Consolidated and Tweaked Kingdom Rule Changes (V&K, n8Fi, D.F.)


Kingmaker Second Edition


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After reading through the rules changes that Vance & Kerenshara put together, I combined them with what I liked from n8_Fi's re-hash with a splash of DerivenFirelion's thread's suggestions. Rewrote it all to suit my table, and put it through inDesign for beautification.

Still have the Warfare section to update and some art to add before I print and bind it for my table, but we're using it as is, and I figure someone else might like it too.

Here's a PDF

I did cut down and redistribute the number of homebrewed feats slightly so that there were four per kingdom skill (1st, 7th, 11th, and 15th levels). I also removed the limit on claiming hexes since I found my group self-regulated against the increased control DC.

If you spot mistakes, have suggestions (layout, content, whatever), or criticisms, I'm still working on this doc, so changes can and will be made.


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Good to have some fre KM Remastered K-V Kingdom Rules stuff out there for Kingmaker 2E for PF2e+, Kadance. ;)


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Cannot tell if that's sarcasm or an AI response, what with the filename being a significant part of it...

Liberty's Edge

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Real poster who has been celebrating freely available stuff on the boards for 10 years, according to their posts history on the profile.


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Then I apologize for my cynacism.


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Hey! Thank you for sharing, that really looks cool and convenient to learn / keep track of Kindgom rules.

Also it's really great that you've provided links as I've heard of Vance and Kerenshara's fixes, but not the other two n8_Fi and DerivenFirelion.

If it's not too much of a hassle, it'd be really great to have a list of what you've added to V&K's rule changes from the other two users' suggestions :)


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Great stuff! Really looking forward to the edition with the Warfare rules! My Kingmaker campaign starts mid-July so I'm deep in the preparation for it!


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Something of a changelog...

Kingdom Turn:

-[V&K] Consolidated almost all activities into one 'Activity Phase' (New Leadership can still be done in the Upkeep phase)
-[V&K] Added the 'Construciton Phase' to make larger buildings take multiple turns to construct
-[V&K] Settlements now generate resource dice, based on size and presence of a Town Hall/Castle/Palace
-[V&K] Settlements may take certain activities apart from leaders, based on size and presence of a Town Hall/Castle/Palace
-[V&K] Added bonus XP for structures, farms, work sites, roads
-[n8] Diminishing RP to XP conversion with kingdom size
-[n8] Kingdom Milestones using n8_fi's expanded list

Criticals:

-[V&K, me] Critical Successes gain 1 Renown, Critical Failures increase Ruin (and Unrest on an Event)

Kingdom Advancement:

-Experienced leadership: [me] Replaced with V&K's proposed new feats (Diverse & Expansive Leadership) as opportunities for new Specialty Kingdom Skills
-Skill increase: [V&K] Every. Single. Level.
-Kingdom Improvisation: [n8, me] Allows the kingdom to make untrained skill checks at decreasing penalties as the kingdom advances
-Expansion Expert: [me] Grants a bonus to Claim Hex and allows you to use a single action to claim multiple hexes

Terrain Features:

-Types: [n8] Allow two major and any number of minor features in a hex (allows for a zero influence village and farm to coexist)
-Fresh Water: [n8] fresh water (rivers, lakes, irrigation) increase Farmlands effect by 0.5 points
-Roads: [n8] count hexes as 0.5 distance for Influence
-Navigable Water: [n8] navigable water counts as roads if trained in Boating

Kingdom Concepts:

-Fame & Infamy: [V&K] These are permanent scores that increase with actions, structures, etc. They affect kingdom skills that require you to interact with other groups.
-Renown: [V&K] A replacement for the baseline fame/infamy mechanic; renown points are spent on rerolls and disappear each turn
Kingdom Concepts-Ruin: [V&K] The base threshold was lowered from 10 to 5.

Structures:

-Traits: [V&K] 'Edifice' and 'Infrastructure' make things slower to build, 'Residential' makes them faster, 'Civil' is a reminder that it grants Resource Dice and Actions
-Construction Yard: [V&K] Allows you to build large structures faster
-Fishing Fleet: [V&K] New Structure, reduces Consumption by 1, can stack at higher Boating proficiency, requires lakes or oceans
-Pier: [V&K] Reduces Consumption by 1
-Waterfront: [V&K] Reduces Consumption by 2 (does not stack with Pier)

Leadership Roles:

-Skills: [V&K] Each leader has 5 Kingdom Skills their role is specialized in that they can apply their leadership bonus to, plus additional chosen skills as the kingdom levels up
-Bonuses: [V&K] The bonus a leader gets to their kingdom skills is determined by the which character skills the leader has

