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Agriculture (Stability)

Legacy Content

Source Kingmaker Adventure Path pg. 522
Agriculture measures the kingdom's ability to cultivate the land, bringing forth crops, flocks, and livestock.
Item Bonuses for Agriculture - Common Items

Related Feats

To see a list of Feats related to Agriculture, click here.

Agriculture Untrained Actions

Establish Farmland

Downtime Region 
Source Kingmaker Adventure Path pg. 522
Requirements Plains or hills are the predominant terrain feature in the hex; the hex is in the influence of one of your settlements.
You plant crops and establish livestock in permanent farms, ranches, and other growing operations to create Farmland (page 535). If you're attempting to Establish Farmland in a hex that is predominantly plains, you must spend 1 RP and the check is against your Control DC. If you're targeting a hex that is predominantly hills, you must spend 2 RP and the check is against your Control DC + 5.

Critical Success You establish two adjacent Farmland hexes instead of one. If your target hex was a hills hex, the additional hex may be a hills hex or a plains hex; otherwise, the additional hex must be a plains hex. If no appropriate hex is available, treat this result as a regular success instead.
Success You establish one Farmland hex.
Failure You fail to establish a Farmland hex.
Critical Failure You fail to establish a Farmland hex, and your attempt potentially causes the spread of a blight. At the start of each of the next two Event phases, attempt a DC 6 flat check; on a failure, your kingdom experiences a Crop Failure event in this and all adjacent hexes.

Harvest Crops

Downtime Region 
Source Kingmaker Adventure Path pg. 522
Attempt a basic check to forage for wild edibles or gather excess crops from farms.

Critical Success Gain 1d4 Food commodities.
Success Gain 1 Food commodity.
Failure Gain no Food commodities.
Critical Failure Lose 1d4 Food commodities to spoilage; if you have no Food to lose, you instead gain 1 Unrest.