PATHFINDER: KINGMAKER
Codex
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| Codex ↑ | Description |
|---|---|
| "An Ancient Curse" Quest | The "ancient curse" you were warned about now plagues your lands! It will decrease your barony's stats every 2 days for 14 days, unless you overcome it. To protect your barony you should hurry to the Bald Hilltop to confront the threat, whi |
| Aasimars | Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or |
| Abadar | Abadar is a patient, calculating, and far-seeing deity who wishes to bring civilization to the frontiers, order to the wilds, and wealth to all who support the rule of law. His primary desire is to see the purifying spread of civilization, |
| Ability scores | Character creation starts by generating your character's ability scores. These six scores determine your character's most basic features and are used to decide a wide variety of details and statistics. Some class selections require you to h |
| Abjuration | Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. |
| Action Types | An action's type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are five types of actions: Standard Move Full-round Swift Free In a normal ro |
| Advisor Upgrade | You may now upgrade your advisors' abilities! Complete the available kingdom project from the Projects tab to unlock this feature. |
| Advisors | Governing your barony will require one advisor for each stat. You may appoint your companions as well as some of the Stolen Lands citizens into these advisor positions. Each of the ten positions has at least three characters who are qualifi |
| Aiming a Spell | You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate. T |
| Air Domain | You can manipulate lightning, mist, and wind, and are resistant to electricity damage. Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electri |
| Alchemist | Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While |
| Aldori Swordlord | The swordlords follow no singular path to dueling mastery-some of those who take up the blade only dabble in its use, while others explore swordplay with the dueling weapon in unconventional ways. But those who seek to most closely emulate |
| Alignment | Alignment represents a creature's basic moral and ethical attitude. Alignment has two components: one describing whether a creature is lawful, neutral, or chaotic, followed by another that describes whether a character is good, neutral, or |
| Angelkin (Angel-Blooded) | Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take. Angel-blooded aasimars have a +2 racial bonus to Strength and Charisma, and a +2 racial bonus on |
| Animal Domain | You can speak with and befriend animals with ease. In addition, you treat Lore (Nature) as a class skill. Animal Companion: At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is e |
| Ankou | Ankous are assassins for powerful fey nobles, sent to kill, terrify, and torture. They never speak, only telepathically whisper their lord's verdict to victims. A typical ankou is 10 feet tall and has an 8-feet wingspan, but weighs less tha |
| Antimagic | An antimagic effect has the following powers and characteristics. No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work). Antimagic does not dispel magic; it suppresses i |
| Arcane Spells | Bards, magi, sorcerers and wizards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results. |
| Arcane Trickster | Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilitie |
| Armor Class (AC) | Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It's the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following: 10 + armor bonus + shield bonu |
| Artifice Domain | You can repair damage to objects, animate objects with life, and create objects from nothing. Aura of Efficiency You can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict the fat |
| Artisans | You have met an artisan, a special character who can craft equipment for you, from tough armor and powerful weapons to magic jewelry and scrolls. You will find one in every region of the Stolen Lands. Some of them arrive to you on their own |
| Asmodeus | Asmodeus reigns as the unquestioned lord of Hell, the emperor and god of the damned. He is the most powerful entity to reside within the infernal realm, and even the other deities who make their home within the Pit do so at the Prince of Da |
| Astradaemon | Believed to be creations of the Four Horsemen, astradaemons live out their existence in search of souls to harvest. These deadly creatures are ravening planar predators, openly hunting throughout the void for souls on which to feed. These v |
| Athach | An athach is a twisted kind of giant, cruel and thuggish. It lives to bring misery, ruin, and terror to weaker creatures. An individual may be nearly any human color, though its arms are often a darker color or even grayish. Its upper fangs |
| Athletics | (Strength; Armor Check Penalty) This skill represents the character's talent at deeds of physical prowess such as leaping, scaling walls, and swimming. You apply your character's Athletics skill to checks required to: • Catch an object. • C |
