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Just as the Title says, I've envisioned a new Leadership activity, and I'd like your advice on making this new activity as "legit" as possible, please.
Thanks,
Lead Army (Leadership Activity) Requirements: A (PC) leader must spend all of his leadership activities for this turn, to perform this activity. This leader must spend all of this month out in the field with the target army. Details: A (PC) leader takes active command of an army. This leader spends this turn (the entire month) with the target army. If the army is away from the capital, then the leader has made arrangements to receive communications with his staff back in the capital and with the other leaders, sufficient to avoid triggering a vacancy penalty. The target army receives a +2 circumstance bonus for all actions it takes during this turn. This bonus increases to +3 if the leader is either the General or the Ruler. There is not roll associated with this activity. ![]()
I've written up some ideas on how to incorporate political / military alliances into KM2e. https://fcain.tripod.com/pf2/kb_ally.html Given PF2's stance on having only three types of bonus (circumstance, item, and status), I've decided that this bonus makes most sense to me as an Item Bonus, given how much effort (four turns, or more) will be needed to make an alliance. I'd appreciate your thoughts. Thanks,
Benefits of an Alliance When two kingdoms join together in an alliance, each kingdom gains an item bonus (equal to the rating of the alliance), to be used used on all (appropriate) checks of Boating, Engineering, Politics/Statecraft, Trade, and Warfare, made with their ally. This level (and item bonus) starts off at the minimum of +1, and can be improved to as high as +3. Allied kingdoms can make improvements in each other's territory. Regardless of who actually paid for and built the improvement, the kingdom who owns the hex is the one who officially owns (and benefits from) the improvement. Allied kingdoms can move their armies into and through each other's territories, and can station them in each other's territories or in unoccupied fortifications, although not inside allied settlements. If an allied kingdom deploys an army into your territory, you must succeed at a Politics check, or else gain 1 Unrest. (However, this does not apply if your kingdom has been attacked and you have requested aid from the ally.) If you are attacked by another kingdom, or suffer some other calamity (such as a randomly rolled Event), you can call for aid from your allies. The precise nature and amount of aid that your ally sends to you is at the discretion of the ruler of the ally kingdom. (Speaking "out of character," it will be up to the GM to decide what aid, if any, is sent to you.) Likewise, if your ally is attacked or suffers some other calamity, you can expect to receive a request from your ally for aid. If you fail to send an apprpriate amount of aid, and in a timely fashion (GM's descretion as to either case), the GM will determine what backlash (if any) occurs. In the event that an alliance is lost, should you have any armies stationed in that former ally's territory, you must deploy them out of that kingdom the very next turn, or else you risk a declaration of war. Check for Backlash (Inadequate Support to Ally) Roll a test of Politics, against the higher of either your kingdom's Control DC or else the ally kingdom's Control DC. Increase the DC of this check by +2 for each previous incident of inadequate support to this specific ally, and by +1 for each incident of inadequate support to any other ally. Critical Success: You escape this incident without embarrassment. Success: Gain 1 Unrest. Your alliance with this kingdom decreases by one level. If this should reduce your alliance with this kingdom below +1, then this alliance ends, and you gain 1 additional Unrest. Failure: Gain 1d2+1 Unrest. Your alliance with this kingdom decreases by two levels. If this should reduce your alliance with this kingdom below +1, then this alliance ends, and your gain of Unrest is doubled. Critical Failure: Gain 2d3 Unrest. Gain 1d2 Ruin of your choice. Not only do you lose your alliance with this kingdom, you also lose your diplomatic relations with them (along with any trade agreement). Furthermore, your callousness causes you to lose one level in each other alliance you may have. Any such alliance which is reduced below +1 is dissolved. ![]()
The Army Activity "Deploy Army" has no RP cost listed. That makes no darned sense to this veteran who also loves history. The Consumption for an army is just the basic cost of having the army in the first place, not for the army to actually be doing anything more than standing around as a silent threat of possible retaliation if some pesky neighbor gets uppity. To actually send that army out to DO something takes food and other materials, and that means money (or RP, in games terms). Therefore, I intend to make some amendments to Deploy Army. https://fcain.tripod.com/pf2/kb_acts.html#deploy_army For sending out troops via river barges and what-not (i.e. to Deploy an Army via Boating), I feel that 1 RP is just right as the cost per army. Historically, sending out _anything_ via boats is cheaper than sending it overland. For Deploy Army via Exploration, I'll charge half (rounded up) the "Rough Terrain" Build cost, for the most expensive hex along the proposed route. Finally, for Deploy Army using Magic . . . how about one Resource Die? Roll that die, and pay that many RP to magically send that army to wherever you want. Thoughts? Thanks,
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The AP fails to tell us any of the kingdom stats for any of the NPC kingdoms we encounter. So I thought I'd begin reverse-engineering them, to find some of their relevant stats... Thanks,
