When your players ereate their characters for this
Adventure Path, provide them with the information
presented here. This section no only provides context
for creating characters that fit in well with the
region and themes but also helps to manage player
expectations for the campaign. A spoilerfree version of
this section can be Found for free online at paizo.com as
the Pathfinder Kingmaker Player’ Guide
ANCESTRY
Amid the constant threat of civil war, the inhabitants
‘of Brevoy have more pressing concerns than their
neighbors? ancestries, and few judge anyone by that
alone. Brevans value custom and loyalty; thus, anyone
10 local traditions enjoys a high degree of
tolerance and acceptance. As such, the region boasts a
diverse population,
Characters don
‘who adher
have to be from Brevoy to play the
Kingmaker Adventure Path, but since the campaign
begins as the party receives a charter from the
swordlords of Restov, and the initial approach into the
Stolen Lands is from Brevoy, players should consider
hhow members of their character's ancestry and class
function in this northern kingdom.
The common ancestries from the Core Rulebook
all work seamlessly with Kingmaker. If a player
is considering a rare or uncommon ancestry from
another source, the GM should consider challen
and opportunities the tory and setting may present for
that character, as highlighted below
THEMATIC ANCESTRIES
Groups of antagonistic kobolds and lizardfolk reside
in the Stolen Lands, so players who make characters
‘with these ancestries may have to make difficue choices,
Alternately, the presence of such a PC can, at the GM's
discretion, make alliances with these groups more likely
With Kingmaker’ thematic tiesto the First World, 2
leshy character could be a fun player option. Likewise,
4 sprite character might find themselves faced with
unexpected advantages or disadvantages in portions
of this adventure where the First World has a strongerOE TIey bere or attprne Fete a9 Eno ecee
eel Arecree Pate irda erated
Inowiedge ofthe Fist World a spite who has lived
their whole life on the Material Plane works beter in
Kingmaker than one who i more familar with the
First Worlds strangeness
“The proximity of Namera tothe Stolen Lands also
: makes it likely that some androids and ratfolk have
drifted eat into the region.
UNAFFILIATED ANCESTRIES
Hobgoblins, along with many of the versatile heritages
such as those touched by the planes or beastkin,
aren't that common in the region, but neither are they
unknown or as unexpected as something like catfolk
fr tengu. And unlike lizardfolk or kobolds, most in the
Stolen Lands don't hold a bias against these ancestries,
and they make relatively safe, low-impact options for
PCs in Kingmaker. (For a PC with a versatile heritage
such as changeling, dhampir, or one of the planar
scions, their primary ancestry will also impact how
well they fit in Kingmaker)} While azarketi would also
fit this category, the lack of opportunities to excel in
underwater or aquatic environments makes them a
particularly poor choice for this campaign.
UNUSUAL ANCESTRIES
Carfolk, fetchlings, fleshwarps, Kitsune, strix, and
tengu are not well-known in the Stolen Lands; if
players choose from these options, they may often be
regarded as unusual or curious visitors by denizens
in the River Kingdoms, GMs might want to play up
some NPCs reactions to characters of unexpected
ancestries, or consider altering some NPC ancestries to
‘match those characters—if only to help explain why
some people in the Stolen Lands know that a catfolk
BACKGROUNDS
Players should choose a background from the list of
campaign-specific ones provided on page 12, since
these build thematic, story-based links between the
characters and the Kingmaker storyline without
spoiling the surprises to come. That said, a player
: who prefers to choose a background from the Core
Rulebook would be well-suited to choose one of the
following thematic choices: animal whisperer, bounty
=. hunter, criminal, emissary, farmhand, field medic,
guard, herbalist, hermit, hunter, laborer, merchant,
‘miner, noble, nomad, scout, or wartior.
Backgrounds from the Advanced Player's Guide
that are thematically appropriate include bandit, cook,
courier, outrider, pilgrim, refugee, scavenger, squire,
and tax collector.
