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

Source Kingmaker Companion Guide pg. 109
When camping in the wilderness, the PCs may perform a number of different Camping activities.

Click here for the full rules on Camping Activities.

Blend into the Night

Camping Concentrate 
Source Kingmaker Companion Guide pg. 95
Nethys note: This camping activity requires that Harrim is camping with the PCs (but see Learn from a Companion).

Harrim's prayers to Groetus bring an air of gloom and solitude over the party's campsite. While this causes the PCs to experience morose and somewhat unsettling dreams, it doesn't affect the quality of rest. It does, however, help to make the campsite less attractive to predators or wandering monsters. When checking for wandering encounters during the night (including when made as part of camping), the flat check DC for the encounter is increased by 2.

Bolster Confidence

Auditory Camping Concentrate Linguistic Mental 
Source Kingmaker Companion Guide pg. 47
Nethys note: This camping activity requires that Linzi is camping with the PCs (but see Learn from a Companion).

Linzi's enthusiasm inspires everyone around her. Checks on all other Camping activities while Linzi does so gain a +1 circumstance bonus. If Linzi is master in Performance, this becomes a +2 circumstance bonus.

Camouflage Campsite

Camping Manipulate Secret 
Source Kingmaker Companion Guide pg. 109
Requirements trained in Stealth
You spend an hour concealing the camp from potential threats by covering tents with branches, ensuring campfire placement minimizes the spread of scent or smoke, reminding others to avoid making too many loud noises, and so on. Attempt a Stealth check against the Zone DC. You can only attempt to Camouflage Campsite once per camping session, regardless of the activity's result.

Critical Success Your camouflage attempt exceeds expectation. Increase the Encounter DC for your camp by 2. The first time a flat check would result in an encounter during this camping session, instead treat that result as a failure with no encounter.
Success Your work helps hide your camp from detection. Increase the Encounter DC for your camp by 1.
Critical Failure You believe you've done well at your camouflage attempt but have actually forgotten something important or accidentally did something to make the campsite more noticeable. Decrease the Encounter DC for your camp by 2, and flat checks made to determine encounters result in a critical success on a roll of 19 or 20.

Camp Management

Camping Concentrate Manipulate 
Source Kingmaker Companion Guide pg. 35
Nethys note: This camping activity requires that Jubilost is camping with the PCs (but see Learn from a Companion).

Jubilost helps organize Camping activities to be more efficient, allowing the campers to attempt additional Camping activities during the camping session. Jubilost attempts a Survival check against the Zone DC to determine how helpful his management is.

Critical Success Jubilost's advice speeds things along significantly. During the hour immediately following this critical success, each PC may attempt two Camping activities instead of one. This success does not increase the number of activities companions may attempt.
Success As critical success, but only one PC may attempt two Camping activities during the next hour.
Critical Failure Jubilost's advice backfires, resulting in inefficiencies during the rest of the camping session. All checks made to resolve Camping activities take a –2 circumstance penalty for the remainder of this camping session.

Cook Basic Meal

Camping Manipulate 
Source Kingmaker Companion Guide pg. 110
You spend 2 hours preparing a meal. Expend 2 basic ingredients per serving you wish to prepare, as well as 1 day's rations, or provisions from Subsisting, per serving.

Once the party finishes all Camping activities and the characters have chosen which meals they wish to eat, attempt a DC 22 Survival check or a DC 18 Cooking Lore check to determine the effectiveness of your basic meal.

Critical Success You prepare a delicious meal. A character who eats this meal recovers Hit Points equal to their Constitution modifier (minimum 1) multiplied by twice their level when they rest during this camping session instead of the normal amount, and they gain a +1 status bonus to all saving throws until they complete their daily preparations, or begin adventuring again.
Success You prepare a meal. A character who eats it gains a +1 status bonus to all saving throws until they complete their daily preparations or begin adventuring again.
Failure Your meal fills bellies, but has no other effects.
Critical Failure Your meal wreaks havoc on digestion. A character who partook of this meal becomes sickened 1 until after they rest and complete their daily preparations.

Cook Special Meal

Camping Manipulate 
Source Kingmaker Companion Guide pg. 110
Requirements knowledge of the recipe
You spend 2 hours preparing a special meal. Choose a special meal whose recipe the party knows and then expend the basic and special ingredients required for each serving you wish to prepare, as well as 1 day's rations, or provisions from Subsisting, per serving. Special meal recipes are formulas you can purchase at a settlement or discover on your own with the Discover Special Meal activity.