I. Varnhold
Quote:
The minimum kingdom level that Varnhold can be, to have built all of these structures, is level 3. The commodities needed for the Town Hall (4 Lumber, 4 Stone) will push the limits of a beginning kingdom (max. of 4, for any single commodity), but is still doable. II. Fort Drelev
Quote:
The minimum kingdom level that Fort Drelev can be, to have built all of these structures, is level 7 (from the Temple). The commodities needed for the Keep (8 Lumber, 8 Stone) require that Drelev's kingdom be at least 10 hexes in size. III. Pitax Quote:
The minimum kingdom level that Pitax can be, to have built all of these structures, is level 15 (from the Cathedral and the Palace). And since Pitax will eventually be in an open war against the PCs' kingdom, that means that Pitax's armies will be level 15 as well. The large amounts of commodities needed to have built either the Cathedral (20 Lumber, 20 Stone) or the Palace (20 Lumber, 12 Luxuries, 15 Ore, 20 Stone) requires that the kingdom of Pitax be at least _100_ hexes in size. ![]()
Here is my proposal of a kingdom equivalent of retraining one feat in place of another feat. This new kingdom activity is a leadership activity, not quite as drastic as Relocate Capital. I'd love to hear your thoughts. Thanks,
Change Feat (Kingdom; Leadership) Requirements: All leaders must each spend one of their leadership activities to collectively perform this activity, but only if the GM approves the requested change. The kingdom's leaders wish to retroactively change some relatively lesser policy or practice they established previously, resulting in a minor restructuring or reorganization of the kingdom. (Speaking "out of character," the players wish to retroactively change which Feat they chose during a previous level advancement.) There is no check needed for this activity. The GM has final approval on whether or not to allow the requested change to be made. ![]()
Foreign aid (*) ought to go both ways. Instead of always asking for help, why can't our kingdom offer help to friendly neighboring kingdoms? (* Indeed, assistance of any kind should go in both directions.) I do not recall any of the randomly-rolled Events (from either edition of the kingdom building rules) presenting opportunities for our kingdom to help out a neighbor. (Obviously, I am not including the various _scripted_ events, which are all part of the Adventure Path, proper.) Any suggestions on how this idea could be implemented, please? Thanks,
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I've been thinking about allowing a new Structure: a Stock Exchange. I'm thinking this should have a level of 8 or 12 (with a corresponding DC). It would have the traits Building and Edifice, and possibly Famous and Infamous as well. A size of 2 lots should be sufficient. I'm not sure, yet, of the RP cost or Commodities. But it should require Trade at expert (or possibly at master if level 12). This Structure would be an upgrade from Marketplace, and would give a +2 item bonus to Establish Trade Agreement, Manage Trade Agreements, and Purchase Commodities. An example (in fiction) of this idea would be Barret's Coffee House, a coffee house serving as a (de facto) stock exchange, located in the center of the Merchant's Quarter in the city of Krondor (in Raymond Feist's novel, "Shadow of a Dark Queen"). Thoughts? Thanks,
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I've added a new Feat to my list: Skill Improvement. This level 4 feat improves your kingdom's proficiency in an existing skill by one rank, up to the maximum allowed. You can select this feat multiple times, choosing a new skill each time (i.e.: you may not improve the same skill a second time using this feat). Thanks,
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I've been thinking about another possible new Feat for kingdom building... Notoriety would be level 6 Feat, that gives an extra Fame/Infamy Point (for a total of 2 points) at the start of the kingdom's turn. At 12th level, this Feat would grant another Fame/Infamy Point (for a total of 3 points) at the beginning of each turn. Finally, at level 18, this Feat grants one last additional Fame/Infamy Point, for a total of 4 points at the beginning of each turn. If this is too powerful for just one Feat, perhaps this could be a series of Feats, instead. Thoughts? Thanks in advance!
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I am thinking of creating a new kingdom Feat, called Attribute Boost, which will give the kingdom a boost to just one attribute. I was thinking that level 12 would be appropriate for this new feat. Also, this feat would be repeatable by attribute; that is, the kingdom could select this new feat only four times total, once per attribute. As with any other attribute boost, the attribute chosen will get a +2 increase (or just +1 if the attribute is already at 18 or above). I'd appreciate your thoughts on this idea of mine. Do you think this idea has merit? Is level 12 appropriate for this new feat? Is this new feat too powerful, even at level 12? Thanks,
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I have a question about the bonus Region Activity granted by achieving a critical success on Claim Hex. The rules-as-written (RAW) do not specify any restrictions on using this extra Region Activity. However, it would make sense thematically and logically for this bonus activity to be restricted to just that specific hex. For the colonization of a new area to be so smooth, that the kingdom can immediately begin improving that area, makes sense. For the colonization of a new area to be so smooth that the kingdom can divert its attention to some OTHER area -- not so much (to me, at least). Was this intentional? Or was this an oversight? Thanks!
