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Baby Born Under the Moon

Aubrey the Demented/Malformed's page

15,700 posts. Alias of Aubrey the Malformed.

About Aubrey the Demented/Malformed


Minimum hit points

If you roll less than half the maximum on a die while rolling hp, you instead get half the maximum. So, if rolling hp on a d8 and you get 3 or less, you actual roll is considered to be 4.

Action point basics

You can use an action point to improve a d20 roll by an additional 1d6. The 1d6 is rolled when the d20 is rolled. At level 8 (I think), this increases to 2d6 and, at level 15, to 3d6.

In addition, a /day character ability (e.g. barbarian rage, bardic music and so on) can get an extra use per day by the sacrifice of 2 action points.

You can also use an action point to stabilise while at negative hp. As a house rule, I also allow the use of half that level's allocation of action points (rounding down) to deflect certain death (e.g. huge damage, disintegration) and convert it to being stable at -9hp.

You get action points equal to 5 plus half your character level, rounded down (i.e. 5 at level 1, 6 at level 2 and 3, and so on). Any unused action points are lost at levelling up - i.e. you cannot have more than that level's allocation (normally - there are feats which can impact on this). Use 'em or lose 'em.

The details are in the ECS. These rules differ from the ones in the SRD (they are much more limted in scope in the ECS).

You can use action points only once per round.

Energy drain

You may save to negate the level drain at the moment of the attack. You also get a save at the end of the day if you have suffered a lost level to negate it.

Conversion to PFRPG


Add to the Beguiler spell list the following:

4th level: Shadow Conjuration
5th level: Shadow Evocation
7th level: Greater Shadow Conjuration
8th level: Greater Shadow Evocation
9th level: Shades

Also, for Advanced Learning, take the additional spells from the Illusion, Enchantment, Transmutation and Divination Sorcerer/Wizard spell lists.


Exorcism domain powers:

Turn Possessing Spirit (Su): At 1st level, you may expel a possessing fiend from the creature it controls. This works like the Turn Undead feat from the PFRPG book, except is affects a spirit or other entity possessing a subject. The spirit is forced out of the subject and becomes ethereal if it fails a Will save DC of 10 +1/2 cleric level + CHA bonus. If the possession is the result of a Magic Jar spell, the spirit is instead forced back into the receptacle. The spirit may not possess the same subject for 24 hours. Using this power uses up a Channel Energy attempt.

Spirit-slayer (Su): At 8th level, you can see creatures in the Ethereal plane and your attacks (melee, ranged or spells) can affect them. You can use this ability for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

NB:Cleric levels stack with levels from the Exorcist of the Silver Flame PrC in respect of these domain powers.

Exorcist of the Silver Flame

Flame of Censure: Replace with the Alignment Channel (Evil subtype) feat from PFRPG.

Smite Evil: This works in exactly the same way as the paladin ability. Levels in cleric, levels in paladin and levels in this PrC all stack for the purposes of determining the extra damage done.

Spells per day:
Level 1: -
Level 2: +1 level of existing class
Level 3: +1 level of existing class
Level 4: +1 level of existing class
Level 5: +1 level of existing class
Level 6: -
Level 7: +1 level of existing class
Level 8: +1 level of existing class
Level 9: +1 level of existing class
Level 10: +1 level of existing class


Statistics for the Alphabet Brothers

Arek, Half-Orc Warrior 3/Ranger 1

STR 15 (+2)
DEX 10 (+0)
CON 12 (+1)
INT 7 (-2)
WIS 12 (+1)
CHA 6 (-2)

HP 30
AC 14
Initiative +4
Move 30
Fort +6, Ref + 3, Will +2

Feats: Improved Initiative, Toughness, Track (B)
Skills: Climb +2, Handle Animal -1, Sense Motive +3, Swim +3, Survival +4, Wild Empathy (-1)

Languages: Orcish, Common
Alignment: NG

Greataxe / +7 to hit / 1d12+3 / x3
Long Bow / +5 to hit / 1d8+3 / x3

Special: Darkvision 60’, Favoured Enemy (Aberrations +2)

Equipment: MW Greataxe, MW Chain Shirt, Composite Longbow Bow +1 (+2 STR), Quiver with 20 Arrows, Potion of Cure Moderate Wounds, Backpack, Bedroll, Waterskin

Arek is thoughtful and quiet, often insightful, calm and kind. He is nevertheless a brutal warrior in the best tradition of the orcs of the Shadow Marches. He is a follower of the Gatekeeper traditions, and carries a few charms and fetishes in his backpack which he uses in his nightly prayers.

Bool, Half-Orc Warrior 3/Barbarian 1

STR 16 (+3)
DEX 11 (+0)
CON 12 (+1)
INT 6 (-2)
WIS 8 (-1)
CHA 9 (-1)

HP 32
AC 14
Initiative +0
Move 40
Fort +6, Ref + 1, Will +0

Feats: Toughness, Weapon Focus (Greataxe)
Skills: Climb +2, Intimidate +3, Swim +5

Languages: Orcish, Common
Alignment: CN

Greataxe / +10 to hit / 1d12+5 / x3
Javelin / +4 to hit / 1d6+2 / x2

Special: Darkvision 60’, Fast Movement, Rage 1/day

Stats while raging

STR 20 (+5)
DEX 11 (+0)
CON 16 (+3)
INT 6 (-2)
WIS 8 (-1)
CHA 9 (-1)

HP 40
AC 12
Initiative +0
Move 40
Fort +8, Ref + 1, Will +2

Greataxe / +12 to hit / 1d12+8 / x3
Javelin / +4 to hit / 1d6+5 / x2

Equipment: Greataxe +1, MW Chain Shirt, 8 Javelins, Potion of Haste, Backpack, Bedroll, Waterskin

Bool is dark and brooding and inclined to surliness, especially since the death of his cousin Drim as he feels responsibility for allowing her to go to her death. Perversely, he sees it as his duty to protect Rodergo in memory of his cousin despite partly blaming the priest for not protecting Drim properly. He is a reckless warrior and has got more so since Drim’s demise.

