PATHFINDER: KINGMAKER
Codex
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| Codex ↓ | Description |
|---|---|
| Zon-Kuthon | Zon-Kuthon is a twisted, cruel, jealous god who defiles flesh to bring pain and misery. He represents ever-present pain, emotional darkness, consuming envy, and debilitating loss. Unrepentantly evil, he finds only brief joy in the pain he c |
| Zombie | Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread |
| Wyvern | Wyverns are nasty, brutish, and violent reptilian beasts akin to more powerful dragons. They are always aggressive and impatient, and are quick to resort to force in order to accomplish their goals. For this reason, dragons generally look d |
| Worg | Worgs are oversized, evil, intelligent wolves often found dwelling amid goblins or other savage races. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs 300 pounds. Worgs hunt in packs, running down and su |
| Wolf | Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wideranging in their hunting, wolf packs cover broad areas. A wolf 's wide paws contain slight webbing between the toes that ass |
| Wizard | Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible — such mysteries call to those with |
| Wisdom (Wis) | Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics, and it is also important for inquisitors and rangers. If you want your character to have acute senses, put a |
| Will-o'-Wisp | Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light — jack o' the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights — but all recognize them as dan |
| Wild Hunt | The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their chosen prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled w |
| Werewolf | In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand a |
| Weretiger | Whether born naturally or afflicted with the curse of lycanthropy, weretigers are lycanthropes who can switch between humanoid and tiger form. They are one of the most feared types of lycanthrope. Like all lycanthropes, weretigers have thre |
| Wererat | Whether born naturally or afflicted with the curse of lycanthropy, wererats are lycanthropes who can switch between human and rat form and are common in crowded and dirty cities. They are one of the two most common forms of lycanthrope (the |
| Weather Domain | With power over storm and sky, you can call down the wrath of the gods upon the world below. Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d |
| Water Domain | You can manipulate water and mist and ice, conjure creatures of water, and resist cold. Icicle: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 p |
| War Domain | You are a crusader for your god, always ready and willing to fight to defend your faith. Battle Rage: You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your level in the class that gave you |
| Vilderavn | A vilderavn is a malicious shapechanging spirit whose typical form is that of an oversized raven with a wingspan of 6 to 8 feet that stands 2 to 3 feet tall. Vilderavns sometimes roam in the shape of wolves or dire wolves, and are known to |
| Use Magic Device | (Charisma; Trained Only) This skill represents character's talent at activating magic items, even if you are not otherwise trained in their use. You apply your character's Use Magic Device skill to checks required for: • Activate wands and |
| Urgathoa | Urgathoa is an utterly amoral, hedonistic goddess, concerned only with satiating her own desires regardless of the consequences others suffer. Like Desna, she strives for experience and a full appreciation of the world — but her appreciatio |
| Unrest | When your subjects are unhappy, they may become concerned or even start a riot. The Unrest parameter reflects the level of stability of the community and the state of your barony. It is Stable by default, but your actions as well as indepen |
| Unicorn | Unicorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. They universally shun all creatures except for good-aligned fey, good-aligned hu |
| Two-Weapon Fighting | If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand wh |
| Trophies | You can interact with various objects, such as the bodies of dead opponents, by clicking on them. Interactive objects are highlighted with an outline when you hover your mouse over them or when you hold Tab. Hidden object can be found after |
| Trolls | Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. They are stooped, fantastically ugly, and astonishingly strong — combined with their claws, their strength allows them to |
| Trollhound | Slavering and voracious, trollhounds seem to be trolls in smaller canine form, and indeed, are often found as pets among gangs and tribes of trolls. Requiring vast amounts of food to fuel their regenerative metabolisms, packs of wild trollh |
| Trickery Domain | You are a master of illusions and deceptions. Trickery and Stealth are class skills. Copycat: You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds e |
| Trickery | (Dexterity; Armor Check Penalty; Trained Only) This skill represents character's talent to perform tasks that require fine manipulation. You apply your character's Thievery skill to checks required for: • Conceal objects on your body. • Dis |
| Treant | Treants are guardians of the forest and speakers for the trees. As long-lived as the forests themselves, and seeing themselves as parents and shepherds rather than gardeners, treants are slow and methodical in most things but terrifying whe |
| Travel Domain | You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet: As a free action, you can gain increased mobility for 1 round. For the next round |
| Traps | There are many traps awaiting you on your adventures. When any of your characters approaches a trap, they will automatically make a Perception skill check. On success, you will see the trap's location and the game will automatically pause. |
| Transmutation | Transmutation spells change the properties of some creature, thing, or condition. Polymorph A polymorph spell transforms your physical body to take on the shape of another creature. Each polymorph spell allows you to assume the form of a cr |
| Touch AC | Some attacks completely disregard armor, including shields and natural armor — the aggressor needs only to touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). |
| Torag | Torag is an ancient god, and his dwarven followers credit him with the creation of the world at his great forge, striking his new work again and again with his hammer to get the shape he desired. As the rocks tumbled and the sparks flew, th |
| Tieflings | Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiend |
| Thylacine | Thylacines are wolf- or hyena-like marsupial carnivores. Feral and untameable, thylacines can be vicious predators. Though similar in appearance to dogs or wolves, a thylacine is much more slenderly built, with a long, stiff tail, and power |
| Throw Splash Weapon | A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency pen |
| Thanadaemon | While all daemons represent death in some fashion, thanadaemons, the Deacons of Death, represent the inevitable death through old age. Thanadaemons effortlessly work eerie skiffs along every pus- and bile-choked river in Abaddon, including |
| Terrain and Obstacles | From tangled plants to broken stone, there are a number of terrain features that can affect your movement. Difficult Terrain Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. You can't run or ch |
| Temporary Hit Points | Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a ch |
| Tatzlwyrm | Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious |
| Tactical Movement | Your speed is determined by your race and your armor. Your speed while unarmored is your base land speed. Hampered Movement Difficult terrain, obstacles, or poor visibility can hamper movement. |
| Swift Action | A swift action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn. Several combat options are swift actions that modify one o |
| Sun Domain | You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. Sun's Blessing: Whenever you channel positive energy to harm undead creatures, add your level in the class that gave you ac |
| Strength Domain | In strength and brawn there is truth — your faith gives you incredible might and power. Strength Surge: As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/ |
| Strength (Str) | Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or "melee") combat, such as fighters and some rangers. Strength also sets the maximum amount of weight your character can carry. A |
| Stealth | (Dexterity; Armor Check Penalty) This skill represents character's talent at avoiding detection, allowing the character to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. You apply your charac |
| Stat Development: Rank Increase | After you talk to an advisor and make a decision, a new kingdom project will become available that will increase a stat rank. You can find it at the bottom-center of the screen on the Projects tab. It will take you and your advisor 14 days |
| Stat Development: Meeting with an Advisor | One of your barony stats has reached 20 points. It's time for you to increase its rank. First, meet with your advisor and discuss the future of the state. To do so, return to your capital and click the button on the appropriate event card i |
| Stat Development | Stats increase if your governance is successful and decrease if events don't end well or other negative factors are placed in your way. Don't let your barony stats drop to zero or lower — this will cause your subjects to riot, and your stat |
| Standard Action | A standard action allows you to do something, most commonly to make an attack or cast a spell. Some combat options (such as using the Cleave feat) are standard actions that allow you to make an attack but don't count as the attack action. T |
| Stalwart Defender | Drawn from the ranks of guards, knights, mercenaries, and thugs alike, stalwart defenders are masters of claiming an area and refusing to relinquish it. This behavior is more than a tactical decision for stalwart defenders; it's an obsessiv |