Certain rare backgrounds from the Advanced
Player's Guide are also appropriate thematic choices
for Kingmaker, including amnesiac, cursed, and royalty
‘The Feybound rare background is also thematically,
appropriate, but be careful about building in previous
visits to the Firse World for any PC, as Kingmaker
assumes that the first visit to this plane for the heroes
happens “on sercen” during che campaign itself
CLASSES
With a wide range of challenges ahead in Kingmaker,
1 party would benefit greatly from having an equally
wide range of character classes represented in the
group. A few things to keep in mind for each of the
classes are summarized below.
ALCHEMIST:
While alchemy doesn’t play a particularly important
rolein the Kingmaker Adventure Path, an alchemist till
has plenty of opportunities to shine in this campaign,
particularly if they focus their research as chirurgeons
for mutagenists
BARBARIAN
“The most active barbarians within the Stolen Lands
are the Tiger Lords, but they're a violent band of
warmongers who play the role of antagonists in the
campaign. As such, the Tiger Lords make poor choice
for a PC affiliation. Ifa player wants their barbarian
character to have an affiliation with a local group,
work with your GM to generate specifics. Ifa player
chooses to play a member of the Tiger Lords, GMs
should work with them to ensure that they won't have
knowledge about the current activities of the group
to avoid spoiling plotlines. An exiled Tiger Lord
barbarian could make for a compelling character who
eventually could help the party to mote easily recruit
the Tiger Lords as allies. The most thematic instinets
for a Kingmaker barbarian include animal, dragon,
and fury.
BARD
A bard's ability to sway crowds and manipulate social
events will often come in handy during Kingmaker. All
bard muses are appropriate choices for Kingmaker,
particularly if a bard's specific muse is associated with
Brevoy, the River Kingdoms, or the First World. King
Irovert, the ruler of the neighboring kingdom of Pitax,
fancies himself a renowned artist and entertainer, yet
stifles the artists in his realm, so a bard character who
fled Pitax could have a ready-made goal to return and
start a cultural revolution. Such a bard should not be
someone who views King Irovetti as anally or a source
of inspiration, though!
BotanCHAMPION
Holy warriors are relatively uncommon in the River
Kingdoms, though they are not completely absent from
the region. Champions who serve Cayden Cailean,
Desna, Erastil, or Shelyn are the most thematically
appropriate choices for Kingmaker.
CLERIC
Al nations have need of healers and spiritual lenders,
but those struggling to find their footing atthe edge of
civilization benefit most from the presence of clerics
While cleries of any faith will find roes in this eampaign,
deities who have strong thematic ties to events in
Kingmaker include Calistria, Cayden Cailean, Desna,
Erastil, Goram, Gozreh, and Shelyn.
DRUID
Druidic traditions are strong in the Stolen Lands,
particularly those linked to the First’ World. The
‘worship of Gozreh and members the Green Faith are
the most common druidic traditions followed in the
region, while the animal, leaf, and wild druidic orders
are the most appropriate choices for Kingmaker.
FIGHTER
‘The esteemed and exclusive schools of the Aldori
swordlords train many of Brevoy’s numerous fighters,
specially in the southern region of Rostland, so
Kingmaker is an excellent opportunity to play
a character interested in eventually becoming a
swordlord. Alternately, with a focus on mass combat
later in the story, fighter who builds toward a role as
1a general can he an appropriate choice,
GUNSLINGER
‘The people of Brevoy and the River Kingdoms know
about guns, but these weapons remain incredibly
rare in the region. As this is an uncommon class, a
player should work with their GM before building
‘2 gunslinger, and the GM should be comfortable
adjusting the campaign as needed to support this type
of character's specialized resource needs.
INVENTOR
Inventors certainly exist in Brevoy and the River
Kingdoms, particularly those who are influenced by the
futuristic technology of neighboring Numeria. Since
rules for advanced technology are not available for
Pathfinder Second Edition at this time, a player could
reskin and adjust descriptions of an inventor PC's
abilities and creations to give them a Numerian feel,
provided the GM approves. As with the gunslinger,
since this is an uncommon class, the player should
‘work with their GM before building an inventor,
INVESTIGATOR
There are plenty of mysteries in the Stolen Lands,
and an investigator will have plenty to do throughout
this campaign, All investigator methodologies are
thematically appropriate for Kingmaker.
