Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

PFBB KINGDOMS

PFBB Kingdoms is a simplified version of the kingdom building rules from the Pathfinder Ultimate Campaign book
designed for use with the Pathfinder Beginner Box rules.
Per Ultimate Campaign, hexes are assumed to be 12 miles from corner-to-corner, though feel free to adjust the scale to
suit your needs.

Build Points
Build Points are the principal economic units of kingdoms. They represent the accumulated wealth and production of
the kingdom: gold, labor, material (wood, stone, ore, etc.), food, technology and magic. While the GP value of a Build
Point is somewhat nebulous, these rules assume that 1 BP is equivalent to about 2,000 GP.
Excess BPs are stored in the kingdoms Treasury, which in turn rests in the kingdoms capitol. If the players choose, they
may draw BP from the Treasury, at the rate of 1,000 GP per BP, though there is a cost for doing so.

Kingdom Stats
Kingdoms are defined by the following stats: Economy, Upkeep, Tax Rate and Stability. Kingdoms also have alignments,
though they typically adopt the alignment of their Ruler.
Economy: Build Points generated for the kingdom by improvements and settlements.
Upkeep: The kingdoms expenses, primarily from military installations and units. Upkeep is deducted from the
kingdoms Treasury each season.
Tax Rate: Expressed as a percentage in increments of 10% up to a maximum of 100%. The tax rate is the amount of
bonus BP the kingdom takes from citizens from taxation on private enterprise, in the form of money, goods or even
labor obligations (often military service).
Stability: A measure of a kingdoms general happiness, loyalty and morale (or, conversely, suppression of dissent). A
kingdoms base Stability is 100 minus its tax rate, plus other modifiers. There is no upper limit to Stability, though a
score above 100 serves little purpose. Stability also serves as the base rating for military Morale.
Alignment: Alignment determines the types of units a kingdom may recruit and is an indicator of its relations with
neighboring kingdoms (i.e. good and evil kingdoms tend not to get along very well). A kingdoms alignment is usually the
same as its Rulers alignment.

Founding a Kingdom
In order to found a kingdom the PCs must fully explore an initial hex that is at least 3 hexes distant from any other
settlement, clear it of all hazards and monsters and then claim it for their kingdom. Claiming the hex costs 1 BP. After
claiming a hex they must then build a village in the hex, representing the new kingdoms capitol. Villages cost 15 BP and
require 1 season to build. Finally, the players will have to assign leadership roles for their characters.

Leadership Roles
Leadership roles define various leadership positions within the kingdom. As these are full-time jobs requiring a
characters complete attention, each character may only fill one role at a time (though they may change roles during the
Edict phase). Furthermore, the character must be present at least three weeks of every season to adequately perform
their duties; these do not have to be consecutive weeks.

Any role not filled by a player-character is assumed to be filled by an NPC with relevant ability modifiers of 0.
Ruler
The Ruler is the central figure of power within the kingdom: king, autocrat, despot, or tyranteven ruling councils
usually have a public figure or a First among Equals. Technically the ruler is the highest ranking figure in the
government, though these rules assume that the party makes cooperative decisions for the kingdom.
Add the Rulers Charisma modifier to either Economy or Stability.
Without a Ruler, kingdoms may not issue edicts (except to fill the Ruler position), build, expand or recruit units.
General
The General is the supreme commander of the kingdoms military (though is still subordinate to the Ruler). The General
is also often the kingdoms military commander in battle (though isnt required to be).
Generals add their Strength or Charisma modifier to the number of units the kingdom may recruit each season.
Grand Diplomat
The Grand Diplomat is responsible for the kingdoms foreign policy and represents the kingdoms interests with regard
to foreign powers.
The Grand Diplomat adds their Intelligence or Charisma modifier to the number of hexes the kingdom may claim each
season.
High Priest
The High Priest tends to the kingdoms spiritual needs. If the kingdom has an official religion, the High Priest is probably
also the highest ranking member of the religion (though in some cases the Ruler may be the head of the religion
instead).
Add the High Priests Wisdom or Charisma modifier to the kingdoms Stability.
Interior Minister
The Interior Minister (or just the Minister) sees to the kingdoms internal affairs, with regard to economic and legal
policy and the enforcement of the kingdoms laws. The Minister coordinates with the General to ensure the kingdoms
borders are secure, and is responsible for the security of all members of state.
The Minister adds Constitution or Wisdom modifier to the number of improvements the kingdom may build each
season.
Spymaster
The Spymaster monitors the kingdoms criminal element, keeps an eye out for domestic threats and spies on foreign
powers. The acquisition and proper leveraging of information in defense of the kingdoms interests is the spymasters
stock-in-trade.
The Spymaster adds Dexterity or Intelligence modifier to Stability.
Treasurer
The Treasurer manages the kingdoms finances and monitors the general health of the kingdoms economy. The
Treasurer also ensures fair business practices and oversees the kingdoms tax collectors.
The Treasurer adds their Intelligence or Wisdom modifier to the kingdoms Economy.

