Solspiral's Compiled Houserules...


Kingmaker

RPG Superstar Season 9 Top 32

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Every time I mention I have done allot of work with my house rules and mention they are available by request in PM form I end up sending around 20 or so emails. 50-60 some odd emails later I think its now officially less work to do this thread.

I'll use the spoiler tags to make this less of a wall of text and stretch this over multiple posts. Feel free to comment if you wish. I did mug and alter allot of rules from allot of sources including CalebTGordon, Cleveland Pathfinder Society, DM_Dudemeister, alzrius and prolly a bunch of others I'm forgetting. Allot of this is also my original work and compiling and editing this took allot of time so I'll go ahead and give myself a pat on the back...

We'll start with a link a verbatim robbery OF some excellent espionage rules

This interacts with the rules below in the following ways, you can use followers from your kingdom leadership score as spies for free instead of paying the BP costs.

Kingdom and Military Leadership Scores:

Kingdom: Just like an individual can have the Leadership Feat, the kingdom and army automatically gain the leadership feat for sub-commanders and general staffing. Leadership score for the kingdom is calculated adding The Ruler’s Cha modifier, the Master of Coin’s Int or Wis modifier, The High Priest’s Wis or Cha modifier, The Magister’s Int or Cha modifier and the Master of Commons Wis or Cha modifier; this gets the base modifier for the kingdom. Additional modifiers for kingdom size, number of festivals, and taxation will be represented in a table. Certain buildings can also ramp up kingdom leadership score.
Military: Military leadership is calculated using the General’s strength or Cha modifier, plus the Warden’s Stre or Con modifier, plus the Marshal’s Wis or Dex modifier. Optionally you can add the lower of either the Spymaster’s Int or Dex modifier; in addition add the capital’s defense modifier to calculate the base modifier for the military leadership score. Additional modifiers apply for castles ect.

I also did some edits to the edicts/laws rules below:

Laws and edicts:

Laws
Your kingdom's Laws have several effects. Promotion, Taxation and Festival Laws increase your kingdom's Stability, Economy, and Loyalty modifiers. Other laws can help your kingdom deal with Unrest, change alignment or move the capital.
Promotion Laws: Promotion Laws can include recruitments, advertisements, and even propaganda campaigns.
• None: -1 Stability modifier.
• Token: +1 Stability modifier; +1 Consumption.
• Standard: +2 Stability modifier; +2 Consumption.
• Aggressive: +3 Stability modifier; +4 Consumption.
• Expansionist: +4 Stability modifier; +8 Consumption.

Taxation Laws: Tax Laws are require payments from a kingdom's subjects to help pay for your kingdom's needs.
• De Minimis: +1 Loyalty modifier.
• Light: +1 Economy modifier; -1 Loyalty.
• Normal: +2 Economy modifier; -2 Loyalty.
• Heavy: +3 Economy modifier; -4 Loyalty.
• Very Heavy: +6 Economy modifier; -8 Loyalty.
• Overwhelming: +8 Economy modifier; -16 Loyalty.

Festival Laws: Festival Laws, including parades and other public events, can increase the kingdom's happiness and loyalty.
• None: -1 Loyalty modifier.
• One: +1 Loyalty modifier; +1 Consumption.
• Six: +2 Loyalty modifier; +2 Consumption.
• Twelve: +3 Loyalty modifier; +4 Consumption.
• Twenty-Four: +4 Loyalty modifier; +8 Consumption.
• Continuous: +6 Loyalty modifier; +16 Consumption.

Martial Law: While Martial Law is in effect, your kingdom's Unrest is reduced by 1 each month. However, while Martial Law is in effect, your kingdom cannot settle new hexes nor build new Hex or Town Improvements. Moreover, while Martial Law is in effect, and for an equal period thereafter, your kingdom's Loyalty modifier is reduced by 4.
Martial Law is automatically established if your kingdom declares war. When Martial Law is established, treat the kingdom’s militia as an army. This is also the only time your kingdom can use Conscription.
Conscription: Conscription is of course forcing citizen’s to become soldiers. Different levels of conscription are as follows.
• Minimal: 1/25th of the population is converted to army, -2 to loyalty score +2 to unrest, -5/+5 if war is not declared.
• Light: 1/10th of the kingdom’s population is converted to army, -3 to loyalty +3 to unrest, -6/+6 if occurs during peace.
• Normal: 1/5th of the kingdom’s population is converted to army, -5 to loyalty +5 to unrest, -10/+10 if occurs during peace.
• Heavy: 1/3th of the kingdom’s population is converted to army, -10 to loyalty +10 to unrest, -15/+15 if occurs during peace.

Alignment Law: You can change your kingdom's alignment. If you change your kingdom's alignment by one step and no more than once per year, increase Unrest by 1. If you change your kingdom's alignment by more than one step increase Unrest by 1d6. If you change your kingdom's alignment more than once per year, increase Unrest by an additional 1d6 each time alignment is changed (after the first).

[b]Capital Law:[b] You can change your kingdom's capital. If changed to any larger town, Unrest will increase by 1. If you change your kingdom's capital to an equal size or smaller town, increase Unrest by 1d4.

RPG Superstar Season 9 Top 32

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Got thru all that, b/c I'm just getting started really...

Expanded Leadership positions:

The Leadership Positions
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.
Ruler
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.
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.

Administrative Positions on the Council
The Master of Coin (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 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 Master of Commons (Councilor) ensures that the will of the citizenry is represented.
Benefit Increase Loyalty by a value equal to the Councilor’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 Councilor.

Diplomatic Positions on the Council
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.
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.

Military Positions on the Council
The Warden leads the kingdom’s defense 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.
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.
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.

Kingdom wide optional positions that do not have penalty if vacant
Master Builder/Royal Architect is in charge of developing the realm's infrastructure.
• Benefit: Increase the kingdom's economy modifier by a value equal to the Master Builder's constitution or intelligence modifier.
• Special: If the Master Builder role is filled, the kingdom may build one extra hex or town improvement each month.
Steward sometimes known as the Master of the Royal Household or the King's Hand. The Steward serves as the ruler's assistant and secretary. With a weak or foolish ruler, the Steward may serve as the "power behind the throne."
• Benefit: Increase the number of non-essential leaders that can be employed by the kingdom by the Steward's intelligence modifier, up to a maximum of +4. Note that the Steward still counts against the limit of non-essential leaders that can be employed.
Verderer is sometimes known as the Master of Gardens or the Forest Warden. The Verderer is charged with overseeing agriculture and natural resources.
• Benefit: Decrease the kingdom's consumption by half (round down) of the Verderer's Wisdom modifier.
• Special: If the Verderer role is filled, there is a reduced risk of exhaustion of the kingdom's natural resource hex improvements due to kingdom events.
High Justicar is sometimes known as the Master of Justice. The High Justicar serves as the chief judge of the realm and is charged with the ensuring the administration of the law.
• Benefit: Increase the kingdom's stability modifier by a value equal to the High Justicar's wisdom modifier.
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.