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I have amended the rules for the Pay Consumption sequence. I do not like the idea that "surplus reduction of Consumption" does NOT equate "gain Food Commodities" in the Rules-as-Written (RAW). (Also, I like the idea of Farms being OK adjacent to Village hexes, which is historically accurate, so there's that as well.) Wanted to share this idea, and see what others may think of it. Thanks,
(Turn Order)
These "house rules" are an amendment to (and/or replacement for) the "official" rules in the Kingdom Building rules within the Adventure Path. Calculate the total Consumption of all of your settlements as usual, as well as the total Consumption of all of your armies, and combine these as your kingdom's Total Consumption. Then, calculate the number of (eligible) Farmland hexes within your kingdom. That is, count up the number of Farmland hexes within the Influence radius of one (or more) of your settlements or ("house rule") are merely adjacent to one of your settlements, and label this count as your kingdom's Available Food. If your kingdom's Available Food is greater than its Total Consumption, then you receive the difference as an amount of surplus Food Commodities. (Any such Food Commodities in excess of your kingdom's capacity for Food storage are lost as usual for Commodities.) On the other hand, if your kingdom's Total Consumption is greater than its Available Food, then label the difference as your kingdom's Unmet Consumption. For each point of Unmet Consumption, you must do one of the following: * Spend 1 Food
And finally, if your kingdom's Total Consumption and Available Food are equal, then you have precisely met your kingdom's Consumption needs for this Turn, with neither any surpluses nor any deficits. ![]()
Quote: "The most important rule in every mercenary company I've ever served in, is this: Loot first, *then* burn!" -- Erik Vandalsen, veteran mercenary (one of my NPCs) I'm crafting a set of new Army Activities. I thought I'd post my notes on this work-in-progress (WIP), and see what you think. Pillage Hex
these activities are all Infamous; win or lose, you get one Infamy Point each Turn you use any of these Activities. (one total?? or one per action?? need to think on that...) (Req.):
use either Engineering or Warfare base DC is higher of own kingdom's Control DC or enemy kingdom's Control DC for "vs. Hex", each category of improvements is a separate target:
for "vs. Settlement", each specific Block w/in Settlement is a separate target for multiple targets in same Turn (using same Activity for same Army), increase DC by +2 for each extra target GM calculates repair costs for improvements in hex and/or structures in settlement, for use as "max. possible reward" in RP. "Pillage" activities focus on gathering wealth from enemy, with possibility of incidental destruction of enemy property... * Crit. Success: Max. Loot; No Dmg.
"Raze" activities focus on destroying enemy property, with possibility of incidental wealth... * Crit. Success: Full Dmg.; Min. Loot
Results Explained: * "Max. Loot": you receive RP equal to Repair Cost of specific improvements, or of all structures in target Block; also, in case of Farmland or Work Site, you receive one (1) Commodity of the type produced
* "Full Dmg.": complete destruction of improvements in hex; all Structures in target Block of target Settlement become Rubble
* "HP Loss": your Army takes one (1) HP of damage (Oops...) when repeating these Activities (either in future turns, or else in same turn using multiple armies), can never receive a cumulative total of more than "max. loot" from any one improvement or structure. (at least, not until enemy kingdom has had chance to repair some of the damage to the improvement or structure in question...) when repeating these Activities (as above), second result of "Mod. Dmg." is instead treated as "Max. Dmg." Thanks,
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I've just noticed something about how we calculate the DC for various kingdom activities, something that isn't sitting well with me... We are using the kingdom's Control DC for certain Activities, where we should probably be using some other factors for calculating the DC. This situation was already addressed with settlements. Look at the Build Structure activity. Each building ("settlement structure") has its own distinct DC, which stays the same regardless of the level of the kingdom! The Control DC should be used when the activity in question affects the kingdom as a whole (or even just a significant portion of the kingdom), but *not* when the activity applies to just *one* specific hex or settlement. (Just like the Build Structure calculates its DC upon the type of structure to be built, and *not* upon the level of the kingdom.) For example, when we use the Build Roads activity, I would think the proper way to calculate its DC would involve the CR of the hex to be paved over, as well as its dominant terrain type(s). Instead, you have a really *easy* DC (relatively speaking) for a 1st level kingdom, versus a very demanding DC for a 20th level kingdom, for the same hex! Realistically, building roads in that hex ought to be the same DC for both kingdoms. A more plausible, more realistic approach would be to base the DC upon the terrain(s) within that hex: flat, level plains should be easier than rolling hills, which in turn should be easier than dense, overgrown forests or jungles, which in turn should be easier than either soaring mountains or nasty, boggy swamps. For another example: Clear Hex (*) and Claim Hex should both be based upon the CR of the hex, I would think. (However, since Claim Hex is also attempting to integrate that hex into the rest of the kingdom, I could see one having to use the *higher* of either the CR of the hex or else the kingdom's level, for calculating that DC.) (* -- When used to prepare a hex for a new settlement. _Not_ when used for clearing out a monster or hazard; those situations are already detailed appropriately.) I plan to make a list of all of the activities that I believe should be modified accordingly, along with notes on how I plan to run them in my game(s). But I wanted to share this idea with you, in case any of you feel similarly. Thanks,
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The Engineering Activity "Irrigation" offers kingdoms a way of getting water from one hex that does have water, to another hex that does not have water (as per the Requirements for that activity). This activity allows one to build aqueducts and/or (irrigation) canals. But it says *nothing* about how navigable any such resulting canals may be. I am looking to build canals in a kingdom *specifically* for use as navigable waterways. As such, I need to be able to build such a network going *from* a water source, to wherever else I need, even if it is just within that *same* hex (i.e. to bypass a waterfall or a rapids). Thus, the written restrictions on the Irrigation activity are worded to specifically *forbid* this concept (i.e. the activity *demands* we build from one hex and go into another). FWIW, I did try to bring up this problem in a previous message (see below), but that message did not get me any answers.