Minor Roles
Should you have more players than leadership positions, some players may be assigned to minor roles (particularly if
they have negative modifiers in key abilities). Any minor role filled by a player-character increases the kingdoms
Stability by 1, regardless of attribute modifiers.
Minor roles: Heir, Royal Spouse or Consort, Councilor and Magister.

Kingdom Management
Managing kingdoms is resolved in a series of turns, with each turn consisting of a number of phases to be completed in
sequence. A turn represents a 3-month block of time. As there are four quarters in a year, and each corresponds to
one of the four seasons, turns are referred to as seasons (spring, summer, fall and winter).
Each season is resolved in the following phase order:
Upkeep Phase
Deduct the kingdoms Upkeep from the Treasury. Any BP remaining in the Treasury may be used to claim hexes, build
infrastructure and improvements and recruit units.
Should the Treasury lack sufficient BP to cover Upkeep, the Treasury goes into negative BP (i.e. the kingdom is in debt, at
least temporarily); reduce Stability by the amount of the deficit.
Each military unit has an Upkeep of 1. Forts also have an Upkeep of 1. Other factors may affect Upkeep as well.
Expansion Phase
The kingdom may expand by claiming additional nearby hexes. Claimed hexes must be fully explored, cleared of
monsters and hazards, adjacent to at least one of the kingdoms other hexes and unclaimed by any other kingdom.
The kingdom may claim 1 new hex each season, modified by the Grand Diplomats Intelligence or Charisma modifier
(minimum of 1 hex per season). Claiming a hex costs 1 BP, to establish basic infrastructure.
During this phase the kingdom may also abandon hexes. Each abandoned hex reduces Stability by 1 unless it contained
a settlement; abandoning a settlement decreases Stability by the settlements BP production.
Build Phase
During the build phase the kingdom may build new improvements, infrastructure and settlements (or expand existing
settlements), even in newly claimed hexes. A hex may only have one improvement or one settlement in it; it may have
up to one of each type of infrastructure.
The kingdom may build (or expand) 1 improvement, 1 infrastructure and 1 settlement per season. The Interior
Ministers bonus is a pool that can be split between the three build types as desired.
Most improvements and infrastructure take only 1 season to build. Expanding settlements can take several seasons,
depending on the settlements size.
Recruitment Phase
At some point the kingdom will likely need to recruit military units to protect its borders (or to expand them). Every unit
has a different BP cost, depending on its capabilities. Note that good aligned kingdoms cannot recruit evil units, and vice
versa. Kingdoms may also disband existing units during the Recruitment phase.
The kingdom may recruit 1 unit each season, modified by the Generals Strength or Charisma modifier (but always a
minimum of 1 unit per season). New units muster at the kingdoms capitol.

Edict Phase
During the Edict phase you may assign or change leadership roles and change the kingdoms tax rate. Changing the tax
rate immediately changes the kingdoms Stability as well.
The ruler may also change his/her Charisma modifier to another bonus during the Edict phase (from Stability to
Economy or vice versa).
Finally, the kingdom may declare holidays, festivals, games, fairs and religious observances. In effect the kingdom is
bribing the people to distract them from the kingdoms problems, at a rate of 1 BP per point of Stability increase.
Income Phase
Add the kingdoms Economy to the Treasury. The kingdoms Economy is the sum of its BP production from settlements,
improvements and the Treasurers modifier. To keep things simple, new improvements and settlements provide their
BP in the season they are completed.
Settlements provide BP based on their size:

Village = 3 BP/season
Town = 6 BP/season
City = 10 BP/season
Metropolis = 20 BP/season