Optional Positions that do not require a Steward/Hand of the King
*Mayor- a mayor is an elected overseer of a town that is not your capital. Benefit: Mayor adds his Cha or Wis modifier to your loyalty score.
*Governor- is an appointed official that oversees a town that is not your capital. Benefit: Governor adds his Int or Con modifier to your Stability score.
*Founder- is a town overseer that is given greater independence to oversee a town. Benefit: a founder adds his Cha and Wis or Int modifier to your Loyalty and Stability score however the founder gets to determine the way BPs are spent in his town, overruling the founder creates unrest equal to 1/3 of the BPs spent. You can however request buildings a founder just gets final say unless you wish to create unrest.
*a town can only have one of the three

Hired positions that are not considered part of the leadership counsel
(Insert troop type) Trainer: Cost 1 BP a month in consumption phase must be 5th level in class you wish trained. Trains up to 1 tactic to regular troops or 1 specialty unit a month
Royal Surveyor: Capable explorer that can evaluate resource potential of mines, logging sites, and peat cutting farms. Cost +2 to consumption roll.
Court Bard: Improves diplomacy rolls when used to entertain foreign dignitaries (adds ½ cha modifier rounded up to Grand Diplomats score which improves stability.) Cost +2 to consumption rolls.
Royal Herald: Improves loyalty rolls to reduce unrest (reduces unrest by ½ cha or int modifier .) Cost +2 to consumption rolls.
Royal Jester: A Jester can drop -1 unrest on a successful perform roll, -1D4 unrest on a perform roll if during a month with a festival, but failure means he took it too far and creates +2 unrest, +1D6 if Nat 1. Any Unrest into the negatives by the Jester actually creates goodwill and people donate time and material translating the negative unrest into BP.

Another Link this time:Expanded Kingdom Events

Before reading my next spoiler tagged post you need to read number three in particular on this link or using my rules will allow the economy get out of control: Logistics again read 3 before looking at my building options.

Building rules, you will need a bathroom break::

Expanded building rules and clarifications

Outside of Town hexes that are filled add 250 to you population, if a Hamlet is in the Hex an additional 250.
Hex improvements outside of towns (non military):

Apiary: You can develop Apiaries to help improve your farmlands and orchards.
• Costs and Benefit: It costs 4 BP to build an apiary. The apiary increases farm production in all farms in the same hex thus increasing the consumption reduction of farmland by 1. Each apiary= 1/6 of a hex, hex must be cleared and claimed per expansion rules.
• Prerequisites: Apiaries can be built in any grassland or hill hex.
Brickworks: You can develop Brickworks as an alternative to quarries for buildings that require them.
• Costs and Benefit: It costs 12 BP to build brickworks and it must be in a hex that contains a river. The brickworks will generate 1 BP a month. A brickworks takes up 1/6th of a hex.
• Prerequisites: A brickworks can be built in any hex that contains a river.

Farmland: You can develop farmlands to help sustain your kingdom's consumption.
• Costs and Benefit: It costs 2 BP to build farmland in a grassland hex and 4 BP in a hill hex. Every farmland hex in your kingdom normally reduces your kingdom's consumption by 2 (or by 1 during winter months). Each farmland upgrade = 1/6 of a hex, hex must be cleared and claimed per expansion rules.
• Prerequisites: Farmlands can be built in any grassland or hill hex.

Hamlets: You can develop hamlets to assist a variety of production types.
• Costs and Benefit: It costs 25 BP to start a hamlet is any hex, this includes 5 houses and a general store. You can add up to 10 more houses, a palisade, 1 skilled trade store (blacksmith, tanner ect) and an inn. Each hamlet takes only = 1/3 of a hex, and the benefit aside from the buildings within is increased productivity in the hex by 1 natural step (farms reduce consumption further mines give 1 better BP ect.) In addition Hamlets add +4 to loyalty.
• Hex must be cleared and be at least partly developed already (mine, orchard, farms ect.) You can only build 2 hamlets for every full sized town you control. Hamlet building does not take place of town but outside town hex production.

Logging Camp: You can establish logging camps in forest hexes to supply your kingdom with timber. A logging camp is situated in a single hex, but it supports logging in adjacent hexes.
• Costs and Benefit: It costs 5 BP to build a logging camp. Each camp generates automatic income of 1 BP. Each logging camp upgrade = 1/2 of a hex, hex must be cleared and claimed per expansion rules but can log in all adjacent hexes.
• Prerequisites: Logging camps can only be built in forest hexes with a road or river, and cannot be adjacent to another logging camp.
• Special: Logging camps are required to build towns.

Mine (Base): You can establish mines in hills or mountains to supply your kingdom with base metals such as iron, tin and copper.
• Costs and Benefit: It costs 12 BP to build a base metal mine. Each generates automatic income of 2 BP and increases your economy modifier by +1. Each mine upgrade = 1/3 of a hex, hex must be cleared and claimed per expansion rules.
• Prerequisites: Base metal mines can only be built in hill or mountain hexes with a road or river. A hex must be assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) to determine whether it is suitable for a base metal mine. Only about 15 percent of the hill or mountain hexes in the Stolen Lands are suitable.

Mine (Exotic): You can establish mines in mountains to supply your kingdom with exotic metals such as mithril or adamantine.
• Costs and Benefits: It costs 16 BP to build an exotic metal mine. Each generates automatic income of 4 BP and increases your economy modifier by +1. Each mine upgrade = 1/3 of a hex, hex must be cleared and claimed per expansion rules.
• Prerequisites: Exotic metal mines can only be built in mountain hexes. A hex must be assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) to determine whether it is suitable for an exotic metal mine. Only a few of the mountain hexes in the Stolen Lands are suitable.

Mine (Precious): You can establish mines in hills or mountains to supply your kingdom with precious metals such as gold and silver. Precious metal mines often increase unrest as miners rush to establish claims.
• Costs and Benefits: It costs 12 BP to build a precious metal mine. Each generates automatic income of 4 BP and economy modifier +2, as well as unrest +2. Each mine upgrade = 1/3 of a hex, hex must be cleared and claimed per expansion rules.
• Prerequisites: Precious metal mines can only be built in hill or mountain hexes. A hex must be assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) to determine whether it is suitable for a precious metal mine. Only about 5 percent of the hill or mountain hexes in the Stolen Lands are suitable.

Orchard: You can grow fruit for your kingdom in orchards.
• Costs and Benefit: It costs 6 BP to plant an orchard. Each orchard generates automatic income of 1 BP and increases your loyalty modifier by +1.
• Prerequisites: Orchards can only be planted in grasslands or hill hexes with a road or river. Orchards do not generate benefits for two years after planted unless the kingdom's leaders have access to the Plant Growth spell (third level druid or plant domain), or equivalent. Each orchard = 1/3 of a hex, hex must be cleared and claimed per expansion rules.
• Special: An orchard planted in the same hex as an apiary only costs 3 BP and increases BP to 3/2.