MAGUS
While there are no significant organizations associated
with this class in the Stolen Lands, the magus is
hardly unknown to the people of Brevoy or the River
Kingdoms. All categories of hybrid study for the magus
‘work wel for the campaign.
MONK
As there are no established or significant monastic
‘orders in the Stolen Lands or the surrounding regions,
a traveling explorer or pilgrim likely makes the most
sense for a monk character. A monk who seeks to
establish their own order may wel find an opportunity
+0 do so while the party’s kingdom expands
ORACLE
Oracles are an excellent thematic choice for this
campaign, particularly thei curses, though it’s probably
best to keep an oracle’s curse self-contained rather than,
shoehorn it into larger plots in the campaign. The most
thematically appropriate mysteries for an oracle are
ancestors, battle, life, and tempest
PSYCHIC
Psychics are not well-known in the Stolen Lands, and
most who encounter one would be quick to assume the
characteris some sort of sorcerer. Emotional acceptance
isa strong thematic choice for your subconscious mind,
RANGER
‘The Stolen Lands make ranger an excellent choice for
Kingmakes, especially if the player wants co play a
bounty hunter, ex-bandit, explores, or survivalist
ROGUE
AAs with bards, rogues will find many opportunities,
to manipulate social encounters throughout the
campaign, An ex-bandit or a bounty hunter might be a
good choice for a rogue character, as would something,
like a spy or even a diplomat. All rogue rackets are
sound choices for Kingmaker.
SORCERER
Kingmaker’s thematic ties to the First World make the
fey and aymph bloodlines obvious choices fora sorcerer
character, While any bloodline will have a chance to
stand out, other bloodlines that have thematic ties to
Kingmaker include draconic, elemental, and imperial.
wr
Dic:INTRODUCTION
‘SUMMONER
Summoners of the Godcaller tradition are the most
‘commonly encountered summoners in the region, The
best choices, thematically, for a Kingmaker summoner’s
eidoton include beast, dragon, fey, and plant.
‘SWASHBUCKLER
Although swashbucklers are offen portrayed as
counterculture elements that make their names as
rebels or oppositional forces to the government,
swashbucklers can find plenty of opportunities to
excel and stand out in Kingmaker. As long as a
swashbuckler character supports the party's kingdom,
all swashbuckler styles are thematically appropriate.
THAUMATURGE
‘Thaumaturges in the region are often misunderstood
as investigators, wizards, or other scholars. All
thaumaturge implements have use in ehis campaign,
but your GM may have suggestions about specific
choices that might mesh well with the game's theme.
WiTcH
Witches are quite appropriate for a Kingmaker
campaign, particularly if they choose a thematically
synergistic patron. Curse fate, and wild are the most
relevant choices
WIZARD
There are no specific arcane traditions of note in the
Stolen Lands, making this an excellent opportunity for
‘a wisard character to establish a school of their own in
their kingdom. Any choice of arcane thesis works well
for the campaign
OTHER CONSIDERATIONS
The following should be considered when creating
PCs for Kingmaker.
ALIGNMENT
Kingmaker works best if the PCs share at least
fone primary alignment in common, but as long as
the players work well cogether any alignment can
function in chis campaign,
ANIMAL COMPANIONS/FAMILIARS
While a character with an animal companion
for familiar 1s not imited in their choices in
Kingmaker, the following animals are
native to the region and thematically
appropriate for this campaign:
arboreal sapling, badger, bat, bear
bird, boar, cat, horse, riding drake,
scorpion, snake, or wolf.
SKILLS AND FEATS
Wilderness exploration plays a major role in
Kingmaker, which means that more action-based
skills like Acrobatics and Athletics are as valuable
as wilderness skills like Nature and Survival. The
ability to track creatures is particularly useful in
certain Kingmaker encounters, Social skills like
Deception, Diplomacy, and Intimidation will be quite
useful, particularly when the heroes are inceracting
with visitors or antagonists from neighboring
realms. Strong choices for Lore specialties include
Architecture, Banditry, Brevoy, Farming, First World,
Fishing, Forest, Heraldry, Herbalism, Hill, Hunting,
Tobaria, Labor, Mercantile, Mining, Mountains, Legal,
Pitax, Plains, Politics, River, Scouting, Swamp, and
Warfare. In addition, Lore skills focused on dei‘or types of creatures that play important roles in this
campaign are excellent choices: Calista, Cayden
Cailean, Desna, Erastil, Gorum, Gozreh, and Shelyn
are obvious choices for deity lore, along with Eldest
Lore for knowledge of the pantheon of fey demigods;
for creatures, the strongest thematic choices would
include Boggard, Dragon, Fey, Kobold, Lizardfolk,
and Troll Lore. Ifa player wants to choose a monster
Lore, the GM should work with them to suggest
‘options without spoiling too much.
