[Kingdom] Camping Activities | Campsite Meals | Events | Feats | Skills | Structures
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General Skills
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Kingdom Skills

Source Kingmaker Adventure Path pg. 515
Every nation has its own distinct areas of specialization, the things in which it invests its time, talent, and treasure, and the pursuits and features for which the nation becomes renowned for—these are tracked as a kingdom's skills. At 1st level, the maximum number of skills in which a kingdom can have trained proficiency is six: two determined by the kingdom's initial choice of government and up to four others determined by leadership roles. As a kingdom levels up, it can acquire training in additional skills and increase proficiencies to expert, master, or legendary. Choices about proficiencies cannot be changed after they have been made.

Click here for the full rules on Kingdom Skills.

Abandon Hex (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 518

Skill Uses

[Exploration] Abandon Hex
[Wilderness] Abandon Hex

Abandon Hex

Downtime Region 
Source Kingmaker Adventure Path pg. 518
Requirements The hex to be abandoned must be controlled.
After careful consideration, you decide that you would rather not hold onto a particular hex as part of your claimed territory. You renounce your claim to it and pull back any settlers or explorers. Attempt a basic Exploration or Wilderness check. You can abandon more than one hex at a time, but each additional hex you abandon increases the DC of this check by 1.
Critical Success You abandon the hex or hexes, decreasing your kingdom's Size by 1 per hex abandoned (this affects all statistics determined by Size; see page 532). Settlers and explorers return and resettle elsewhere in your kingdom, bringing with them bits of salvage from the abandoned hexes. Gain 1 RP per abandoned hex.
Success As critical success, but you gain no RP and increase Unrest by 1.
Failure You abandon the hex or hexes, decreasing your kingdom's Size by 1 per hex abandoned (this affects all statistics determined by Size; see page 532). Some citizens become disgruntled refugees who refuse to leave the hex. Increase Unrest by 2 and then attempt a DC 6 flat check. If you fail, the refugees become bandits, and during your next Event phase, your kingdom experiences a Squatters kingdom event automatically in addition to any other event that might occur.
Critical Failure As failure, but increase Unrest by 3 and automatically experience a Bandit Activity kingdom event instead of a Squatters event.Special The Unrest gained from abandoning a hex doubles if it includes a settlement. A settlement in an abandoned hex becomes a Freehold (page 536).

Build Structure (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 518

Build Structure

Civic Downtime 
Source Kingmaker Adventure Path pg. 518
You attempt to build a structure in the settlement that's granting the Civic activity. You may choose any structure for which you meet the requirements. Select the appropriate number of contiguous buildable lots in a single block as specified by the structure's entry and spend the specified RP and Commodity cost. Then attempt the structure's skill check.

You can also use this activity to attempt to repair a structure that was damaged as the result of an event but hasn't been replaced by Rubble. To do this, first spend half the structure's listed RP and Commodity cost, and then attempt the specified check. The existing structure gives you a +2 item bonus to the check.

On a success, record the new construction on the Urban Grid. Unless the structure's entry states otherwise, its effects are immediate; if the structure adjusts a Ruin's point total, adjust it upon construction.

Critical Success You construct or repair the structure with great efficiency and get back half of the Commodities spent in construction or repair.
Success You construct or repair the structure.
Failure You fail to construct or repair the structure. You can try to complete it next Kingdom turn; if you do so, you do not need to re-pay the RP and Commodity cost.
Critical Failure You fail to construct the structure; if you were attempting to repair a damaged structure, it is reduced to Rubble. In either event, Rubble now fills the structure's lots, which must be cleared with the Demolish activity before you can attempt to Build a Structure in them again.

Claim Hex (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 518

Skill Uses

[Exploration] Claim Hex
[Wilderness] Claim Hex

Claim Hex

Downtime Region 
Source Kingmaker Adventure Path pg. 518
Requirements You have Reconnoitered the hex to be claimed during hexploration. This hex must be adjacent to at least one hex that's already part of your kingdom. If the hex to be claimed contains dangerous hazards or monsters, they must first be cleared out—either via standard adventuring or the Clear Hex activity.
Your surveyors fully explore the hex and attempt to add it into your kingdom's domain. Spend 1 RP and then attempt a basic Exploration, Intrigue, Magic, or Wilderness check.
Critical Success You claim the hex and immediately add it to your territory, increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). Your occupation of the hex goes so smoothly that you can immediately attempt another Region activity.
Success You claim the hex and add it to your territory, increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532).
Failure You fail to claim the hex.
Critical Failure You fail to claim the hex, and a number of early settlers and explorers are lost, causing you to take a –1 circumstance penalty to Stability-based checks until the end of your next Kingdom turn.