Economic improvements (farms, mines, mills, etc.) provide 1 BP each season. They provide 1 bonus BP if built on a hex
containing an appropriate special resource (such as gold, gems, exotic woods, fertile land, marble, etc.). Connecting
improvements to a city or metropolis via road, river or canal provides 1 additional BP per season.
During the Income phase, players may also deposit or withdraw BP from the Treasury. Each BP deposited costs 2,000 GP
and increases Stability by 1. Every BP withdrawn converts to 1,000 GP and reduces Stability by 1.
Tax Phase
Multiply the kingdoms Economy by its tax rate; add that amount to the Treasury. For example, if the kingdoms
Economy is 23 and the tax rate is 20%, that yields 4 bonus BP (actually 4.6, but we always round down).
Event Phase
Check for a special event by rolling d100. There is a 25% chance that the kingdom will experience a special event during
the season. If no event occurs, the chance goes up to 75% for the following season and remains there until an event
occurs, after which it goes back down to 25%. If an event does occur, roll on the Event chart to determine what
happens.
Some events call for Stability checks. To make a Stability check, roll d100 equal to or less than the kingdoms current
Stability rating. No matter what, a roll of 01 always succeeds and a roll of 00 always fails.
Note: Instead of dispatching units, the players may wish to resolve some of these events in character, creating an
opportunity for adventure. If the kingdom has no units yet, then the PCs will have no choice but to deal with the
problem in person.

D100
01-5

6-14
15-24

25-34

35
36-45
46-55
56-60

61-68
69-73

74-83

84-85

86-90
91-92

93-98

99-00

Event
Bandits: Bandits plague parts of the kingdom, causing 1d6 BP of economic damage each season. Banditry
continues until the kingdom succeeds at a Stability check, military units are dispatched or the leaders deal with
the matter personally.
Boom Times: The kingdom experiences a period of rapid economic growth. All settlements produce +1 BP per
size level next season (villages +1 BP; towns +2 BP; cities +3 BP; metropolis +4 BP).
Boom Town: One random village or town in the kingdom experiences a commerce boom. The population
swells, increasing the settlement to the next size for free. If there are no villages or towns, a village springs up
for free in a random hex that is at least 3 hexes away from any other settlement, if any such hex is available.
Conspiracy: Internal traitors, an organized criminal group, or perhaps an evil cult, pose a significant threat to
the kingdom. Reduce Stability by 1 each season until the kingdoms leaders can get to the bottom of the plot
and bring the conspirators to justice.
Dragon Strike: A dragon (or similar powerful monster) attacks a random settlement, causing panic and
considerable damage. Spend 2d4 BP to repair the damage and reduce Stability by 5.
Food Surplus: Farms produce bumper crops. Next season, every farm produces +1 BP.
Good Weather: Good weather raises spirits and productivity. Next season the kingdoms hex claim, build limit
and recruiting limits are increased by 2; increase Stability by 1d6.
Natural Disaster: An earthquake, flood or other appropriate disaster strikes 1d6 contiguous hexes. Make a
Stability check for each affected hex; if failed, all improvements/settlements and infrastructure in the hex are
destroyed; -1 Stability for each affected hex.
Political Calm: A period of public harmony results in an increase in public approval. Add 1d6 to Stability.
Raiders: A raiding force (monsters/slavers/rival kingdom) equivalent to 1d3 units, attacks the kingdoms
frontiers, pillaging the land and enslaving citizens. Select a random frontier hex where the raids begin. The
raiding force moves to an adjacent hex each season, pillaging as they go. Improvements are destroyed and
settlements are besieged, producing no BP that season. The raids continue until a military force is dispatched
to destroy or drive off the raiders. Reduce Stability by 1d4 each season the raids continue.
Riots: Rioting strikes one random settlement in the kingdom. A successful Stability check ends the riots with
no further damage. If it fails, the settlement produces no BP until a successful Stability check is made or
military units are dispatched. Reduce Stability by 1 each season the riots continue.
Plague: A plague strikes a random settlement. Reduce Stability by 5 and then make a Stability check. If
successful, the plague is contained in that settlement and disappears at the end of the season. If the check
fails, the plague spreads to any other settlements connected by roads, canals or rivers. Each time a new
settlement is struck by plague, reduce Stability by 5 and make another Stability check for that settlement.
Plague struck settlements produce no BP until they make a successful Stability check. Plague cannot spread to
settlements that already have plague or that have cleansed the plague by making a Stability check.
Public Scandal: One of the leaders in the government is implicated in a major public scandal. Make a Stability
check or reduce Stability by 2d4 from the public uproar and erosion of trust.
Rebellion: Part of the kingdom erupts into rebellion. With a successful Stability check, the uprising is quickly
put down. If the check fails, rebel settlements declare independence and begin producing units (starting with
simple militia, but they recruit increasingly powerful units over time). The rebellion can be quashed militarily
or the PCs may attempt a stealth mission to deal with the rebel leaders personally.
Resource: A rare resource has been discovered within the kingdom. Select a random hex and assign an
appropriate resource to that hex. If an appropriate improvement already exists in that hex, the kingdom
immediately gains the BP bonus for the resource.
Treasure: A wondrous treasure has been discovered within the kingdom. The Treasurys share of the find
comes to 1d6 BP (if you roll a 6, add the result to the total and roll again).