Kingdom Skills:

-Starting: [V&K] (not clearly stated in their working document) Start with 10 total trained: 2 from charter, 1 from heartland, 2 from government, 5 chosen by leaders
-Bonuses: [V&K] Bonuses from structures in a settlement only apply to activities in that settlement and hexes in its influence

Kingdom Activities:

-Number: [V&K] PCs get 3 activities, NPCs get 2, settlements get 0-2, based on size and presence of a Town Hall/Castle/Palace
-Ability Traits: [Me] Tagged with their dependent ability to make it easier to remember which ones are affected by various modifiers
-Type Traits: [V&K, n8] Commerce (1/turn), Civic (1/settlement*), Region (1/hex). *civic buildings can also do Civic activities
-Celebrate Holidays: [V&K] Can use Folklore or Politics, limited to once per Kingdom Turn (month)
-Focused Attention: [V&K] Reduced DC to 15
-Fortify Hex: [V&K] Formally creates a refuge in the hex
-New Leadership: [V&K] First turn, new leaders have 1 less action
-Retrain: [V&K] A new activity that allows you to retrain leveling choices

Kingdom Feats:

-Requirements: [V&K] Requirements for feats granted by government choice were increased to FEAT 7.
-New Feats: [n8, me] Left the original 16 mostly intact (except for the level changes), rewrote n8_fi's new feats to make 59 additional feats organized into 4 per kingdom skill (with the original 6 government-granted feats) and one general feat


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Sources
1. Vance and Kerenshara's Comprehensive Pathfinder 2e Kingdom Building Rule Analysis and Changes
2. n8_fi's Kingdom Rules 2e, Revised (pet project: feedback wanted)
2b. Additional credit should go to Paul Zagieboy for his contributions to n8_fi's stuff
3. Deriven Kingdom Building House Rules

In addition to n8_fi's fine additions, I'll probably steal/borrow from Leopolitan's Kingmaker Warfare Rules Addition / Rewrite (No Kingdom Rules Required) when I start working on the warfare.

Sovereign Court

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It looks like you haven't seen our original patch.

That's where the 10 trained skills to start and most of our XP fixes are.


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Just Modified the Kingdom sheet for use with these rules.


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VanceMadrox wrote:

It looks like you haven't seen our original patch.

That's where the 10 trained skills to start and most of our XP fixes are.

I did see it in this version, but the 10 total skills are mentioned on page nine under 'Leadership Bonuses,' and there's no mention of where the other 6 skills are taken from (it says to pick 4 additional ones).

Now this one (which I hadn't seen before) does make it clearer that there are 2 skills from each of the charter, homeland, and government.

But, the lack of clarity is why I DM'd you about it in April.


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Ah, I see some of the changes I attributed to n8_fi may have come from that other document of your's, Vance. Once again, apologies.

Sovereign Court

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No worries, glad you found the original document.

Maybe someday I'll be motivated enough to combine them.


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Updated with links from the activities, structures, and feats tables to each respective description (player request).


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kadance wrote:
Cannot tell if that's sarcasm or an AI response, what with the filename being a significant part of it...
The Raven Black wrote:
Real poster who has been celebrating freely available stuff on the boards for 10 years, according to their posts history on the profile.
kadance wrote:
Then I apologize for my cynacism.

Heh, no worries and apologies for the false A.I. alarm there, kadance; I guess I shoulda worded things just a wee bit more cleverly instead of mainly doing a copy-pastin' sorta stuff. ;) (and kudos to The Raven Black for the character reference, as well) :)

PS. Also good to have some previous source links to Vance and Kerenshara's, n8_fi's , Paul Zagieboy's, Deriven's , and Leopolitan's Kingmaker stuff- as well as your own modified Kingdom Sheet, kadance. :)

PPS. Speakin' of A.I.'s... as an aside, it seems like all them cool kids are either tryin' to troll Fortnite's A.I. Darth Vader with ChatGTP or gettin' stuck on each other in a random Bluesky thread. ;P


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Here's hoping that there weren't any glaring issues that I overlooked, because I just printed & book-bound the darn thing. The incomplete warfare section wasn't a major concern for me. I'll probably tape over it & use it to consolidate Companion-specific activities/structures. If/when you DO have the Warfare, I'll just make a mini booklet then lol


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Haven't come across anything glaring yet, though I was considering K&V's changes to some building to make sure every activity could be supported...

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