Special At 1st level, when selecting the three activities you take during the Region Activities step of the Activity phase of the Kingdom turn, you may select this activity no more than once. Once your kingdom reaches 4th level, you may select it up to twice per turn, and after reaching 9th level you may select it up to three times per turn. When you successfully claim a hex, gain 10 kingdom XP (see Hex Claim XP Awards). Many hexes have terrain features that grant benefits to your kingdom when claimed; see Terrain Features.

Clear Hex (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 518

Skill Uses

[Engineering] Clear Hex
[Exploration] Clear Hex

Clear Hex

Downtime Region 
Source Kingmaker Adventure Path pg. 518
Engineers and mercenaries attempt to prepare a hex to serve as the site for a settlement, or they work to remove an existing improvement, a dangerous hazard, or an encounter.

If you're trying to prepare a hex for a settlement or demolish an improvement you previously built (or that was already present in the hex), spend RP as determined by the hex's most inhospitable terrain feature (see the Building on Rough Terrain sidebar nearby). Then attempt a basic Engineering check.

If you're trying to remove a hazard or encounter, instead attempt an Exploration check. The DC of this check is set by the highest level creature or hazard in the hex (as set by Table 10–5: DCs by Level).

If the hex you're attempting to Clear has existing Ruins or an existing Structure, your action doesn't physically remove the buildings from the area and you can later incorporate these buildings (or repair ruined ones) into a Settlement you build here later (see page 542). Regardless of the skill used, increase the basic DC by 2 if the hex to be cleared is not yet part of your kingdom.

Critical Success You successfully clear the hex. If you spent RP to attempt this activity, you're refunded half of the RP cost. If you were removing dangerous creatures (but not hazards) from the hex, your explorers and mercenaries recover 2 Luxury Commodities as treasure.
Success You successfully clear the hex.
Failure You fail to clear the hex.
Critical Failure You catastrophically fail to clear the hex and several workers lose their lives. Gain 1 Unrest.

Establish Settlement (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 519

Skill Uses

[Engineering] Establish Settlement
[Industry] Establish Settlement
[Politics] Establish Settlement
[Scholarship] Establish Settlement

Establish Settlement

Downtime Region 
Source Kingmaker Adventure Path pg. 519
Requirements The hex in which you're establishing the settlement has been Cleared and doesn't currently have a settlement (including a Freehold) in it.
You draw up plans, gather resources, entice citizens, and establish boundaries to found a brand new settlement in the hex. Attempt a basic Engineering, Industry, Politics, or Scholarship check. If you cannot pay the RP required by the result of this check, treat your result as a critical failure. A settlement always starts as a village. See page 540 for further details about building settlements.

Critical Success You establish the settlement largely with the aid of enthusiastic volunteers. Spend 1d6 RP.
Success You establish the settlement. Spend 3d6 RP.
Failure You establish the settlement, but inefficiently and at great expense. Spend 6d6 RP.
Critical Failure You fail to establish the settlement.

Establish Trade Agreement (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 519

Skill Uses

[Boating] Establish Trade Agreement
[Magic] Establish Trade Agreement
[Trade] Establish Trade Agreement

Establish Trade Agreement

Downtime Leadership 
Source Kingmaker Adventure Path pg. 519
Requirements You have diplomatic relations (page 534) with the group you wish to establish an agreement with.
You send a band of merchants out to establish a trade agreement between your kingdom and a group with whom you've established diplomatic relations. If a navigable river connects your kingdom with the other group's territory, you can attempt a Boating check to Establish the Trade Agreement. If your kingdom's proficiency rank in Magic is Master or higher, you can attempt a Magic check. Otherwise, attempt a Trade check.

The check's DC is either the group's Negotiation DC (see sidebar) or your kingdom's Control DC, whichever is higher.

Critical Success You successfully establish a trade agreement with your target, and your merchants return with gifts! Immediately roll 2 Resource Dice, then gain RP equal to the result of roll.
Success You successfully establish a trade agreement.
Failure Your traders reach their destination but need to sweeten the deal to secure the trade agreement. Immediately roll 2 Resource Dice, and then spend RP equal to the result of this roll. If you do so, you successfully establish a trade agreement, otherwise the attempt fails.
Critical Failure Your trade agreement is a total loss and your traders do not return. Gain 1 Unrest, and until the end of the next Kingdom turn, take a –1 circumstance penalty to all Economy-related checks.

