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  credits
  Creative Director • James Jacobs
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  Managing Editor • F. Wesley Schneider
  Editors • Judy Bauer and Christopher Carey
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  Sean K Reynolds, and Vic Wertz
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  Jon Hodgson
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  Contributing Authors
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  B
  revoy is a proud land, known throughout Golarion 
  for producing able warriors, regal nobles, and clever 
  rogues. Yet Brevoy’s two regions, Issia and Rostland, 
  have long held one another in contempt and now stand 
  on the verge of civil war. Both Issia and Rostland were 
  independent nations until Choral the Conqueror’s barbarian 
  armies and red dragon servitors united the regions into 
  a single kingdom two centuries ago. Until recently, the 
  iron rule of House Rogarvia maintained a fragile peace 
  between the two regions. But a decade ago, House Rogarvia 
  mysteriously disappeared, and the conniving leaders of 
  Issia’s House Surtova supplanted them as Brevoy’s rulers. 
  Now a labyrinthine political landscape plagues the nation, 
  full of secret alliances, provincial loyalties, and nefarious 
  plots; civil war seems inevitable. In Rostland to the south, 
  the swordlords see in many of Issia’s recent political moves 
  the swift approach of such a war. They rightly fear such an 
  event, for Rostland is smaller than Issia, it has fewer armies, 
  and its rolling hills and grasslands offer very little in the 
  way of natural defenses. Worse, unlike Issia, whose northern 
  border stretches along the Lake of Mists and Veils, which 
  offers some defense, Rostland’s southern border lies along 
  a stretch of wilderness infested with bandits and monsters. 
  If Brevoy falls into civil war, it won’t be long at all before 
  the violent, opportunistic vultures to the south move to take 
  advantage of Rostland’s problems.
  This southern region of wilderness is called the Stolen 
  Lands. While these lands are technically a part of the 
  River Kingdoms, several of which have advanced claims 
  in the past, Rostland has long viewed them as “stolen” 
  from it by bandits and monsters. Many attempts have 
  been made to settle the Stolen Lands, but to date, none 
  have succeeded, making these 33,000 square miles of 
  unclaimed wilderness the largest swath of unclaimed 
  land in the entire River Kingdoms. As tensions mount 
  in Brevoy, some of Rostland’s swordlords hope to change 
  that fact; they have issued charters to several groups of 
  adventurers, sending them south into the Stolen Lands. 
  These initial charters are simple enough: re-open the 
  old trade routes along the rivers and scatter or defeat the 
  bandits who have made them too dangerous to use. Beyond 
  that, it seems apparent that Rostland wants to encourage 
  new nations to grow in this region—and believes that by 
  supporting these nascent kingdoms as allies, it’ll gain 
  loyal support in any coming conflict with Issia. It’s a bold 
  and brilliant political move—for if Rostland turned its 
  own resources to the task, not only would such a move 
  weaken its defenses against the north, but the blatant 
  power grab would certainly force Issia’s hand. By sending 
  free agents south, the swordlords of Rostland hope to 
  create new allies without sacrificing their own position 
  of power in Brevoy.
  Yet as with most complex and brilliant plans, there are 
  plenty of opportunities for disaster.
  the KingmaKer Pcs
  Your group of characters begins the Kingmaker Adventure 
  Path as one of four groups sent south into the Stolen Lands 
  to defeat bandits and, hopefully, to establish one of four 
  new nations in the River Kingdoms. It certainly won’t be 
  an easy task. Before any such settlement can even begin, 
  the bandits and monsters must be dealt with—and once 
  that initial task is done, the danger will only increase. As 
  you struggle to foster a fledgling kingdom, build up its 
  cities, and expand its farmlands, your group is destined 
  to face rival warlords, ferocious beasts, strange cults, 
  invading barbarian hordes, and even the mysterious fey 
  denizens of the near-mythical First World. Can you tame 
  the Stolen Lands and forge a lasting settlement amid 
  such opposition? Who will survive to rule your kingdom? 
  Who among you possesses the makings of a king?
  The Kingmaker Player’s Guide is intended to provide 
  context for creating characters from the nation of Brevoy or 
  surrounding regions who wish to play a role in the Stolen 
  Lands’ transformation. In this campaign, your characters 
  will explore vast wildernesses and settle them, build 
  cities and nations, and even fight wars against opposing 
  kingdoms. Many of these unusual campaign elements are 
  supported by additional rules that appear in other volumes 
  of the Kingmaker Adventure Path—your GM can provide 
  you with the information you need to explore, build, 
  conquer, and war as the need arises in each adventure. As 
  a special preview, some of these elements are presented at 
  the end of this guide so you have all of the blank forms 
  and hex paper you need to track your adventures and 
  achievements in the Stolen Lands.
  The following pages outline qualities of typical 
  members of all seven core races and 11 core classes; they 
  should allow you to create any combination thereof 
  within the framework of the Kingmaker Adventure Path. 
  Characters of all alignments, religions, and nations of 
  origin have a place in Brevoy and the River Kingdoms, and 
  the following suggestions should serve to spark a concept 
  or background for your would-be nation builder.  You’ll 
  also find several new traits specific to the Kingmaker 
  Adventure Path to better customize your character and 
  link her to the campaign’s setting and plot.
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  races
  Amid the constant threat of civil war, the inhabitants of 
  Brevoy have more pressing concerns than their neighbors’ 
  race, and few judge a person by race alone. Brevans value 
  custom and loyalty regardless of race; thus, anyone 
  who adheres to local traditions enjoys a high degree of 
  tolerance and acceptance. As such, the region boasts a 
  diverse population comprised of nearly every race and 
  ethnicity on Golarion.
