Priest of Pharasma

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15 posts. Alias of Zor D'Lan.


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welcome to 2026!

Just released a v2.0 update for Nation Builder ... than expands support from a single Kingdom to (basically) as many as you want to build!

;)

i.e. I have converted the entire system to allow creation and management of multiple kingdoms using the updated kingdom rules.

Plus, I reviewed all of the suggested community "fixes" and added those relevant to the tool as optional rules as well.

For those curious about managing kingdoms, check it out ... as it will allow you to rapidly build out and test all the kingdom rules, optional or otherwise.


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for more context, I'm using automation to manage all of the kingdom meta and turns, etc ... which in theory, makes these questions possible ;)

Nation Builder

When playing around with the idea, it has pros/cons ... we put together the idea that from past failed attempts, the Swordlords wanted to break the stolen lands up into allied "states", each ran by a PC lord.

Mechanically, this means managing a few low level kingdoms ... which actually, is a positive since lower level == lower DCs for all checks. levels 1-4 kingdom management is actually super easy (starts with a DC14 control check).

We came up with a set of amulets that lets the players teleport to their capitals once per month to perform their kingdom checks. Then they meet back up to pursue adventures as a group.

But it feels like there are a lot of potential ways to play this out.


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first, the OP:

It sounds like you may have missed some of the "create your new nation" steps. Those choices should help answer all the initial questions about why they are there, what their goals are, etc.

In other words, you start by picking your CHARTER ... which defines why you are there, how you kingdom was founded and who you might owe allegiance to.

The you pick your Heartland which sets your nations terrain "of choice". Mostly only useful for attempting 2 region actions (at -2) for the costs of "1" region action.

Then you chose your Government, this sets a major tone for how your kingdom (story wise) is managed - a single ruler, a council of mages, etc.

First Turn:

In your first kingdom turn, they found a settlement and construct a (free? opinions may vary) building in it. A settlement without structures is just a cleared hex until that first building is created.

Food and Consumption:
They are related but not the same. Excess farms does not generate food, sadly, it only reduces consumption.

Armies and WARs:
Armies cost RP to build and equip and train. GMs may argue they require a barracks, garrison or such to construct. And they produce consumption, requiring more farms. (yes, it can be partially offset by living off the wild)

in fact, IF YOU CANT FEED YOUR ARMY ... bad things happen. And it can cause a domino effect, where failing to feed one causes it to loose morale and once bad enough ... they "disband" causing unrest and eventually triggering the other armies to quickly follow suit.

in other words, armies use consumption from farms before your citizens even.

WAR also generates (1) unrest at the start of each ... war, war never changes.

Food shortages:
However, if you have 5 resource points for each "shortage" you can buy the needed food to feed your kingdom.

Past that, each point of consumption "not paid" turns into 1d4 UNREST.


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For the kingdom side; I would suggest you still stick with the total of 8 leadership actions per month (12 with town hall) ... rather than making it 2 or 3 each when using 6 PCs (18 is way too many).

And it will give a "tiny" advantage to have 6 PCs in vested leadership roles (some event checks will get a +1/2/3 bonus if the related role is vested by a PC).

But as the system is, that is in no way a problem ... they will need every single bonus they can find.

Otherwise, yeah as stated ... you will probably end up leaving companions out of all the combats to keep it balanced or adjust the encounters.


Gristoufle wrote:
Zor D'Lan wrote:

Here are a few suggestions;

CIVIC
- always be constructing (there is a limit on completed constructions per month, but no limit on buildings under construction and some take months to get enough resources.)

I don't get your reasoning here.

It seems the construction takes several months to complete according to you.
By RAW once you have all the resources you spend them and boom the building is completed within the month/kingdom turn.

Unless you flavor the merchandise gathering across the months as building under constructions (and it is purely flavor not mechanic)

Good point about Harvest Crops and Gather Livestock, thanks.

True, best-case you could simply wait months with no civic actions to save up the 12 wood and 8 stone you need, then "attempt" to construct your building. And if you are successful, there is no mechanical difference.

