Quote Originally Posted by Anonymouswizard View Post
Started Pathfinder: Kingmaker, playing entirely in turn based mode. It feels much nicer than RTWP D&D games, almost as if this was his the ruleset was meant to be used. I turned auto turn ends off, which is nice as it now sites me to check the board before the events take their turns.

The only potential issue was that I rolled up a standard human Fighter (using a scimitar, because I decided crit chance>damage), and at the end of the prologue most of the spellcasters left my party because I took the Lawful and Evil options. Which isn't too bad so far, being only second level means having two Fighters and a Barbarian solves pretty much every combat via good hp and damage, but I'm definitely going to want a full caster in a couple of levels just for the buffs. Still time to see how this pans out, only just got to the first town so there's still a long way to go.
Good luck on the journey! You'll get a chance to recruit casters as you go: I think there's 5 potential companions to gain after the prologue and before the end of Act 1, and you're guaranteed to encounter 3 of'em. They're all casters to some degree, if you gained all the martials post-prologue.

Spoiler: If you want more info: won't spoil any plot threads, but still
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Both companions who left can rejoin with a diplomacy check when you next encounter'em, and join at the end of the act unless you kill them, as I seem to remember getting that option. (also unless something else kills them, I guess; I didn't play with companion permadeath on, so don't know how it interacts with non-recruited companions). Beyond that, you got 2 arcane caster companions who can be found, together, after a scripted world map encounter, and a divine caster you're guaranteed to encounter.