  Note that you don’t have to be from Brevoy to play in 
  the Kingmaker Adventure Path, but since the campaign 
  begins with your characters chartered by the swordlords 
  of Restov and your initial approach into the Stolen 
  Lands is from Brevoy, you should still take into account 
  how members of your race and class function in this 
  northern kingdom.
  dwarves
  Though typically rare in northeastern Avistan, dwarves 
  exist in small numbers in almost every community 
  in Brevoy. Many serve as town blacksmiths, masons, 
  militia quartermasters, or pawnbrokers. The small 
  mining village of Brunderton in eastern Rostland has an 
  overwhelming dwarven citizenry—most dwarves in the 
  region can claim at least one relative or acquaintance that 
  calls the hamlet home—and gem and ore traders from 
  Brunderton travel throughout the area peddling their 
  wares. Rumors of untapped or unclaimed mines hidden 
  throughout the Stolen Lands are enough to get most 
  dwarves interested in exploring the wilderness.
  elves
  Full-blooded elves are rare in Brevoy, generally 
  preferring to live in Kyonin further to the south. A fair 
  number of rebellious elves, however, emigrate from 
  their homeland up the Sellen River to Brevoy. Often, 
  Forlorn elves pass through Brevoy on their way south 
  to Kyonin to live among their people, and some find 
  the region so amenable that they never complete their 
  journey—although lately, others have chosen to stay 
  after the direct route down the river through the Stolen 
  Lands was closed because of hostility from bandits and 
  indigenous tribes of boggards, lizardfolk, and even 
  trolls. The Brevic city of Restov boasts one of the largest 
  concentrations of elves in the region. Long ago, the 
  elves maintained a stronger presence in this region, and 
  rumors of surviving elven ruins scattered throughout 
  the most remote reaches of the Stolen Lands have long 
  intrigued elven scholars and historians.
  gnomes
  The boundaries between Golarion and the First World 
  are not constant; in some places, like in the Sellen River 
  basin, these barriers are unusually thin. The barriers 
  thin yet further, rumors hold, in the Stolen Lands—and 
  certainly fey are a powerful force in the region. Many 
  believe that the influence of the First World over the 
  Stolen Lands is the primary reason none have managed 
  to tame the wilderness. Regions like these have long 
  drawn gnomes to their proximity, and tales of gnome 
  expeditions to explore the Stolen Lands are quite 
  common—as are tales of expeditions that become lost 
  and are never heard from again. Optimistic gnomes 
  cling to these vanishings as proof that the Stolen Lands 
  hide pathways into the First World. Gnomes have a strong 
  presence in the River Kingdoms and have established 
  communities there, such as Thom and Artume. Enclaves 
  of less civilized gnomes exist in Echo Wood near the 
  Numerian border, Embeth Forest, and Brevoy’s Gronzi 
  Forest, though these shamanistic sects tend to keep 
  Stolen Land Explorers
  Your group is but one of four groups chartered by the 
  swordlords to explore and settle the Stolen Land. Here’s 
  what you know about the four regions in the Stolen Lands 
  and who Brevoy sent to explore them. If you wish to learn 
  more, your characters will need to ask around once the 
  campaign begins.
  The Greenbelt: Dominated by the woodland known as 
  the Narlmarches and the rolling hills of the Kamelands, 
  this region is the one your group has been chartered 
  to explore. Bandits are particularly rife in this area, and 
  the rumors that they’ve organized under the banner of 
  a bandit warlord who calls himself the Stag Lord are 
  particularly troubling. You are to explore as much of the 
  northern half of the Greenbelt as you can and, if possible, 
  to find out more about this “Stag Lord” and remove the 
  bandit threat from the region. Other rumored problems 
  in the region include a tribe of mites, a tribe of kobolds, 
  mischievous fey, and numerous dangerous monsters 
  and wildlife.
  Glenebon Uplands: The swordlords sent a relatively 
  experienced band of adventurers into the westernmost 
  reach of the Stolen Lands—an area that is supposedly 
  under the rule of the bandit kingdom of Pitax (although 
  that River Kingdom has done very little to prove its claims 
  over this area).
  The Slough: The East Sellen River runs through the 
  swamps known as Hooktongue Slough. Rumor holds that 
  the swordlords sent actual Brevic government agents into 
  this swampy area.
  Nomen Heights: The easternmost reaches of the Stolen 
  Lands contain a low mountain range and border the long-
  ruined realm of Iobaria. The swordlords sent a band of 
  mercenaries into this region, rumors hold.
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  mostly to themselves. Full of interesting sights and new 
  experiences, the region presents a perfect spectacle for 
  gnomes who enjoy the variety of people and places that 
  can be found there.
  half-elves
  Often the victims of unfounded stigmatization in 
  communities of primarily human or elven populations, 
  half-elves typically find Brevoy a welcoming land. The 
  Chelish and Taldan upper classes have long exiled 
  their embarrassing—if common—illegitimate half-elf 
  progeny to the unruly River Kingdoms, and as a result, 
  many of the region’s half-elves claim some noble heritage 
  (even if such claims aren’t formally recognized). Other 
  half-elven settlers in the region are the result of trysts 
  between locals and elves from nearby Kyonin. Regardless 
  of their origins, half-elves find their adaptable nature 
  well suited to Brevic life, especially those settlements 
  in which adherence to local custom is of paramount 
  concern. Many half-elves rise to positions of power 
  thanks to their ability to roll with political changes and 
  bypass unexpected social impediments.
  half-orcs
  Throughout 
  the 
  civilized 
  world, 
  half-orcs 
  suffer 
  ostracism and prejudice, yet many find Brevoy not merely 
  tolerant of their kind, but in fact refreshingly accepting. 
