areas you party moves at the speed of the slovest selected companion. So if you select short companions and companion in heavy armor the speed for the whole group will drop to 20 from 30. You can use haste to double the move speed. I generally haste 1 person and explore the area with him.

  7. Move speed question.... :: Pathfinder: Kingmaker General Discussions

    Pathfinder: Kingmaker. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... There are some kingdom projects that increase travel speed. #2. Epic Joe Smash. Jul 31, 2020 @ 12:28pm ty #3 < > Showing 1-3 of 3 comments . Per page: 15 30 50. Pathfinder: Kingmaker ...

  8. [WotR] Ways to make the game faster the second time through?

    You can speed up movement on the world map ("game speed"). You can increase walking speed of your party while in a dungeon. You can turn off surprise encounters. You can reduce the time it takes to do research projects (or make them instant) You can increase the amount of exp you gain to level faster. You can teleport your party around.

  9. Map Travel Speed :: Pathfinder: Kingmaker General Discussions

    Last edited by Darknoble ; Sep 25, 2018 @ 4:26pm. #2. Astareal Sep 25, 2018 @ 4:28pm. Well you stop at nodes so its not like you can accidently go to far. If you press space while moving it will stop you. #3. Showing 1 - 3 of 3 comments. Per page: 15 30 50. Pathfinder: Kingmaker > General Discussions > Topic Details.

  10. Pathfinder Kingmaker

    Pathfinder Kingmaker Beginner's Guide. ... Encumbrance plays an important role in Pathfinder: Kingmaker because it affects Travel Speed, Fatigue Duration and Combat Stats. Your party shares total load, meaning the more party members you have the more you can carry. Picking up every weapon and armor piece will quickly lead to being Overloaded ...

  11. How to Toggle Run/Walk in Pathfinder: Kingmaker

    look for a run/walk toggle button not the case here. Pathfinder your party defaults fastest movement speed. stop running start walking exhaustion movement weather. shared stash system Kingmaker adverse side effect. hit medium or heavy load the entire party slows down.

  12. Speed up movement? :: Pathfinder: Kingmaker General Discussions

    Speed up movement? Is there a way to speed up movement inside maps, like in poe? The party takes so long to go from top to bottom on larger maps... Speaking of which, is there a way to exit from throne room directly to the travel map without passing through the market square? 2 loading screens and a slow walk to get to the exit... Showing 1 - 3 ...

  13. Fast Travel at Pathfinder: Kingmaker Nexus

    Mod changes game and party speed in different modes. Mod changes game and party speed in different modes. Skip to content. ... Pathfinder: Kingmaker. close. Games. videogame_asset My games. ... Fast Travel; Fast Travel. Endorsements. 2,269. Unique DLs-- Total DLs-- Total views-- Version. 1.3.3. Download: Manual;

  14. r/Pathfinder_Kingmaker on Reddit: How do you speed up the movement on

    A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. The games are similar to classic RPG games such as Baldur's Gate and Neverwinter Nights.

  15. Speed

    Pathfinder: Kingmaker Wiki. Pathfinder: Kingmaker Wiki. in: Combat, Mechanics. Speed. Speed measures how fast can a character move in combat. It is measured in the amount of feet that character can move in 3 seconds. Categories. Community content is available under CC BY-NC-SA unless otherwise noted. Fantasy.

  16. Way to make the movement faster? :: Pathfinder: Kingmaker General

    Using Skald (Call of the Wild mod) is a great way to do it without cheating, as they can stack party-wide move speed as Rage Powers, and also increase movement on the world map. But Bag of Tricks can also address this like almost anything else. It have an option you can click to make movement faster out of combat.

  17. Fatigue and move speed in world map (help) : r/Pathfinder_Kingmaker

    Something that would get rid of the corruption/fatigue mechanic AND speed up the map movement would do it for me. Ty. You can eat a food that allows you to move for 4 more hours without fatigue if you've got the recipe. If you did crusade you could also build teleportation circles at various camps / bases throughout the region and just ...

  18. Speed trait

    Speed trait is a weapon trait in Pathfinder: Kingmaker. If you equip two weapons with this trait only one of them will gain extra attack. Alchemist bombs with Fast Bombs gain extra attack from this trait, even if it's gained from Quiver of Ultrasound Arrows or from melee weapon. When making a full attack, the wielder of a speed weapon may make one extra attack with it. The attack uses the ...

  19. Why is the movement speed so SLOW :: Pathfinder: Kingmaker General

    weather - if it's raining heavily, you walk much slower. a mobility affecting spell - if one of your members is webbed and you select the whole team to travel, they all move at that slow pace. This is an irritation but it helps keep the party together rather than leaving one member far behind. #5.

  20. Movement

    1 Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity for more information. 2 Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 ...

  21. Expert Mountaineering... doubles speed? really? : r/Pathfinder_Kingmaker

    Before project even started - starting point. Before project - finish. 2 rank up projects done, Expert Mountaineering is completed - the same starting point. Project done - the same finish. Result: 18 hours by default, 16 and 1/4 hours after research.

  22. Increased game speed? :: Pathfinder: Kingmaker General Discussions

    The game overall just seems a bit slow. The run speed (although half the time my party walks) the overall pace of combat seems too slow. Is there a way to speed up everything by like 1.25 or 1.5x would be nearly perfect. I'm assuming the combat runs on the actual 6 second rounds because I see some countdowns (but i dont pay that much attention).

  23. Starting Kingmaker 2E, any advice on running the hexploration ...

    Given the fact that most characters can only move 25" per round, this means they are going to have 1 activity per day. This translates into 1 hex per day if they are moving through open terrain, having to camp every single hex unless they are moving on open terrain and a path. Then it becomes 0.5 activities and they can move 2 hexes each day ...