Quarry: You can establish quarries in hills or mountains to supply your kingdom with stone.
• Costs and Benefits: It costs 8 BP to build a quarry. Each quarry generates automatic income of 1 BP and Stability modifier +1.
• Prerequisites: Quarries can only be built in hill or mountain hexes with a road or river. A hex must be assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) to determine whether it is suitable for a quarry. Only about 10 percent of the hill hexes and 50 percent of the mountain hexes in the Stolen Lands are suitable. Quarries occupy an entire hex.
• Special: Quarries are required to build certain defensive improvements.

Peat Cutting: You can cut peat in swamps to supply your kingdom with fuel.
• Costs and Benefit: It costs 8 BP to build a peat cutting area. Each peat cutting generates automatic income of 1 BP and reduces consumption in winter months by 2 (1 in summer.) Peat cutting occupies an entire hex.
• Prerequisites: Peat can be cut only in swamp hexes with a road or river, and cannot be adjacent to another peat cutting. A hex must be assayed by a person with at least +5 Knowledge (Nature) or Profession (Miner) to determine whether it is suitable for a peat cutting. Only about 20 percent of the swamp hexes in the Stolen Lands are suitable.

Ranch: You can develop ranches to help sustain your kingdom's consumption.
• Costs and Benefit: It costs 3 BP to build ranches. Every ranch hex in your kingdom normally reduces your kingdom's consumption by 2 (or by 3 during winter months as herders tend to slaughter more animals in the winter) Each ranch = 1 hex, hex must be cleared and claimed per expansion rules, you can designate 1 farmland hex adjacent to a ranch hex to get a +1 bonus to consumption reduction benefits for all farms within the hex due to manure, they must be connected by a road.
• Prerequisites: Ranch can be built in any grassland or hill hex.
• Special: Ranches can be moved for 1 BP and former Ranches reduce the cost of farmlands by half if the hex contained herd lands for at least 3 months. If a Ranch hex is ever completely surrounded by developed hexes that are not ranch hexes increase instability by 4. Ranches next to Forts or Knight Estates add +2 to kingdom loyalty score

Road: You can build roads to speed communications throughout the kingdom, improving its economy and stability.
• Costs and Benefits: It costs 1 BP to build a road though a grasslands hex. 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 unless there is already a bridge in the hex. For every 4 road hexes your kingdom controls, the economy modifier increases by +1. For every 8 road hexes your kingdom controls, the stability modifier increases by +1.
• Special: Roads can be built in the same hex as other hex improvements and occupy no percentage of space therin. Roads also decrease travel time in your kingdom (as per normal Pathfinder rules).

Vineyard: Vineyards grow grapes and process them into wine.
• Costs and Benefit: It costs 6 BP to plant a vineyard. Each vineyard generates automatic income of 1 BP and increases your loyalty modifier by +1. Vineyards occupy 1/3 of a hex.
• Prerequisites: Vineyards can only be built in hill hexes with a road or river. Vineyards do not generate benefits for two years after planted unless the kingdom's leaders have access to the Plant Growth spell (third level druid or plant domain), or equivalent.

Hex improvements outside of towns (military):

Fort: A sturdy structure that serves as a guard post and lookout for danger. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
• Costs and Benefits: It costs 10 BP to build a fort. A fort gives stability modifier +1 and reduces unrest by 1. Each fort = 1/6 of a hex, hex must be cleared and claimed per expansion rules and 2 forts cannot occupy the same hex.
• Special: If attacked, Forts have a defense modifier of +3. If a town is built in a hex with a fort, the town automatically gains a guard tower (and the fort is removed).

Knight's Estate: You can establish estates to support knights or other military retainers pledged to your service.
• Costs and Benefit: It costs 8 BP to build a knight's estate in a grassland hex and 14 BP in a hill hex. For each estate in your kingdom, increase your stability modifier +1.
• Prerequisites: Estates can be built in any grassland or hill hex, must have a military stable, armory, and weapon blacksmith. One must also obtain a Knight or Cavalier of a minimum 5th level to serve as trainer. Each knightly estate = 2 hexes, these hex are divided into land grants for the knights.
• Special: Estates can provide elite armies to your kingdom that do not require outside support (i.e. they do not increase consumption because they are granted lands). These units are given minor titles and land grants see costs. A knightly Estate can train 1 small Calvary army.

Stronghold: A structure that protects strategic points. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
• Costs and Benefits: It costs 20 BP to build a stronghold. A stronghold gives stability modifier +2 and reduces unrest by 1.
• Prerequisites: Strongholds can be built in any hex containing a road or river. A stronghold must be connected by a road or river to a quarry. Strongholds occupy 1/3 a hex.
• Special: If attacked, strongholds have a defense modifier of +6. If a town is built in a hex with a stronghold, the town automatically gains a guard tower and palisade wall. A Fort can be upgraded to a stronghold for 10 BP.

Town Hexes: Towns can host a variety of improvements that make your kingdom more sophisticated and effective. Your kingdom can, but does not need to, designate a town as its capital.
• Costs and Benefits: It costs 2 BP to build a town in a grassland hex; 4 in a hills hex; 6 in a forest hex; 8 in a swamp hex; and 12 in a mountain hex.
• Special: Town improvements can be built in towns for additional costs and benefits. The town's population affects the ability of PCs to buy and sell magic items and other services in the town; see the Town Characteristics table.
• Capital: Your kingdom can designate a single town as its capital. For so long as the capital remains in the kingdom, increase your kingdom's economy, loyalty and stability modifier by 1. You can change your kingdom's capital by enacting a law.

Non-Military Town Buildings:

Alehouse (6 BP; must be adjacent to 1 house): A cheap eating and drinking establishment – Capable of Poor Quality Meals/Lodgings. Economy +1, Loyalty +1; Unrest +1.

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

Brothel (6 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +1; Unrest +1; limit one per district.

Dump (6 BP; cannot be adjacent to a house): A centralized place to dispose of refuse. Loyalty +1, Stability +1; limit one per district.

Granary (6 BP): A place to store grain and food. Loyalty +1, Stability +1.

Graveyard (6 BP; cannot be adjacent to a house): A plot of land to honor and bury the dead. Economy +1, Loyalty +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.

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

Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.

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

Smith (6 BP): An armor smith, blacksmith, or weapon smith that serves the public rather than the military. Economy +1, Stability +1.

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

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 +1,000 gp; 1 minor item; Economy +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. 1 minor item; Economy +1, Stability +1.

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

Inn (12 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 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.

Mansion (10 BP): A single huge manor housing a rich family and its servants. 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; limit one per district.

Noble Villa (25 BP): SIZE 2 - A sprawling manor with luxurious grounds that houses a noble. 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 +2; Unrest –1; limit one per district.

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

Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.

