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Kingdom rules.

Posted by AkalFor group 0
Akal
GM, 88 posts
Sat 19 May 2012
at 18:37
  • msg #1

Kingdom rules

For detailed overview, see Module 2: Rivers Run Red

Kingdom building: http://aberrantmanifest.com/pa...age=Kingdom+Building

City building: http://aberrantmanifest.com/pa...page=Building+Cities

Mass combat: http://aberrantmanifest.com/pa...php?page=Mass+Combat


HOUSE RULES

Errata and Clarifications:
General:
Command DC and Control DC are the same thing.

Buildings:
The following errata were mentioned on the paizo messageboards by James Jacobs and Jason Bulman, or by myself.

Minor items: Worth 2BP
Medium items: Worth 4 BP
Major items: Worth 8 BP

Barracks (6 BP from 12 BP):Defense Modifier +2; Unrest –1.

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1
medium item, 1 major item; Economy +2, Stability +1; Unrest +4. (From Unrest +1)

Caster’s Tower (36 BP from 30 BP): 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Dump (4 BP to 6 BP): Loyalty +1, Stability +1.

Exotic Craftsman (10 BP, 1 farm):1 minor item, +1 Economy, +1 Stability (from +1 Economy, +1 Loyalty)

Graveyard (4 BP): +1 loyalty (from Econ +1, Loyalty +1)

Magic Shop (72 BP from 68 BP; must be adjacent to 2 houses): City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Watchtower (12 BP from 6 BP): +1 Stability; +2 Defense Modifier; Unrest –1.



Questions & Answers
Below can be found a collection of Questions & Answers by the designers from the Paizo Messageboards.

Leadership Roles

Q: What are the rules for wearing more than one 'hat'? For example what if a pc wants to be the High-priest and Councilor? Or Ruler and General etc?
A: Yup; only one hat per character. This is partially because there's a sort of balance of power thing; if one character wears too many hats, then suddenly he has too much power. It's also to help prevent a calamity in case your kingdom loses that character; if a leader dies or quits or whatever, you have only one vacancy. But if he was in multiple spots, suddenly you have lots of vacancies.

The MAIN reason, though, is that we want to have NPCs in there as fellow leaders. This makes for a more entertaining gameplay experience if not all of the slots are taken up by players, and gives the GM a chance to exert some influence over the kingdom as NPC co-leaders. Also, there are lots of events that involve leaders having problems or scandals or the like, and it's usually better to just say that a scandal involves an NPC than forcing some sort of situation on a player.

And also, by limiting the roles to one character, this forces the players to actually have to make some choices.

Expansion & Hexes

Q: I'm assuming that the players start out by deciding on their starting hex, and then must expand out from that hex at the usual speed and BP costs? Basically, they don't get any 'free' hexes added on, even if they've explored and subdued them, right?
A: Correct. No free hexes. First you have to spend the time to explore the hex, and then you have to claim the hex; two steps.

Roads & Rivers

Q: What are the effects of roads & rivers on travel?
A: The effects of roads and rivers on travel time are covered in the Pathfinder Core RPG, in Chapter 7. (These factors weren't really talked about in the exploration phase since you can't build roads until a hex is claimed, and you can't claim a hex until it's explored.) By building roads, you're making it easier to move around in your kingdom, which is why you gain those bonuses to Economy and Stability.
Rivers do not count as roads for farms, and they actually can cause more problems than they solve for travel, since you can't cross them easily at most locations. Again, rules for river travel itself are found in Chapter 7 of the Pathfinder RPG.

Q: Just for clarification, I assume Roads are the same as Roads/Trails in chapter 7 of PFRPG Core and not Highways?
A: Correct. Roads are roads. Highways are something else entirely, and are beyond the scope of the rules as they currently stand.

Experience Points:

Q: On the Gaining Experience chart for different kingdom accomplishments, are those numbers per PC or to be divided among PCs?
A: All XP awards are divided among PCs. We'll say if an XP award is ever for a single PC, and I highly doubt we'll EVER do that since it's not really fair or in the spirit of the Pathfinder RPG.

Consumption:

Q: Can the consumption of a kingdom be negative? If a kingdom has many farms and not so many non-farm hexes and cities, it would be possible that 2 times the number of farms is bigger than the size plus the city districts. In this case, would the kingdom actually gain BPs from consumption?
A: No, consumption can't go below zero.

Economy:

Q: In generating income it says to make an economy check against your command DC and if successful divide the result by 5 and add that amount to your treasury. If I had a +12 and rolled a 13 that would be 25. The DC would be 21. Do I divide 25 by 5 to get 5 BP or the 25 minus the DC of 21 to get 0 BP? I think it is the 5 BP but wanted to check.
A: That is correct. Successful check = divide result by 5, get that many BP. Failed check = you get nothing.