I plan to "house rule" this problem with a new Activity: "Build Navigable Waterways". This Trained Engineering Activity will cost twice as much as the Irrigation activity (i.e. use the base cost for the most expensive type of terrain in the hex, and then double that value to get the final cost). Thoughts?
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When I first discovered the Kingmaker AP, I had visions of how to continue this AP, as a high end, strategic campaign (or maybe even a board game!)... Section 1 -- Pitax, the City, the Kingdom, the Gift that keeps on Giving Once Pitax-the-city has fallen, we now have many dozens (possibly even hundreds) of hexes of land that is suddenly no longer governed. How would we handle the fallen kingdom of Pitax? Would we set up a puppet loyal to us? Or would we instead just continue annexing it outright? And once we start annexing the rest of the place, how would we get to the extreme ends of Pitax, before one of our neighbors does? (Specific Instance, #1): The highly-prized, wine-producing territory known as Sarain was frequently contested between Pitax and Mivon. Once we've taken Pitax-the-city, how long before Mivon starts invading Pitax-the-kingdom's eastern lands and takes back Sarain? (Specific Instance, #2): Mormouth, on Pitax-the-kingdom's far western edge, is right close to Numeria, just across the river from it, in fact. While the AP (either edition) and the Guide to the River Kingdoms do not make any mention of conflict between Pitax and Numeria over this territory (at least, none that I recall at the moment), just how long is Numeria going to wait for us to claim that territory before they decide it's open game for them? Section 2 -- The Restless Rostlander Revolutionaries in Restov At some point, the Swordlords are going to come calling and ask for a return on their initial investment in our kingdom -- they are going to want our help in their plans to regain their independence. Section 3 -- House Surtova and the Quest for Issian Supremacy Regardless of whether or not (who am I kidding -- we all know that's actually "when" not "if") Rostland invites our kingdom into their civil war, there will come a point when the Surtovas view our kingdom's mere existence (and success) as a "clear and present danger to the national security" of their House's dominance within Brevoy. Section 4 -- Conclusion Now I do not have any real expectation that Paizo will do anything like making an additional supplement (let alone an actual board game) for this (but it would have been AWESOME if they could have!). I am sure they have other projects that are more important, and will interest far larger segments of their customer base, that need their time and efforts. Still, since they have already given us these forums to play on, it might be nice to share this idea with other fans out there, and see what ideas you might like to add here. ;-) Thanks for letting me ramble.
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(sidebar, pg. 519) wrote:
I see Rostland, but I do not see an entry for Brevoy (and/or Issia/New Stetvan). I also expected to see Mivon listed here, since they are practically a neighbor already, in addition to sharing a border with Pitax. Also, since Drelev and Pitax are scripted to become enemies, when will they void any existing diplomatic and/or trade agreements with the PCs? Or will any such pre-existing relations change the script of the AP? ;-) On another note... To help other players and GMs, here is the same list from above, but in numerical order: DC 12, Varnhold
Hope this helps. Franklin ![]()
The Leadership activity "Focused Attention" can be attempted only once per turn, by each individual PC leader. Furthermore, any given PC leader can receive the benefit from Focused Attention from just one other PC leader (not from two or more PC leaders). So, if the PCs desperately want to succeed at a certain task, can they each try to use Focused Attention, in turn, to help? That is: PC leader #1 will attempt THE TASK (unspecified, for this example); PC leader #2 tries to give #1 help from Focused Attention; if #2 fails, then PC leader #3 tries to help #1; if #3 also fails, then PC leader #4 tries; and so on, until one of the PC leaders succeeds with Focused Attention, or else the PCs run out of leaders. I would presume that this kind of "daisy chain" is permissible, as the PCs will stop trying once one of them succeeds. (They are trying to give #1 help from JUST ONE (1) other PC leader. Once they succeed, the remaining PC leaders are free to try something else) Thoughts? Thanks,
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These buildings were included in the first edition of Kingmaker. However, I do not see them in the new version. * Bureau
(Other buildings had their names changed. For instance, the caster's tower became the arcanist's tower. But they still got carried over to the new edition, albeit with new names.) One might argue that the foreign quarter was made obsolete with the inclusion of the embassy. The other buildings, however, do not appear to have a replacement building in the new edition. The moat is a (historically traditional) defensive feature that is not otherwise covered in the new edition. At least one other Adventure Path that I can think of has included an observatory. Also, let's not forget the obvious lead in to Pathfinder's cousin, Starfinder. Finally, there's also the Cthulhu Mythos entities and the resulting clerical spheres involving the stars and deep space... Thoughts?
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Per Table 10-8 ("XP Awards"), 10 XP is the reward for a minor challenge.
