Kingmaker Player Buildings & Campaign Ideas (No Spoilers)


Homebrew and House Rules


My group is currently in a Kingmaker campaign. I have come up with a few ideas that I am trying to convince our GM to incorporate.

Our group is a little advanced because we started in the Council of Thieves campaign. The Pathfinder Society asked us to undertake the task of building a kingdom in the Stolen Lands.

We built 2 pathfinder Cartographer devices and mapped out a good portion of the available space. Since we were already working to clear the hexes, it only made sense.

I have devoted space in our castle to serve as a map room. All of the maps that we have made with the Cartographer have been duplicated on a wall in the room. The map room would tie into structure 1.

I am currently in discussions with my GM to allow a couple of new buildings/structures.

1. Magical Spire of divination:
The effect would be similar to the watchtower. The major difference is that this device would only be built in areas that have no cities. I also want to tie it to our castle's map room. There are 2 benefits that I want to put in place.

a. Anyone teleporting from the map room to a spire treats the spire's area as "Very Familiar".

b. Looking at the maps in the map room would give you an aerial view of the entire hex that the spire resides in. Probably a 1000' view. I don't want to be a peeping tom. I'm really just trying to see troop movements and large groups of bandits. You should be able to defeat this the same way you defeat a crystal ball.

My GM calls this my Eye of Sauron. So just to mess with him, I plan on making a Palantir so that I can get a closer look at an area around a spire.

2. Irrigation:
The effect would be the similar to adding a 2nd farm in a hex. This is really good if you want to try to keep your farm hexes close to your cities. You would need to have water nearby of course.

Have you guys thought of interesting things to do on the player side? What are they?

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