Statistics for Gnarly, Dwarf Ranger 2/Rogue 3

STR 15 (+2)
DEX 15 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 13 (+1)
CHA 6 (-2)

HP 23
AC 17
Initiative +6
Move 20
Fort +4, Ref + 8, Will +2

Feats: Improved Initiative, Exotic Weapon Proficiency (Repeating Crossbow), Rapid Shot (B)
Skills: Bluff +3, Climb +10, Hide +5, Jump +11, Listen +9, Move Silently +5, Search +8, Spot +9, Survival +7 (+9 while tracking), Swim +6, Tumble +10, Use Rope +10, Wild Empathy +0

Languages: Dwarvish, Common, Goblin, Orcish
Alignment: NG

Dwarven Waraxe / +6 to hit / 1d10+2 / x3
Repeating Crossbow / +7 or +5/+5 to hit / 1d10+1 / 19-20/x2

Special: Darkvision 60’, Stonecunning, Steady (+4 vs bull rush and trip), +2 save vs poison, spells and spell-like abilities, +1 to hit vs goblinoids and orcs, +4 AC vs giants, Sneak Attack +2d6, Trap-Finding, Evasion, Trap Sense +1, Favoured Enemy +2 vs giants

Equipment: +1 Heavy Repeating Crossbow, 30 Bolts, Dwarven Waraxe, Mithril Shirt, Masterwork Buckler, Explorer's Outfit, 50' Silk Rope, Climber's Kit, 3 Potions of CLW, Antitoxin, Flint & Steel, Flask

Gnarly is a former scout in the Last War, serving as a mercenary for most sides at some point. No longer young, but still clinging to a rootless life of adventure, he currently works for Breland on the border with Droaam. He has a grey beard matted with old food and a permanent lascivious leer, but his equipment is well-kept, especially his crossbow, Bess.

Jalana, Female Valenar Elf Ranger 2/Bard 5
CG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +8
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 armor, +1 deflection)
hp 39 (2d10+2 plus 5d6+5 plus 2)
Fort +5, Ref +9, Will +4; +4 vs. bardic performance, sonic, and language dependent effects, +2 vs. enchantments
Immune sleep
Speed 30 ft. (6 squares)
Melee +1 Valenar double scimitar +7 (1d6+2/18-20)
Melee +1 Valenar double scimitar +5 (1d6+2/18-20) and +1 Valenar double scimitar +5 (1d6+1/18-20)
Ranged masterwork composite longbow [+1 Str] +8 (1d8+1/x3)
Special Attacks bardic performance (21 rounds/day), countersong, distraction, fascinate, favored enemy (humanoid [human] +2), inspire competence +2, inspire courage +2
Bard Spells Known (CL 5th; 1d20+7 to overcome SR)
2nd (3/day)–cat’s grace, cure moderate wounds, heroism
1st (5/day)–expeditious retreat, grease, hideous laughter, remove fear
0 (at will)–daze, detect magic, know direction, light, mending, read magic
Before Combat Jalana casts cat’s grace on herself and begins bardic performance to inspire courage. If about to face a difficult battle she drinks her potion of bear’s endurance and may use silversheen against opponents with damage reduction.
During Combat Jalana uses her bow against opponents out of reach and turns to her Valenar double scimitar once she or they have closed the distance. She’ll disarm opponents if able to. If she is being hit often or has lost more than half her hit points, she uses Combat Expertise to its full ability (-2 to attacks, +2 dodge) and either drink one of her potions or cast cure moderate wounds to heal herself.
Morale Jalana continues fighting so long as Runzyl is present.
Abilities Str 12, Dex 14, Con 12, Int 15, Wis 10, Cha 15 (17)
Base Atk +5; CMB +6 (+8 to disarm); CMD 18 (20 vs. disarm)
Feats Combat Casting, Combat Expertise, Extra Performance, Improved Disarm, Two-Weapon FightingB
Skills Acrobatics +12 {7cr}, Bluff +11 {5cr}, Diplomacy +8 {2cr}, Knowledge (arcana) +7 {2cr}, Knowledge (history) +7 {2cr}, Knowledge (nature) +7 {2cr}, Knowledge (religion) +7 {2cr}, Perception +10 {5cr}, Perform (dance) +11 {5cr}, Perform (sing) +11 {5cr}, Ride +10 {5cr}, Spellcraft +7 [+9 to identify magic items] {2cr}, Stealth +12 {7cr}, Survival +8 {5cr}
Languages Common, Elf, Goblin, Halfling
SQ bardic knowledge +2, elven magic, lore master (1/day), track +1, versatile performance (oratory), well-versed, wild empathy +5
Combat Gear potion of bear’s endurance, 2 potions of cure serious wounds, 2 potions of invisibility, silversheen Other Gear +1 studded leather, +1/+1 Valenar double scimitar, masterwork composite longbow [+1 Str], quiver w/40 arrows, cloak of charisma +2, ring of protection +1
Hook “Nesh coremar quen Shelon!” [For the glory of our Ancestors!]
Description Jalana is one of Caerlyn's Blade, a Valenar warband based in the Bazaar in Dura, and Runzyl's on-off lover. She has long blonde hair, sparkling green eyes and a ready smile. While she favours more subtle tactics to problems than Runzyl (preferring to attack from ambush) she is still a Valenar warrior and so believes in direct action over long cogitation, the glory of battle in the name of the ancestors, and has a relatively casual attitude to homicide.