Cook Special Meal can be attempted multiple times during a camping session, but each attempt must use a different recipe.

A character who is sickened can't eat a special meal or gain its benefits.

Once the party finishes all Camping activities and the characters have chosen which meals they wish to eat, attempt a Survival check or a Cooking Lore check to determine the effectiveness of your special meal. The DC of the check required varies by recipe. Unless the special meal's description says otherwise, its effects last until the next time the party prepares a camp or 24 hours, whichever comes first.

Critical Success The character gains the recipe's listed critical success effect.
Success The character gains the recipe's listed success effect.
Failure The character gains no special benefit from the meal, though it still prevents starvation.
Critical Failure The character suffers the recipe's critical failure effect.

Dawnflower's Blessing

Camping Concentrate 
Source Kingmaker Companion Guide pg. 72
Nethys note: This camping activity requires that Tristian is camping with the PCs (but see Learn from a Companion).

Tristian's prayers to Sarenrae invoke her healing blessing on the party, imparting feelings of comfort and security to everyone who's part of the campsite. When the party rests during this camp, each character regains twice the normal amount of Hit Points from the rest (an amount equal to double their Constitution modifier—minimum 2—multiplied by their level). The effect isn't cumulative with the critical success effect of a basic meal.

Discover Special Meal

Camping Manipulate 
Source Kingmaker Companion Guide pg. 110
Requirements trained in Cooking Lore
You spend 2 hours attempting to discover a special recipe. Choose a common recipe from those listed starting on page 114; the recipe must be of a level equal to or less than the level of the zone you're camping in. Expend twice the normal amount of ingredients required to prepare 1 serving of the special meal, then attempt that special meal's Cooking Lore check.

Critical Success You discover the special meal and add it to the list of recipes the party knows. In addition, your research was efficient, and you recover half of the ingredients you had to expend to attempt this activity.
Success As critical success, but you do not recover any ingredients.
Failure You fail to discover the special meal and do not recover any ingredients.
Critical Failure As failure, but you also expose yourself to the special meal's critical failure effect while performing an unwise taste test.

Enhance Campfire

Camping Concentrate 
Source Kingmaker Companion Guide pg. 100
Nethys note: This camping activity requires that Kanerah is camping with the PCs (but see Learn from a Companion).

Kanerah expertly controls the campfire's exact temperature, making it easier to prepare meals. All cooking activities that take place for the remainder of the camping session gain a +1 circumstance bonus. This bonus increases to +2 if the PCs are at least 11th level.

Enhance Weapons

Camping Concentrate Manipulate 
Source Kingmaker Companion Guide pg. 9
Nethys note: This camping activity requires that Amiri is camping with the PCs (but see Learn from a Companion).

Amiri spends her time in camp sharpening the group's weapons, bolstering grips and handles, or festooning blunt weapons with temporary stone weights designed to maximize damage. Each PC chooses one melee weapon. That melee weapon gains a +1 circumstance bonus to damage rolls during the next encounter it's used in; this bonus expires at the end of that encounter or after 24 hours, whichever comes first.

Hunt and Gather

Camping Move 
Source Kingmaker Companion Guide pg. 111
Requirements trained in Survival
You spend 2 hours gathering ingredients. This supplements the food from Subsisting with additional ingredients you can use to cook basic or special meals, gaining greater effects than simply eating the rations alone. Attempt a Hunting Lore or Survival check against the Zone DC.

Critical Success You find a number of basic ingredients equal to twice the zone's DC, plus 4 special ingredients. If you're Hunting and Gathering in a zone that's at least level 7, increase the number of special ingredients found to 8; if you're doing so in a zone that's at least level 14, increase it to 12.
Success You find a number of basic ingredients equal to the zone's DC, plus 1d4 special ingredients. If you're Hunting and Gathering in a zone that's at least level 7, increase the number of special ingredients found to 2d4; if you're doing so in a zone that's at least level 14, increase it to 3d4.
Failure You find a number of basic ingredients equal to the zone's DC.
Critical Failure You find 1d4 basic ingredients (maximum equal to the zone's DC). In addition, you've attracted attention. Make an additional flat check to determine if a random encounter occurs at your campsite following this activity.

Intimidating Posture

Camping Concentrate Manipulate 
Source Kingmaker Companion Guide pg. 105
Nethys note: This camping activity requires that Regongar is camping with the PCs (but see Learn from a Companion).

