Copyrighted Content
All artwork and visual layout elements in this template are copyrighted by Paizo Inc. and are used for demonstration purposes only. If you plan to distribute homebrew material using this template you must remove all elements that are copyrighted: page border, parchment background and the sidebar backgrounds. However, you may use this template to share homebrew with your players, as is.
Cover: "Pathfinder Roleplaying Game" by David Alvarez is licensed under CC BY-NC 4.0.
Fonts Used
Paizo uses multiple commercial fonts for their signature Corebook layout. I have been able to find fitting equivalents available for non-commercial use via Google Web Fonts.
The only exception is the font Taroca used in Pathfinder Corebook for book name and chapter and section titles. This font has unique design and is without alternative. It can be licensed from Monotype as Web Font. It costs $28.00 and allows you 10,000 page views per month, more than enough if you do not share the GMBinder link but instead use it only to print PDFs. To implement it, add the @import code in the template style, then change all references to Eczar font with Taroca Regular.
Camping
As you explore the Stolen Lands, you'll eventually reach a point where the adventuring day is over and it's time to rest—but the closest bed is miles and miles away! In this case, you'll need to make camp and sleep under the stars.
You do not need to camp in your own lands, and automatically succeed at cooking a meal.
Campsites
Camping isn't just a matter of lying on the ground wherever and falling asleep. You need to locate a site for the camp, set it up, prepare and eat food, and address any other basic needs, including allowing some time for relaxation before sleep!
All camping buffs apply to everyone at the start of the camping session.
Step 1: Prepare a Campsite
In order to locate a safe place to set up a campsite while hexploring the Stolen Lands, the PCs must perform the Prepare Campsite exploration activity. One PC attempts to Prepare the Campsite, and others may attempt to Aid the PC doing so.
Prepare Campsite
Step 2: Camping Activities
Once you finish preparing your campsite, you can simply head to bed immediately, consuming rations and skipping straight on to Step 3, or if the check to Prepare the Campsite wasn't a critical failure, you can spend time attempting Camping activities. These activities can help to bolster you for the coming day, strengthen your campsite against possible attacks, build bonds between yourselves or your NPC companions, allow time to craft while in the wild, and so on. Camping activities are each undertaken by a single player, and each takes 2 hours to complete. You may perform a number of Camping activities equal to the number of PCs in the party. Camping activities are performed at the same, so don't worry too much about the sequence of events happening.
Other Exploration activities (such as Identify Magic, Repair, or Treat Wounds) can also be performed during this time; these are not limited to one success per camping session and take the normal amount of time that activity takes to perform. You can also attempt to use the Influence or Discover activities to learn more about your NPC companions who are at the camp; each such attempt to Influence or Discover takes an hour. Each companion may be discovered or influenced once per camping session.
Camping activities increase the risk of attracting a random encounter, as someone or something comes to investigate all of the activity. At the end of each hour that anyone in the party undertakes a Camping activity, attempt a flat check against the zone's Encounter DC; on a success, a random encounter occurs. (If the check to Prepare the Campsite was a critical success, skip it for the first hour.)
Crafting an item is considered a Camping activity. You will have ample downtime (i.e. years of downtime) to do it outside of camping.
Step 3: Eating
Once all Camping activities have been resolved, you eat their meals. Everyone chooses their own meal, and the party collectively chooses the meals for any companion NPCs camping with them.
If anyone performed the Cook Basic Meal or Cook Special Meal Camping activity, those servings are available meal choices; after all characters have selected their meals, those performing the Cook Meal activities roll checks to determine the effect of the meal they cooked.
Characters may instead choose to consume their own rations, use the Subsist downtime activity for food, or receive magical sustenance (such as a create food spell, a heroes' feast ritual, a ring of sustenance, and so on). A PC gains the effects of the only first meal they eat at this time; they cannot gain additional effects from additional meals during the same camping session.
Step 4: Resting
Once the party has eaten, it's time to rest, as detailed under Resting. The table below summarizes how long the group needs to set aside for rest, assuming rotating watch assignments of equal length. This table reprints and expands on Table 10-3 from the Core Rulebook (reprinted in GM Core on page 43), as your campsite in a Kingmaker campaign can include a number of NPC companions as well.