ARCHETYPES
All multiclass archetypes work well for a Kingmaker
‘campaign. Other thematically appropriate archetypes
Advanced Player's Guide
archaeologist, assassin, beastmaster, bounty hunter,
celebrity, herbalist, horizon walker, loremastes,
marshal, scout, and snatecrafter. The Aklori Duelist
archetype from the Lost Omens World Guide is an
excellent thematic choice, as this campaign begins
in Rostland, the home of this fighting style, and the
PCs! association with Jamandi Aldori is a great way
to unlock access to this archetype.
BUILDING A KINGDOM
[As the campaign progresses, players build their own
kingdom, found settlements, and go to war with
enemy nations. This Adventure Path’s rules for building
kingdoms, setlements, and fighting wars should be
provide to the players so that they can be familiar with
them and reference them as needed during pla.
LANGUAGES
Kingmaker takes place in the Stolen Lands, where
‘Common is the most widespread language. Other
strong choices for languages in Kingmaker include
Aklo, Boggard, Cyclops, Draconic, Dwarven, Elven,
Gnomish, Goblin, Halli, Iruxi, Jotun, Necril, Sylvan.
KINGMAKER BACKGROUNDS
‘The following rare backgrounds are specifically tailored
to fit the themes of the Kingmaker Adventure Path.
BORDERLANDS PIONEER. BACKGROUND
You have long lived along the southern border of Brevoy,
the shadow of the wilderness known as the Stolen Lands.
Life has been hard, but through hunting, trapping. trading.
land coaxing crops trom the ground, you've learned how to
survive on the rugged frontier. Whether because of your
personal expertise and familiarity with the borderlands
Orin order to reclaim your familys land, you've joined the
expedition into the Stolen Lands
Choose two ability boosts. One must be to Strength or
Wisdom, and one isa free ability boost.
from the include
You'te trained in the Nature skill and a Lore skill
associated with a particular type of wilderness (choose
from forest, hills, mountain, plains, rivers, or swamp). You
sain the Train Animal sil feat,
BREVIC NOBLE BACKGROUND
You claim a tangential but legitimate connection to one
of Brovoy’s noble families. If you arent human, you were
adopted by one of Brovoys nobles or were perhaps a favored
servant or evena childhood friend of anoble scion, Whatever
the case, youve had a comfortable life, though stil a far ery
from the one your distant cousins r close associates know.
‘An expedition inta the stried Stolen Lands seems like just
the test to se it you relly are worthy of the “noble” title.
Choose two ability boosts. One must be to Constitution
‘oF Wisdom, and one i a ree ability boos.
Choose one ofthe Brevic lineages below,
Garess: Family tis to the Golushkin Mountain dwarves
left its mark Your family mottois “Strong as the Mountains”
You're trained in the Crafting skill andthe Architecture Lore
skill. You gain the Specialty Crafting skill feat
Labeda: Your family’ history of trading along the shores
of Lake Reykal pervades your biood. Your family matto is
“Success through Grace” You're trained inthe Society skill and
the Mercantile Lore sil. You gain the Multilingual kl feat.
Lodovka: Your family has made a living off the coasts
of the Lake of Mists and Vell since before Brevoy existed
Your family mottos “The Waters, Our Fields” You're trained
inthe Athletics skill and the Fishing Lore ski. You gain the
Underwater Marauder skill feat
Medvyed: Your family has a deep respect for the
wilderness and is skilled at hunting and surviving off the
land. Your family motto is “Endurance Overcomes All”
You're trained in the Survival skill and the Hunting Lore
skill. You gain the Terrain Expertise skill feat (choose your
terrain from aquatic, forest, mountain, plains, or swamp)
Orlovsky: Your family has a reputation for avoiding
conflicts. Your family motto is “High Above.” You'e trained
in the Diplomacy skill and the Brevay Lore skill. You gain
the Group Impression skill feat.