  Brevans don’t view half-orcs with the same disdain that 
  the half-breeds receive in other parts of the world, and 
  any half-orc who adheres to the strict, provincial customs 
  of the land achieves the same level of acceptance that a  
  similarly compliant full-blooded human would. Half-orcs 
  blessed with less overtly bestial features might attempt to 
  pass for human, keeping the unseemly conditions of their 
  birth a closely guarded the secret and leaving their past 
  behind as they start again with a clean slate in Brevoy or 
  the wild River Kingdoms. Some embrace their heritage, 
  however, and are rewarded; warlords among feuding city-
  states often recruit half-orcs to serve as elite soldiers, 
  officers, and law enforcement, valuing their blend of 
  strength and cunning.
  halflings
  Brevan halflings tend toward transient lifestyles that 
  shuffle them through Brevoy and the neighboring River 
  Kingdoms every few years. The Fifth River Freedom 
  denounces slavery as an abomination, and inhabitants 
  uphold this tenet of the land as earnestly as they do any 
  other. As a result, the River Kingdoms have become a 
  haven for escaped or freed slaves—especially Chelish 
  halflings—attempting to start a new life without the 
  fear of bondage. A strong halfling liberation movement 
  has taken root in the region, and freedom fighters from 
  across Avistan often congregate in the northern River 
  Kingdoms and southern Brevoy, consolidating their 
  power and plotting emancipation raids throughout 
  the Inner Sea. Non-crusading halflings often work as 
  street performers, pickpockets, or legitimate shop or 
  tavern owners; their natural penchant for stealth and 
  showmanship makes them valuable assets to both the 
  ruling elite and underground criminal organizations. 
  The opportunity to help shape a kingdom from the 
  ground up, to build a civilization where halflings can be 
  a significant part of the leadership, could well be a draw 
  to any ambitious halfling.
  humans
  Humans constitute the most populous race in and 
  around Brevoy, as they do throughout Golarion. Ethnic 
  Taldans make up well over half the region’s human 
  population; many trace their lineage back to the explorers 
  and soldiers who first tamed the wild countryside 
  ages ago. Descendants of Choral’s conquering army 
  possess strong Kellid bloodlines, as do the barbaric 
  hordes of nearby Numeria. Spring and autumn bring 
  fleets of Varisian flatboats to the Sellen’s waterways 
  as the nomadic people make their seasonal migration  
  between the banks of Lake Encarthan and the Lake of 
  Mists and Veils. Because of the region’s penchant for 
  attracting outsiders from around the world, Chelish, 
  Keleshite, Tian, and Ulfen visitors commonly pass 
  through or make new homes in the River Kingdoms’ 
  many outcast sanctuaries.
  classes
  People from all walks of life call Brevoy home, and the 
  region’s population consists of members of every class. 
  While some classes are more prevalent than others, 
  characters of all sorts can find a niche within the 
  eclectic society. As the expedition to reclaim the Stolen 
  Lands prepares to embark, PCs with any set of skills and 
  abilities have the potential to play an important role in 
  the region.
  BarBarians
  Most of Brevoy’s barbarians hail from the nearby nation 
  of Numeria, where primitive Kellid tribes bow to the will 
  and power of the mysterious Technic League. Numerians 
  often hold strong superstitions about both magic and 
  technology, and many barbarians in the region share 
  this wariness, even those from the wild lands of Iobaria 
  to the east. Many Brevic communities adhere to strict 
  customs and cultural mores and don’t permit variation 
  from these traditions. As such, barbarians are rarely 
  fully accepted in more parochial settlements. They 
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  often find employment as bouncers, mercenaries, and 
  toughs for the region’s shadier factions, though in rare 
  instances they may hold prominent positions among city 
  watches or standing armies. Their generally wild nature 
  makes the class well suited for exploration and guerilla 
  warfare in the less-tamed River Kingdoms to Brevoy’s 
  south. The primary barbarian tribe within the Stolen 
  Lands themselves is known as the Tiger Lords—it’s a 
  violent tribe, though, and unsuitable for a PC barbarian 
  to hail from.
  Recommendations: Wilderness exploration plays a 
  major role in Kingmaker, so skills like Acrobatics, Climb, 
  Handle Animal, Perception, Survival, and Swim will be 
  used quite often.
  Bards
  In a nation balanced on the edge of civil war, diplomats, 
  spies, and political strategists are a vital part of 
  Brevic society. A person skilled in the art of flattery, 
  embellishment, 
  and 
  subtlety 
  has 
  near 
  limitless 
  opportunities, and bards frequently serve as rulers’ 
  trusted advisors, envoys, and moles. King Noleski Surtova 
  employs an army of bards who fight his battles not with 
  sharpened blades but with golden words and poisoned 
  lies among the taverns, barracks, and throne rooms of 
  House Surtova’s enemies and allies alike. This emphasis 
  on verbal combat doesn’t mean that bards in the region 
  lack competence in physical combat, however; many 
  members of the class receive training in the exclusive 
  dueling schools of the Aldori swordlords in Rostland. 
  Whether bards earns their way by weaving through the 
  upper echelons of power or singing for their dinner in 
  shady dockside taverns, they rarely lack stories to tell or 
  secrets to keep in Brevoy.
