Leadership roles - definitions?


Kingmaker


I am starting to prepare for the King Maker AP and do not completely understand what some of Leadership roles entail.

Leadership Roles:
Ruler: Charisma - King or Queen
Councilor: Wisdom or Charisma - Advisor
General: Strength or Charisma - Leader of the army
Grand Diplomat: Intelligence or Charisma - Self evident
High Priest: Wisdom or Charisma - Self evident
Royal Assassin: Strength or Dexterity - Self evident
Spymaster: Dexterity or Intelligence - Self evident
Treasurer: Intelligence or Wisdom - Self evident

Leadership Roles I am not sure of:
Magister: Intelligence or Charisma - ?
Marshal: Dexterity or Wisdom - Sheriff ?
Warden: Strength or Constitution - Keeper of the forest and amimals ?

-- david
Papa.DRB


The following descriptions are from the article in PFAP #32.

Magister: The Magister guides a kingdom's higher learning and magic.

Marshal: The Marshal helps organize patrols and enforces justice in rural and wilderness regions.

Warden: The Warden leads the kingdom's defense and city guards.


Magister would be the leader of the bureaucracy, I believe, based on the old roman definition. Other possible uses would be as leader of the courts, or leader of the arcane arts (on par with high priest).

Marshal is leader of law enforcement, for instance sheriff.

Warden can be many things, among them the one you suggest. Another option could be leader of the royal guard.

Edit: Or just use the AP descriptions as mentioned above :)


Ah, thank you. I missed that.

-- david
Papa.DRB

evilash wrote:

The following descriptions are from the article in PFAP #32.

Magister: The Magister guides a kingdom's higher learning and magic.

Marshal: The Marshal helps organize patrols and enforces justice in rural and wilderness regions.

Warden: The Warden leads the kingdom's defense and city guards.

Liberty's Edge

OK, so here is what we have so far. The definitions are the the couple that have been quoted from PFAP #32. Can anyone copy and paste the actual definitions for the remainder please?

Ruler: (Charisma)

Councilor: (Wisdom or Charisma)

General: (Strength or Charisma) Leader of the army

Grand Diplomat: (Intelligence or Charisma)

High Priest: (Wisdom or Charisma)

Magister: (Intelligence or Charisma) The Magister guides a kingdom's higher learning and magic.

Marshal: (Dexterity or Wisdom) The Marshal helps organize patrols and enforces justice in rural and wilderness regions.

Royal Assassin: (Strength or Dexterity)

Spymaster: (Dexterity or Intelligence)

Treasurer: (Intelligence or Wisdom)

Warden: (Strength or Constitution) The Warden leads the kingdom's defense and city guards.

RPG Superstar 2011 Top 16

@OP - FWIW the book describes "Councilor" not as "person who advises the king" but rather as "person who represents the needs of the common folk"

Liberty's Edge

Erik Freund wrote:
@OP - FWIW the book describes "Councilor" not as "person who advises the king" but rather as "person who represents the needs of the common folk"

Thanks - I'll add that to the list and re-post. Any chance you might share the remaining descriptions?

Liberty's Edge

OK, so here is what we have so far. Can anyone please copy and paste the actual definitions from the book for the remainder please?

Ruler: (Charisma)

Councilor: (Wisdom or Charisma) The Councilor is a person who represents the needs of the common folk

General: (Strength or Charisma) Leader of the army

Grand Diplomat: (Intelligence or Charisma)

High Priest: (Wisdom or Charisma)

Magister: (Intelligence or Charisma) The Magister guides a kingdom's higher learning and magic.

Marshal: (Dexterity or Wisdom) The Marshal helps organize patrols and enforces justice in rural and wilderness regions.

Royal Assassin: (Strength or Dexterity)

Spymaster: (Dexterity or Intelligence)

Treasurer: (Intelligence or Wisdom)

Warden: (Strength or Constitution) The Warden leads the kingdom's defense and city guards.


Ruler: (Charisma) The ruler is the primary leader of the kingdom. Unlike the other leadership roles, a ruler uses one of three distinct titles, depending on the current size of the kingdom. For a kingdom of size 1-20, its ruler is known as a baron or baroness. For a kingdom of size 21-80, its ruler is known as a duke or duchess. A kingdom of size 81 or higher is ruled by a king or queen.

Councilor: (Wisdom or Charisma) The councilor ensures that the will of the citizenry is represented.

General: (Strength or Charisma) The General commands the kingdom's armies and is a public hero.

Grand Diplomat: (Intelligence or Charisma) The Grand Diplomat oversees international relations.

High Priest: (Wisdom or Charisma) The high priest guides the kingdom's religious needs and growth.