Tavern (10 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.

Temple (28 BP): SIZE 2 - A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.

Tenement (1 BP): 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.

Theater (24 BP): SIZE 2 - 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): SIZE 2 - 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 shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.

Academy (52 BP): SIZE 2 - 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 minor items, 2 medium items; Economy +2, Loyalty +2.

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

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 +2,000; 2 minor items, 1 medium item; Economy +2, Stability +1; Unrest +1; limit one per city.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.
Castle (54 BP): SIZE 4 - The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.

Cathedral (58 BP): SIZE 4 - 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 minor items, 2 medium items, 1 major item; Loyalty +4; Unrest –4; limit one per city.

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

Luxury Store (32 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor 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 +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Market (48 BP; must be adjacent to 2 houses): SIZE 2 - An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.

Waterfront (90 BP; must be adjacent to a water border): SIZE 4 - A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Mint (Costs: 25 BP )This powerful institution converts precious metals to the kingdom's coins. City Base Value +2,000 gp; +5 economy modifier and the penalties from tax laws are halved.
Prerequisites: The town must be connected by a road or river to a precious metals mine, limit one per kingdom.

Military Town Buildings
Barracks (6 BP): A building to house city guards, militia, and military forces. Stability +1, Defense Modifier +2; Unrest –1.

Garrison (28 BP): SIZE 2 - A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Stability +2; Defense Modifier +4; Unrest –2.

Watchtower (12 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.

Palisade Wall: A wooden wall surrounding the town.
• Costs: 10 BP.
• Benefit: +3 to defense modifier.
• Prerequisites: The town must be connected by a road or river to a logging camp.

Curtain Wall: A stone wall surrounding the town.
• Costs: 20 BP.
• Benefit: +6 to defense modifier.
• Prerequisites: The town must be connected by a road or river to a quarry, and must have an existing guard tower.
• Special: A town cannot have both a curtain wall and a palisade wall. If a town builds a curtain wall when it already has a palisade wall, the palisade wall is simply replaced.

Military Forge (12 BP): This is a Forge that solely serves you military. At base cost each military forge will reduce the consumption costs of either improved weapons or armor by 1 for an additional 8 BP this will reduce the cost of both, note that this is per army raised so if you have 2 armies and want the benefit you must build 2 forges.

Military Stable (16 BP): This is a Stable that war trains mounts for your military. At base cost each military stable will reduce the consumption costs of mounts by 1 for each additional 10 BP this will reduce the cost by another point, note that this is per army raised so if you have 2 armies and want the benefit for both you must build 2 military stables.

Military Magic Shop (32 BP): This shop reduces the cost of equipping your troops with magic weapons and armor by ½ however they can only equip 1 army for every 6 months (medium or smaller) for an additional 16 BP you can equip up to a Huge army or reduce the time to equip a medium or smaller army by ½.

Military Academy (42 BP): SIZE 2 - An institution of higher learning that focuses on training officers and engineers. If you have a marshal trainer, officers are of the marshal class.
Castle (54 BP): SIZE 4 – The center of military life in a city and the seat of its government. +2 Econ, +4 Stability, +2 loyalty, +8 defense, -4 UR. Castles are required to build Armies in town hexes

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Wow Still here? You must love reading, yeah still ain't done by a spell...

More building options for your castle:

For the Castle-files that want something different from Caleb's fine work:

Castle Improvements:
The castle that is initially purchased is a motte-and-bailey. This would consist of a large but simple stone keep (called a donjon,) a stone curtain wall, and a fortified barracks (called a bailey.)
Defensive/Military Improvements:
Improved Donjon : Description - A larger central tower with improved battlements and more luxurious accommodations for the residing lord.
Benefit- Add +1 to Defensive value of castle, and provides +1 circumstantial bonus to ruler to those who have seen the Castle these benefits increase by an additional +2 each step beyond improved (greater, Royal)
Costs- 10 BP Improved, 25 BP* Greater, 40 BP* Royal
Improved Stone Palisade Wall : Description- Walls are built higher, and walkways are added for defenders to use.
Benefit- Add +2DV to the castle, also provides +2 to OM of castle defenders, this increases by an additional +2DV/OM with each step beyond Improved as does the optional improvement to your castle walls listed after each wall level.
Cost- 15 BP Improved (Archer Slits +10BP), 25 BP* Greater (angled +10 BP, Spiked +20 BP), 40 BP* Legendary (Heated Grease pipes +20 BP, Fire Projectors +30 BP)
Improved Bailey: Description: Able to house more defenders and built stronger to protect those defenders.
Benefit- Adds +1DV and +1 to morale of troops housed within, this improves by +2DV/morale with a greater Bailey and +1DV/+1 morale with each additional Bailey built
Costs- 10 BP Improved, 25 BP Greater*, 10 BP each additional Bailey (starts as simple)
Gatehouse: Description-A highly defensible entrance to the castle. This would have a portcullis of fire-hardened wood and heavy, strong doors. Improving this includes coating the gates in iron, adding spikes and murder holes ect.
Benefit- Adds +1DV and +1OM to the army defending the castle, this improves by +1DV/+1OM with each additional step.
Costs: 5BP, 10BP* Improved, 20BP* Greater
Moat and Drawbridge: Description- This can be a wet or dry moat. If it is dry it is filled with spikes. Improving the moat makes it deeper and harder to climb out of, while the drawbridge has its own mini tower protecting it.
Benefit- Adds +3 to DV, Improvement adds an addition +1
Costs: 5BP, 10BP* Improved
Corner Towers: Description- Built on the corners of the curtain walls, these are practically keeps themselves. Each step of improvement allows for more living space for patrols and better defenses overall.
Benefit- +2 DV and morale for every step of improvement
Costs- 10BP, 25BP* Improved, 40BP* Greater

