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Pathfinder Kingmaker: Amiri Build Guide

Pathfinder: Kingmaker is the first isometric party-based computer RPG set in the Pathfinder fantasy universe. Enjoy a classic RPG experience inspired by games like Baldur’s Gate, Fallout 1 and 2 and Arcanum. Explore and conquer the Stolen Lands and make them your kingdom!

Pathfinder Kingmaker: Amiri Build Guide

Second row damage dealer

Amiri will sit back enlarged every combat, pretty much. If you let her into melee – she will die, as HP is not a good defence in this game. She can and should be used to rush enemy backline early, if need be, just try not to pick up too many attacks of opportunity on the way. Even if we would take all DR talents it wouldn’t somehow turn her into a serviceable tank – she will just die a tiny bit slower. Rank D because basic class for Barbarians sucks compared to both Invulnerable Rager and a Mad Dog. To make the matters worse, she is 20PB with stat spread worse than her PnP version (that one has racial bonus in STR).

There is a good reason we pick weapon focus feats somewhat late – we will ditch her sword asap for any serviceable two-hander. Few points of damage are not worth the loss of 2AB, at least for now, when 2AB is good chunk of our total. As to why we do that – you will know when you get there.

She will end up using medium armor for speed, but don’t be shy – use plate in the early-game as it will boost her AC just enough so she won’t die all the time on you, while you don’t have enough enlarges to use those all the time.

Overall, we abandon hope on AC. There is just no point in having “some” – monsters AB is high enough to make medium AC values the same as no AC at all.

Beast Totem is taken so we can charge those pesky mages better. It’s not much, but better than nothing,

Animal Fury is skipped till late. You won’t benefit from it without Legendary Proportions. Even worse: it would actively harm you. Won’t matter much as you want to use Cleave/greater cleave anyways.

General strategy: Enlarge her through potion or spell, depending on how urgently you need it. Potion is a lot faster, so if you were ambushed you can use one of those and charge in. potions are cheap, so there is no point of hoarding those. You will get enough for emergencies. Later come Legendary Proportions for even bigger reach and Str bonus.

Use rage when you need it. There is no reason to dump it all on trash mobs. There is also no point in going to rest with full charges. Ration them well. Potions of lesser restoration are just as good as tireless rage, so use those if you need to get rid of fatigue fast(around mid-game and later).

Now good news are(or at least as good as the news can be using Amiri) There are quite a bit of things that count for overhand chop. Cleave/greater cleave, and all opportunity attack which we stacked decently well. You do have dazzling, but it’s only taken for shatter – let someone else dazzle nemies for you. That and the damage is rather nice. 30m mutagen is enough to clear the dungeon. Or your team would need rest by then.

Could be built better, but this is a more lore-friendly version that actually doesn’t totally abandon Barbarian and is still usable.

Overview
Rank D
Main Skills Perception (max), Trickery (max)
Secondary Skills Stealth, Athletics, Persuasion (Max)
Important Gear Best 2H you can find til you find good oversized bastard swords; damage-enhancing items; bonus rage items; Blind Immunity cloak from artisan.
Stats
STR DEX CON INT WIS CHA
16 > 20 13 > 14 (at level 20) 16 10 12 10
Final Build
Barbarian Fighter (Two-Handed) Inquisitor Alchemist (Vivisectionist)
11 3 3 3
Leveling Guide
Level Take
2 Fighter – Power Attack
3 Fighter – Cleave✝ // Cleaving Finish
4 Fighter
5 Barbarian – Reckless Stance // Combat Reflexes
6 Inquisitor
7 Inquisitor – Outflank
8 Inquisitor – Seize the Moment
9 Alchemist – Great Cleave
10 Barbarian
11 Barbarian – Weapon Focus: Bastard Sword // Swift Foot
12 Barbarian
13 Alchemist – Dazzling Display // Combat Trick > Shatter Defenses
14 Barbarian – Animal Fury
15 Barbarian – Accomplished Sneak Attacker
16 Barbarian – Increased Damage Reduction
17 Barbarian – Improved Critical: Bastard Sword
18 Barbarian – Increased Damage Reduction
19 Barbarian – Precise Strike
20 Alchemist

✝Cleave and Great Cleave benefit fully from Overhand Chop.

Off-tank

Not lore-friendly. At all.

Stacks flat damage bonuses quite high. Can sport about 60 AC with legendary proportions. Ok-ish damage with Sense Vitals late. Nothing too spectacular, as Amiri tends to be, but does have some damage and can take a hit, so there’s that. If you need a second tank and CBA to get a merc – it is a serviceable option.

Overview
Rank
Main Skills Perception, Lore: Nature, Athletics, 3 Mobility
Secondary Skills Mobility. Stealth, Trickery are all decent choices. You have 29 spare points – pick what you need.
Important Gear 1h weapon of choice, Medium armor, light shield, +AC items, +Stat items
Stats
STR DEX CON INT WIS CHA
16 > 20 13 > 14 (at level 20) 16 10 12 10
Final Build
Barbarian Ranger (Freebooter) Alchemist (Vivisectionist) Stalwart Defender
8 10 1 1
Leveling Guide
Level Take
2 Ranger
3 Ranger – Shield Bash // Two-Weapon Combat > Two-Weapon Fighting
4 Barbarian – Guarded Stance
5 Ranger – Dodge
6 Ranger
7 Ranger – Outflank
8 Ranger – Two-Weapon Combat > Improved Two-Weapon Fighting
9 Barbarian – Improved Unarmed Strike
10 Barbarian – Animal Fury
11 Barbarian – Crane Style
12 Barbarian – Beast Totem, Lesser
13 Barbarian – Shield Master
14 Barbarian – Beast Totem
15 Ranger – Improved Critical✝
16 Ranger
17 Ranger – Bashing Finish
18 Ranger – Two-Weapon Combat > Double Slice
19 Alchemist – Shield Focus
20 Stalwart

✝Whatever 1h weapon you fancy. Scimitars and longswords are good. There are some ok Bastard Swords out there as well.

Good Ranger Spells: Lead Blades, Sense Vitals, Featherstep (Mass), Delay Poison (Communal), Resist Energy (Communal).

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