Magister: (Intelligence or Charisma) The Magister guides a kingdom's higher learning and magic.

Marshal: (Dexterity or Wisdom) The Marshal helps organize patrols and enforces justice in rural and wilderness regions.

Royal Assassin: (Strength or Dexterity) The Royal Assassin can serve as a public executioner, a headsman, or a shadowy assassin.

Spymaster: (Dexterity or Intelligence) The Spymaster observes the kingdom's underworld and criminal elements and spies on other kingdoms.

Treasurer: (Intelligence or Wisdom) The Treasurer organizes tax collection, and manages the treasury.

Warden: (Strength or Constitution) The Warden leads the kingdom's defense and city guards.


Sorry wrong forum.

Scarab Sages

I think the official explanation has already been given above. I will share how our kingdom defined the roles, and which subroles report to them. Note this isn't official, just how we ran things, but it might help give some other folks ideas:

Ruler: Makes official proclamations of kingdom rulings. Has a whole series of servants who report to them, including dresser/clothier, scribe, chamberlain, squires and pages galore, head of the royal guard, advisors, and lords and ladies in waiting.
Councilor: sits on the royal council and speaks on behalf of commoners, ie - non nobles. Or in general, the needs of the community and populace. Mostly, this role gets info from the GM on what things the common folk would like built in the kingdom and feels the pain of unrest the most acutely.

General: Leader of the actual military units in game. Responsible for kingdom defense, fort building, troop deployment and buildup, and assessing military dangers from outside forces. Has sub commanders or generals under him, an aide-de-camp, logistics officer, training officer, and LOTs of minions, more than any other role ultimately.

Grand Diplomat: Interacts on behalf of the kingdom with factions inside and outside the kingdom (mostly outside). Responsible for assigning ambassadors for diplomatic missions the ruler decides on, and for negotiating and completing treaties and agreements. Has a staff of ambassadors and envoys that serve him. Works closely with the spymaster role to be sure he or she has all the info needed in negotiations.

High Priest: Spiritual leader of the kingdom. Typically, the god of the high priest is the official religion of the kingdom. Responsible for interacting with all official faiths and churches in the kingdom, also determines which religions will be sanctioned and which ones are forbidden to practice within the kingdom (like oh say Urgathoa or Rovagug!). In our game, they are also responsible for the kingdom hospitals and asylum.

Magister: Responsible for all magical events and activities within the kingdom. Rampaging dragon, evil mage, or crazed medusa? These are the magister's responsibility. He has a staff including menagerie keeper, royal alchemist, Chief scribe, royal sages, and the Dean of the Arcane Academy.

Marshal: The marshall is responsible for security and safety in all "civilized areas". As such, he is over guard patrols along the roads in the kingdom, merchant caravan safety, river patrols along main trading routes, and mainly city and town guard forces. Obstensibly, he is also responsible for the personal safety of all major nobles in the kingdom should they venture outside the PCs kingdom. He mainly deals with brigands, smugglers, bandits, and major physical threats inside the kingdom settlements.

Warden: The warden is responsible for security and safety in wilderness or undeveloped areas. As such, rangers, hunters, and scouts are his primary minions, as well as potentially any druids or fey allies in the region. His forces patrol the wilds and along the kingdom borders with wilderness areas, dealing with wandering monsters and poachers.

Royal Assassin: This is one role we really expanded. We made this role the Royal Enforcer and put them in charge of standard law enforcement and punishment. He is responsible for sheriffs, magistrates, judges, executioners, and issuing royal rulings on major capital cases. The Marshal role handles major physical threats (through city guards), the Royal Enforcer handles crime rings, thieves, and other sundry violations of the law (through sheriffs and magistrates).

Spymaster: This role is pretty clear cut, they are the handler and seeker of information, both inside and outside the kingdom. They are responsible for both running their handlers (who in turn run their spy cells) and handling internal security/counter espionage within the kingdom vs foreign spies.

Treasurer: Responsible for the kingdom BP, we found this role to be almost unnecessary, as it could just as easily be served as a special servant to the ruler. You could expand this role by giving them the responsibility of trade agreements, import export roles and deciding special tariffs.

I just wanted to mention a few other roles we ended up creating for our kingdom:

- master builder - responsible for tracking what gets built next, suggests future building, including creating new settlements.
- Admiral - it is the river kingdoms after all. This could be a separate role or could easily slide under the general and a special servant.
- Minister of Resources - We had a Green Faith druid who wanted no part of an official role in a city, but gladly took charge of managing natural resources and their harvesting, including special crops, beehives, lumbering, and managing the forest game and wild animal herds.

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