Edicts:

Q: What do you do with the Edict Penalty reduction in the case of multiple cities having Cathedrals, Arenas, or Waterfronts? Do you halve each time?
A: Nope; one four-square building is enough to halve the cost of edict penalties. Multiple arenas, cathedrals, or waterfronts don't further reduce overall edict penalties (but multiple arenas, cathedrals, or waterfronts DO have a cumulative effect otherwise).

Q: Upkeep Phase Step 2 (Pay Consumption) precedes that month’s Improvement Phase Step 6 (Edicts), so how one can determine the increase of Consumption by Edicts? By previous month’s Edicts? Or should a Ruler declare that month’s Edicts before Improvement Phase?
A: A change to edicts doesn't affect the consumption for that month; it takes a bit for the change to go into effect, and so won't hit consumption until the next turn's Upkeep.

Q: More important question. It seems that Festivals are measured by numbers per Year. But Consumption and Loyalty are needed by monthly rate. How does it work? For example, does “No Festival per Year” mean “Loyalty -1 at the end of 12 consecutive months with no Festivals”?
A: As for the festivals, the number per year is as much the number you actually hold as it is the number you promise, and the number that the common folk prepare for and look forward to over the months. This assumes that the king isn't lying when he tells the commoners "we'll have 12 festivals this year!" You get the stat changes automatically, in other words; if you reduce the number per year later, the modifiers change then.

Buildings:

Q: Are the unrest increases and reductions from buildings one time effects on the build turn, or are they ongoing?
A: Unrest reductions and increases occur only once, when the building is created. Unrest can get out of hand really fast, so a recurring unrest effect would be really bad.

Q: For the buildings that are required to be "Adjacent" to a house, what counts as Adjacent??
A: Anything counts as adjacent; left, right, above, below, diagonal, or even across streets. However, you can't "double duty" a house. Once it's used as a prerequisite for another building, it can't serve as a prerequisite for a second building.

Q: Is the Tenement supposed to act as a house?
A: Yes. Tenements act as houses for the purposes of fulfilling the requirement; they're basically a good way to build cheap houses since the unrest only hits you on the turn you build the house.

Cities:

Q: Is there a limit on the number of districts you can have in a city?
A: Not really. A GM can certainly limit the number of districts a party puts in a single city if he wants, but multiple districts would be the only way you'd ever be able to model a really BIG city, after all. A city the size of Westcrown would take, IIRC, nearly 30 city grid districts. Of course, your kingdom needs to be able to AFFORD all of those districts!

Magic Items:

Q: How often can you attempt to sell a magic item per phase?
A: You can attempt to sell a magic item once per Income phase per district. So if you only have one city, you can only try to sell one item per Income phase. But if you have multiple cities (or a city of multiple districts) you can try to sell a magic item from EACH district

Q: How are items that the PC’s want to sell (and thus convert directly to BPs) classified? If they've found a +1 sword while adventuring, is it a minor or medium magic item? It appears on both lists so can they choose or is it automatically the lower (or higher)? I can see circumstances where each of the two options might be better.
A: An item that appears on both lists should always default to the lesser. So a +1 sword would count as a minor magic item.

Q: The city is created and the magic shop ends up having an item a particular Ruling PC wants but doesn't want to pay for, I mean after all he is the King/Ruling Elite and he and his friends created this Kingdom. So he demands it or demands half price for himself. What are the possible ramifications of this for the kingdom? Is there citywide Unrest? A special Event?
A: Just treat withdrawing items from the public the same as withdrawing money. The rules are already there in the Economy phase. +1 Unrest for the cash grab, regardless of amount. Then, a Loyalty check equal to +1/2000 gp withdrawn. If the check fails, you gain 1 unrest/2000 gp withdrawn.


ALTERNATE RULES

Some alternate rules as found on the messageboards can be found below. (Jason Nelson, and James Jacobs)

Event Phase:
During the event phase you can hire adventurers:

Hiring Adventurers:
By hiring adventurers, the PCs can effectively purchase one time bonuses to any Economy, Loyalty, or Stability checks made as a result of a kingdom event. A group of low-level adventurers (level 1–2) grants a +2 bonus on the check but costs 4 BP. A group of mid-level adventurers (level 3–5) grants a +5 bonus on the check but costs 8 BP. A group of high-level adventurers (level 6 or higher, but never higher than the PCs’ Average Party Level) grants a +10 bonus on the check but costs 16 BP.