Also remember that the roll to Claim a Hex is based on the kingdom's level, which is (I would say) a moderate challenge (not a minor one). Also remember that the kingdom must first Clear the hex, before it can Claim that hex, so that adds to the difficulty of the task at hand... Thanks,
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I would presume that some of the hexes in the Stolen Lands that have Forests would also count as Hills. I would presume that not all Forest hexes have otherwise flat and level terrain, that at least some of them would be rolling hills covered with trees. (Especially in the far western stretches, near the mountains.) This clarification of terrain type(s) is actually one of the improvements I had hoped to see in this new edition of the campaign. The reason this matters is, one should be able to build a Mine (a Work Site for Ore) in a hex of wooded hills; one should not be prevented from building a mine just because of all those trees. (A quarry is a different story, I'd say. You would need a fairly big clearing to have an "open pit" style quarry, which is the more common type of quarry, I believe.) So... Is there any "official" word of which of those Forest hexes also count as Hills, please? Thanks,
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One of the advantage from1st edition's rules on armies was that the size (i.e. the number of troops) in the army was specific. I call this an advantage, when the PCs have lots of high-level spells available, and want to nuke the army from orbit, err, reasonably high altitude. By knowing the number of targets down below, one could figure out how may meteor swarms it would take to give a serious spanking to the enemy army. Now, in the 2nd edition, we have no such metric for us. Just how many soldiers are there in that 20th level army? And given that high-level characters of PC-quality character classes should be rare, just what level(s) are those soldiers? (If they are of a sufficient level to be a challenge to a 20th level PC, why in blazes are those NPCs in someone else's army, instead of adventuring on their own??) Even moderate-level PCs should be a very tough challenge for an "equivalent level" army. A group of moderate level PCs, armed with wands of fireball or ice storm, riding a flying carpet a 200 to 300 feet above the ground, should be wiping the floor with the whatever-level army is hugging the ground below them! (And don't get me started on a goblin alchemist's version of a fuel air explosive!)
Thanks,
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If memory serves, there is an event where an NPC kingdom (to be determined by the GM) sends envoys to the PC kingdom. Also, I imagine it would be possible to run more than one group of PCs in the same KM campaign, at the same time. And if so, I would imaging these groups of PCs might send envoys to each other. In either case, is it permitted for the PC kingdom in question to voluntarily lower the DC for that other kingdom's envoys to succeed at establishing diplomatic relations with them? ![]()
I've come up with a few house rules I'll be using, to fix one of the more common complaints I've read around here, about skills training and improvement. I'd like to hear your thoughts on these ideas of mine, please. Please note that "Skill Training (II)" is identical to the Rules-as-Written (RAW), and that "Skill Training (I)" is just "Skill Training (II)" but with both options being taken. Thanks,
KINGDOM ABILITY "SKILL TRAINING" This kingdom ability has three versions. Whenever the kingdom receives two of these abilities at the same time (i.e. for the same level), the kingdom resolves these abilities in numerical order (e.g.: a kingdom receives Skill Training (II) and Skill Training (III) at 13th level; the kingdom resolves Skill Training (II) first, and then resolves Skill Training (III) second). Skill Training (I): At 3rd level, and every four levels thereafter, the kingdom improves the proficiency level of one skill by one rank (e.g.: from trained, up to expert), up to the maximum allowed at that level. Then, the kingdom chooses a new skill, and receives that skill at the trained proficiency rank. Skill Training (II): At 5th level, and every four levels thereafter, the kingdom chooses one of these two options: * The kingdom chooses an existing skill, and improves the proficiency rank for that skill by one rank, up to the maximum allowed at that level. * The kingdom chooses a new skill, and receives that skill at the trained proficiency rank. Skill Training (III): At 7th level, and every six levels thereafter, the kingdom improves the proficiency rank, by one rank, for both of the skills given to it by its chosen government type, as follows. * At 7th level, the government skills are improved from trained to expert. * At 13th level, the government skills are improved from expert to master. * At 19th level, the government skills are improved from master to legendary. If either of the government skills have already been improved to the intended proficiency rank (or above), then in place of that skill's upgrade, the kingdom chooses a new skill, which it then receives at the trained proficiency rank. ![]()
From the Players Guide:
Notice the use of the word "any" (instead of "each"). Now, that reads (from a purely pedantic point-of-view) as, the first time we build a Barracks at all, anywhere within our kingdom, we get to reduce Unrest by 1. The second and subsequent time we build any Barracks, we do not get to reduce Unrest, regardless of whether or not any of those Barracks are the first of their kind within their respective settlements. That seems (to me, at least) as being too restrictive. Now, if this was actually not intended, if the word choice was actually supposed to be "each" (instead of "any"), then we still have a problem, especially later in the game (when the kingdom will have lots more BP to spend). Suppose our example kingdom has all eight leader positions staffed by PCs. Then, in any one turn, we could have this kingdom build eight new settlements, and then build eight new Barracks (one in each settlement), for a total of eight points of Unrest negated. The pendulum will have swung too far in the other direction, I'd say. The compromise that I'll be using (as a "house rule"; and I also suggest this as a proposed errata) will be as follows: When you build a Barracks, you reduce Unrest by 1, provided this is the first Barracks built within that settlement, and this is the first Barracks built this turn. Thoughts? Thanks,
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Back in the 1st edition, you could have a settlement, AND farms, AND a work site (mine or quarry only; no saw mills), ALL in the same hex. The reasoning back then, for the settlement being able to share space with the others was, since the hex is so big (12 miles across), there was PLENTY of space to have a settlement as well as some farms and/or a mine or quarry... Now, with the 2nd edition, with Farms and Work Sites being a source of Commodities, it makes sense from a "game balance" perspective to have those two improvements be mutually exclusive. However, I do not see any such rationale behind lumping settlements into this restriction... Obviously, I can just "house rule" this away (and have already done so), but I'd like to poll the other gamers out there, as to why settlements might ought to be included in the group of mutually-exclusive improvements. So, any ideas, please?... (Edit):
Thanks!