King Choom of the Redscales, Kobold Rogue 3

STR 6 (-2)
DEX 17 (+3)
CON 12 (+1)
INT 12 (+1)
WIS 13 (+1)
CHA 8 (-1)

HP 16
AC 21
Initiative +3
Move 30
Fort +2, Ref + 6, Will +2

Feats: Dodge, Negotiator
Skills: Appraise +6, Bluff +5, Climb +0, Diplomacy + 5, Hide +7, Jump +1, Listen +6, Move Silently +7, Search +6, Sense Motive +5, Spot +6, Tumble +7

Languages: Common, Draconic
Alignment: N (formerly NE)

Rapier / +1 to hit / 1d4-2 / 18-20/x2
Light Crossbow / +6 to hit / 1d6 / 19-20/x2

Special: Darkvision 60’, Sneak Attack +2d6, Trap-Finding, Trap Sense +1, Evasion

Equipment: Chain Shirt +1, Rapier, Light Crossbow, 10 Bolts, Ring of Protection +1

Formerly one of the town drunks in the garrison town of Orcbone, Choom is the last in the line of kings exterminated by the Triune in their coup to take over the Redscale kobold tribe. Something of a little sniveller, he nevertheless accompanied the band of adventurers in their bid to overthrow the Triune and rescue the Cannith artificer so he can reclaim his throne. And begin some serious pay-back..... He is scrawny even for a kobold, with patches on his skin where his scales have flaked off. He also has a somewhat withered leg, but it doesn't seem to hinder him in times of crisis. He is generally terrified of combat, but as he braved the risks of the venture, he grew in kingly stature day-by-day, and the talkings-to by Lightbringer also seem to be changing his attitude. He has now adapted to the intial trials of kingship quite well.

Statistics for the crew of the Crimson Eagle (streamlined version)

Gusto Marrius, Human Swashbuckler 7

HP 50
AC 23
Initiative +5
BAB +7
Grapple +7
Move 30
Fort +6, Ref +6, Will +1

Action Points 3

Feats: Dodge, Combat Expertise
Skills: Balance +12, Climb +10, Jump +7, Tumble +17

Alignment: CG

Rapier / +14/+9 to hit / 1d6+3 / 18-20/x2
Composite Longbow / +13/+8 to hit / 1d8+1 / x3

Special: Acrobatic Charge (doesn't have to be a straight line), extra +1 Dodge bonus (can be applied to same or different enemy)
Special Equipment: Oil of Keen Edge

Valentis, Human Fighter 4/Barbarian 2 (raging)

HP 88
AC 16
Initiative +1
BAB +6
Grapple +12
Move 30

Fort +10, Ref +5, Will +5
Feats: Power Attack, Cleave
Skills: Climb +13, Jump +13

Alignment: CN

Greatsword / +14/+9 to hit / 2d6+12 / 19-20/x2
Composite Longbow / +7/+2 to hit / 1d8+3 / x3

Special: -

Barkhad, Dwarf Fighter 4/Knight 2

HP 80
AC 25
Initiative +0
BAB +6
Grapple +8
Move 20
Fort +9, Ref +2, Will +7

Feats: -
Skills: Intimidate +7

Alignment: LG

Dwarven Waraxe / +9/+4 to hit / 1d10+4 / x3
Thrown Axe / +6 to hit / 1d6+2 / x2

Special: Fighting Challenge (+1 to Will saves, to hit and to damage v a single foe, 3 rounds), Shield Block (+1 Shield bonus v a single foe), Knight's Code (cannot get flanking bonus, cannot strike flat-footed opponent, cannot use lethal damage on helpless foe)
Special equipment: Potion of Fly

Ferez, Shifter Rogue 6

HP 40
AC 22
Initiative +3
BAB +4
Grapple +6
Move 40
Fort +3, Ref +9, Will +2

Feats: Quick Draw, Two-Weapon Fighting
Skills: Balance +20, Climb +13, Escape Artist+12, Hide +15, Jump+15, Move Silently +15, Tumble +18

Alignment: N

Dagger / +12 or +10/+10 to hit / 1d4+2 / 19-20/x2
Thrown Dagger / +12 to hit / 1d4+2 / 19-20/x2

Special: Sneak Attack +3d6, Evasion, Uncanny Dodge
Special equipment: Potion of Fly, Potion of Invisibility

Salvorazo, Gnome Sorcerer 7

HP 40
AC 15
Initiative +2
BAB +3
Grapple -3
Move 20
Fort +5, Ref +4, Will +5

Feats: -
Skills: Concentration +13, Spellcraft +11

Alignment: CN

Dagger / +2 to hit / 1d3-2 / 19-20/x2
Light Crossbow / +6 to hit / 1d6 / 19-20/x2