Surtova: Your family is well known for their political
aglity and scheming nature. Your family motto is "Ours
Is the Right” You're trained in the Deception skill and the
Politics Lore skil You gain the Charming Liar ski feat.
BREVIC OUTCAST BACKGROUND
(One of your parents was a member of one of the great faiies
‘of Brevoy, perhaps even ofthe line ot Hogaria tse. Yet you
hhave no substantive proof of your nobility, and you've eared
that claiming such without evidence sa fools game. Whether
recent attempt to prove your heritage brought down the
\wrath of a noble family or you seek to prove the worth of the
blood in your veins, you've jained an expedition into the Stolen
Lands, hoping to make a name all your ownINTRODUCTION
eee
Choose two ability boosts. One must be to Charisma or
Constitution, and one isa free ability boost
Youite trained in the Politics Lore skill, You take a -1
penalty on all Charisma-based skill checks attempted when
dealing with members ofthe nobility, but gain the Haughty
Obstinacy human ancestry feat, even if you aren'ta human,
If you manage to establish yourself as a true noble or
secure a leadership role in a kingdom, you na longer take
the penalty to Charisma-based checks
ISSIAN PATRIOT BACKGROUND
You grew upin northern Brevoy, but the callforheroeswiling,
tahelp take back your country rightful holdings in the Stolen
Lands has inflamed your dreams of profit and possibilities, and
you have oined an expedition journeying south
Choose two abilty boosts. One must be to Dexterity or
Intelligence, and one isa free ability boost.
You're trained in the Society skill and the Legal
Lore skil You gain the Streetwise kil feat
LOCAL BRIGAND BACKGROUND.
You hail from the River Kingdoms or the mare lawless
reaches of Brevoy. Your life has been hard. You know
how to ambush travelers, bully traders, avoid the law, and
camp where no one can find you. Recently, youve run into
some trouble, either with the law ar with ather bandits, and
you're looking to get away to somewhere no one would
lever think to look for you. An expedition inta the rugged
wilderness seems like a perfect way to lie low until the
trouble blows over.
Choose two ability boosts. One must be to Strength or
Constitution, and one isa free ability boost
‘You're trained in the Intimidation skill and the Banltry
Lore skil. You gain the Graup Coercion skill feat.
ROSTLANDER BACKGROUND
You were raised in the south of Brevoy, a land of dense
forests and rolling plains, of crystalline rivers and
encless sapphire skies. You come fram hardy stock and
Were raised with simple sensbiities-that hard work
earns well-deserved gains, the importance of charity and
compassion, and the value of personal and familial honor.
Yours is the country of the Aldori swordlords and the
heroes who refused to bend before the armies ofa violent
conqueror. You care litle for matters of palitcs and nobles
or of deception and schemes. You are thoroughly Brevic,
and the call for champions wiling to expand your land's
tntiuence into the Stolen Lands has inflamed your sense ot
patriotism and honor, and so you have joined an expedition
tojourney southward and build a kingdom.
Choose two ability boosts. One must be to Strength or
Constitution, and one isa free ability boost.
‘Youte trained inthe Athletics skill and the Farming Lore
skill. You gain the Hefty Hauler skil feat
‘SWORD SCION BACKGROUND
You have lived all your lfein and around the city of Restov,
towing up on tales of Baron Sirian Aldori and the exploits
of your home's heroic and legendary swordlords, Joining an
expedition into the Stolen Lands seems like a perfect way
ta improve your skills and begin crafting a legend worthy
of Baron Aldor
CChoose two ability boosts. One must be to Dexterity or
Charisma, and one isa fre ability boost
You're trained in the Warfare Lore skill You gain access
to Aidori dueling swords (page 599) and can purchase one
as part of your starting equipment. You treat Aidori dueling
‘swords as martial weapons rather than advanced weapons
for the purpose of proficiency.