Infrastructure
Aqueduct
Delivers water from alpine lakes and rivers to areas where water is scarce. Aqueducts allow the construction of farms in
hexes that are not adjacent to water sources. One end of the aqueduct must end in a hill or mountain hex.
Terrain: Any
Cost: 2 BP
Canal
Canals are artificial waterways that allow barge traffic to haul heavy goods. Settlements built in hexes with canals are
treated as though they had rivers.
Terrain: Desert, Hill or Plains
Cost: 3 BP
Roads
Roads speed travel through the kingdom and connect economic improvements with large settlements for additional BP
production. Hexes with roads are assumed to connect with all other adjacent hexes that also have roads.
Terrain: Any
Cost: 1 BP; cost is doubled in hexes containing rivers

Improvements
Farm
Farms must be built in or adjacent to water sources, such as rivers, lakes, canals or aqueducts, or in hexes that are
adjacent to at least two other farms.
Terrain: Desert, Hill or Plains
Cost: 4 BP in Plains; 6 BP in Desert or Hill
Fishery
Like a farm, but provides fish instead of planted crops or domesticated animals.
Terrain: Water, lake, river, swamp/marsh
Cost: 4 BP
Fort
Forts are walled military installations. Forts provide a defensive bonus to encamped units and are typically built in
strategic or easily defended terrain. Like Outposts, Forts increase Stability by 1.
Terrain: Any Land
Cost: 20 BP
Upkeep: 1
Mine
Mines extract mineral resources from the earth.
Terrain: Desert, Hill or Mountain
Cost: 6 BP
Outpost
Outposts establish your power on the frontier, providing a safe place for patrols and shows the flag to rival powers and
nearby hostiles. Completing an Outpost increases Stability by 1. Outposts may be upgraded to Forts by paying an
additional 10 BP.
Terrain: Any Land
Cost: 10 BP

Quarry
Quarries extract workable stone from the ground.
Terrain: Hill or Mountain
Cost: 6 BP
Sawmill
Sawmills centralize logging activity and convert timber to lumber for use in building and crafting.
Terrain: Forest or Jungle
Cost: 6 BP
Settlement
Settlements are centers of trade, industry and civil administration. It is assumed that every settlement has all the
structures and accommodations required to operate with reasonable efficiency, as well as appropriate defenses
(walls/moats). New settlements start as villages, which later may be expanded to towns, then to cities and, ultimately,
to a metropolis. Settlements must be built at least 3 hexes apart from one another.
Terrain: Any Land
Cost: Villages = 15 BP (requires 1 season)
Town = Village + 30 BP (requires 2 seasons)
City = Town + 50 BP (requires 4 seasons)
Metropolis = City + 100 BP (requires 8 seasons)

Optional Rules
Embassy Edicts
The Grand Diplomat may negotiate the establishment of an embassy in the capitol of neighboring kingdoms, and those
kingdoms may be invited to establish embassies in your kingdom. Each foreign power that agrees to establish an
embassy in your capitol increases Stability by 1. Embassies are required in order to negotiate trade agreements,
alliances and other political and social treaties with foreign powers.
Trade Agreements
Negotiating a trade agreement formalizes trade relations between two kingdoms on fair and balanced terms. This
includes normalization of taxes and tariffs, fair pricing, distribution of labor and the like. Trade agreements have an
Upkeep of 2, representing the cost of the trade expedition. However, they generate 1d6 BP each (meaning there is a
small chance each season that the trade agreement loses money or only breaks even). Two kingdoms may only have
one trade agreement between them, and they must be connected by road, canal, river or sea (with coastal settlements
acting as trade ports between the two kingdoms).
Alliances
Alliances are military agreements for mutual defense and support. You must have an embassy with a kingdom before
you can propose an alliance with them. Good kingdoms may not form alliances with evil kingdoms, and vice versa.
Alliances are not easy to establish and will necessitate a great deal of work on the Grand Diplomats part, though it may
help if both kingdoms have mutual interests or, at the very least, face mutual threats.
Allied kingdoms may move armies through, and station them in, one anothers territories and garrison units in
unoccupied forts (with permission), but not in settlements. Each foreign army stationed in your kingdom decreases
Stability by 1.
Allies may call on one another for support when attacked, though the precise nature and amount of aid is left to the
discretion of the rulers of each kingdom. Failure to send sufficient aid in a timely fashion when requested will cancel the
alliance; foreign garrisons must then depart for their homeland at once.