Focused Attention (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 520

Skill Uses

[Agriculture] Focused Attention
[Arts] Focused Attention
[Boating] Focused Attention
[Defense] Focused Attention
[Engineering] Focused Attention
[Exploration] Focused Attention
[Folklore] Focused Attention
[Industry] Focused Attention
[Intrigue] Focused Attention
[Magic] Focused Attention
[Politics] Focused Attention
[Scholarship] Focused Attention
[Statecraft] Focused Attention
[Trade] Focused Attention
[Warfare] Focused Attention
[Wilderness] Focused Attention

Focused Attention

Downtime Leadership 
Source Kingmaker Adventure Path pg. 520
You set aside time to focus attention on aiding another leader in an activity. Choose another leader and a Kingdom skill, then attempt a DC 20 check using the chosen skill. On a success, you grant that leader a +2 circumstance bonus to one kingdom check using that skill, provided that leader attempts the skill check during the same Kingdom turn.

The Cooperative Leadership Kingdom feat (page 531) increases the efficiency of this activity.

New Leadership (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 520

Skill Uses

[Intrigue] New Leadership
[Politics] New Leadership
[Statecraft] New Leadership
[Warfare] New Leadership

New Leadership

Downtime Upkeep 
Source Kingmaker Adventure Path pg. 520
You announce the promotion of a character into a leadership role, whether they're a newly appointed leader or just shifting from one leadership role to another.

You normally perform this activity at the start of a Kingdom turn, but if unexpected events (such as the death of the character) remove a leader from a leadership role, you may immediately use the New Leadership activity to attempt to assign a new leader to that role, even outside of a Kingdom turn (applying the vacancy penalty for that role as appropriate). Attempt a basic Intrigue, Politics, Statecraft, or Warfare skill check—while any of these skills can be used, each skill is particularly suited to assigning two specific leadership roles.
  • Intrigue: Grants a +2 circumstance bonus to checks to assign Emissaries and Treasurers.
  • Politics: Grants a +2 circumstance bonus to checks to assign Counselors and Rulers.
  • Statecraft: Grants a +2 circumstance bonus to checks to assign Magisters and Viceroys.
  • Warfare: Grants a +2 circumstance bonus to checks to assign Generals and Wardens.
Rulers are particularly difficult to assign; when you take this activity to assign a new Ruler, you take a –4 circumstance penalty to the skill check, and unless you achieve a critical success, you gain 1 additional Unrest.

Whether or not you are simultaneously assigning a leader, you may also use this activity to attempt to reselect the four leadership roles that you have invested. Any result other than a critical failure allows this.

Critical Success The people love the new leader. The leader immediately provides the benefits tied to occupying the new role and gains a +1 circumstance bonus to all Kingdom skill checks they attempt before the end of the next Kingdom turn
Success The people accept the new leader. The leader immediately provides the benefits tied to occupying the new role.
Failure The people are unsure about the new leader. The leader takes a –1 circumstance penalty to all checks they attempt as part of their activities during the Activity phase of each Kingdom turn. At the end of the next Kingdom turn, the leader can attempt any Loyalty-based basic skill check to ingratiate themselves with the populace. The leader may attempt this check at the end of each Kingdom turn until they succeed. Success removes this penalty, but a critical failure results in the development detailed in Critical Failure below.
Critical Failure The people reject the new leader. The leadership role is treated as vacant and you must attempt to reassign it using the New Leadership activity at the start of the next Kingdom turn. Unrest increases by 1.

Pledge of Fealty (Trained)

Legacy Content

Source Kingmaker Adventure Path pg. 520

Skill Uses

[Intrigue] Pledge of Fealty
[Statecraft] Pledge of Fealty
[Warfare] Pledge of Fealty

Pledge of Fealty

Downtime Leadership 
Source Kingmaker Adventure Path pg. 520
When your representatives encounter freeholders, refugees, independent groups, or other bands of individuals gathered in the wilderness who aren't already part of a nation, you can offer them a place in your kingdom, granting them the benefits of protection, security, and prosperity in exchange for their fealty. The benefits granted to your kingdom can vary wildly, but often manifest as one-time boons to your commodities or unique bonuses against certain types of events. The adventure text in this campaign offers numerous examples of groups who could accept a Pledge of Fealty. You can attempt this skill check with Intrigue, Statecraft, or Warfare; however, certain groups will respond better (or worse) to specific skills. The DC is the group's Negotiation DC (see the sidebar on page 519).