| Axiomite | Stewards of ancient, colossal cities on lawful planes, axiomites represent the fundamental search for order. According to their own history, the first axiomites sprang from the raw mathematical underpinnings of the cosmos long before the fi |
| Azata | Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk i |
| Azata, Bralani | Bralanis are among the fiercest and wildest of the azatas, living from moment to moment and always on the lookout for chances to test their skill in battle. In addition to their elf-like forms, they can take the shape of whirlwinds of dust, |
| Azata, Ghaele | This elegantly armored sentinel stands alert, her eyes radiating divine light and her noble blade crackling with power. Ghaeles are the most knightly of the azatas, hunting fiends, dragons, and undead with equal vigor. Most appear like idea |
| Barbarian | For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or |
| Bard | Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. T |
| Barony Alignment | Your subjects look up to you in all areas of life, including your alignment. Depending on the ruler's morale and conduct, your barony will attract the attention of a particular kind of people (for better or worse). Certain alignments may un |
| Barony Stats | The barony has ten basic stats, each supervised by an advisor. They are as follows: Population (Regent), Loyalty (Councilor), Military (General), Economy (Treasurer), Divine (High Priest), Relations (Grand Diplomat), Stability (Warden), Mag |
| Base Attack Bonus (BAB) | Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, their base attack bonus improves. When a creature's base attack bonus reaches +6, +11, or +16, it receives an additional a |
| Bear | A large, powerful omnivore, the grizzly bear inhabits many of the world's forested hills. Equally happy consuming nuts, berries, fish, or small mammals, the grizzly is nonetheless fiercely territorial, and will chase off — or, failing that, |
| Beastbrood (Rakshasa-Spawn) | Beastbrood regard themselves as deserving of appreciation and opulence. Through deceit and sheer willpower, they often achieve privileged stations in society. Beastbrood have a +2 racial bonus to Dexterity and Charisma, a -2 penalty to Wisd |
| Boar | Much more ill-tempered and dangerous than their domesticated kin, boars are omnivorous creatures common to temperate forests, although they are not unknown in tropical climes. Other variants exist as well, such as the particularly ugly wart |
| Bogeyman | Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. Others see bogeymen as supernatural manifestations of society's willingness to do itself harm. Bogeymen use their powers to |
| Bonus Types | Usually, a bonus has a type that indicates how exactly the bonus is granted. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and |
| Bringing Back the Dead | Several spells have the power to restore slain characters to life. When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature's deit |
| Build Points and Income | Build Points (BP) are the barony's main resource. They are required for settlement upgrades, construction, project management, and so on. The barony treasury's weekly income is 30 BP, sent by Jamandi Aldori from Brevoy. Apart from that, you |
| Buildings: Moving and Demolition | Demolish a building to get rid of it and recover half of the resources you spent on construction. If you want to move a building, you will have to demolish the old one (gaining half of the resources you spent on it) and construct it in the |
| Buildings: Special Bonuses | Buildings may provide special bonuses if you meet certain conditions (most commonly, two buildings must stand close together to grant the bonus). Make sure you use this feature to your full benefit when planning a settlement. Some buildings |
| Bulette | The creation of some unknown arcanist in millennia past, the bulette has bred true to become one of the fiercest predators of the hills. Burrowing rapidly through the earth just beneath the surface, sometimes with its armored fin cutting a |
| Calistria | Calistria is the most widely worshiped elven goddess on Golarion — an ancient deity with a long memory for old slights, at once mysterious, alluring, temperamental, and passionate. Although most of her worshipers are elves, she is popular w |
| Camera | To move the camera, use the WASD and ARROW KEYS or press and hold the middle mouse button. You can also use a scroll wheel to zoom in and out. To move the camera, use . |
| Caster Level | A spell's power often depends on its caster level, which for most spellcasting characters is equal to their class level in the class they're using to cast the spell. In the event that a class feature or other special ability provides an adj |
| Casting Spells | Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way. |
| Casting Time | Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action. A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your tu |
