Against the Wilderness
Once your party begins building a nation in Kingmaker, each PC can take on the role of a leader in that nation. As a leader, you’ll be able to apply one of your character’s ability score modifiers to the kingdom’s Economy, Loyalty, or Stability, increasing the kingdom’s statistics and helping its chances for success. Most leadership roles allow you to choose one of two ability scores to apply, so if you’re particularly interested in having your character play a specific role among the kingdom’s leadership, consider focusing on an appropriate ability score. The 11 leadership roles and their associated ability scores are listed below. Most roles have a penalty if left unfilled. Titles can be customized.
Ruler: Charisma The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom’s most important ceremonies (such as knighting royals and signing treaties), is the kingdom’s chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).
Councilor: Wisdom or Charisma The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders’ proclamations to the people in understandable ways. It is the Councilor’s responsibility to make sure the Ruler is making decisions that benefit the kingdom’s communities and its citizens.
General: Strength or Charisma The General is the highest-ranking member of the kingdom’s military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom’s General. The General is responsible for looking after the needs of the military and directing the kingdom’s armies in times of war. Most citizens see the General as a protector and patriot.
Grand Diplomat: Intelligence or Charisma The Grand Diplomat is in charge of the kingdom’s foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom’s diplomats, envoys, and ambassadors. It is the Grand Diplomat’s responsibility to represent and protect the interests of the kingdom with regard to foreign powers.
High Priest: Wisdom or Charisma The High Priest tends to the kingdom’s religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom’s ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.
Magister: Intelligence or Charisma The Magister guides the kingdom’s higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.)
Marshal: Dexterity or Wisdom The Marshal (or Sheriff) ensures that the kingdom’s laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom’s borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can’t deal with alone.
Spymaster: Dexterity or Intelligence The Spymaster observes the kingdom’s criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom’s underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.
Treasurer: Intelligence or Wisdom The Treasurer monitors the state of the kingdom’s Treasury and citizens’ confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.
Warden: Strength or Constitution The Warden (or Constable) is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.
Enforcer: Strength or Dexterity The Royal Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.
Additional Rules: Leadership Skills
Each leadership role provides bonuses to kingdom statistics based on one of the leader’s ability scores. The GM may want to allow a leader’s ranks in a relevant skill (such as Diplomacy or Intimidate) to also affect the kingdom statistics. For every 5 full ranks in a relevant skill, the leader may increase the leadership modifier by an additional 1. These skill-based additional bonuses modify the standard leadership role bonuses in the same way that the Leadership feat grants additional bonuses.
The relevant skills for each leadership role are as follows.
Ruler: Knowledge (nobility)
Councilor: Knowledge (local)
General: Profession (soldier)
Grand Diplomat: Diplomacy
High Priest: Knowledge (religion)
Magister: Knowledge (arcana)
Spymaster: Sense Motive
Treasurer: Profession (merchant)
Warden: Knowledge (engineering)
Royal Enforcer: Intimidate
Consort: Knowledge (nobility)
Heir: Knowledge (nobility)
Viceroy: Knowledge (geography)