  Recommendations: Diplomatic interactions between 
  tribes, nations, and other groups, as well as the ability to 
  lead armies and nations effectively, play a significant role 
  in Kingmaker. Skills like Bluff, Diplomacy, Intimidate, 
  and Sense Motive should be helpful quite often. All 
  Knowledge skills will be useful at different points during 
  the Adventure Path, but those having to do with the 
  wilderness, fey and the First World, and the intricacies 
  of running kingdoms will be most useful (typically 
  geography, local, nature, nobility, and planes).
  clerics
  The faiths represented in Brevoy are as varied as the 
  eclectic population that calls the region home. Each faith 
  places an emphasis on the clergy teaching its followers 
  diligently and leading by example. The nation’s war-torn 
  past—as far back as Choral’s conquest of the land—has 
  provided Gorum with a strong following, especially among 
  the Iobarian descendents of House Rogarvia. The lawless 
  nature of the northern region of Issia supports freedom-
  loving churches such as those of Calistria, Cayden 
  Cailean, and Desna, while the region’s more nefarious 
  factions often venerate Norgorber for his influence over 
  subterfuge and thievery. Travelers on the treacherous 
  waters of the Sellen River frequently encounter priests or 
  shrines dedicated to Hanspur, the god of rivers and river 
  travel, while the wild landscape of southern Rostland 
  draws clerics of both Erastil and Gozreh who wish to help 
  civilization thrive in the threatening environment. In 
  fact, worship of Erastil was once quite common among 
  the Taldans who attempted to settle the Stolen lands, and 
  ruins and lost temples dedicated to Erastil are said to lie 
  hidden in the wilderness there.
  Recommendations: Erastil and Gorum are the two 
  deities with the strongest presence in the Kingmaker 
  Adventure Path, but all of the deities listed above make 
  excellent choices for clerics to worship.
  druids
  Many Brevan communities on the border of the untamed 
  Stolen Lands employ druids in roles traditionally held 
  by clerics. Especially in small, rural villages on the edge 
  of civilization, citizens consider a druid’s mastery over 
  nature incredibly valuable. Unlike the fertile farmland 
  of northern Rostland, the waterlogged wilderness of the 
  Stolen Lands and the barren hills of Issia provide little 
  in the way of arable fields, creating a high demand for 
  Leadership Roles
  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.
  Ruler: Charisma
  Councilor: Wisdom or Charisma
  General: Strength or Charisma
  Grand Diplomat: Intelligence or Charisma
  High Priest: Wisdom or Charisma
  Magister: Intelligence or Charisma
  Marshal: Dexterity or Wisdom
  Royal Assassin: Strength or Dexterity
  Spymaster: Dexterity or Intelligence
  Treasurer: Intelligence or Wisdom
  Warden: Strength or Constitution
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  anyone who can keep the encroaching wasteland under 
  control around what few crops do exist. Many druids in 
  the region venerate Hanspur or Gozreh, focusing more 
  on the latter’s affiliation with water than on other aspects 
  of nature, though adherents to the more general Green 
  Faith are not uncommon. Brevan druids conventionally 
  possess a natural affinity with plants, animals, water, 
  or weather, though those who travel with an animal 
  companion tend to bond with creatures at home both on 
  land and in the region’s rivers. 
  Recommendations: The following animals are logical 
  choices for druids operating in the Stolen Lands: badger 
  (wolverine), bear, bird, boar, cat (big or small), blood 
  caiman (crocodile), dog, horse, pony, snake (viper), 
  and wolf. From the Bestiary, the following additional 
  choices are logical: dire bat, dire rat, giant frog, 
  mastodon (elephant), and narlmarch mugger (monitor 
  lizard). Finally, two new animals are introduced in 
  Pathfinder Adventure Path #31—the elk and the thylacine 
  (also known in this world as the Tasmanian tiger). If 
  you’re interested in taking either of these as animal 
  companions, use the following statistics.
  Elk/Megaloceros Companions
  Starting Statistics: Size Medium; Speed 50 ft.; AC +1 natural 
  armor; Attack gore (1d6); Ability Scores Str 12, Dex 17, Con 14, Int 2, 
  Wis 15, Cha 5; Special Qualities lowlight vision.
  7th-Level Advancement: Size Large; AC +2 natural armor; Attack 
  gore (1d8) or 2 hooves (1d6); Ability Scores Str +8, Dex –2, Con +4; 
  Special Qualities powerful charge.
  Thylacine Companions
  Starting Statistics: Size Small; Speed 30 ft.; Attack bite (1d4); Ability 
  Scores Str 12, Dex 15, Con 16, Int 2, Wis 13, Cha 7; Special Qualities 
  low-light vision, powerful jaws (a thylacine’s muscular jaws threaten 
  a critical hit on a natural roll of 19 or 20).
  4th-Level Advancement: Size Medium; AC +2 natural armor; 
  Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +4.
  fighters
  The esteemed and exclusive schools of the Aldori 
  swordlords train many of Brevoy’s numerous fighters, 
  especially in the southern region of Rostland. These 
  proud duelists long resisted the authority of House 
  Rogarvia, and they have earned a globe-spanning 
  reputation for their martial prowess. As such, ambitious 
  swordsmen from distant lands make their way to Restov 
  with the hopes of joining the Aldori’s illustrious ranks. 
  Similarly eager warriors often work as mercenaries, 
  bodyguards, or muscle for those wishing to earn or 
  maintain influence in a land where wealth and power are 
  only secure if well defended. Alternatively, expeditions 
  to tame the wilderness and establish new outposts 
  of civilization benefit greatly from skilled military 
  tacticians, particularly with the threat of war ever 
  looming on the horizon. That said, the harsh landscape 
  of the Stolen Lands gives no quarter to heavily armored 
  or mounted warriors; those few who exist hold fearsome 
  reputations for their prowess and effectiveness on the 
  battlefield.
  Recommendations: All manner of weapons and armor 
  exist in the Stolen Lands, but specific legends speak of 
  certain types of powerful magic weapons being hidden in 
  the region, particularly axes, bows, and swords.