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Players Guide, page 46 wrote:
Beg pardon, but I have an issue with this... Well, no, I actually have three issues with this. ;-)(1) If the kingdom in question has the Boating skill (at Trained proficiency or better), then I would expect for that kingdom and its island settlements to not be suffering these penalties. (2) If the kingdom in question has the Lake/River heartland, then I would expect for that kingdom and its island settlements to not be suffering these penalties. (3) If the specific settlement in question has some dockyards -- i.e.: a Piers structure and/or a Waterfront structure -- then I would expect for that kingdom and that specific island settlement to not be suffering these penalties. In support of this thesis of mine, I'd like to point to the historical example of the Most Serene Republic of Venice, if you please. Merry Christmas, and Happy New Year!
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Back in the 1st edition of Pathfinder, I wrote up a tiefling character, with the following description: (Franklin) wrote: delicate (elf-like) features... smooth, dark red (brick red?) complexion... long, wavy, lustrous black hair... almond-shaped (i.e.: elf-like), all-black eyes with shiny pupils... long, pointed (i.e.: elf-like) ears... fingers and toes have talons (instead of nails)... does not have horns... does not have a tail... Now, as I understand it, in the 2nd edition, Tiefling is no longer an exclusive and distinct race/species, but is now a _modifier_ to one's race/species. I'm still trying to wrap my head around the new rules, so I do not yet understand how I can specifically accomplish what I want: for the 2nd edition version of this character to be both a half-elf and a tiefling at first level. Any one care to help me figure this out, please? ;-) Merry Christmas!
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Using the commonly-posted house rule of "10 XP per 1 RP" (for lower levels) I've seen bandied hereabout, I've come up with a conversion rate that varies by level, that should work for me. So, I wanted to share it with others, in case it helps you as well. (Franklin's House Rule): At level 1, each surplus RP is worth +10 XP.
At levels 6 through 9, each surplus RP is worth +2 XP. At levels 10 through 19, each surplus RP is worth just +1 XP. Finally, at level 20, no further XP are gained from surplus RP. (That is, each surplus RP is worth +0 XP.) For the mathematically-inclined, the underlying equation I came up with is: 20 XP / (1+ kingdom's current level), rounding down (i.e. dropping fractions). Hope this helps.
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Using the previous (i.e. 1st edition) iteration of the Kingdom Building rules, we had constructed some Canals (a type of Terrain Improvement) on the hexes in the Nomen Heights containing the white-water rapids (the Crooked Falls and the Shrike Cascades), to facilitate river-borne traffic between Restov and our kingdom. Given the new rules, it would appear we can still do this same thing, by using the Irrigation activity on the two hexes adjacent to both of these hexes. This activity allows the PCs to modify the hex(es) in question, adding the "River" keyword to that hex's descriptors (in this case, "River" would be representing the affect caused by the canals built by the Activity). Because of the precise wording for that Activity, it is my understanding that we would be obligated to use the Activity officially on the adjacent hexes, rather than the hexes containing the actual rapids (as the activity says it must be used on a hex that does not yet have the "River" keyword). To clarify my discussion, I'd like to refer to this map:
In that map, the locations of the rapids are in hexes NH-0401 and NH-0302. Since they (obviously) already have the "River" keyword, then by strict interpretation of the rules, they can not have canals built there. Instead, we would have to build the canals (i.e. use the Irrigation activity) in hexes NH-0301 and NH-0402. Is my understanding correct, please? Thanks,
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Although I am specifically asking about the new 2e version of Kingmaker, this question would also apply to any other hardcover book published by Paizo. If I buy the hardcover of the new 2e version of the Kingmaker Adventure Path ($100), do I also get the PDF version bundled with it? Or must I buy the PDF (another $50) separately? Thank! ;-)
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Per my understanding of the rules as presented in the Players Guide, a kingdom gets just one Feat at first level, and that Feat is specific to the chosen form of Government. Meanwhile, characters at 1st level get their -choice= of one ancestry feat (within the category of those feats associated with their choice of ancestry), as well as a background feat (specific to their choice of background), for a total of two feats at 1st level. So, unlike characters, a kingdom gets just one feat at 1st level. Correct? Thanks,
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In the Players Guide, the Heartlands are listed as pairs of terrain types (for ex,: Forest and Swamp). Does that mean that a kingdom's heartland is actually both terrain types (i.e. the kingdom can use either or both of these terrain types at the same time)? Or must the players choose just =one= of the terrains listed in their chosen pair as their kingdom's one true Heartland? The rules are not quite specific enough, per my understanding. Until and unless I see an "official ruling" [TM], I plan to interpret the rules as implying that the kingdom's Heartland is =just one= of the relevant terrain types, not both. But I would still be grateful to hear from The Powers That Be, for an official clarification. Thanks! ;-)
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The Player's Guide does not specify adjusting the consumption of an army based upon the army's level (at least, not that I've been able to find in my copy of the PDF). Was this information not copied over from the "core" book to the PG? Or is the consumption of an army the same, regardless of its level? Please let me know.