Spells: DC 13 + spell level (DC 14 + spell level for Illusion and Enchantment spells)
0th (6): Acid Splash, Detect Magic, Daze, Light, Read Magic, Mending, Resistance
1st (7): Shield, Colour Spray, Magic Missile, Grease, Charm Person
2nd (7): Invisibility, See Invisibility, Hypnotic Pattern, Resist Energy
3rd (5): Displacement, Hold Person

Special: +2 save v Illusions
Special Equipment: Scroll of Fireball x2, Scroll of Dispel Magic X2, Scroll of Fly

Trinkis, Half-elf Rogue 6

HP 40
AC 20
Initiative +3
BAB +4
Grapple +6
Move 30
Fort +3, Ref +9, Will +2

Feats: Point Blank Shot, Precise Shot
Skills: Balance +6, Climb +4, Hide +12, Move Silently +12, Profession (Sailor) +11, Use Magic Device +9

Alignment: N

Rapier / +5 to hit / 1d6+1 / 18-20/x2
Composite Short Bow / +8 to hit / 1d6+1 / x3

Special: Sneak Attack +3d6, Evasion, Uncanny Dodge, Immune to Sleep, Gust of Wind (caster level 1, DC 12)
Special equipment: Potion of Invisibility, 3 Arrows of Silence (DC 12), Arrow of Dispel Magic (caster level 5)

Standard "Red Shirt" crewman

HP 10
AC 12
Initiative +1
BAB +1
Grapple +2
Move 30
Fort +1, Ref +1, Will +3

Feats: -
Skills: Balance +7, Climb +7, Jump +7

Alignment: N

Club / +2 to hit / 1d6+1 / x2

Basher, Male Personality Charger Warforged Barbarian 1

LN Large Construct (Living Construct)
Init +1; Senses Perception -1
AC 18, touch 10, flat-footed 17 (-1 size, +1 Dex, +8 armor)
hp 73 (4d10+28 plus 1d12+7 plus 4)
Fort +10, Ref +2, Will +0
DR 2/adamantine; Immune living construct traits; Resist moderate fortification
Speed 30 ft. (6 squares)
Melee 2 slams +13 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks rage 9 rounds/day
Before Combat Basher rages at the first opportunity before combat.
During Combat Basher charges if possible at the first opponent he sees to take advantage of his Powerful Charge feat.
Morale Basher continues fighting until disabled or there are no more creatures to fight.
Abilities Str 26, Dex 13, Con 24, Int 4, Wis 8, Cha 1
Base Atk +5; CMB +14; CMD 25
Feats Adamantine Body {B}, Improved Bull Rush, Power Attack, Powerful Charge {B}, Toughness
Skills Acrobatics +4* {5cr}, Perception -1 {0cr}
*armor check penalty
Combat gear Amulet of Mighty Fists +1
Languages Common
SQ adamantine fists
Special Abilities
Adamantine Fists (Ex) Basher’s hammer-like fists are forged of adamantine, allowing it to overcome the damage reduction of other constructs and to ignore the hardness of objects.
Hook “Basher bash!”
Description Basher looks like an ogre-sized gorilla, walking on both its short legs and its hammerlike hands. Its body is heavily plated and weighs some 2,400 lbs.

When raging, Basher has the following changed statistics
hp 83 (4d10+36 plus 1d12+9 plus 4)
AC 16, touch 8, flat-footed 15 (-1 size, -2 rage, +1 Dex, +8 armor)
Fort +12, Will +2
Melee 2 slams +13 (1d8+10)
Abilities Str 30, Con 28
CMB +16; CMD 27

Statistics for Bor, Minotaur Fighter 1

STR 22 (+6)
DEX 10 (+0)
CON 14 (+2)
INT 11 (+0)
WIS 12 (+1)
CHA 12 (+1)

HP 59
AC 23
BAB +7
Initiative +0
Move 20
Fort +7, Ref +5, Will +8
CMB +14, CMD 24
Size L (10' face / 10' reach)
Alignment LN

Feats: Cleave, Iron Will, Keen Scent, Power Attack, Weapon Focus (Greataxe)
Skills: Diplomacy +6, Intimidate +8, Perception +12, Ride -2, Survival +12
Languages: Common, Giant

Greataxe / +14/+9 to hit / 3d6+10 / x3
Gore (secondary attack) / +7 to hit / 1d6+6 / x2
Throwing axe / +6 to hit / 1d8+6 / x2 / Range increment 10

Special: Darkvision 60’, Scent, Natural Cunning (immune to Maze spells, cannot become lost, cannot be flat-footed), Powerful Charge (Gore / +14 to hit / 2d6+9 / x2)

Equipment: Half-plate Armour +1, Greataxe +1, 2 Throwing Axes, 18gp

A traveller from far-off Xendrik, Bor fell into bad company when he accepted mercenary work from Daask. Now seeking to make amends. Despite his bestial appearance, Bor is calm, scrupulously polite and civilised, and claims to be a prince from an unknown minotaur kingdom to the south of the drow-infested jungles of the Dark Continent.


Link to the kingdom map.