| Group Size | Total Time | Duration of Each Watch |
|---|---|---|
| 2 | 16 hours | 8 hours |
| 3 | 12 hours | 4 hours |
| 4 | 10 hours, 40 minutes | 2 hours, 40 minutes |
| 5 | 10 hours | 2 hours |
| 6 | 9 hours, 36 minutes | 1 hour, 36 minutes |
| 7 | 9 hours, 20 minutes | 1 hour, 20 minutes |
| 8 | 9 hours, 9 minutes | 1 hour, 9 minutes |
| 9+ | 9 hours | 1 hour |
Step 5: Daily Preparations
This final step includes time spent to prepare for the adventuring day, as detailed under Daily Preparations. Assume menial tasks like breaking down the campsite are included in this step without impacting how long it takes for you to prepare for the day. Daily preparations take 30 minutes to complete. The zone's Encounter DC returns to its original DC. If you wish to continue camping at this same location, you must use the Prepare Campsite activity again (though it takes only 1 hour to Prepare a Campsite that has been used before).
Camping Activities
When camping in the wilderness, you may perform a number of different Camping activities; see Step 2: Camping Activities for detailed rules. Many of them require checks against the Zone DC for the area the party is camping in.
Ingredients
The two cooking activities presented here—Cook Basic Meal and Cook Special Meal—require the use of ingredients in addition to rations, or provisions you gain by Subsisting. Both basic and special meals always use basic ingredients; special meals sometimes also require special ingredients.
Basic ingredients and rations are relatively easy to come by, and generally won't need to be tracked. If the you wish to stock up on basic ingredients, you can procure them by attempting the Hunt and Gather Camping activity—even a critical failure finds some, and you can buy rations at the regular price.
Special ingredients are exceptionally rare or dangerous to gather, and will be tracked as regular consumable items—a single special ingredient is level 3 and Bulk L. Special ingredients are normally acquired only by succeeding at the Hunt and Gather Camping activity; I may also allow the party to obtain a number of special ingredients equal to the party's level once per month as part of the perks of ruling a kingdom.
While specific ingredients aren't called out in recipes, at my discretion you may harvest such ingredients after encounters with appropriate creatures. Since this requires you to track individual ingredients, the additional paperwork may not be to y'all's taste. To harvest ingredients from a creature, a character must succeed at a Survival check against a standard DC. A success generates 1 special ingredient usable for that specific recipe (or 2 special ingredients on a critical success). Only one attempt can be made per creature; each attempt takes 10 minutes of work.
Camouflage Campsite
Cook Basic Meal
Once the party finishes all Camping activities and the characters have chosen which meals they wish to eat, attempt a DC 22 Survival check or a DC 18 Cooking Lore check to determine the effectiveness of your basic meal.
Cook Special Meal
Cook Special Meal can be attempted multiple times during a camping session, but each attempt must use a different recipe.
A character who is sickened can't eat a special meal or gain its benefits.
Once the party finishes all Camping activities and the characters have chosen which meals they wish to eat, attempt a Survival check or a Cooking Lore check to determine the effectiveness of your special meal. The DC of the check required varies by recipe. Unless the special meal's description says otherwise, its effects last until the next time the party prepares a camp or 24 hours, whichever comes first.
Discover Special Meal
Hunt and Gather
Learn from a Companion
Learning from Companions
| Activity | Companion | Requirements |
|---|---|---|
| Blend into the Night | Harrim | trained in Religion, worships Groetus |
| Bolster Confidence | Linzi | expert in Performance |
| Camp Management | Jubilost | expert in Survival |
| Dawnflower's Blessing | Tristian | trained in Religion, worships Sarenrae |
| Enhance Campfire | Kanerah | expert in Nature |
| Enhance Weapons | Amiri | expert in Crafting |
| Intimidating Posture | Regongar | expert in Intimidation |
| Maintain Armor | Valerie | expert in Crafting |
| Set Alarms | Octavia | expert in Arcana |
| Set Traps | Nok-Nok | expert in Thievery |
| Undead Guardians | Jaethal | expert in Religion |
| Water Hazards | Kalikke | expert in Nature |
| Wilderness Survival | Ekundayo | expert in Survival |
Organize Watch
Provide Aid
Relax
A character that's suffering a status penalty from a critical failure on the Tell Campfire Story activity removes that penalty after spending an hour Relaxing. You can Relax as many times as you want during a camping session.
Tell Campfire Story
All allies in your camp can potentially gain benefits from your stories, but those who spend the hour Relaxing gain the greatest benefits. An ally who spends the two hours of your campfire story Hunting and Gathering or is otherwise outside of the camp's immediate area is not affected by your campfire story.
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.
-
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.
-
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.
-
Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
-
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.
-
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.
-
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 holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
-
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 co-adaptability 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.
-
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
-
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.
-
Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
-
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.
-
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.
-
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.
-
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.
-
COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.