Vassalage Edicts
You may cede a portion of your lands, or unclaimed lands you believe belong to you, to a subordinate leader who swears
fealty to you. You may also use a vassalage edict to form a colony or to subjugate a conquered kingdom that you do not
wish to absorb hex-by-hex.
You must assign a Viceroy to the vassal who oversees your kingdoms interests and ensures the vassals continued
loyalty. While the vassal is essentially a separate political entity, it is beholden to your kingdom. Therefore, you direct
its development by issuing edicts through the Viceroy.
When you establish a vassal kingdom, you automatically establish an embassy with the vassal for free. Furthermore,
you immediately negotiate a trade agreement with them (provided the kingdoms are connected by road, canal, river or
sea) and you are automatically allies.
Make separate event checks for each vassal: a result of Rebellion means the entire vassal kingdom goes into revolt, not
just a few settlements. You may then dispatch units to quell the rebellion, deal with the rebel leaders personally, resort
to skullduggery or simply recognize their independence, as you see fit.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a) Contributors means the copyright and/or trademark owners who have
contributed Open Game Content; (b) Derivative Material means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted; (c)
Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit
or otherwise distribute; (d) Open Game Content means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) Product Identity means product and product line names, logos
and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines,
plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open Game Content;
(f) Trademark means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the Open
Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating
that the Open Game Content may only be Used under and in terms of this License. You must
affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or
conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of
this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
as to compatibility, except as expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to indicate compatibility or
coadaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a challenge to the ownership of
that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions
of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do
so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a 2000, Wizards of the Coast, Inc.
System Reference Document. 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet,
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, based
on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Beginner Box. 2011, Paizo Publishing, LLC; Authors: Jason
Bulmahn and Sean K Reynolds.
Pathfinder Roleplaying Game Ultimate Campaign 2013, Paizo Publishing, LLC; Authors:
Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim
Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen
Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ
Taylor, and Stephen Townshend.
PFBB Kingdoms 2014 Author: Edward H. Green III
Product Identity: The following items are hereby identified as Product Identity, as defined in
the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks,
registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines,
locations, characters, artwork, and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not included in this
declaration.)
Open Content: Except for material designated as Product Identity (see above), the game
mechanics of this PDF are Open Game Content, as defined in the Open Game License version
1.0a Section 1(d). No portion of this work other than the material designated as Open Game
Content may be reproduced
PAIZO PUBLISHINGS COMUNNITY USE POLICY
This PDF uses trademarks and/or copyrights owned by Paizo Publishing, LLC,
which are used under Paizo's Community Use Policy. We are expressly
prohibited from charging you to use or access this content. This PDF is not
published, endorsed, or specifically approved by Paizo Publishing. For more
information about Paizo's Community Use Policy, please visit
paizo.com/communityuse. For more information about Paizo Publishing and
Paizo products, please visit paizo.com.

PFBB KINGDOM CONTROL SHEET


KINGDOM NAME:
RULERS NAME (+CHA to Economy or Stability):
CAPITOL:

KINGDOM ALIGNMENT:

STABILITY (100 TAX RATE)

UPKEEP

TAX RATE (10% increments up to 100%)

UNITS (1 each)

=
ECONOMY

FORTS (1 each)

+
SETTLEMENTS

EDICTS/OTHER

+
IMPROVEMENTS

RULER/TREASURER

(Multiply by tax rate)

TREASURY

GENERAL (+STR or CHA to unit recruitment]


GRAND DIPLOMAT [+INT or CHA to hex claims]
HIGH PRIEST [+WIS or CHA to Stability]
INTERIOR MINISTER (+CON or WIS to building]
SPYMASTER [+DEX or INT to Stability]
TREASURER [+INT or WIS to Economy]
HEIR [+1 STABILITY]
ROYAL SPOUSE/CONSORT [+1 STABILITY]
COUNCILOR [+1 STABILITY]
MAGISTER [+1 STABILITY]

NOTES

You might also like