The camp's intimidating nature scares off less powerful encounters. If a Low or Trivial random encounter is rolled at any point during the camp, treat it as no encounter instead. The PCs still earn any XP they would have otherwise earned for defeating the encounter in combat when they wake the next day and notice the telltale signs of flight from the skipped encounter.

Learn from a Companion

Camping Concentrate 
Source Kingmaker Companion Guide pg. 111
Requirements The companion to be learned from must be camping with you, and they must be at least Friendly.
All of the companions in this book are presented with specialized Camping activities. Normally, in order for a PC to be able to attempt one of these specialized activities, that companion must be present in the camp as well, but this activity allows the companion to attempt to teach the party how to perform the activity on their own. You spend 2 hours with the companion when you attempt to learn from them, then attempt a DC 20 Perception check.

Learning from Companions

ActivityCompanionRequirements
Blend into the NightHarrimTrained in Religion, worships Groetus
Bolster ConfidenceLinziExpert in Performance
Camp ManagementJubilostExpert in Survival
Dawnflower's BlessingTristianTrained in Religion, worships Sarenrae
Enhance CampfireKanerahExpert in Nature
Enhance WeaponsAmiriExpert in Crafting
Intimidating PostureRegongarExpert in Intimidation
Maintain ArmorValerieExpert in Craft
Set AlarmsOctaviaExpert in Arcana
Set TrapsNok-NokExpert in Thievery
Undead GuardiansJaethalExpert in Religion
Water HazardsKalikkeExpert in Nature
Wilderness SurvivalEkundayoExpert in Survival


Critical Success You learn the companion's special activity. Any PC who meets that activity's requirements (see table above) can now perform that activity even when the companion isn't in the camp.
Success You make progress in learning the special activity but require at least one more day to master it. If you attempt to Learn from this Companion the next time you camp, the result of that check is improved by one degree of success from the result rolled.
Failure You fail to learn anything from the companion.
Critical Failure You fail to learn from the companion, who grows frustrated with the party. No further attempts to Learn from this Companion can be attempted during this camping session.

Maintain Armor

Camping Manipulate 
Source Kingmaker Companion Guide pg. 84
Nethys note: This camping activity requires that Valerie is camping with the PCs (but see Learn from a Companion).

Valerie spends her time in camp maintaining the group's armor and potentially repairing broken shields. One PC chooses one suit of armor or a broken shield. If the PC chooses a suit of armor, that suit of armor grants the wearer temporary Hit Points equal to half their level during the next encounter it's worn; these temporary Hit Points expire at the end of the encounter or after 24 hours. If the PC chooses a broken shield, Valerie restores the broken shield to full HP. An additional PC can choose a suit of armor or broken shield once the party is 3rd level, and then again every 2 levels thereafter.

Organize Watch

Camping 
Source Kingmaker Companion Guide pg. 111
Requirements expert in Perception
You spend 2 hours to take the lead on organizing the camp's watch rotation, optimizing shifts, and scouting the surrounding area to determine which approaches to the camp are most likely to be used by enemies. Attempt a Perception check against the Zone DC.

Critical Success The camp's watch is efficient. Treat the total time required for rest as if the party size were 1 more, and all characters gain a +2 status bonus to Perception checks made during their shift on watch.
Success Characters gain a +1 status bonus to Perception checks made during their shift on watch.
Failure Your attempt to organize the watch doesn't grant any additional benefits.
Critical Failure As failure, but you may have attracted unwanted attention. Attempt a flat check against the zone's Encounter DC to determine if a random encounter occurs.

Provide Aid

Camping Concentrate 
Source Kingmaker Companion Guide pg. 112
Requirements The ally is willing to accept your aid on a Camping activity that requires a check for success.
You take 2 hours to aid another character in their Camping activity. When you Provide Aid, attempt a skill check of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. You can Provide Aid as many times as you want during a camping session, but remember that the circumstance bonuses granted by Provide Aid do not stack.

Critical Success You grant your ally a +2 circumstance bonus to the activity. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
Success You grant your ally a +1 circumstance bonus to the activity's check.
Critical Failure Your ally takes a –1 circumstance penalty to their activity's check.

Relax

Camping 
Source Kingmaker Companion Guide pg. 112
You spend 2 hours listening to campfire stories, chatting, reading, meditating, napping, or otherwise simply relaxing. You gain a +1 circumstance bonus to the next check you make in order to resolve a Camping activity, provided that check happens during this camping session.

A character that's suffering a status penalty from a critical failure on the Tell Campfire Story activity removes that penalty after spending an hour Relaxing. You can Relax as many times as you want during a camping session.