Social/Cultural Improvements:
Improved Kitchens: Description- Every lord with a castle hires the best cook available; you hire the best 10, and give them improved access to the best foodstuff of the kingdom and equipment with witch to cook. A staff of servants trained to make a dining experience in the castle extremely memorable.
Benefit- +5 Circumstantial bonus to Diplomacy for the ruler and his small council on any who dine in the castle with this improvement. This benefit also adds x1.5 to the benefit of festival edicts.
Cost- 15BP start recurring +2 to consumption
Improved Wine Cellar: Description- Every keep has a wine cellar, yours has a reputation for the variety and quality of its vintages.
Benefit- You can spend BPs at a rate of 1BP/+5 circumstantial diplomacy bonus against any offered gifts of fine wine and spirits. This bonus remains for 1 month per BP spent as the memory of your fine gift persists.
Cost- 25BP to get you cellar started, it is assumed the BPs spent get replenished during upkeep as a free action.
Castle Library: Description- Most Castles have a study of some sort, with typically a small collection of books, yours is a more extensive collection open to you and the residents and visitors of your keep.
Benefit- Research done in your library improves all knowledge checks by +2, any specialized topics gain an additional +4 and the officers stationed at your castle gain the knowledge skill as a trait based class skill with a +1 bonus!
Costs- 30BP for the general library, +10BP for each specialty added capped at 2 specialties until Improved Donjon is built each improvement to the donjon adds 2 to the number of specialties you can add.
Improved Craft rooms: Description- Castles are busy places where folk of all trades work on behalf of king and country, when spending BPs to improve your craft rooms you are adding masterwork tools and providing superior training and materials for the production of those rooms.
Benefit- The appropriate craft skill used in the room gains bonuses from masterwork tools of their chosen craft and are under the effects of crafter’s fortune provided they restrict their labors to the craft room.
Costs- 15BP per specialty treat as library specialty for the purpose of improvement limits.
Improved Décor: Description- Castles can be imposing or inviting, attractive centers of learning and art or starkly functional, by choosing Improved Décor your castle is a place of beauty and aesthetic without impeding functionality. Your guardsmen are dressed well, there are flowers and tasteful painting sculptures ect.
Benefit- Attractive castles are less imposing and more inviting, visitors have their starting attitude improved by one degree if they are in your castle.
Costs: 10BP to Start, 3BP/month to maintain!
Improved Gardens: Description- Your courtyards are flourished with pleasing yet functional gardens.
Benefit- Walking someone thru your gardens improves their attitude by 1 degree and your staff herbalist/priest/alchemist gets a +4 to their alchemy or healing checks if they spend 15 minutes and make a DC 12 knowledge nature check to gather the proper herbs from your garden.
Costs: 30BP to start (reduce by ½ if your group has someone with plant growth spell) 4BP to maintain (again half if you have plant growth)
Castle Monument: Description- You have a statue or fountain, or some other personal feature that serves as a point of pride in the castle.
Benefit- Those in view of the Castle monument gain a morale bonus of +1 to OM rolls or applicable skill checks to defend the castle (healing for the wounded for example.)
Costs: 25BP
Castle Chapel: Description in peace a place to worship, when under attack a makeshift hospital.
Benefit- The priests will provide potions at ½ their normal costs and will aid in the defense of your castle. Benefits vary a bit based on what god the Chapel serves so this is largely GM discretion.
Costs: 20BP, 10BP if faith matches that of high priest

Castle Theatre: Description- A stage for performers
Benefit- Varies on the performance score of the performers treat successful performances as aid another for ruler’s Diplomacy score for 24hrs after the performance
Costs: 10BP
Trophy Room: Description- Usually ad area where the deeds of the kingdoms adventurers is on display. Typically taxidermies of monsters dominate but occasionally enemy gear and artistic depictions of the heroes’ deeds will make an appearance here.
Benefit- Intimidate bonus = to the present character level of the ruler.
Costs: Must pay 1BP per level to start and 1 BP every time the party levels to maintain as tanners and artist need be paid.
Imposing/Intimate Throne room/Court: Description- Your throne room is either designed to make your ruler more likable and approachable, or to intonate exactly who is in charge and why it is a poor decision to mess with the ruler of this castle.
Benefit- +5 to either intimidate or Diplomacy when receiving guests in the throne room.
Costs- 20BP, one can have both types of throne rooms for an additional 20BP but this will create 1 unrest a month for every throne room beyond the first as this is confusing to the populace.
Caster Tower: Description- A reinforced area with the equipment an arcane caster needs to get his mojo running.
Benefit- 1/2s the time needed for spell research and magical item creation
Costs- 15BP per spell caster benefitting
Embassy: Description- A place set aside for the comfort of foreign dignitaries and ambassadors
Benefit- Improves the attitude of said visitors by 1 step per 40BP spent for a maximum of 3 steps.
Costs- 40BP per level of attitude improvement
Escape Route/Secret Passages: Description- Castles have secrets, at least the cool ones do…
Benefit- Automatic full cover, +15 to stealth if entered unobserved, _ 5 to perception checks if used for spying.
Costs-30BP for an escape route only, 10 BP per room spied upon for secret passages, 15 BP for each entrance/exit.

Magical Improvements:
Endless Well (5BP): Enchanted Cistern that refills itself per create water
Mindful Art (1BP per room must have a caster tower): You classic painting with eyes and ears!
Animated Defenders (15BP per pair): Treat as machine soldiers
Anti-Teleportation (30BP): Must have a teleportation circle or charm or all teleport is shut down PCs included

If that doesn't tickle your fancy, then keep an eye on Caleb's thread We took different approaches and helped one another with very different results

If you want to replace some more of that missing income from my magic item economy fix (though the building rules give allot of ways to improve income) try this link: for both trade income and some juicy bits regarding diplomacy

Mass Combat is still under construction you'll see my final rule this week. Play tested my current system and needed a tweak or two.

RPG Superstar Season 9 Top 32

Feel free to comment or ask any questions you'd like mass combat needs some editing but after some play tests I'm confident I have a handle on it.


first of all: holy crap
after that: you're awesome. i'm still digesting this but i'll probably pillage at least some of it. <3

edit: i'm also looking forward to the mass combat variations

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

It is pretty neat that there are multiple paths to the same result. I need to compile my house rules as well, but not to try to out do these..

Currently I am working on finishing my castle rules, making a new house rule that changes the kingdom building economy, and putting together underground kingdom rules. I really need to finish something soon.

Someone needs to compile all the Kingmaker house rules and home brew stuff.


I might have missed it, but how do the fraction of hex utilization notes come in to play?

I assume you can have multiple types of improvements in a single hex - ie a farmland, hamlet, apiary, etc...

But can you have multiples of the same type of improvement? So 1 apiary and 5 farmland improvements for intense farming?

RPG Superstar Season 9 Top 32

teatimestar wrote:

I might have missed it, but how do the fraction of hex utilization notes come in to play?

I assume you can have multiple types of improvements in a single hex - ie a farmland, hamlet, apiary, etc...

But can you have multiples of the same type of improvement? So 1 apiary and 5 farmland improvements for intense farming?

All the entries have the hex size they occupy so yes you can have 5 farms in the same hex as an apiary and if that hex was once a ranch and remains next to a ranch all your farms cost 1/2 as much and produce -4 consumption which means you can max production of a farmland hex at -20 consumption. Any excess consumption = BPs. This would indeed be intense farming but also remember that 1/6th of aprox 144 sq/miles so there's an assumption the farmers allow land to go fallow and take a different area.

For further clarity every building = a partnerrship with the kingdom which is why the kingdom benefits. Thus when you build say a General store its benefit represents your kingdom's cut. With item producing buildings its a lease situation where once the building is paid off (at 300% interest) the kingdom stops gaining that benefit. Also, in my games items generated are set at the begining and never change this is intentionally to clamp down on the magic item sweatshop economy. I allow allot of income to come from mines, logging camps, farmland, and straight up trade which makes up for the change for the most part, and the PCs are able to still generate Magic item economy its just a more short term gain.