Full Time Rulers:
If a character spends time doing nothing but rule for the month, you get +1 to that character's contribution.
This message was last edited by the GM at 01:13, Mon 18 June 2012.
Akal
GM, 89 posts
Sat 19 May 2012
at 19:12
  • msg #2

LEADERSHIP

Since this game is about being a ruler, I wanted to clarify how the feat will work in this game.

Base feat: You may take Leadership, Dragon Leadership (Draconomicon - must first have friendly contact with a dragon of the desired type), and Leadership feats from Heroes of Battle.

Special modifiers: A Kingmaker PC automatically has the following modifiers:
- Special Power (+1)
- Has a stronghold, base of operations, guildhouse, etc. (+2)
- Moves around a lot (-1)

A PC of L9 or greater also has:
-Great Renown (+2)

Alternative to followers:
If you don't want to have specific followers (besides a cohort), then you can choose this alternative. The leadership feat grants a bonus to your ruler bonus for whatever your role as leader is. Equal to +1 for each 8 points of your Leadership score. This represents a PC’s invisible followers acting as their agents and loyal and efficient infrastructure throughout the kingdom, spreading good word of mouth, setting a good example for others, relaying rumors of unrest or honest assessments of the needs of the kingdom from the grassroots level back to the leadership, and generally being model citizens.

Alternative to cohort:
If you don't want a cohort, you can instead convince some of your elite forces to be incredibly loyal to you and work pro bono. Choose one army that your kingdom controls. That army now has a set Consumption of 0, regardless of however large it is. The CR of the army can be as high as 1/3rd your current level.
Normal: An army consumes 4x its CR in BP per month.

Followers
Followers are low-level subjects that are more loyal to the PCs than the general population. They have an attitude of Friendly to the PCs and can be any typical race and alignment that the PCs wish. They use the standard array (10, 10, 10, 10, 10, 11, 11). A 1st level follower may be a peasant, warrior, or expert. Higher level followers may be members of another NPC class such as adept or noble. Followers are built by the DM with suggestions from PCs.

Cohorts
A cohort is built by the DM after the PC puts out an advertisement, or a current NPC (such as Akiros) can become a cohort. Cohorts, unlike most NPCs, are controlled by the PCs in battle. A cohort may be a member of the ruling council (Royal Diplomat, for example). Cohorts do not take a share of experience from combat - instead, divide their level by your level, then multiply this result by the total XP awarded to you, then add that number of experience points to the cohort's total.

Race, alignment: These can be chosen by the PC. A divine caster of a specific faith (such as Erastil) may also be requested.
Stats: 15, 14, 13, 12, 10, and 8, arranged to suit the character.
Role: The PC can request a specific role, such as frontliner, healer, tracker, scout, sage, archer, magic-user, etc.
This message was last edited by the GM at 03:38, Tue 28 Aug 2012.
Akal
GM, 90 posts
Sat 19 May 2012
at 19:26
  • msg #3

NEW FEATS

These are some homebrew feats that I will allow for this game. Note that not all of the feats from Hazard's campaign are below.



ARTISTRY OF WAR (KINGMAKER)
Your ability to lead men into battles is not a product of your fame or strength, but rather your masterful knowledge of the art of war.
Prerequisites: Must be the General of a kingdom, Int 13+
Benefits: You add your Intelligence bonus to your kingdom’s Stability modifier.

DIVINE RIGHT (KINGMAKER)
Your ruler has this office by divine right – mostly on your say so.
Prerequisites: High Priest of a kingdom, Ruler and High Priest must have the same patron deity.
Benefits: If the Ruler of your kingdom is within the allowed alignments for your patron deity, your kingdom gains alignment benefits as your patron deity’s as well as (stacking with) your kingdom’s alignment. You may choose to deny the kingdom this benefit at the beginning of every turn, at your say-so.
Special: If you and the kingdom’s Ruler do not have the same patron deity, you do not lose this feat, but your kingdom cannot gain the benefits of the feat.

EYES AND EARS (KINGMAKER)
You’ve cultivated a network of eyes and ears which you use to your kingdom’s advantage.
Prerequisites: Spymaster of a kingdom, Leadership feat
Benefits: You gain a +3 bonus to whichever kingdom statistic you decide to modify on any given turn. Additionally, whenever your kingdom rolls an Assassination special event, you – or a handful of guards, at your choice – are able to be present.

FAITH MILITANT (KINGMAKER)
As high priest of a warrior faith, you guard your people’s spiritual growth as well as protecting their physical wellbeing from assault.
Prerequisites: High Priest of a kingdom, patron deity must have the War domain or the war, battle, soldier, or warrior portfolios
Benefits: Your kingdom suffers no penalties for lacking a General so long as you remain High Priest. You may also choose to apply your Strength modifier, in place of your Wisdom or Charisma modifier, to your kingdom’s Stability score.
Normal: A kingdom without a general suffers a penalty to stability. A High Priest can only add his Wisdom or his Charisma modifier to his kingdom’s Stability.

