KINGMAKER Campaign Guide


The call has gone out!  Adventurers are needed to clear the land of monsters and abhumans.  You have answered the call, and with parchment charter in hand, you have arrived at the foot of the mountains.  Here there is a fortress you will call your home base.  Your patron is a Paladin of Erastil named Oleg.

New players, who know nothing about DnD, are welcome.

The Kingmaker adventure path came out in 2010 when Pathfinder was young and just taking the mantle of Dungeons and Dragons.  The sytem was new with just a few books.  We’re going back to that age with a classic low fantasy feeling.  We are keeping it simple.

In the Kingmaker setting, the players are chartered to explore and tame a section of wildlands and establish civilization in the area.  This is a homebrew game where I will integrate standard encounters from various adventures into my own story.  Things will be "by the book".

We are playing at “Difficult” level.  All encounters as written will be double the challenge.  So, if the book called for four Orcs, you would be up against eight Orcs (or four Orcs and something bigger).  The Pathfinder systems has mathematics for this.

You will be level 7 by the time we are done (210,000xp for a party of six).

As the DM, my objective is to give you the true Pathfinder experience by running the adventure exactly as written without any deviation or mercy.  All rolls are out in the open.  Let the dice fall where they may.

There are six chairs for the game.  If new players are introduced, they will have a test run to see if they fit with the group.


Campaign Rules
Show up to every session.  If an emergency calls, arrange to have another player run your character.  This is a commitment, you’ll block out your schedule for the next twelve weeks.
Honor system: no looking things up online.
Only one person in the group can have an accent.  Inflections OK (for example: your character is gruff).
There are six chairs.  I will fill out the party to six characters with NPCs if needed.
You will update your character after every session.
XP is acquired as a playing group, so all characters will be the same level, level up at the same time.
XP awards are halved (re: difficulty level)
If your character dies you come back at the same level, with standard starting equipment.
We are using the three action economy from PF2 (you can do three things during your turn)
Game Jobs
You will have one of the following roles--
·         Caller (keep track of initiative and make sure people take their turn quickly and run timer)
·         Chronicler (keep a session blog of what happened during the session, the date and timeline)
·         Stat-Master (provide the DM with a printed sheet of character stats for each session)
·         XP-Master (keep track of experience points, individually by player if needed)
·         Truancy Officer (call players before the session to be sure they are coming)

Character Generation
Books used: Core book, and any book puplished by Paizo.
Starting Level: 1
Advancement: Medium.  A group of six players will need 12,000xp to advance to second level.
Unusual races are allowed.

Your alignment needs to be compatible with Chaotic Good.
If you choose Chaotic Neutral, it means you are associated somehow with the Fae creatures of the land.
You will need to choose a motivation, a reason you have responded to the call.

Ability Scores:  Purchase with standard fifteen points (Core Book p15)
Wizards get a bonus +2 Intelligence
Wizard sub-classes get a bonus +1 Intelligence
Humans get the following on top of anything else they get:
1) +1 to a statistic of their choice
2) +4 skill points per level
3) One bonus feat at first level
4) +100gp of equipment
There is no racial Darkvision.  If your character would have Darkvision, you may instead take a +1 to a statistic of your choice.

Starting Character Wealth: Average (Core Book p140)
You may change the cosmetics of an object.  For example: if your Rogue would look really cool with a hand crossbow, but you want the stats of a longbow.  Or if you want your alchemist to have a alchemical fire launcher, you could just use the rules for hand-thrown flasks of oil.
Have a backup character or two.

You will need a painted miniature for the game.  We can also make a fun outing to a local game shop to pick up miniatures.  It takes a huge amount of money and effort to make an adventure “all models” (on the order of two hundred figures) and it’s encouraged for players to pitch in with assembly and painting skill.

Changes to Spells
Cantrips (and Orisons) take one action.
Spells take two actions as a general rule.
Spells that take longer to cast in their description take that same amount to cast.
Magic Missile- Takes only one action for one less missile, and one extra missile for one extra action.


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