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  monKs
  The sometimes lawless and mercurial land of Brevoy does 
  not lend itself to the disciplined, meditative lives of most 
  monks, and few call the region home. Occasional ascetic 
  vagabonds make their way through the region, bound 
  for far-flung monasteries or shrines. These wanderers 
  sometimes pause for weeks or months at a time to rest 
  their weary feet, find brief employment to fund the next 
  leg of their journey, or isolate themselves in hidden forest 
  hermitages. In almost every case, though, the transients 
  move on to other, more welcoming parts of Golarion. 
  The rare monk who resides in the region permanently 
  might dedicate her life to maintaining order in the more 
  anarchic cities of Issia, perhaps even going undercover 
  among a thieves’ or assassins’ guild.
  Recommendations: While there are no significant 
  monk orders or monasteries in the Stolen Lands (yet!), 
  a monk’s ability to be self-sufficient should be quite 
  helpful in the campaign. See the Barbarian and Bard 
  recommendations for skill selection choices.
  Paladins
  Holy warriors are relatively uncommon in the generally 
  lawless and wild reaches of Brevoy and the River 
  Kingdoms, though they are not completely absent in the 
  region. Most common in central Brevan settlements, 
  paladins of Abadar continually work to maintain peace 
  and trade between Issia and Rostland despite the growing 
  threat of civil war. The verdant landscape of the south 
  attracts Erastil’s faithful, who often dedicate their lives 
  to aiding smaller communities in need of protection or 
  guidance, acting as sheriffs, mayors, or even religious 
  leaders. As Brevoy prepares its expeditions into the 
  Stolen Lands to establish a stable settlement there, 
  paladins of both faiths flock to Restov to be part of the 
  undertaking to push back the wilderness and make a 
  civilized foothold in the otherwise uninhabited region. 
  Alternatively, more than a few Iomedean crusaders hear 
  an unexpected calling as they traverse the Sellen River 
  on their way to Mendev and the Worldwound and end up 
  staying in Brevoy to combat evil there instead of on the 
  battlefields to the north. 
  Recommendations: Erastil is the best choice for 
  a divine patron for a paladin, for his presence and 
  influence is strong in the Stolen Lands. See the 
  Bard recommendations for suggested social skill 
  choices. Given the focus on wilderness exploration 
  (and the possibility late in the game for jousting and 
  similar competitions), focusing on mounted combat 
  is not a bad choice for a paladin. There are still some 
  dungeons involved, but most of the dungeon locations 
  in Kingmaker are relatively small—you won’t have to 
  worry too much about leaving your mount behind for an 
  entire adventure!
  rangers
  In the feral Stolen Lands and surrounding wilderness, 
  travel depends on daring trailblazers unafraid to lead 
  armies, dignitaries, and merchants from one kingdom 
  to the next, either on the treacherous waterways of the 
  Sellen River or on harsh overland routes. Dense woods 
  and fetid swamps necessitate less regimented armies, and 
  rangers tend to function as efficient guerilla soldiers and 
  scouts. As such, many communities in southern Brevoy 
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  and the River Kingdoms employ rangers as the backbone 
  of both their offensive and defensive military strategies, 
  retaining them as protectors against barbarian raids, 
  fey ambushes, and unscrupulous bandits. The region 
  also attracts countless bounty hunters, who seldom lack 
  clients, local or foreign, eager to recruit their services. 
  Recommendations: See the Barbarian recommendations 
  for good choices for wilderness-themed skills. The 
  ability to track well is particularly valuable in numerous 
  Kingmaker encounters. See the Druid recommendations 
  for logical animal companion choices.
  A ranger’s best choices for favored enemies in 
  Kingmaker include the following: animal, dragon, fey, 
  humanoid (boggard, human, giant, or reptilian), magical 
  beast, monstrous humanoid, plant, undead, and vermin. 
  Good favored terrain choices include forest, mountain, 
  plains, swamp, and water. 
  rogues
  Rogues are prominent in northern Brevoy, where House 
  Surtova has long controlled powerful thieves’ guilds, 
  organized crime syndicates, and spy networks out of 
  Port Ice. Since the disappearance of House Rogarvia in 
  4699 ar, they have dispatched discreet agents throughout 
  both Issia and Rostland to consolidate their power in the 
  absence of the traditional ruling family, and the family 
  feel that their scion Noleski Surtova’s rule legitimizes 
  its shameless methods. Even in the more stable region 
  of Rostland, rogues are plentiful, often migrating north 
  from the River Kingdoms, where pirate bands and 
  roadside brigands give credence to the idiom “as thick 
  as thieves.” In many cases, rogues find themselves in the 
  River Kingdoms after ending up on the wrong side of 
  the law in their homelands, and the region’s inhabitants 
  frequently take new names and invent elaborate back 
  stories upon arriving in the Sellen valley, a tradition that 
  carries into Brevoy as well.
  Recommendations: 
  Kingmaker 
  includes 
  traps, 
  although they’re not as overwhelmingly prevalent as are 
  hazards, ambushes, and social situations where rogues 
  can excel. A rogue talented at stealth and scouting, 
  particularly in wilderness areas, should do well. See the 
  Barbarian and Bard recommendations for good skill 
  selection choices.
  sorcerers
  Sorcerers, with their untrained mastery of arcane mysteries, 
  have long found the wilds of northeastern Avistan alluring. 
  Often viewed as uncontrolled compared to wizards, many 
  sorcerers emigrate to Brevoy and the River Kingdoms 
  to obtain some semblance of acceptance or anonymity. 
  The realm of the First World touches the Material Plane 
  in strange ways in the Stolen Lands along the southern 
  Brevic border, resulting in many native sorcerers drawing 
  their powers from fey bloodlines. Brevoy’s history with red 
  dragons has led to the prominence of draconic bloodline 
  sorcerers. Members of the ambitious Brevic nobility often 
  belong to destined bloodlines and find that fate frequently 
  intervenes on their behalf as they rise in power and 
  influence. While these three bloodlines appear most often 
  in Brevoy and the River Kingdoms, all bloodlines exist in 
  the region.