But if you fail, what then ? You have to still deduct the 12 wood and 8 stone from your nation storage.

If its only a failure, the RP and commodities have been spent but you can retry (for "free") next turn.

But if you fail bad enough, they are lost and you got a pile of rubble.

WORSE though ... is how do you save up 10 lumber or 8 stone, when your nations storage limit is a MAX of 4 ? its not possible.

The only way I have found is to remove it from you nations stores and spend it as you earn it, until you have enough to "attempt to" complete that structure. or at least, assign it when your storage is max so you don't loose the excess next month.

Hopefully that helps explain my rational, it becomes more of an issue as the kingdom grows and perhaps not as much at low levels.


We recently made it 80% through the new AP for Kingmaker ... around level 15, just preparing to enter Chapter 9.

** spoilers **

Without changes, ending it after they "free" Fort Drelev would be around level 12.

With some effort, you could trim it further to let them face off with King Irovetti but starts near the end of Chapter 8, where they are 15th level.

But that would likely require adjusting alot of content in the process.


interesting points - yeah I did try to just basically mirror the latest changes for Aid action.

We're using it but with one extra caveat:

We first skim over the events of all phases of the "kingdom turn" in advance, so they can target the use of this skill, to aid a specific checks in later phases.

for example they could "focus attention" to aid in;
constructing a building (civics phase)
establish trade agreement (leadership phase)
claim a hex (region phase)
etc.

for FAME/INFAMY, yeah we just limit that to actual "20"s rolled by players.


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(Assume for a second, all you had to focus on was the narrative and roleplaying aspects)

How would Kingmaker work if each player wanted their own kingdom to run, yet still work as a team over-all?

Like; Each player runs their own minor nation within a loose alliance, fostering both shared adventuring and individual kingdom management.

Maybe those "named" NPC companions would all of a sudden, be WAY more valuable to help avoid vacancy penalties.

Any suggestions on how the GM can help prevent it from spiraling into a friendship ending, game of thrones style, last man standing scenario? keep the focus on fighting outside threats?


RAW:
"You set aside time ... then attempt a DC 20 check using the chosen skill."
and if successful; "Grant chosen leader a +2 circumstance bonus..."

PROBLEM:
At level 1 this would be a HARD roll.
By level 5 or 6, can easily have +10 to trained skills and its used a lot.
By level 10 or so, its abused. impossible to fail on any trained skill.

Players have argued they get +1 Fame every time they exceed 30, since it could be considered a critical success.

which seems to miss the intent.

SUGGESTION:
Would it not be more appropriate to scale the DC 15 + Level ?

level 1 = DC 16
Level 5 = DC 20
Level 20 = DC 35

scale the success as well:
Critical Success You grant your ally a +3 circumstance bonus to the triggering check.
Success You grant your ally a +2 circumstance bonus to the triggering check.
Failure --
Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.


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Hi all,

I wanted to share a community tool I’ve built for groups running kingdom‑building campaigns, including those using the updated rules from the 2022 Kingmaker Adventure Path. It’s called Nation Builder, and it’s an extension for Fantasy Grounds that automates the monthly kingdom turn and helps keep the focus on story and decision‑making.

This is not an official Paizo product — just something I created for my own table that has grown into a full toolkit other groups might find useful.

What it does:
- A full “Nation Sheet” for tracking ability scores, unrest, leaders, feats, factions, trade goods, etc.
- Automated skill checks, bonuses, penalties, and success chances
- Settlement and structure management with calculated attributes
- Guided kingdom‑turn phases (Upkeep → Events)
- Random event generation and resolution
- PF2‑style organizations and NPC leadership groups
- Fully editable data for GMs who like to customize

Supported systems:
- Pathfinder 1E
- Pathfinder 2E
- D&D 5E

If you’re curious, the extension is available on the Fantasy Grounds Forge here:
https://forge.fantasygrounds.com/shop/items/1180/view

If anyone wants details, screenshots, or has questions about adapting it to their table, I’m happy to help. Just wanted to make sure folks running Kingmaker‑style campaigns knew this option existed.

