Pathfinder Kingmaker Modified Rules


Kingmaker Second Edition


Dear All GMs and Players
After long fight with my laziness I managed to finally compile my loose drunken ideas and chaotic notes on kingdom management in one document.

Go to Kingdom Rules v 0.5.

Why was it even started.
So as many GMs i went through the AP and felt a bit disappointed. I was expecting Game of Thrones levels of intrigue, Diplomacy and Warfare and got something meh. I mean, maybe not meh. It's a skeleton to build on. But first it needed complete disassembly and some cleaning.

What is it:
Set of rules for PF2e Kingmaker based on assumption: Maybe we need to give players more possibilities to feel like rulers and generals and less like accountants (still a lot of accounting though), loosely based on Original Rules and of course VanceMadrox & Kerenshara’s Kingdom Building Rules, Remastered.

Much more impact was put on Trade, Diplomacy, Intrigue and Warfare, allowing players to build alliances, explode enemy supply transports and singlehandedly impact outcome of battles.
What issues were found in PF2e Kingmaker Rules?
A lot! (some of the major changes below):
1. Leveling up the kingdom renders some actions impossible. Because of the levels proficiency system in PF2E – the actions that the kingdom is not proficient with were rendered auto fails at higher levels. Proficiency leveling system was ditched and replaced with slow DC increase representing more complex organization of more developed countries (DC increase from 14 up to 19).
2. Relation of the levels to Resource Points was ditched and instead the kingdom now earns RP based on:
- Interconnected Settlements sizes
- Tax Levels
- Tributes if any
- Trade Routes
And expenses keeping the kingdom economy down: Infrastructure, army, espionage network and others.
3. Kingdom skills were reshuffled and redone and there is now 11 of them that allows an experienced kingdom to specialize while not leaving anything behind.
4. Diplomacy was completely redone now including diplomatic actions, diplomatic relations level and possibility to have them impact the game.
5. Intrigue and counterespionage were redone completely now including espionage actions dependent on the espionage level in the specific polity.
6. Buildings were completely redone, now forcing the players to build specific buildings in settlements not being a capital if they want the kingdom to thrive.
7. Warfare and armies are now done on the map as normal PF2e battle and include sieges, army deployment, highlighting importance of army intelligence and generals.

What It is not:
First of all it was not made originally in English (long story short its made mostly for my own campaign and my notsomuchenglishspeaking players (hence different names of Great Houses of Brevoy we could not stand, with Lodovka meaning Refrigerator in Polish).

It is not complete and probably full of contradictions and discrepancies.
It covers only players and rules part. Missing completely GM part including all the hidden juicy information, modified events, power levels and plans of surrounding nations and rewritten history of the campaign (if we are to learn warfare rules, they better be used more than once).
What’s planned: Second part including:
1. Revamp of events to fit new rules.
2. Description of Venture Capiral part for GM.
3. Warfare GM Part including non-standard units.
4. Campaign update for High Politics/High Intrigue Kingmaker including:
- Main players short description and their short term and long term goals
- Revamp of Kingmaker Story Events for the campaign

Enjoy, and shred it to pieces.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Kingmaker Second Edition / Pathfinder Kingmaker Modified Rules All Messageboards

Want to post a reply? Sign in.
Recent threads in Kingmaker Second Edition