  Recommendations: In Kingmaker, the following 
  bloodlines fit best thematically (although all bloodlines 
  should be equally useful in combat situations): destined, 
  draconic, elemental, fey. See the Wizard recommendations 
  for familiar choices if you play an arcane bloodline 
  sorcerer.
  wizards
  Scholars of the arcane might find themselves in Brevoy 
  for countless reasons. Illusionists and enchanters, 
  for example, often travel to the region to study the 
  mysterious First World, the fey realm that touches 
  Golarion in enigmatic and unexplained ways in 
  the untamed wilderness on the nation’s southern 
  border. The city of Skywatch in eastern Brevoy also 
  attracts throngs of wizards who hope to unlock its 
  arcane secrets and break through the impenetrable 
  seal that has isolated the settlement from the outside 
  world for the last decade. Wizards skilled in the art 
  of evocation generally find employment as battlefield 
  artillery in the armies of the region’s various feuding  
  kingdoms. Other arcanists make their way to Brevoy 
  and the River Kingdoms out of necessity when their 
  experiments and studies get them into trouble in their 
  homelands (most often those mages who tamper with 
  the very forces of life and death). 
  Recommendations: See the Bard recommendations for 
  good Knowledge skill choices. All of the arcane schools 
  should be equally useful throughout Kingmaker.
  While any sort of bonded object works well in 
  Kingmaker, wizards who opt instead to take on a familiar 
  might wish to choose creatures that make sense for the 
  region in which the Adventure Path takes place. Logical 
  choices for familiars based on the region’s climate 
  include all of the basic familiars from the Pathfinder 
  RPG Core Rulebook except for monkeys. Good choices 
  of improved familiars (again, based on Kingmaker’s 
  themes) include celestial or fiendish animals, dire rats, 
  mephits, and pseudodragons. Legendary, shy creatures 
  known as carbuncles are also available as improved 
  familiars as well—these creatures are detailed in 
  Pathfinder Adventure Path #31, so ask your GM for details 
  if you’re interested in taking one of these somewhat 
  comical creatures as a familiar.
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  KingmaKer camPaign traits
  The people of Brevoy are a diverse people, and those from 
  many walks of life have answered the call to reclaim the 
  Stolen Lands. The traits presented in this guide and in 
  the Pathfinder Character Traits Web Enhancement—
  recently updated to Pathfinder RPG Rules and available 
  at paizo.com—are designed to help you customize  your 
  character, allowing you to further distinguish him from 
  your standard class, as well as to provide a means to 
  help flesh out his history. Presented here are a number 
  of Campaign Traits that are particularly suitable for 
  characters playing in the Kingmaker Adventure Path.
  camPaign traits
  Campaign traits are tailored to a specific Adventure Path 
  and give your character a built-in reason to begin the first 
  adventure in a new campaign. Some campaign traits also 
  grant teamwork benefits if you choose to begin a campaign 
  with a character who has a preexisting relationship with 
  another PC.
  Campaign Traits assume a lot more about your 
  character’s backstory, but they are meant to help serve as 
  inspiration for a player working to create a detailed and 
  interesting history for her character. You have a certain 
  amount of leeway in adjusting a campaign trait’s expected 
  backstory once you’ve selected which trait is right for you; 
  just be sure to get your GM’s approval before you run 
  with a modified history.
  All of the following traits revolve around characters 
  making their homes in and around the country of Brevoy, 
  a country deeply involved in the events that touch off 
  the Kingmaker Adventure Path. You can take a look at 
  these traits to get a general, spoiler-free idea of the types 
  of foes and challenges your character might encounter 
  over the course of the Adventure Path. Knowing that 
  there are going to be elements of exploration, banditry, 
  deception, fey magic, politics, and the like should help 
  you build a character that fits more organically into the 
  campaign you’re about to join. These traits all lead your 
  character to become interested in an exploratory effort 
  meant to chart the Stolen Lands, an unclaimed frontier 
  between Brevoy and the River Kingdoms ruled only by 
  deadly beasts, lurking monsters, capricious fey, brutal 
  bandits, and creatures of legend. 
  Bastard (limited to human characters): One of your 
  parents was a member of one of the great families of 
  Brevoy, perhaps even of the line of Rogarvia itself. Yet 
  you have no substantive proof of your nobility, and you’ve 
  learned that claiming nobility without evidence makes 
  you as good as a liar. While you might own a piece of 
  jewelry, a scrap of once-rich fabric, or an aged confession 
  of love, none of this directly supports your claim. Thus, 
  you’ve lived your life in the shadow of nobility, knowing 
  that you deserve the comforts and esteem of the elite, 
  even though the contempt of fate brings you nothing 
  but their scorn. Whether a recent attempt to prove your 
  heritage has brought down the wrath of a noble family’s 
  henchmen or you merely seek to prove the worth of the 
  blood in your veins, you’ve joined an expedition into 
  the Stolen Lands, hoping to make a name all your own. 
  You take a –1 penalty on all Charisma-based skill checks 
  made when dealing with members of Brevic nobility but 
  gain a +1 trait bonus on Will saves as a result of your 
  stubbornness and individuality. (The penalty aspect 
  of this trait is removed if you ever manage to establish 
  yourself as a true noble.)