RPG Superstar Season 9 Top 32

@teatimestar- thanks this was actually allot of work, but giving back to this community is important to me as these boards helped me salvage another DMs missrun campaign and has thus far led to my best DMing experience yet.

There's just something about kingmaker...

My system of mass combat isn't wildly different from RAW, my goal there was to create a little more tactical involvement based on what the army is comprised of in a way that looks allot like army feats. The other major change was building prerequisits and adding in sappers and seige works to drop enemy defenses. Still working out a few kinks (as a member of my group wants to start a wizard academy and army!) and honestly a group of 25 will-o-wisps killed about 1/2 of a 500 man army (witchlight army vs the Woodhaven Patriots) which made me rethink how they were built!


GM_Solspiral wrote:
... a group of 25 will-o-wisps killed about 1/2 of a 500 man army (witchlight army vs the Woodhaven Patriots) which made me rethink how they were built!

Ofc!! Those things are malicious!

Flying, invis, zapping the touch ac... EFUL!!!

Surprised the Patriots even survived >:)

RPG Superstar Season 9 Top 32

5 wands of MM and 2 wizards helped, I thought for sure 500 men would do more that's 20 to 1. Same army chewed up a 200 man troll army in a different battler and a 100 lizardman army that attacked in concert with the witchlights. I'll give full deets with my combat post which I am reviewing with another GM tonight, once we're done I'll post'em up Wed night

RPG Superstar Season 9 Top 32

Should have my mass combat done by Sunday, running a playtest Saturday with a bunch of mocked up armies, but for those interested in the proccess here's some deets.

-I started Here which is not a far cry from RAW but had enough innovation to get my juices going. I then scoured the near 2k of threads for more, and dreamed up the rest. For mass combat which is a bit further down the list I noticed that Army sheets resemble a simplistic character sheet. I gave armies feats, different equipment gives different options, different army make ups change feat choices and for the purpose of these rules spells will be feats but we'll get to that.

-Thus far I have 2 issues with my current system
1) Sappers and Seige weaponry takes out defenses a bit too fast.
2) Spell caster armies are hard to damage scale in mass combat, first try too powerful, second not powerful enough, third try we'll see.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

GM_Solspiral wrote:

Should have my mass combat done by Sunday, running a playtest Saturday with a bunch of mocked up armies, but for those interested in the proccess here's some deets.

-I started Here which is not a far cry from RAW but had enough innovation to get my juices going. I then scoured the near 2k of threads for more, and dreamed up the rest. For mass combat which is a bit further down the list I noticed that Army sheets resemble a simplistic character sheet. I gave armies feats, different equipment gives different options, different army make ups change feat choices and for the purpose of these rules spells will be feats but we'll get to that.

-Thus far I have 2 issues with my current system
1) Sappers and Seige weaponry takes out defenses a bit too fast.
2) Spell caster armies are hard to damage scale in mass combat, first try too powerful, second not powerful enough, third try we'll see.

Siege engines don't do anything outside of damaging fortifications. They were used in non siege battles, and need a use there.

Movement advantages also don't really do much.

I plan on taking my Ship Boarding rules (In the to be released Wayfinder #8) and adapting them to mass combat. I think this is another case where we both tackle something and come up with two different things.

RPG Superstar Season 9 Top 32

CalebTGordan wrote:


Siege engines don't do anything outside of damaging fortifications. They were used in non siege battles, and need a use there.

Movement advantages also don't really do much.

I plan on taking my Ship Boarding rules (In the to be released Wayfinder #8) and adapting them to mass combat. I think this is another case where we both tackle something and come up with two different things.

LOL, yeah we do... Like the isea of Seige working in Masscombat outside fortification strikes, and you are right with the movement thing. Game got canceled Saturday so I will have time on my hands.

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Warning, Wall of Text is emminent...

This covers the logistics of raising, training, equiping and maintaining an army. Next post is where I change things heavily with mass combat.

First Installment:

Mass combat/Army rules

For the purpose of these rules, a Commoner is an ordinary, raw citizen with no martial training whatsoever. They tend to be horribly unsuited for military duty, though the exigencies of war may throw them into harm's way to defend hearth and home. A Commoner army uses a d4 HD (2.5 hp per CR).

A Warrior is a tougher citizen, who has some basic combat ability and grit. Trained militiamen, cannon fodder who have survived a few battles, or ordinary people who have survived rough and violent times could all be warriors. A Warrior army uses a d8 HD (4.5 hp per CR).

A fighter is a man of war, who has formal training in the combat arts and a good grasp of the soldier's life. A professional mercenary, guardsman of a large city, or member of a standing army could be a fighter. A Fighter army uses a d10 HD (5.5 hp per CR), and gains a +1 bonus on OM rolls to represent advanced combat techniques.

Armies comprised of mostly Arcane classes get 3.5 HP per CR. Divine casters and rogues are treated as warriors, other martial classes as fighters.

Army Size chart

Size Number of soldiers Army CR
Fine 1 CR of individual creature - 8
Diminutive 10 CR of individual creature - 6
Tiny 25 CR of individual creature - 4
Small 50 CR of individual creature - 2
Medium 100 CR of individual creature
Large 200 CR of individual creature + 2
Huge 500 CR of individual creature + 4
Gargantuan 1000 CR of individual creature + 6
Colossal 2000 CR of individual creature +8

RAISING AN ARMY: You can raise an army in any city that has a Guard Tower or Castle. A Guard Tower can raise an army up to size Medium; raising a larger army requires a Castle. You can also raise army's in hexes with either a fort or stronghold. Treat forts as guard towers and strongholds as castles. Each Guard Tower or Castle can raise only one army per turn. As a "kingdom action," raising an army replaces constructing a town building, so you can only raise as many armies in a turn as you are allowed for your kingdom size.

Raising an army requires a Loyalty check with a penalty equal to twice the CR of the army you want to raise. If the check succeeds, you spend BP equal to twice the army's CR and the army is created. If the check fails, you spend BP equal to intended army's CR but the army is not raised. However, if you attempt to raise an army from the same Guard Tower or Castle on your next kingdom turn, you gain a +4 bonus to your Loyalty check.

There are 2 exceptions to the normal raising an Army rules:

1) You automatically gain a militia equal to 1/100th of your overall population with an average CR of the CR of your MArshal-2.
2) Knight's estate or simular land grants with a trainer and proper BP investments have special rules detailed in my building rules. A knights estate gains you an army that cost nothing to raise or maintain though you still need to devote buildings to them and find a proper trainer.

MAINTAINING AN ARMY: Armies are paid for with consumption. Armies cost consumption each WEEK that they are kept in the field, or each MONTH that they are kept in reserve. An army can always be created in one place and moved to another location to be placed in reserve there. It is considered to be in the field while moving its base of operations and must pay that consumption for that week, but if it reaches its destination in less than a week, it can be treated as being in reserve and must pay consumption only once more for the remainder of the month. To be kept in reserve, an army must be housed in one of the following buildings, each of which can host an army of the following size.