Exploration rules

The process for exploring is as follows:
- you troop into an unexplored square.
- you stay there for a bit, exploring and discovering whatever might be there (a lot of, but not all, squares have interesting "stuff" in them connected with quests, NPCs and so on). Also, you can only claim explored squares for your kingdowm, when that comes into play.
- it takes three days to explore a plains square, four days to explore a forest or hill square and five days to explore a swamp or mountain square.
- there are no roads other than those marked. Crossing a square without exploring varies by terrain type, but on horseback (since you have horses) it takes three hours per square, plus the chance of getting lost if the square is unexplored.
- each square explored earns xp
- rivers require an Athletics (swim) check to cross, DC 15. Each party member (and mount) must make that check or be delayed one hour per failed check. Lakes are basically too big to cross by swimming.

It requires no skill checks to explore a square. However, you will need Nature checks for foraging. I'm going to assume it requires a standard party to do the surveying - i.e. five people, full-time. However, since you have more than five people in the party, the excess can forage full-time. Also, even those who are surveying can provide assistance rolls to the Nature checks. If fewer than five people are surveying, it will increase the amount of time proportionately (so four people would take 25% longer, for example).

The amount of food in man-days found, based on the Nature roll, is as follows:

15-16 = 1
17-18 = 2
19-21 = 3
22-24 = 4
25-28 = 5
29-33 = 6
34-39 = 7
40-46 = 8
47-54 = 9
55+ = 10

Kingdom Rules

Kingdom Basics

Stability, Economy, and Loyalty:

These three values are key to running your kingdom. You make Stability checks during a kingdom’s Upkeep phase to determine whether it remains secure. You make Economy checks during a kingdom’s Income phase to determine how much its treasury increases. You make Loyalty checks to keep the public peace.

A kingdom’s initial scores in all three of these categories is 0 + the kingdom’s alignment modifiers (see below). The three values are like skill modifiers which modify a d20 roll against the relevant Control DC. A kingdom’s Control DC is 20 + its size; this value is the DC you’ll be rolling against most often with your kingdom’s Stability, Economy, and Loyalty checks. A natural 1 is always a failure for these checks, and a natural 20 is always a success.


A kingdom’s alignment affects its starting statistics, so choose your kingdom’s alignment carefully. These are as follows:

Lawful Good: +2 Economy, +2 Loyalty
Good: +4 Loyalty
Unaligned: +4 Stability
Evil: +4 Economy
Chaotic Evil: +2 Economy, +2 Loyalty


Count the number of squarees your kingdom comprises and record that number here. This number affects a kingdom’s Consumption and its Control DC.


A kingdom’s prosperity is measured by the Build Points (abbreviated BP) in its treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its Consumption, its Unrest (see below) increases by 2. A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts (see below) minus 2 per farmland.


As your kingdom earns money, favours, resources, and power, its Build Point total increases. In the Kingmaker Adventure Path, you begin with 50 BP in your kingdom’s treasury (this amount is bestowed upon you by the Swordlords of Restov).

Special Resources:

A kingdom may have special resources which occur as part of the local environment. These are described in more detail below.


There are eleven offices of state which need to be filled for the smooth running of the kingdom. An occupied post provides bonuses to rolls to manage the kingdom, and an unoccupied post will usually result in penalties. These offices will be filled by PCs and key NPCs. More details are set out below.


A kingdom’s Unrest value indicates how rebellious its people are. A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a kingdom’s Unrest is above 10, it begins to lose control of squarees it has claimed. If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all Stability, Economy, and Loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom’s would-be leaders—if your PCs’ kingdom falls into anarchy, you can either assume the Kingmaker Adventure Path is over (as you might if all of the PCs were slain in an encounter), or you can simply let the PCs “restart” a new kingdom elsewhere in the Stolen Lands. Unrest can never go below 0—adjustments that would normally reduce Unrest lower than 0 are wasted.


Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. A kingdom’s population is equal to its size × 250 + the total population of each of its cities.

Ruling a Kingdom

Like a player character’s stat block, a kingdom’s stat block continues to evolve and grow as the kingdom expands, gathers more resources, purchases upgrades, and suffers defeats and setbacks. As the kingdom grows, the PCs will need to deal with a host of situations, all of which can further influence the kingdom’s stat block.

A kingdom’s growth occurs during four phases, which represent a month in total. When the PCs establish a kingdom, you should pick a day of each month to resolve that kingdom’s growth and fortunes—it’s best to set this as the last day of each month, so that any accomplishments the PCs have made during that month can impact that month’s growth.

Phase 1 - Upkeep

During a kingdom’s Upkeep phase, take the following actions. If your kingdom currently controls 0 squarees, skip this phase and proceed to the Improvement phase.

Step 1—Determine Kingdom Stability:

Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail this check by 5 or more, increase Unrest by 2.

Step 2—Pay Consumption:

Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2.

Step 3—Fill Vacant Magic Item Slots:

If there are any vacant magic item slots in any cities, the DM will add new items to fill these slots.

Step 4—Unrest:

If the kingdom’s Unrest is 11 or higher, it loses one square chosen by the kingdom’s leaders. Any improvements in that square (farmlands and roads) are lost and must be rebuilt after the square is reclaimed. Any settlements in that square become towns that must be annexed if they are to be reclaimed into the kingdom (see page 56). Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase.