  Brigand: You hail from the River Kingdoms or the 
  more lawless reaches of Brevoy. Life has been hard for 
  you. Perhaps your parents and siblings were crooks and 
  con artists, or maybe your rough, lonely life lead you to 
  fall in with thieves and worse. You know how to ambush 
  travelers, bully traders, avoid the law, and camp where 
  no one might find you. Recently, you’ve run into some 
  trouble, either with the law or with other bandits, and 
  you’re looking to get away to somewhere no one would 
  ever think to look for you. An expedition into the rugged 
  wilderness seems like a perfect way to lie low until the 
  trouble blows over. You begin the campaign with an 
  extra 100 gp in ill-gotten gains. You also gain a +1 trait 
  bonus on Bluff, Diplomacy, Intimidate, and Sense Motive 
  checks when dealing with brigands, thieves, bandits, and 
  their ilk.
  Issian: You were raised northern Brevoy, a land of 
  misty shores and harsh hill lands, of snowy vistas and 
  violet-hued mountains. You are descended from an able 
  and intelligent people, and you have grand ambitions, a 
  mind alert for opportunity, and the tenacity to fight for 
  your goals no matter the challenge. You care for little 
  more than achieving your aspirations and opportunities 
  to win wealthy and grandeur, for which few costs 
  prove too great. You see yourself as a citizen of Brevoy 
  through and through. The call for champions willing 
  to help take back your country’s rightful holdings in the 
  Stolen Lands has inflamed your dreams of profit and 
  possibilities, so you have joined an expedition to quest 
  south. Your agile mind grants you a +1 trait bonus on all 
  Will saves made to resist mind-affecting effects.
  Noble Born: You claim a tangential but legitimate 
  connection to one of Brevoy’s noble families. If you 
  aren’t human, you were likely adopted by one of 
  Brevoy’s nobles or were instead a favored servant or 
  even a childhood friend of a noble scion. Whatever the 
  cause, you’ve had a comfortable life, but one far from 
  the dignity and decadence your distant cousins know. 
  Although you are associated with an esteemed name, 
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  your immediate family is hardly well to do, and you’ve 
  found your name to be more of a burden to you than a 
  boon in many social situations. You’ve recently decided 
  to test yourself, to see if you can face the world without 
  the aegis of a name you have little real claim or care 
  for. An expedition into the storied Stolen Lands seems 
  like just the test to see if you really are worth the title 
  “noble.” Choose one of the following noble families 
  and associated benefits.
  Garess: Your family’s long association with the dwarves 
  of the Golushkin Mountains has left its mark. You ignore 
  the movement penalty for the first 5 feet of rocky difficult 
  terrain you move through per round. This applies only 
  to terrain made difficult by rocks or ruins. In addition, 
  you gain a +2 trait bonus on Appraise checks to assess the 
  value of natural stones or metals. Your family motto is 
  “Strong as the Mountains.”
  Lebeda: Your family’s history of trading along the shores 
  of Lake Reykal pervades your blood. As a deft merchant of 
  the region, you gain a bonus language: Dwarven, Elven, 
  Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your 
  family motto is “Success through Grace.”
  Lodovka: Your family has made a living off the coasts of 
  the Lake of Mists and Veils since before Brevoy existed. 
  You gain a +1 trait bonus on Swim checks, and Swim is 
  always treated as a class skill for you. Your family motto 
  is “The Waters, Our Fields.”
  Medvyed: Your family has long a deep respect for the 
  wilderness and is superstitious about the creatures that 
  dwell therein. You gain a +2 trait bonus on all Diplomacy 
  checks made to deal with fey creatures and a +1 trait bonus 
  on Will saves made against their spells and supernatural 
  abilities. Your family motto is “Endurance Overcomes All.”
  Orlovsky: Your family has a reputation for avoiding 
  conflicts. You gain a +1 trait bonus on your CMD. In 
  addition, choose Acrobatics, Diplomacy, or Stealth—you 
  gain a +1 trait bonus on this skill. Your family motto is 
  “High Above.”
  Surtova: Your family is well known for their political agility 
  and scheming natures. You deal +2 damage when attacking 
  a flat-footed opponent while wielding a light or one-handed 
  weapon. Your family motto is “Ours is the Right.”
  Pioneer: You have long lived along the southern 
  border of Brevoy, in the shadow of wilderness known 
  Lake of Mists
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  Claw Point
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  Silverhall
  River Kingdoms
  Rostland Plains
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   R
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  11
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  as the Stolen Lands. Life has been hard, but through 
  hunting, trapping, trading, and coaxing crops from 
  the freezing earth, you’ve learned how to survive on 
  the rugged frontier. With the wilderness ever at your 
  door, you’ve also learned much about its denizens and 
  the wild creatures that lurk in that unwholesome land. 
  Your family might even claim holdings in the Stolen 
  Lands, with elders telling stories of being driven from or 
  robbed of a lost ancestral homestead, fertile farmlands, 
  bountiful orchards, or a hidden mining claim. Whether 
  because of your personal expertise and familiarity with 
  the borderlands or in order to reclaim your family’s land, 
  you’ve joined the expedition into the Stolen Lands. You 
  begin play with a horse. Also, choose one of the following 
  skills: Climb, Handle Animal, Knowledge (nature), 
  Perception, Ride, Survival, or Swim—you gain a +1 trait 
  bonus on this skill. 
  Rostlander: You were raised in the south of Brevoy, a 
  land of dense forests and rolling plains, of crystalline 
  rivers and endless sapphire skies. You come from hearty 
  stock and were raised with simple sensibilities of hard 
  work winning well-deserved gains, the importance 
  of charity and compassion, and the value of personal 
  and familial honor. Yours is the country of the Aldori 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Kingmaker Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Authors: 
  James Jacobs, Mark Moreland, and F. Wesley Schneider.
  swordlords and the heroes who refused to bend before 
  the armies of a violent conqueror. You care little for 
  matters of politics and nobles or of deception and 
  schemes. As you are thoroughly Brevic, the call for 
  champions willing to expand your land’s influence into 
  the Stolen Lands has inflamed your sense of patriotism 
  and honor, and so you have joined an expedition to quest 
  southward. Your hardy nature grants you a +1 trait bonus 
  on all Fortitude saves.