Guard Tower/Fort: One Medium or smaller army.

Castle/stronghold: One Large or smaller army.

Upgraded Castle: One Huge or smaller army.

A Gargantuan or Colossal army cannot be kept in reserve, it must remain in the field.

TRAINING AN ARMY: A freshly raised army is full of green, untested troops. An untrained army can be put through training exercises to improve it. This takes four months, during which the army draws double consumption, and must be garrisoned at an appropriate location. This training upgrades the troops by one step (commoner to warrior, warrior to fighter, fighters gain a level), and the leader of the army gains a +1 special bonus rank in his Profession: Soldier skill. An army may only benefit once from training its troops.

An army's base consumption is equal to half its CR (rounded down, minimum 1), paid at the beginning of each week (or month). If you don't pay, its morale goes down by 2; if it hits -5, the army disbands. If an army disbands from lack of pay, your kingdom suffers a permanent -2 penalty to your kingdom's Stability, Economy, and Loyalty.

An army has HP equal to its CR x the average hit points per die of HD that the individual members have Drop fractions after calculating. EX: A Medium army of 1st level fighters would have 1x5.5 = 5 hit points. A Huge army of 8th level fighters would have 12x5.5 = 66 hp

LEADING AN ARMY: Each army must have a designated leader. A leader with a good Profession (soldier) skill and/or the Leadership feat can assist the army's performance on the battlefield. An army's leader can be a PC or an NPC, but must spend at least 3 days per WEEK (if the army is in the field) or per MONTH (if the army is in reserve, see below), or the army suffers a -1 penalty to Morale. This penalty accumulates each week or month the leader fails to show up. If the army's morale drops to -5, it disbands as noted above. The leader can alleviate this penalty by simply showing up the required amount of time; each week or month he does so, the penalty is reduced by 1. The penalty can also be reduced by 1 each week or month by doubling the army's consumption. Officers do not spring into being from nothing: A military-minded institution such as an Academy of War or Knight's Estate, or a standing body of troops such as a standing army or permanent mercenary presence is required. Numbers of officers derived from these sources are determined by the GM as appropriate to the source.

EQUIPPING AN ARMY

Your army starts out with typical melee-focused gear. You can, however, beef them up by buying additional stuff for them. All costs are x2 for a Large or Huge army, and x4 for a Gargantuan or Colossal army.

Healing Potions (10 BP, +5 consumption after every battle): Up to twice during a battle, you can forgo attacking to heal your army hit points equal to twice their CR.

Improved Armor (3 BP, +1 consumption): +1 DV.

Improved Weapons (5 BP, +1 consumption): +1 OM.

Magic Armor (15 BP, +3 consumption, requires Caster's Tower): +2 DV.

Magic Weapons (50 BP, +5 consumption, requires Caster's Tower): +2 OM.

Mounts (BP = mount's CR, consumption = mount CR + rider CR (not halved)): +2 OM and DV, and use the mounts' speed for the army. The army's CR is determined by the mount's CR if it is higher than the rider's.

Ranged Weapons (2 BP, +1 consumption): The army can act in the ranged combat phase.

Siege Engines (15 BP, +5 consumption, requires Lumber Camp): +2 OM. You reduce the enemy's bonus to DV from fortifications by 1d4 each round of the melee phase. Army's speed is halved (minimum 1).

I also follow the size modifier rule proposed by DM_Dudemeister (this is a repost)

HOUSE RULE
Armies gain bonus HP based on the size of the army.

Fine: +0
Diminutive: +1
Tiny: +2
Small: +5
Medium: +10
Large: +20
Huge: +50
Gargantuan: +100
Colossal: +200

Creatures of Large size or Larger are treated as having an army of one size category larger. Creatures of Tiny Size or smaller are treated as being one size category smaller when determining bonus HP. If using mounted armies, only use the mount's size if the mounts are of higher CR than the riders.
__________________________________________________________

Understanding the Rule:
This is basically just to prevent any army getting one-shot.

Using this house rule. The CR 1 army of trolls would have 9 HP while the CR 1 army of warrior 3 (Barony Militia) would have HP of 15. (There is still a slight chance the PCs could one-shot the trolls, but I prefer to favour the PCs in what is ultimately a mini-game).
___________________________________________________________

Note this house-rule has not been tested against the armies in Book 5 (some of which are colossal), but since both sides get the bonus all it really means is more rounds of combat (and more excuses to jump into personal combat to capture and control Victory points).

RPG Superstar Season 9 Top 32

Final Test on modified Mass Combat will take palce on Saturday, will post no later than Monday.

If anyone is interested in compiling the whole she-bang in a Google Doc and putting it up somewhere I will not object as long as my name is attached.

Scarab Sages

Sol, Lots of good stuff in this thread, thanks for sharing!

RPG Superstar Season 9 Top 32

Thanks Redcelt32, coming from you that's high praise indeed!

You are one of the regulars on this forum that inspired me and made e decide to participate in these forums, so yeah thank you.

RPG Superstar Season 9 Top 32

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To Quote Bruce Buffer

"I-I-I-I-I-I-I-I-I-T-S-S-S... T-I-I-I-I-I-M-M-M-M-E"

MASS COMBAT

Really, it's very simple. There can be a few modifiers for favorable or especially familiar terrain, an ambush situation, or fighting inside fortifications, but pretty much it goes like this. There are very few rolls:

Offense Check:

Add: 1d20 + your OM + 1 per 5 ranks of Profession (soldier) or Knowledge (Tactics) of the attacking army's commander

Subtract: 10 + the target's DV +1 per 5 ranks of Profession (soldier)or Knowledge (Tactics) of the defending army commander

Equals: Damage to the defending army.

If you roll a natural 20, you inflict 1 extra point of damage (or 1 point, even if your total roll is less than the target's DV).

If you roll a natural 1, your army can't make an Offense check next round.

Morale: 1d20 + the army's morale score + 1 per 5 ranks of Profession (soldier) or Knowledge (Tactics) of the army's commander.

If you have the Leadership feat, you can add their Charisma bonus to morale checks

TACTICS PHASE: Each side decides what tactics it's going to use. Combat is simultaneous, but the leader on each side makes a Profession (soldier) skill check. Whoever rolls lowest declares their tactics first and declaring tactics continues in order. You can change your one 'step' in either direction each round, but changing them more than one step requires a DC 20 Morale check; if failed, the army's strategy stays what it was the previous round.

1. Defensive (+4 DV, -4 OM, -2 damage)

2. Cautious (+2 DV, -2 OM, -1 damage)

3. Standard (no mods)

4. Aggressive (-2 DV, +2 OM, +1 damage)

5. Reckless (-4 DV, +4 OM, +2 damage)

6. Make use of Tactical Feat

RANGED PHASE: Usually this only lasts 1 round as armies approach, but extra ranged phases or entire ranged battles can occur if the GM rules. If you have ranged attacks, you get to attack. If you don't, you don't. This is also where you can utilize Seige weapons if you are targeting defenses 1D4 during ranged phase, if against open field 2D4 damage! Spellcasting can happen in either the ranged or melee phase.