Phase 2 - Improvement

During a kingdom’s Improvement phase, take the following actions. The number of improvements you can make during
a single phase is limited by your kingdom’s size, as follows:

Kingdom size......New Cities.......New Buildings........Square Claims.........Roads...........Farmlands

1-10 ...................... 1 ....................... 1 ............................ 1 ........................... 1 ................. 1 ..........
11-25 .................... 1 ....................... 2 ............................ 2 ........................... 2 ................. 1 ..........
26-50 .................... 1 ....................... 5 ............................ 3 ........................... 3 ................. 2 ..........
51-100 .................. 2 ....................... 10 .......................... 4 ........................... 4 ................. 2 ..........
101-200 ................ 3 ....................... 20 .......................... 8 ........................... 6 ................. 3 ..........
201+ ..................... 4 ..................... no limit .................. 12 ......................... 8 ................ 4 ...........

Step 1—Select Leadership:

Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want with no impact on your nation’s statistics (apart from changing what bonuses apply, as the ability scores of leaders differ); reallocating roles allows you to give every player a chance to play the role of ruler if you wish.

Step 2—Claim Squares:

Each square on the maps of the Stolen Lands measures 12 miles across, and the PCs’ kingdom must be built square by square. To claim a square, you must explore it and clear it of monsters or dangerous hazards; the square must also be adjacent to a square that is already part of the kingdom (with the exception of the first square, which can be anywhere). At this point, you can claim the square as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each square you claim. You can abandon a square to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned square contained a city).

Step 3—Establish and Improve Cities:

Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics.

Step 4—Build Roads:

Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a square. This cost increases to 2 BP in forests and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road’s cost.

Step 5: Establish Farmlands:

You can develop any grassland or hill square that contains roads into farmlands to help sustain your kingdom’s Consumption. It costs 2
BP to designate a grassland square as farmland and 4 BP to designate a hill square as farmland. You cannot build a city on a farmland square. Every farmland square in your kingdom reduces your Consumption by 2 BP.

Step 6: Edicts:

Edicts (promotions, taxes, and festivals) increase your kingdom’s Stability, Economy, and Loyalty scores. Promotions can include recruitments, advertisements, and even propaganda campaigns. Taxes are payments gathered from a kingdom’s citizens to help pay for Consumption. Festivals, which can also include parades and other public events, can increase the kingdom’s happiness and loyalty. Pick or adjust your edict levels as you wish in this phase, as follows:


Promotion type ........ Stability Bonus ........ Consumption Increase
None ................................ -1 ................................. 0 BP................
Token .............................. +1 ................................. 1 BP ..............
Standard .......................... +2 ................................. 2 BP ..............
Aggressive ...................... +3 ................................. 4 BP ...............
Expansionist ................... +4 ................................. 8 BP ...............


Taxation level ........ Economy Bonus ........ Loyalty Bonus
None .................................. +0 ........................... +1 .........
Light .................................. +1 ............................ -1 .........
Normal .............................. +2 ............................ -2 .........
Heavy ................................ +3 ........................... -4 ........
Overwhelming .................. +4 ............................ -8 ...........


Festivals per year ........ Loyalty Bonus ........ Consumption Increase
None ................................ -1 ................................. 0 BP................
1 ...................................... +1 ................................. 1 BP ..............
6 ...................................... +2 ................................. 2 BP ..............
12 .................................... +3 ................................. 4 BP ...............
24 ................................... +4 ................................. 8 BP ...............

Phase 3 - Income

During a kingdom’s Income phase, take the following actions.

Step 1—Deposits:

You can add funds to a kingdom’s treasury by donating coins, gems, jewellery, weapons, armour, magic items, and other valuables you find while adventuring. For every full 40,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than 40,000 gp must be sold as detailed under Step 3 below.

Step 2—Withdrawals:

You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1. In addition, you must make a Loyalty check (DC = Command DC + number of BP being withdrawn); a failure causes your kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 8,000 gp.

Step 3—Sell Valuable Items:

You can attempt to sell items that cost more than 40,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check (DC 35 for Paragon tier items, and DC 50 for Epic tier items). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 8 BP (for Paragon tier items), or 15 BP (for Epic tier items). You can make one Economy check per city district during each Income phase.

Step 4—Generate Income:

Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 5
(dropping any fractions) and increase your Treasury’s BP by that amount.

Phase 4 - Events

During a kingdom’s Event phase, the kingdom may be buffeted by various events that impact upon its smooth management. The DM will control the Event Phase.

Special Resources

Some squares do more than just add size to a kingdom - they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements. The DM will inform you when you have discovered some special resources.

Bridge: A bridge square negates the cost increase of building a road that crosses a river.

Building: If you establish a city in a square at a building location, you can incorporate the building into the city as a free building - the encounter indicates what type of building it counts as. See below for building types.

Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave square increases a kingdom’s Stability by 1.

Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark square increases a kingdom’s Loyalty by 1.

Road: A square with a road in it allows for much easier travel. For every four road squares your kingdom controls, the kingdom’s Economy increases by 1. For every eight road squares your kingdom controls, its Stability increases by 1.

Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as.

Towns: A town consists of an established settlement—claiming a town square is an excellent way to add a fully functional city to a kingdom. In order to claim a town square peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4.

Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource square increases a kingdom’s Economy by 1.

Leadership Roles

A healthy kingdom has leaders filling a number of different roles. Each leader grants the kingdom different benefits; leaving a role unfilled can penalize the kingdom. In order for a Leadership role to grant its bonus, the character in that particular role must spend at least 1 week per month engaged in various leadership duties (during which time the PCs must be located within a hex that is part of their kingdom). For this campaign, it’s best to have the party pick the same week to dedicate to their administrative duties so that all of the PCs are all available for “adventuring duty” at the same time. A single character can only occupy one leadership role at a time.