Set Alarms

Camping Concentrate 
Source Kingmaker Companion Guide pg. 103
Nethys note: This camping activity requires that Octavia is camping with the PCs (but see Learn from a Companion).

Octavia places magical alarms at key places along the campsite's perimeter in order to catch ambushers before they can spring their attack on sleeping PCs. The first time the campsite is attacked by enemies during the next 24 hours, the alarms trigger and alert the PCs. Sleeping characters do not take the normal –4 status penalty when rolling initiative during such an attack, while characters who are awake gain a +2 circumstance bonus to their initiative check.

Set Traps

Camping Manipulate 
Source Kingmaker Companion Guide pg. 59
Nethys note: This camping activity requires that Nok-Nok is camping with the PCs (but see Learn from a Companion).

Nok-Nok sets several annoying and frustrating traps around the camp's perimeter. If the campsite is attacked by enemies during the next 24 hours, the invaders suffer a –1 item penalty to all attack rolls and skill checks on the first round of combat as they navigate the distracting traps. Any enemy whose initiative result is less than Nok-Nok's Thievery DC is also flat-footed from the traps until the start of their turn on the second round of combat.

Tell Campfire Story

Camping Concentrate Emotion Linguistic Mental 
Source Kingmaker Companion Guide pg. 112
You spend 2 hours telling a rousing story, perhaps one of your previous adventures or something that was in turn told to you around a campfire. The GM might award a +1 circumstance bonus to your check if the story is relevant to your recent or upcoming adventures, or if it reflects one or more characters' personal stories. Attempt a Performance check against a DC equal to that set by your own level, as given on Table 10–5.

All allies in your camp can potentially gain benefits from your stories, but those who spend the hour Relaxing gain the greatest benefits. An ally who spends the two hours of your campfire story Hunting and Gathering or is otherwise outside of the camp's immediate area is not affected by your campfire story.

Critical Success You inspire your allies dramatically. For the remainder of the camping session, your allies gain a +2 status bonus to attack rolls, saving throws, and skill checks during combat at the campsite. The bonuses end as soon as daily preparations begin after resting is concluded. If an ally spent the hour Relaxing, they can also choose to reroll a failed roll at any time once during the remainder of the camping session while the status bonus persists; this is a fortune effect.
Success You inspire your allies. As critical success, but the status bonus is +1. An ally who spent the hour Relaxing receives a +2 status bonus but does not receive the reroll effect granted by a critical success.
Failure Your allies are unmoved and receive no benefits.
Critical Failure Your story distracts or unsettles your allies. They each take a –1 status penalty to skill checks until they Relax or until they begin daily preparations.

Undead Guardians

Camping Concentrate Evil 
Source Kingmaker Companion Guide pg. 97
Nethys note: This camping activity requires that Jaethal is camping with the PCs (but see Learn from a Companion).

As the party preps the campsite, Jaethal takes an hour to establish contact with the spirits of the dead who linger in the region, be they slain bandits, doomed adventurers, or even just wild animals who succumbed to the laws of nature. If the camp is attacked during the period of rest, these spirits of the dead rise up as undead guardians to defend Jaethal and her allies.

These undead guardians manifest as shrieking ghostlike spirits. While their exact shape is determined by the GM, their effect in battle remains the same. Each round during combat, one PC can choose to be defended by the undead guardians (and gain a +1 status bonus to AC for 1 round) or to have them aid their attacks (and gain a +1 status bonus to all melee Strikes for 1 round).

Water Hazards

Camping Concentrate 
Source Kingmaker Companion Guide pg. 100
Nethys note: This camping activity requires that Kalikke is camping with the PCs (but see Learn from a Companion).

Kalikke infuses water in the environment near the campsite with latent magical qualities that bolster the campsite's defenses. If the campsite is attacked by enemies during the next 24 hours, the attackers suffer a –2 circumstance penalty to Initiative checks as they're forced to deal with unexpectedly deep puddles, sudden currents in standing water, or thick patches of muddy earth. This penalty increases to –3 once the party reaches 11th level.

Wilderness Survival

Camping Concentrate Manipulate 
Source Kingmaker Companion Guide pg. 24
Nethys note: This camping activity requires that Ekundayo is camping with the PCs (but see Learn from a Companion).

Ekundayo attempts to bolster efforts to cook campfire meals or treating illness by gathering herbs from the campsite's environs. Any attempts to Cook a Meal or Treat Disease gain a +1 item bonus during this camping session. If the party level is 11 or higher, the bonus increases to +2