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Q1) Can any one specific PC leader use the leadership activity Focused Attention more than once per turn? Q2) Can any one specific PC leader receive benefits from the leadership activity Focused Attention, from more than one (other) PC leader, all for the same skill check? Q3) Can the bonuses from Focused Attention be used at *any* point later on during that specific kingdom turn? For example, can these bonuses be used to help a PC leader rolling for Build Structure (during the Civic Activity phase)? Thanks! ;-)
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Based on my reading of the Player's Guide, here are my notes on what a new kingdom's first turn should probably go like. Have I missed anything? (I'm especially concerned that the PCs don't have much they can do to directly help, in the Leadership Activity step.) Thanks,
Turn 001: Upkeep Phase, Step 1 - Assign Leadership
Turn 001: Upkeep Phase, Step 2 - Adjust Unrest
Turn 001: Upkeep Phase, Step 3 - Resource Collection
Turn 001: Upkeep Phase, Step 4 - Pay Consumption
Turn 001: Commerce Phase, Step 1 - Collect Taxes Turn 001: Commerce Phase, Step 2 - Approve Expenses Turn 001: Commerce Phase, Step 3 - Tap Commodities
Turn 001: Commerce Phase, Step 4 - Manage Trade Agreements
Turn 001: Activity Phase, Step 1 - Leadership Activities
Turn 001: Activity Phase, Step 2 - Region Activities
Turn 001: Activity Phase, Step 3 - Civic Activities
Turn 001: Activity Phase, Step 4 - Army Activities
Turn 001: Event Phase...
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I've been toying with this idea (a wizard variant -- would this be an "archetype"? -- who has two specialties, at the cost of having the other six as "oppositional" in exchange) for a while now, and I thought I'd post it and ask for your thoughts and advice. This is for First Edition, in case that matters. Thanks in advance! ;-)
DOUBLE-MAJOR WIZARD A double-major wizard chooses two of the eight standard schools of magic (listed below) as his specializations. The other six schools all become his opposition schools. * Abjuration
A double-major wizard receives all of the school abilities (appropriate for his class level) for both of his chosen specialties. Since a spell from an opposition school takes two spell slots, a double-major wizard cannot afford to have too many such spells memorized. (Spells of the "universalist" school are never treated as being from an opposition school.) This modifies the wizard's "arcane school" class ability. ![]()
I am interested in playing the kingdom-building aspect of the Kingmaker PC game. I am *not* interested in slogging a character from first level upwards! Is there a "cheat" mode available, whereby I can build an epic-level character, so that I can just focus on that aspect of the game that appeals to me? If so, how do I do this, please? Thanks,
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(Inspired by the antics of my two-year-old niece!) ;-) The Never-Ending Cookie (which is also known as the Never-Ending Tea Biscuit in certain imperial lands) is an oversized (one pound) oatmeal cookie with chocolate chips. It is always fresh and delicious. No matter the size of the creature "using" (i.e.: eating) this item, the cookie cannot completely fit inside the creature's mouth; a creature can bite no more than just half of the cookie at any one time. Taking a bite from the cookie (which includes chewing and swallowing the bite) is a move action. During this action, however, the cookie regenerates its missing portion, to be once again a complete cookie the next round. No more than one creature can "use" (nibble upon) any one cookie at a time. Any creature spending an entire minute "using" (eating) the cookie receives the benefit of one complete meal. Continuing to use (eat) the cookie for additional minutes will have the usual effects for over-eating. Thoughts or feedback? Thanks,
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In the first edition, a wand can be crafted of any spell of up to fourth (4th) level. For the Summoner class (using Pathfinder Unchained), the spell Summon Monster V is fourth level. For all other arcane classes having this spell, that spell is usually fifth level. Therefore, I presume this means that the summoner class is the only arcane class which can produce a Wand of Summon Monster V. (Or did I miss something?) The summoner gets access to fourth level spells at tenth level. Therefore, this wand should have a caster level of 10 (presuming I understand these rules correctly). Since other arcane casters can use Summon Monster V (albeit at a higher spell level), I presume they can use this wand easily (as a "trigger" item; and not requiring the use of the skill, Use Magic Item), once they are of the appropriate caster level. For example, a wizard of at least ninth level is capable of casting fifth level spells, and therefore can use this wand. I hope I have this correct. Please let me know if I've made an error somewhere in my reasoning. Thanks,