Thanks, and enjoy your time in the Stolen Lands!


The rules seems vaguely confusing, which is it?
* Thrown weapons or Ranged Attacks?
* Attack rolls use Strength or Dexterity ?
* DCs apply users STR or DEX bonuses?

This came up last session and we couldn't find a "RAW" answer ...

The CRB first lumps grenades into "thrown weapons", suggesting STR is used to calculated attack rolls (to hit) and grenade DCs.

Later, it corrects itself and clarifies ( crb 240-241) they (Grenades) are ranged attacks and use Dexterity to "to hit" but not damage.

Then it clarifies (crb 242 - 243) that grenades are "single use" "ranged weapons" and that their "save DC" explicitly uses "Dexterity" not Strength.

My understanding: It should be simple and accurate to state the following;
1. grenades are single use, disposable consumables
2. attacks with grenades are "ranged weapon" attacks
3. thus, they use "BaB + Dexterity" for attack rolls and do not apply any stat bonus to damage rolls.
4. and, as clarified under weapon specialization directly, they do not benefit from specialization feats.
5. however, they are are valid weapon category type, so will benefit from "Weapon Focus" or "Versatile Weapon Focus"
6. They only target a grid location, requiring hitting AC:5 plus any range modifiers
7. if they miss, we use the "grenade miss" rules to determine what direction and how far.
8. Save DCs are "10 + 1/2 item level + Dexterity modifier" (not STR based)
9. failure to save applies the listed "critical hit effect"

Are these (9) assumptions correct? am I missing some errata or other relevant correction ??


Thanks, I definitely agree that "an army lives off its stomach" :D

Does this sound like a fair resolution ?

4/10 armies not fed.

the following happens
(1) all armies get 1 weary and 1 shaken
(2) each unfed army gets double the penalty (so +2 shaken/weary)

my rationale is: you get (1) month "warning", by second month those unfed armies disband - each causing 1d4 Unrest and 1 Ruin.

Leaving the other (6) armies close to disbanding as well -- unless the kingdom prioritizes feeding them and works to remove the accumulated shaken/weary conditions.

This opens up the roleplay possibility to force an enemy to surrender by occupying their farms -- forcing their nation to use resource points to feed the armies or risk all the armies disbanding.


When you fail to pay "food consumption" for an army, it states "all your armies increase their shaken and weary conditions by 1".

And any army exceeding 4 shaken or 4 weary is bad -- as it immediately disbands and causes the kingdom 1d4 Unrest as well as 1 RUIN. which is per army that disbands, not just the first each turn.

Is this PER ARMY (not fed) ?
Or simply (if any army is not Fed) ?

In other words, we have 10 armies but can only feed the first 6.

The last (4) go unfed -- what is the result?

(a) All (10) armies disband due to 4+ weary/shaken.
or ?
(b) All armies simply gain a single point of shaken and weary.

While I realize food is critical to morale, logic suggests the penalty would be limited to those units not fed - or at the least, worse for them specifically.

In either case, it suggests the Nation leaders are better off feeding their armies first - before their citizens, to avoid the possibly worse impact to their military forces.


There was one thing not mentioned; the vacancy penalty associated with each leadership role that is left "empty".

There are (8) leadership roles, each with an associated vacancy penalty.

Players will typically only fill (4) of those roles, leaving half of them with vacancy penalties.

NPCs or companions can fill the remaining leadership positions, negating their associated vacancy penalties.

As a bonus, if the role is the "desired one" for a companion, the leadership position counts as "vested" (just like by a PC).


This is an interesting approach, what happens to additional actions over what the (possible) 8 courtiers can do? if some are disposed of, etc? like if you instead use some to build specific structures. Or when the kingdoms get (3 per PC) 12 actions a month due to a Town Hall.

I'm assuming they would simply make kingdom actions ("as normal") without benefit of a courtiers skill set.

regardless, these are great ideas which could improve gameplay and has lots of potential.