  Sword Scion: You have lived all your life in and around 
  the city of Restov, growing up on tales of Baron Sirian 
  Aldori and the exploits of your home city’s heroic and 
  legendary swordlords. Perhaps one of your family members 
  was an Aldori swordlord, you have a contact among their 
  members, or you have dreamed since childhood of joining. 
  Regardless, you idolize the heroes, styles, and philosophies 
  of the Aldori and have sought to mimic their vaunted art. 
  Before you can petition to join their ranks, however, you 
  feel that you must test your mettle. Joining an expedition 
  into the Stolen Lands seems like a perfect way to improve 
  your skills and begin a legend comparable to that of Baron 
  Aldori. You begin play with a longsword or Aldori dueling 
  sword and gain a +1 trait bonus on all attacks and combat 
  maneuvers made with such weapons. 
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  g
  g
  s
  s
  s
  s
  Kingdom Name
  Alignment
  Size
  Population
  Campaign
  =
  =
  =
  +
  +
  +
  +
  +
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  economy
  edicts
  Bonuses
  Kingdom Sheet
  Penalties
  leadership
  loyalty
  stability
  Buildings
  Total
  Edicts
  Events
  Leadership
  Resources
  Alignment
  Vacancies
  Unrest
  Edicts
  Other
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  Leadership Role
  Bonus
  Attribute
  Ruler
  Ruler
  Councilor
  General
  Grand Diplomat
  High Priest
  Magister
  Marshal
  Royal Assassin
  Spymaster
  Treasurer
  Warden
  Economy, Loyalty, Stability
  Economy, Loyalty, Stability
  Loyalty
  Stability
  Stability
  Stability
  Economy
  Economy
  Loyalty, -1 Unrest/upkeep
  Economy
  Loyalty
  g
  ongoing events
  +
  +
  +
  +
  +
  -
  Promotion Level
  Taxation Level
  Festivals per Year
   Economy
   Loyalty
   BP Consumption
   BP Consumption
   Loyalty
   Stability
  g
  unrest
   penalty on all checks
  g
  +
  +
  +
  -
  Size
  Cities
  Edicts
  Farms
  Other
  consumption
  BP
  g
  g
  treasury
  BP
  g
  g
  ™
  ®
  Control DC
  Player's Guide
  Player's Guide
  Player resources
  The Kingmaker Adventure Path includes several new rules and subsystems for players interested in taking up the 
  scepter and crown. The resources on the following pages will make tracking the progress of exploration, the growth of 
  kingdoms, and the shape and size of cities you found easier. As the Adventure Path progresses and new possibilities open 
  up, your GM will aid you in making proper use of these resources. Until these points begin in your particular campaign, 
  you can consider these resources curious previews of things to come!
  Blank Hex Map: Use copies of these maps to track your progress in exploring the four zones of the Stolen Lands. Each 
  sheet of blank hexes is equal in size to one of the four Stolen Land regions; as you explore, draw in the terrain features, 
  rivers, locations, and other discoveries as you see fit. The box at the bottom of each hex can be used to track which hexes 
  you’ve thoroughly explored (simply walking through a hex does not count as exploring it—your GM has guidelines on 
  what you need to do to fully explore a hex), which hexes you’ve claimed and added to your kingdom, and which hexes have 
  been developed as farmland. Put an “E” in the box once you explore a hex, a “K” once you add that hex to your kingdom, 
  and an “F” if you devlop that kingdom hex as farmland.
  Kingdom Sheet: This will be your kingdom’s “character sheet” once you’re given the opportunity to claim land and 
  found a nation. Rules for building and maintaining a kingdom appear in Pathfinder Adventure Path #32.
  Buildings: These represent the various buildings you can construct and add to your kingdom’s cities. Rules for 
  building and maintaining a city appear in Pathfinder Adventure Path #32.
  City Grid: This grid gives you a matrix in which to place the buildings you construct, as well as a handy place to track 
  your cities’ statistics and any unusual magic items available for sale in the city. Rules for building and maintaining a city 
  appear in Pathfinder Adventure Path #32.
  © 2010 Paizo Publishing, llC. Permission granted to PhotoCoPy for Personal use only.
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  region
  © 2010 Paizo Publishing, llC. Permission granted to PhotoCoPy for Personal use only.
  ™
  ®
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  Player's Guide
  Player's Guide
  © 2010 Paizo Publishing, llC. Permission granted to PhotoCoPy for Personal use only.
  Alchemist
  Exotic 
  Craftsman
  Library
  Barracks
  Granary
  Luxury Store
  Black  
  Market
  Graveyard
  Magic Shop
  Pier
  Brewery
  Herbalist
  Mansion
  Shop
  Brothel
  House
  Mill
  Shrine
  Caster’s 
  Tower
  Inn
  Monument
  Smith
  Dump
  Jail
  Park
  Stable
  Tannery
  Tavern
  Tradesman
  Tenement
  Watchtower
  Academy
  Garrison
  Guildhall
  Noble Villa
  Theater
  Market
  Temple
  Town Hall
  Arena
  Castle
  Cathedral
  Waterfront
  15
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  ❑ Land   ❑ Water
  ❑ Land   ❑ Water
  ❑ Land   ❑ Water
  ❑ Land   ❑ Water
  City Name  
  Base Value   
  Defense  
  Population
  ITEMS
  MINOR
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  MINOR
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  MEDIUM
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  MAJOR
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  © 2010 Paizo Publishing, llC. Permission granted to PhotoCoPy for Personal use only.
  16
  
SOURCE: textdata/thevault/Pathfinder/Adventure Paths/KingMaker/kingmakerplayer.pdf