Critical Success The group becomes part of your kingdom, granting the specific boon or advantage listed in that group's entry. If you haven't already claimed the hex in which the group dwells, you immediately do so, gaining 10 kingdom XP and increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). If the hex doesn't share a border with your kingdom, it becomes a secondary territory and checks involving this location take a Control penalty.
Success As success, but you don't claim the hex the group is in. Immediately roll 1 Resource Die. You must spend RP equal to the result to integrate the group into your kingdom.
Failure The group refuses to pledge to you at this time. You can attempt to get them to Pledge Fealty next turn. Increase Unrest by 1.
Critical Failure The group refuses to pledge to you— furthermore, it will never Pledge Fealty to your kingdom, barring significant in-play changes or actions by the PCs (subject to the GM's approval). The group's potentially violent rebuff of your offer increases Unrest by 2 and increases a Ruin of your choice by 1.

Quell Unrest (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 521

Skill Uses

[Arts] Quell Unrest
[Folklore] Quell Unrest
[Intrigue] Quell Unrest
[Magic] Quell Unrest
[Politics] Quell Unrest
[Warfare] Quell Unrest

Quell Unrest

Downtime Leadership 
Source Kingmaker Adventure Path pg. 521
You send your agents among the citizenry with the charge of suppressing dissent and calming unrest. You can attempt a basic Arts, Folklore, Intrigue, Magic, Politics, or Warfare check to Quell Unrest, but you can never use the same skill for this activity in consecutive Kingdom turns. This activity cannot be attempted more than once per Kingdom turn.

Critical Success Reduce Unrest by 1d6.
Success Reduce Unrest by 1.
Failure You fail to reduce Unrest.
Critical Failure You not only fail to reduce Unrest, but actually incite further anger among the citizenry. Choose one of the following: increase Unrest by 1d4 or increase two Ruins of your choice by 1.

Repair Reputation (Trained)

Legacy Content

Source Kingmaker Adventure Path pg. 521

Skill Uses

[Arts] Repair Reputation
[Engineering] Repair Reputation
[Intrigue] Repair Reputation
[Trade] Repair Reputation

Repair Reputation

Downtime Leadership 
Source Kingmaker Adventure Path pg. 521
When things have gotten out of hand in the kingdom and the nation's reputation has become damaged, you can focus efforts on a campaign to reassure the citizens and bring them closer together, stamp down crime, organize repairs and maintenance of public structures, or strive to adjust poor public opinions.

The skill used to Repair Reputation depends on which Ruin total you wish to reduce. If you wish to reduce your Corruption, you attempt an Arts check. If you wish to reduce your Crime, you attempt a Trade check. If you wish to reduce your Decay, you attempt an Engineering check. If you wish to reduce your Strife, you attempt an Intrigue check. In all cases, the DC is your Control DC + 2.

Critical Success You reduce the targeted Ruin by 2 and reduce its current ruin penalty by 1 to a minimum of 0.
Success You reduce the targeted Ruin by 1.
Failure You fail to reduce the targeted Ruin. You cannot attempt to Repair Reputation on this Ruin for 1 Kingdom turn.
Critical Failure You fail to reduce the targeted Ruin in a particularly public and embarrassing way. Increase Unrest by 1d4, and you cannot attempt to Repair Reputation for 3 Kingdom turns.

Rest and Relax (Untrained)

Legacy Content

Source Kingmaker Adventure Path pg. 521

Skill Uses

[Arts] Rest and Relax
[Boating] Rest and Relax
[Scholarship] Rest and Relax
[Trade] Rest and Relax
[Wilderness] Rest and Relax

Rest and Relax

Downtime Leadership 
Source Kingmaker Adventure Path pg. 521
Working non-stop can burn out even the most devoted and dedicated individual. As such, it's important to take time for yourself, and thus set a good example for the nation.

You take time to relax, and you extend the chance to unwind to your citizens as well. The Kingdom skill you use to determine the effectiveness of your time off depends on how you want to spend it: Use a basic Arts check to spend the time engaged in entertainment or the pursuit of a hobby. Use a basic Boating check to enjoy trips on the lakes and rivers of your kingdom. Use a basic Scholarship check to spend the time reading or studying a topic of personal interest beyond your daily duties. Use a basic Trade check to spend your time shopping or feasting. Use a basic Wilderness check to get away from the bustle and relax in the countryside. If your kingdom Rested and Relaxed the previous Kingdom turn, the DC increases by 4, as your kingdom's production and output hasn't had a chance to catch up to all those vacation days.

Critical Success The citizens enjoy the time off and are ready to get back to work. Reduce Unrest by 1, and the next Leadership activity you take gains a +2 circumstance bonus.
Success The time spent relaxing has calmed nerves; reduce Unrest by 1.
Failure The rest is welcome, but not particularly beneficial in the long term.
Critical Failure The time is wasted, and when you get back to work, you have to spend extra time catching up. Take a –2 circumstance penalty to your next skill check made as a Leadership activity