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. (N.B. These titles do not necessarily need to correspond with the actual title(s) of the ruler - these are simply a shorthand for the rules below.)

Benefit: A baron or baroness chooses one of a nation’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. A duke or duchess chooses two of these values to modify. A king or queen modifies all three values.
Vacancy Penalty: A kingdom without a ruler cannot claim new hexes, create farmlands, build roads, or purchase city districts. Increase Unrest by 4 during each Upkeep phase in which the kingdom has no ruler.

Special: Two characters can fill this role if they become married, in which case the two rulers can jointly command the kingdom. Both rulers apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty checks as appropriate for their rank, and as long as one of the two rulers is present for 1 week per month, they avoid the vacancy penalty.


The councillor ensures that the will of the citizenry is represented.

Benefit: Increase Loyalty by a value equal to the Councillor's Wisdom or Charisma modifier.
Vacancy Penalty: Decrease Loyalty by 2; the kingdom cannot gain benefits from festivals. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Councillor.


The General commands the kingdom’s armies and is a public hero.

Benefit: Increase Stability by a value equal to the General’s Strength or Charisma modifier.
Vacancy Penalty: Decrease Stability by 4.

Grand Diplomat

The Grand Diplomat oversees international relations.

Benefit: Increase Stability by a value equal to the Grand Diplomat’s Intelligence or Charisma modifier.
Vacancy Penalty: Decrease Stability by 2; the kingdom cannot issue Promotion Edicts.

High Priest

The high priest guides the kingdom’s religious needs and growth.

Benefit: Increase Stability by a value equal to the High Priest’s Wisdom or Charisma modifier.
Vacancy Penalty: Decrease Stability and Loyalty by 2. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no High Priest.


The Magister guides a kingdom’s higher learning and magic.

Benefit: Increase Economy by a value equal to the Magister’s Intelligence or Charisma modifier.
Vacancy Penalty: Decrease Economy by 4.


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

Benefit: Increase Economy by a value equal to the Marshal’s Dexterity or Wisdom modifier.
Vacancy Penalty: Decrease Economy by 4.

Royal Assassin

The Royal Assassin can serve as a public executioner, a headsman, or a shadowy assassin.

Benefit: Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity modifier. Fear inspired by the Royal Assassin reduces Unrest by 1 during each Upkeep phase.
Vacancy Penalty: A kingdom without a Royal Assassin suffers no vacancy penalty.


The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms.

Benefit: Increase Loyalty, Economy, or Stability (Spymaster’s choice) by a value equal to the Spymaster’s Dexterity or Intelligence modifier. The Spymaster can change which value he modifies during the kingdom’s Improvement phase (but only once per phase).
Vacancy Penalty: Reduce Economy by 4 because of out-of-control crime. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Spymaster.


The Treasurer organizes tax collection, and manages the treasury.

Benefit: Increase Economy by a value equal to the Treasurer’s Intelligence or Wisdom modifier.
Vacancy Penalty Reduce Economy by 4; the kingdom cannot collect taxes.


The Warden leads the kingdom’s defence and city guards.

Benefit: Increase Loyalty by a value equal to the Warden’s Strength or Constitution modifier.
Vacancy Penalty: Reduce Loyalty by 4 and Stability by 2.

Building Cities

The greatest asset of any kingdom are its cities, for it is here that the bulk of a kingdom’s citizens live, its armies train, its culture develops, and its future is forged. The rules presented here are designed to support the rules for kingdom building and to give players a visual representation of a city (the city grid) they helped to build up from scratch.

Reading the Grid

The city grid consists of 36 city blocks in a 6x6 square. The grid is in turn bordered by four sides—each side represents a border to the entire city district. A district border can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one city district into another. For larger cities, you can prepare multiple districts sharing common borders. As the PCs build structures and locations, they can place representations of their buildings into these city blocks, eventually creating a visual representation of their completed city.

Preparing the Site

Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city’s roads and buildings. The cost and time required to clear space in various terrains is detailed below:

Terrain.....................Cost to Prepare (BP).......................Time to Prepare
Forest ................................ 4 ............................................. 2 months
Grassland .......................... 1 ............................................. Immediate*
Hill..................................... 2 ............................................. 1 month
Mountain ........................... 4............................................. 4 months
Swamp .............................. 8 ............................................. 3 months

*Construction of buildings can be started the same month for grassland cities.

Once you finish preparing the site, decide which of the district’s borders are water (in the form of riverbanks, lakeshores, or seashores) or land. Record these choices at each border on your city grid. In addition, adding a city district to a kingdom increases its Consumption by 1.

Base Value

When using these rules to build a settlement, the city’s base value (see Pathfinder RPG Core Rulebook, pages 460–461) starts at 1,000gp. It increases as you construct certain buildings, like shops and marketplaces.

Building A City

Once you’ve prepared your city district, you can start to build. The placement of buildings in your district is left to you, but two-block and four-block structures cannot be split up. When you decide to place a building, you can use the cut-out icon for the appropriate type of structure and affix the building where you wish in your city grid. It takes 1 month to construct a building, no matter what size the building is—its benefits apply immediately.

If an event destroys one or more blocks, the devastation causes +1 Unrest per destroyed block. The cost to build the replacement structure is halved if the replacement is the same type of structure as the one that preceded the destruction.

Population: A city’s population is equal to the number of completed blocks within its districts × 250. A city grid that has all 36 blocks filled with buildings has a population of 9,000.