MELEE PHASE: This phase continues one round at a time until one side's armies retreat or are destroyed. Combat is simultaneous, so it's possible for two armies to destroy each other. Spellcasting can happen in either the ranged or melee phase.

DEFEAT: If the army's hit points drop to equal to or less than its CR, make a Morale check or the army breaks and runs. The opposing army gets a free Offense check against it before they escape. If an army is dropped to 0 hit points, it is destroyed, and your kingdom suffers a penalty to Stability, Economy, and Loyalty checks equal to half the army's CR (minimum -1). If the army escapes, its hit points reset to equal its CR but it cannot fight again unless you make a Loyalty check on your kingdom's next Upkeep phase (so you can only try to revive routed units once per month, though you can do it for as many routed armies as you have anywhere in the kingdom).

VICTORY: If you win, your army's hit points remain where they are and you can make a Loyalty check to allow your army to learn a new Tactical Ability (see below) and improve its morale by +1.

RECOVERY: An inactive army heals hit points equal to its CR each day of total rest (no movement and no combat). If you have the Leadership feat, you can attempt a Loyalty check at the end of each day, whether your army is resting or not, to restore hit points equal to the army's CR.

Tactical Feats:

Each time an army wins a battle, you can attempt a Loyalty check against your nation’s Control DC, if you succeed raise CR by 1. For every 2 CR your army has it has a tactical feat based on the make up of the army itself. If your army has spellcasters spells = tactical feat for the purposes of mass combat. If your army is all full player class levels make the number of tactical feats = to CR.

-Cautious Combatant: Your army fights cautiously in order to maintain morale. –2 OM, +2 on all Morale checks.

-Cavalry Experts: The army must have the mount resource to use this tactic. +2 OM against armies that aren't mounted.

-Defensive Wall: The army fights defensively, taking actions to protect their fellow soldiers as needed. –2 OM, +2 DV.

-Dirty Fighters: An army that fights dirty uses trickery and unfair tactics to gain an advantage at the start of a battle. +6 OM on first round of the melee phase .

-Expert Flankers: The army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and increasing its vulnerability. +2 OM, –1 DV.

-False Retreat: Once per battle, your army can make a false retreat, luring the enemy deeper into your territory. On the round you make a false retreat, you cannot make an Offense check. On the round after a False Retreat, you gain +6 OM and +6 DV.

-Hold the Line: Your army focuses on total defense of the battlefield. +4 DV, –3 OM.

-Relentless Brutality: You throw caution to the wind and attack with savage and gory vigor. +4 OM, –3 DV.

-Siegebreaker: You target the enemy’s siege engines in an attempt to destroy them. Each time you damage an enemy army in melee, you may make a second Offense check. If this second check is successful, you destroy the enemy army’s siege engines. This tactic has no effect on armies without siege engines.

-Sniper Support: An army must have ranged capability to use this tactic. Each round you successfully damage an
army with an Offense check, you inflict an additional 2 points of damage from archers held in reserve.

-Spellbreaker: You adopt tactics to disrupt spellcasting. Against armies with spellcasting ability, you gain +4 DV.
Taunt: You are skilled at taunting the enemy, provoking stupid mistakes and overconfidence in battle. The enemy must make a Morale check (DC = 10 + your army’s CR) at the start of each round to avoid taking a –2 penalty to DV and OM for the round. Once the enemy makes two consecutive Morale checks against your taunt, it is immune to this tactic for the remainder of the battle.

-Spirited Chargers: Damage dealt in first round is doubled, must have mount resource and be a minimum of CR 5 to select this feat.

-Coordinated Flankers: Whenever army hits by 5 or more and has another allied army flanking, flanking allied army gets an attack of opportunity.

-Stick and Move: Army can dissipate (leave mass combat) on a successful OM roll and reform 1D3 rounds later at a rallying point. This can happen during ranged phase. Must have ranger or rogue element to army exceeding 50%

-Blast Spell: Roll opposed command checks, Deal 1D6 per CR level damage to enemy army, half that number if enemy won the check.

-Control Spell: Roll opposed command checks, if enemy army fails to win they cannot act during melee for 1D6 rounds.

-Defensive Spell: Add +5 to DV for combat unless hit by spell breaker.

-Buff Spell: Roll command check against Army CR if passed add 1/2 a OM for every point you succeeded by.

More will come these are my "for starters." This is where tactical combat gets allot cooler than standard without turning into a complicated mess.

Enjoy!


Excellent. Thank you.


Awesome rules thank you.

RPG Superstar Season 9 Top 32

have people pinging me again so... bump

RPG Superstar Season 9 Top 32

2 side pings and an in thread ping request means this is getting a bump again, sorry for any inconvenience.


No inconvenience Sol...just helping the community... :)

Sovereign Court

Great stuff. I really like the idea of the Hamlet and Knight Estate although I may redo the mechanics for my homebrew campaign.


I hereby cast .... RAISE THREAD!!!! MUAHAHAHAHAHAHA!!!

My players have indicated interest in expanding kingdom roles. I remembered seeing this thread ... and here it is!! Thanks, Caleb and Spiral, for this fantastic work.


I'm looking over this. How many non-essential roles can be filled, absent a steward?

RPG Superstar Season 9 Top 32

pennywit wrote:
I'm looking over this. How many non-essential roles can be filled, absent a steward?

Sorry pennywit I haven't lurked here in awhile though that will soon change.

You can have as many of the sub leaders as you have cities/towns/hamlets just 1 per.

The hired positions do not count toward the leadership counsil and are limited by cost.


I figured I bump this thread, in part due to the goodies nestled in here like sweet Easter eggs, but also in part to illustrate to current (and hopefully future) backers of the Forest Kingdom Campaign Compendium that reaching the backer goal of having GM_Solspiral add some new content is a backer goal worth reaching!

Happy Easter, folks. Cheers!

CB

RPG Superstar Season 9 Top 32

Canadian Bakka wrote:

I figured I bump this thread, in part due to the goodies nestled in here like sweet Easter eggs, but also in part to illustrate to current (and hopefully future) backers of the Forest Kingdom Campaign Compendium that reaching the backer goal of having GM_Solspiral add some new content is a backer goal worth reaching!

Happy Easter, folks. Cheers!

CB

I was surprised Jason ran that under my board name rather than my real one... I mean Flying Pincushion Games isn't the largest 3PP by any stretch but we do have our fans. If that goal is reached it will be my 3rd kickstarter campaign as a freelancer and the 8th 3pp for which I've created content. Posting stuff here and the positive response largely drove me to try my hand in game design so thank you.

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