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Sure Thing (Never Miss)
"Your dice finally learn how to behave."
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How do I install Sure Thing (Never Miss)?
Download the free ProjectMods desktop app, then install Sure Thing (Never Miss) for Pathfinder: Kingmaker in one click.
</>What does Sure Thing (Never Miss) do?
Some nights the dice just hate you. Four attacks in a row into a troll's armour, a botched persuasion that costs you a companion, a saving throw you fail by one. Sure Thing hands your party the good rolls for once. Turn on guaranteed hits and every swing, arrow and touch attack your side makes lands. Add guaranteed critical hits and those landings turn into full crits with the multiplier applied, not just threats you then fail to confirm. The third switch flips the fight around and sends every enemy attack aimed at your party wide, so the only damage being dealt is yours. The last switch is the broad one. Every twenty-sided die your party rolls comes up as high as it can go: skill checks, saving throws, the rolls behind who acts first, and attack rolls too. Locked chests open, persuasion lands, and the save-or-lose spells that end runs stop ending yours. Each switch works on its own or stacked with the rest, and every one of them only ever helps your side. Enemies still roll their own dice normally, so nothing on the other side becomes unkillable while you are busy being unstoppable.
</>What is Sure Thing (Never Miss)?
Some nights the dice just hate you. Four attacks into a troll's armour, a botched persuasion that costs you a companion, a saving throw failed by one. Sure Thing hands the good rolls to your Pathfinder: Kingmaker party through four independent switches, every one of them limited to your own party so enemies still roll normally. A premium mod on ProjectMods.
</>Common questions about Sure Thing (Never Miss)
What does Sure Thing do in Pathfinder: Kingmaker?
Sure Thing puts four dice switches in your hands for Pathfinder: Kingmaker. Always Land Hits means every swing, arrow and touch attack your party makes connects, with armour, cover, concealment and miss chance no longer mattering on your side. Always Land Critical Hits turns those landings into full critical hits with the damage multiplier applied, rather than threats you still have to confirm. Enemies Always Miss sends every enemy attack aimed at your party wide. And Every Roll Goes Your Way lifts every twenty-sided die your party rolls — skill checks, saving throws, initiative and attacks alike — to the top of its range, while enemies keep rolling normally.
What does Every Roll Goes Your Way actually cover?
Every twenty-sided die your party rolls. Skill checks, saving throws, initiative and attack rolls all come up as high as they can go, so locked chests open, tricky persuasion lands, traps get spotted and disarmed, and the save-or-lose spells that end campaigns stop ending yours. It overlaps with Always Land Hits on attacks by design, so either switch alone keeps your swings connecting and the two together are belt and braces. Where it really shows is outside combat, because so much of Kingmaker's dialogue and exploration hangs on a check you either make or you do not. Enemies are untouched and keep rolling their own dice normally throughout.
Do the critical hits still need confirming?
No, and that is the specific thing Always Land Critical Hits fixes. In Pathfinder: Kingmaker a critical normally starts as a threat that you then have to confirm with a second roll, and failing that roll turns your big moment into an ordinary hit. With this switch on, your party's hits become full critical hits outright with the damage multiplier already applied. It stacks naturally with Always Land Hits, since the first switch guarantees the attack connects and the second guarantees what happens when it does. Use either alone or both together.
Does Enemies Always Miss make fights stop happening?
No. Enemies in Pathfinder: Kingmaker still fight, still take their turns, still cast, still move and still position themselves — they simply never land an attack on your party while the switch is on. The encounter plays out normally in every other way, which keeps the shape and pacing of a fight intact rather than freezing the enemy side entirely. And because everything in Sure Thing only ever applies to your own party, enemies continue rolling their own dice for their own saves, so nothing across the table becomes unkillable.
Can I use just one of the four switches?
Yes, and that is the intended way to tune Pathfinder: Kingmaker to taste. Each switch works on its own or stacked with the rest. Always Land Hits alone removes the frustration of whiffing four attacks into heavy armour while keeping enemy damage entirely real. Every Roll Goes Your Way alone is the broad one, lifting every twenty-sided roll your party makes both in and out of combat, so dialogue checks, saves, initiative and attacks all land high. Enemies Always Miss is the heaviest of the four. Start with one, see whether the campaign still feels like a campaign, and add another only if it does not.
What options does Sure Thing (Never Miss) include?
Always Land Hits
Every attack your party makes connects. Armour, cover, concealment and miss chance stop mattering for your side.
Enemies Always Miss
Every enemy swing aimed at your party goes wide. Enemies still fight and still take their turns, they just never land anything.
Always Land Critical Hits
Your party's hits turn into full critical hits with the damage multiplier applied, instead of threats you still have to confirm.
Every Roll Goes Your Way
Your party's dice come up as high as they can go on skill checks, saving throws and the rolls that decide who acts first. Locked chests, tricky persuasion and save-or-lose spells all go your way.
Sure Thing is a premium Pathfinder: Kingmaker mod from ProjectMods with four switches that make your party's attacks always land, turn hits into full critical hits, send enemy swings wide, and lift every twenty-sided roll your party makes — skill checks, saving throws, initiative and attacks — to the top of its range.
System Requirements
What features does Sure Thing (Never Miss) include?
- Lands every attack your party makes, whatever the armour, cover or concealment has to say.
- Turns those hits into full critical hits with the multiplier applied, not threats you still have to confirm.
- Sends every enemy swing aimed at your party wide while they carry on taking their turns.
- Pushes every twenty-sided roll your party makes to the top of its range: skill checks, saving throws, initiative and attacks.
- Leaves enemy dice rolling normally, so nothing on the other side turns unkillable.
Best For
- Get past the troll whose armour has eaten four attacks in a row without another reload.
- Stop a botched persuasion check costing you a companion you spent two chapters recruiting.
- Open the locked chest your rogue keeps fumbling instead of reloading the save to roll again.
- Survive the save-or-lose spell that has already ended two of your Stolen Lands runs.
- Demonstrate a build on camera where the numbers land every time and the recording stays on track.
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