Defensive Modifier: A city’s Defensive Modifier can be increased by building certain structures (such as city walls) and has an impact on mass combat.

Base Value: The base value associated with a city built in this manner is tied not to its size but rather to the number of Economy-based buildings it has. Each such building, whether it’s a shop, tavern, or brothel, increases a city’s base value. Any magic item equal to or lower than this base value in cost is available for purchase 75% of the time—this check may be made again every month (as new stock comes and goes). Any non-magical item from the equipment chapter in the Pathfinder RPG Core Rulebook is always available if its cost is lower than the city’s base value. Cities with multiple districts add the individual base values of each district together to determine the entire city’s base value, with an upper limit of 160,000 gp per city.

Magic Item Availability: A certain number of more powerful and valuable magic items are available for purchase in any city, although these items tend to be of a somewhat random nature as new items are found or created and enter the economy. As with base value, a community’s size does not influence the number of magic items above base value that are available for purchase. Instead, these items become available as certain buildings (like academies or magic shops) are added to a city. After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make Economy checks to try to sell items; once the item is sold, its slot remains empty until the next Upkeep phase.

Building Types

Adding buildings to a city is one of the most efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a city in your kingdom grants a specific bonus. Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are listed below. The building’s BP cost and any prerequisite buildings that must be built first are listed in parentheses after its name. The building’s benefit to the city and kingdom once it is constructed is listed last in italics. If a building affects Unrest, it does so only once, when it is first constructed. A fair amount of additional residential structures are common amid most one- and two-block structures.

Academy (52 BP; requires two blocks): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 Heroic tier items, 2 Paragon tier items; Economy +2, Loyalty +2.

Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +5,000 gp; 1 Heroic tier item; Economy +1.

Arena (40 BP, requires four blocks): A large public structure for competitions, demonstrations, team sports, or blood sports. Halves cost of Garrison or Theatre in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.

Barracks (12 BP): A building to house city guards, militia, and military forces. Defense Modifier +2; Unrest –1.

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +10,000gp; 2 minor items, 1medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

Brewery (6 BP): A building for beer-making, winemaking, or similar use. Loyalty +1, Stability +1.

Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2;
Unrest +1.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 Heroic tier items, 2 paragon tier items; Economy +1, Loyalty +1.

Castle (54 BP; requires four blocks): The home of the city’s leader or the heart of its defences. Halves cost of Noble Villa or Town Hall in same
city; Economy +2, Loyalty +2, Stability +2; Defence Modifier +8; Unrest –4; limit one per city.

Cathedral (58 BP; requires four blocks): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy
in same city; halves Consumption increase penalty for promotion edicts; 3 Heroic tier items, 2 Paragon tier items; Loyalty +4; Unrest –4; limit one per city.

City Wall (8 BP): City walls do not occupy a city block—rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defence Modifier +4; Unrest –2.

Dump (4 BP): A centralized place to dispose of refuse. Loyalty +1, Stability +1.

Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1Heroic tier item; Loyalty +1, Stability +1.

Garrison (28 BP; requires two blocks): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.

Graveyard (4 BP): A plot of land to honour and bury the dead. Economy +1, Loyalty +1.

Guildhall (34 BP; requires two blocks, must be adjacent to 1 house): A large building that serves as headquarters for a guild or similar organization. City base value +5,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.

Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 Heroic tier item; Loyalty +1, Stability +1.

House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Unrest –1.

Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +2,000 gp; Economy +1, Loyalty +1.

Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.

Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +10,000 gp; 2 Heroic tier items; Economy +1.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. City base value +10,000gp; 4 Heroic tier items, 2 Paragon tier items, 1Epic tier item; Economy +1.[/i]

Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.

Market (48 BP; requires two blocks, must be adjacent to 2 houses): An open area for mercantile pursuits, travelling merchants, and bargain hunters. City base value +10,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 Heroic tier items items; Economy +2, Stability +2.

Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.

Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +3; Unrest –1.[i]

Noble Villa (24 BP; requires two blocks): A sprawling manor with luxurious grounds that houses a noble. [i]Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.

Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1.

Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value 5,000 gp; +1Economy, +1 Stability.

Shop (8 BP; must be adjacent to 1 house): A general store. City base value +2,000 gp; Economy +1.

Shrine (8 BP): A small shrine or similar holy site. 1 Heroic tier item; Loyalty +1; Unrest –1.

Smith (6 BP): An armour smith, blacksmith, or weapon smith. Economy +1, Stability +1.

Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +2,000 gp; Economy +1, Loyalty +1.

Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.

Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +2,000 gp; Economy +1, Loyalty +1.

Temple (32 BP; requires two blocks): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same
city; 2 Heroic tier items; Loyalty +2, Stability +2; Unrest –2.

Tenement (1 BP):[b] A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Unrest +2.

[b]Theatre (24 BP; requires two blocks): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.

Town Hall (22 BP; requires two blocks): A public venue for town meetings and repository for town records. Halves cost of Barracks,
Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Tradesman (10 BP; must be adjacent to 1 house): A shop front for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +2,000 gp; +1 Economy, +1 Stability.

Watchtower (6 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defence Modifier; Unrest –1.

Waterfront (90 BP; requires four blocks, must be adjacent to a water border): A port for arrival and departure when travelling by water, facilities for building ships, and a centre of commerce. City base value +20,000 gp; 3 Heroic tier items, 2 Paragon tier items, 1 Epic tier item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

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