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I've been tinkering with the idea of bridging the rules in Ultimate Campaign, between Ult. Camp.'s Downtime system and the Kingdom Building rules. It is explicitly stated in Kingdom Building that developments built with Build Points are "owned" by the kingdom itself, and _not_ by the PCs. But, what if one or more of the PCs takes advantage of the opportunity to build their own (personal) business simultaneously? For this purpose, I am presuming that the PC (or PCs) in question will be spending approximately as much from their own personal accounts as the kingdom is spending. (In other words, the business in question is paid for _twice_: once as a "Building" by the kingdom; the second time as a personal business by the PC.) Here are two specific examples I've come up with: the Pier; and the Waterfront. Please feel free to check my math, and let me know what you think! ;-) Thanks,
Building a Pier as a Personal Business Venture A Pier takes one "lot" of space on the District Grid, and costs 16 Build Points (BP). One "lot" is 750 feet by 750 feet. That is a map grid of 150 squares by 150 squares, which is a total of 22,500 map squares. Since we can "buy" one BP for 4,000 gold, our monetary budget is (16 times 4,000) 64,000 gold. Pier's Basic Structure
Dockmaster (Manager)
Dockmaster's Enforcers
Dockmaster's Office
Totals for "Pier" as Personal Business
We used just under eight thousand of the 22,500 map squares allotted; that's just over one-third of the allotted space. We also spent almost all of the 64 thousand gold budgeted. Presuming we "take 10" on the Earnings roll, that's a base earnings of (1,924/10) 192.4 gold per day. Subtracting the Dockmaster's daily wages (3 gp) gives us an actual total of 189 gold, 4 silver per day. With an average of thirty days per month, that gives us an expected return of 5,682 gold per month. Given our initial investment of 62,910 gp, we can expect to break even on our investment in (62,910 / 5,682 = ~11.07) approximately eleven months. Building a Waterfront as a Personal Business Venture A Waterfront takes four "lots" on the District Grid, and costs 90 BP. Our budget for space is (4 times 22,500) 90,000 map squares, and our monetary budget is (90 times 4,000) 360,000 gold. Waterfront's Basic Structure
Harbor Master (Manager)
Harbor Master's Enforcers
Harbor Master's Office
Waterfront's Repair Yard
Extra Warehouses and/or Upper Floors for Existing Warehouses
Totals for "Waterfront" as Personal Business
We used just under 42 thousand of the 90 thousand map squares allotted; that's just under half of the space we allotted. We also spent almost all of the 360 thousand gold budgeted. Presuming we "take 10" on the Earnings roll, that's a base earnings of (10,281/10) 1,028.1 gold per day. Subtracting the Harbor Master's daily wages (5 gp) gives us an actual total of 1,023 gold, 1 silver per day. With an average of thirty days per month, that gives us an expected return of 30,693 gold per month. Given our initial investment of 355,500 gp, we can expect to break even on our investment in (355,500 / 30,693 = ~11.58) eleven to twelve months. ![]()
Before I got a copy of Ultimate Kingdoms, I had written down some notes on how I might go about implementing "Army Building 101: For Fun and Profit" within my own campaign...
Quote:
After getting UK, I decided that, for the Recruitment Edicts [2], "regular" troops would be of "NPC only" classes (such as Commoner or Warrior), and that any and all "adventurer quality" classes would be Elites. I also decided that higher level troops would count against their respective recruitment quotas at higher values (for ex.: an army of 4th level troops would count are three times its number of troops, when determining how many troops the kingdom has recruited). [2] "House Rules" Ref.: http://fcain.tripod.com/pathfinder/edicts.html#recruitment I've tried incorporating most of the various scenarios I could from the published adventure path, as well as any I envisioned that might come up from the PCs. Any thoughts?
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The ancient Romans were masters of civil engineering. They built a vast networks of roads, stretches of which survive and are usable to this day! They also built bridges, and aqueducts and canals, and planned cities (Towns?) with paved streets and covered sewers. They also built dams. And in the Netherlands, the Dutch have built dikes over the centuries, allowing them to claim lands that were once seafloor, giving them more farmland. If a Kingdom (whether in the Kingmaker Adventure Path, or in Ultimate Campaign's kingdom building rules) can build Roads, Highways, and Bridges, with Canals and Aqueducts, that kingdom should also be able to build a Dam/Dike, whether to divert the flow of a river to change its course, or to stop up its flow entirely (resulting in a new lake). But this kind of Terrain Improvement can (and realistically _should_) result in an actual _change_ to the terrain itself, necessitating the Game Master editing his game's map accordingly. So, I ask you, how should such an option be codified into the rules? Any ideas or suggestions? Thanks in advance! ;-)
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On the subject of automating the accounting involved in running a kingdom, especially once the kingdom has gotten large, I've been compiling a list of ideas:
If anyone would like to give me feedback on this project, I'd be grateful. ;-)
I've already incorporated a number of "house rules" into this article. I've tried to make such house rules understandable. But if I've neglected or failed to adequately explain something in there, please let me know. Thanks,
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