FOREIGN MINISTER (KINGMAKER)
You are a notorious ambassador, famed for your diplomatic ability to negotiate difficult matters.
Prerequisites: Must be the Grand Diplomat of a kingdom, 5 or more ranks in Bluff and Diplomacy.
Benefits: For every 5 ranks you have in Diplomacy, your kingdom’s Stability score increases by +1. For every 5 ranks you have in Bluff, your kingdom’s Economy score increases by +1.

FRIENDS IN THE WILDS (KINGMAKER)
Your ties to the natural world allow you to better perform your job as Marshal.
Prerequisites: Marshal of a kingdom, Druid or Ranger with an Animal Companion, ability to cast charm animal or charm monster.
Benefits: You grant your kingdom a +2 bonus to its Economy and Stability scores.

HIGH INQUISITOR (KINGMAKER)
Your faith is adept at rooting out the radical elements of society and exposing their dirty deeds to the world, making your kingdom that much safer.
Prerequisites: High Priest of a kingdom, patron deity must have an appropriate portfolio (DM’s prerogative).
Benefits: So long as you remain High Priest, you reduce your kingdom’s Unrest by 1 during each Upkeep phase. This benefit does not stack with the Royal Assassin’s reduction of Unrest.

MASTER ENGINEER (KINGMAKER)
Your knowledge of engineering allows you to spend your kingdom’s resources more precisely.
Prerequisites: Treasurer of a kingdom, Knowledge (Engineering) 5 ranks or more.
Benefits: So long as you are Treasurer, any buildings you build in your cities have their cost reduced by 2 BP (minimum cost of 1 BP).

ORGANIZED WATCH (KINGMAKER)
You’ve organized your cities’ watchmen and guardsmen into professional organizations, with regular training and personnel supervision – and a fancy name, too.
Prerequisites: Warden of a kingdom, Leadership feat, access to a Garrison.
Benefits: You add +2 to your kingdom’s Economy. Additionally, all Garrisons and Watchtowers – either presently built or in the future – reduce unrest by an additional point.

SECRET POLICE (KINGMAKER)
As Royal Assassin, you head an entire organization dedicated to eradicating crime and radical elements. This organization is so feared, its name alone inspires dread in the hearts and minds of the citizenry.
Prerequisites: Royal Assassin of a kingdom, Leadership feat.
Benefits: You add your Charisma bonus (if positive) to your leadership bonus to Loyalty. Additionally, your kingdom’s Unrest is reduced by 2 during each Upkeep phase.
Normal: Your kingdom’s Unrest is reduced by 1 during each Upkeep phase.

SOLOMON’S WISDOM (KINGMAKER)
Your rule is less a product of your cult of personality, but rather marked by your just and wise counsel.
Prerequisites: Must be a Ruler of a kingdom, Wis 13+
Benefits: You use your Wisdom bonus instead of your Charisma bonus to determine your leadership modifier.

THEOCRATIC RULE (KINGMAKER)
Your kingdom needs no mortal ruler, for the gods themselves have blessed the faithful with leading your people.
Prerequisites: High Priest of a kingdom without a Ruler, Wis 13+, Cha 13+
Benefits: Your kingdom suffers no penalties for lacking a Ruler, so long as you are High Priest. You gain alignment bonuses to your kingdom according to your patron deity as well as your kingdom’s alignment.
Normal: A kingdom without a ruler cannot claim new hexes, build improvements, or purchase city districts, as well as gaining Unrest every turn.

VOICE BEHIND THE THRONE (KINGMAKER)
You have the ruler’s ear in most things, and as councilor can ensure that the will of the people is heard above all others.
Prerequisites: Must be the Councilor of a kingdom, 5 or more ranks in Diplomacy or Knowledge (local)
Benefits: Your bonus to your kingdom’s Loyalty increases by +2. Additionally, choose either Stability or Economy. So long as you remain Councilor for your kingdom, you can add your Wisdom or your Charisma modifier (the same choice you made for Loyalty) to that score.

WARRIOR KING (KINGMAKER)
Your people need no other General – and your Army needs no other King.
Prerequisites: Must be a Ruler of a kingdom.
Benefits: So long as you are Ruler, your kingdom suffers no penalty for lacking a General. You may also add your Strength modifier to your kingdom’s Stability. You are considered a General for purposes of feats and class abilities. Your kingdom loses the benefits of this feat if you assign a General.
Normal: An individual can serve only a single role. Not having a general decreases your kingdom’s Stability by 4 points.
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