3. Leadership Roles
Each role grants the kingdom different benefits, provided a character takes up the mantle of serving in that role. One character per role, but it's important to have all eight roles filled.
- If a leader is removed from their role (such as death), the New Leadership kingdom activity may immediately be used to assign a new leader to that role—even outside of a Kingdom turn.
- Each character in a leadership role (whether PC or NPC) must spend a week of downtime activity each month attending to their duties (though these seven days need not be consecutive.) If a character does not spend this downtime, at the start of the Upkeep phase of the next Kingdom turn, they either incur their role's vacancy penalty or lose one of their leadership activities for that turn.
- Note that when certain companions detailed in the Kingmaker Companion Guide hold the leadership roles listed in their entry in that book, those roles are automatically invested; this is in addition to the four roles the players choose to invest.
Statistics for leadership roles are presented in the following format.
Description
Key Ability. Kingdom ability score most impacted by the leader.
Relevant Skills. A leader that is proficient in these character skills acquire a new type of bonus called a Leadership Bonus.
- Trained in two or more: +1 Leadership Bonus on all Kingdom Skill checks
- Expert in two or more: +2 Leadership Bonus
- Master in two or more: +3 Leadership Bonus
- Legendary in two or more: +4 Leadership Bonus
Vacancy Penalty. At the start of each Kingdom turn, if the leader has not spent the required week of downtime since the end of the last Kingdom turn, they must either give up one of the three activities they would take during the Leadership Activities step of the Activity phase, or apply this penalty until the start of the next Kingdom turn. When the vacancy penalty ends, any Unrest generated remains in place and must be ameliorated in the normal fashion. Vacancy penalties also apply to leadership roles that are unassigned.
Default Leadership Bonuses
Highly Motivated NPC Leader. A highly motivated NPC Leader is any Companion from the Kingmaker Companion Guide in one of their preferred Leadership Roles, or any NPC Leader the GM feels is highly motivated to be a good leader. A Highly motivated NPC Leader has a Leadership Bonus of +1 from Levels 1 through 3, +2 from levels 4 through 7, +3 from Levels 8 through 15, and +4 from Levels 16 through 20.
Regular NPC Leader. A regular NPC Leader is any Companion from the Kingmaker Guide in a non-preferred Leadership Role, or any NPC Leader the GM feels isn't highly motivated. A regular NPC Leader has a Leadership Bonus of +1 from Levels 1 through 5, +2 from Levels 6 through 9, and +3 from Levels 10 through 20.
Note: If using the Option to have a Mayor or Settlement Council take a Settlement’s Actions, the Mayor/Settlement Council’s Leadership Bonus is calculated as if they were a Regular NPC Leader.
The ruler performs the kingdom's most important ceremonies, is the kingdom's chief diplomatic officer, serves as the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing the characters to all other high positions in the kingdom's government.
Key Ability. Loyalty
Relevant Skills. Diplomacy, Deception, Intimidation, Performance, Society, Heraldry Lore, Politics Lore, and Ruler Lore.
Vacancy Penalty. -1 to all checks (this stacks with any other vacancy penalty); gain 1d4 Unrest at the start of the Kingdom turn; Control DC increases by 2.
The Counselor is a liaison between government and citizens. They study issues with academic analysis but also interpret the desires of the citizenry and present proclamations to the people in understandable ways. They also serve as an advisor to the other leaders, particularly the Ruler.
Key Ability. Culture
Relevant Skills. Diplomacy, Deception, Performance, Religion, Society, Academia Lore, Art Lore, and Counselor Lore.
Vacancy Penalty. -1 to all Culture-based checks
The General leads the kingdom’s military, heading its armies and managing subordinate military commanders. The General is responsible for looking after the needs of the kingdom’s military and directing them in times of war
Key Ability. Stability
Relevant Skills. Diplomacy, Athletics, Crafting, Intimidation, Survival, Scouting Lore, Warfare Lore, and General (the military leader kind) Lore.
Vacancy Penalty. -4 to Warfare activities
The Emissary keeps state secrets, oversees clandestine intrigues, and deals with criminal elements within the kingdom. They manage foreign policy and interactions with other kingdoms, as well as the interactions of political organizations and power brokers at home. Whether or not your emissary is a public figure or someone who manipulates events behind the scenes, their role in the kingdom remains the same.
Key Ability. Loyalty
Relevant Skills. Diplomacy, Deception, Intimidation, Stealth, Thievery, Politics Lore, Underworld Lore, and Emissary Lore.
Vacancy Penalty. -1 to all Loyalty-based checks
The Magister is in charge of all things magical in the kingdom, attending to how the supernatural affects ordinary citizens. They promote higher learning in the arts of magic, whether arcane, divine, occult, or primal. They oversee any aspects of governmental bureaucracy in which magic can be of service to the kingdom’s needs and interests.
Key Ability. Culture
Relevant Skills. Diplomacy, Arcana, Nature, Occultism, Religion, Academia Lore, Scribing Lore, and Magister Lore.
Vacancy Penalty. -4 to Warfare activities
The Treasurer monitors the kingdom’s funds and the state of business and industry, as well as the citizens’ confidence in the economy and the growth of the nation’s manufacturing capacity. They work to ensure a fair market for all, investigate those who take advantage of the system, and handle taxation issues.
Key Ability. Economy
Relevant Skills. Diplomacy, Crafting, Medicine, Society, Thievery, Labor Lore, Mercantile Lore, and Treasurer Lore.
Vacancy Penalty. -1 to all Economy-based checks
The Viceroy plans and implements the kingdom’s expansion and development, both in its territories and its settlements. They manage the infrastructure of the nation, overseeing major capital improvements and growing the networks that connect the hinterlands with the cities at the nation’s heart, helping keep the kingdom moving and growing.
Key Ability. Economy
Relevant Skills. Diplomacy, Crafting, Medicine, Nature, Society, Architecture Lore, Engineering Lore, and Viceroy Lore.
Vacancy Penalty. -1 to Stability-based checks
The Warden monitors the safety, security, and overall health of the kingdom, its lands, and its borders. They manage scouts and patrols in the countryside, respond to local threats and menaces as needed, and oversee the kingdom’s overall defense and health.
Key Ability. Stability
Relevant Skills. Diplomacy, Athletics, Nature, Stealth, Survival, Farming Lore, Hunting Lore, and Warden Lore.
Vacancy Penalty. -4 to Region activities