Archetypes that interact with kingdom building rules [like the Majordomo]...


Pathfinder First Edition General Discussion


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Regardless of how horrible people seem to find the Majordomo Investigator, the archetype's Inspired Manager ability adds a virtual +12 to their Intelligence for the purpose of determining the bonus she provides in a kingdom leadership role. This is not a trivial bonus on a character already heavily reliant on Intelligence. And there are plenty of roles within a kingdom that could abuse this bonus...

Kingdom roles Intelligence can readily contribute to:
Grand Diplomat (Stability)
Magister (Economy)
Spymaster (Economy, Loyalty, or Stability)
Treasurer (Economy)
Viceroy (Economy)

Are there other archetypes that specifically interact with kingdom building roles or rules?


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I know of over a dozen (~14) classes/archetypes that add significant bonuses (like half your class level) to various Profession skills, and as useful as that could be in a campaign with a lot of downtime and kingdom building, none of those archetypes specifically offer any assistance to the kingdom building efforts or to the roles within a kingdom.

I don't even see any other archetypes from Ultimate Intrigue that do anything similar to what the Majordomo does in terms of interacting with kingdom roles... but I haven't looked at all 76 of them, to be honest.

Silver Crusade

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I did a deep dive into the stats a while ago. From what I remember, the majordomo is the only one.

As an added bonus, a Majordomo with a Ring of Sustenance can take on two Leadership Roles at once by reducing the time each role requires to 7 hours a day (8 hours standard work hours + 6 hours gained from sleeping only 2 hours a day.) They can do this form themselves and more allies with enough inspiration points.

If your GM leniently interprets the rule that your ability score modifier determines your Kingdom bonus, then other classes, items, and abilities that add to flat ability checks for 8 or more hours a day could work similarly to the Majordomo. A Medium's Spirit Bonus stands out to me as the easiest way to bump any particular ability check.


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Interesting... TWO jobs, huh? It's such a munchkin use for that ring. Lol. Both a Grand Diplomat AND a Spymaster... I like it.

If I ever run Kingmaker, again...


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Always thought this archetype looked fun even if it's not the best. :)

Liberty's Edge

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Oli Ironbar wrote:

I did a deep dive into the stats a while ago. From what I remember, the majordomo is the only one.

As an added bonus, a Majordomo with a Ring of Sustenance can take on two Leadership Roles at once by reducing the time each role requires to 7 hours a day (8 hours standard work hours + 6 hours gained from sleeping only 2 hours a day.) They can do this form themselves and more allies with enough inspiration points.

If your GM leniently interprets the rule that your ability score modifier determines your Kingdom bonus, then other classes, items, and abilities that add to flat ability checks for 8 or more hours a day could work similarly to the Majordomo. A Medium's Spirit Bonus stands out to me as the easiest way to bump any particular ability check.

Ultimate Campaign, p.200 wrote:
A character can only fill one leadership role at a time.

Enuff said.


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Bringing this back up because I found these fun feats, both from Quests and Campaigns (pg. 26 & 27)... Natural Ruler would bring our Majordomo Investigator to counting as +14 Intelligence higher than they already are for determining their kingdom stuffs. Legit. Super glue it down, now it better not move
See I'm not the best, but I'm in the top two... Fortunate Ruler isn't for our Majordomo, but interacts with kingdom stuff, so I included it anyways.

Natural Ruler

Prerequisites: Hold a leadership role related to running a kingdom.

Benefit: Choose an ability score. Any time your leadership role calls for that ability score to affect one of your kingdom’s attributes, your modifier to that ability score is treated as being +2 higher. For example, if you choose Charisma and occupy the General or High Priest leadership role, your Charisma modifier to affect your kingdom’s stability would be +2 higher than normal. However, if you occupied the Spymaster leadership role—which employs the Intelligence and Wisdom ability scores—this feat would grant no benefit.

Additionally, the entire kingdom gains +2 Stability for as long as you occupy a leadership role.

Special: You may gain this feat multiple times, but each time you must choose a different ability score. The bonus to Stability gained from this feat stacks.

Fortunate Ruler

Prerequisites: Hold the Ruler leadership role for a kingdom.

Benefit: During a kingdom’s Event phase, once an event’s type and danger level has been determined, you may choose to roll twice on the applicable kingdom or settlement table and choose either result. You must declare you are using this feat before the results of the initial roll are revealed.

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