Codex
51–100 of 373Page 2 of 8
| Codex ↓ | Description |
|---|---|
| Stacking Effects | Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of… |
| Spriggan | When the gnomes first traveled to the mortal realm from the distant land of the fey, some found the Material Plane so strange and terrifying that they lost their sense of joy.… |
| Spitespawn (Div-Spawn) | An innate sense of jealousy and pure malice drives spitespawn to spread misery and despair. Unable to experience joy themselves, they devote their lives to promoting gloom, all… |
| Spider Swarm | The sight of a carpet of swarming spiders is unsettling indeed — particularly when the swarm is made up of spiders each the size of a gold coin and possessing bladelike mandibles… |
| Spider | For many brave adventurers, this is the first monster they ever meet — for quite a lot, it's also their last. These huge, mean and venomous arachnids spin their nets in the shade… |
| Spells | Some characters in your party are capable of casting spells. To use a spell or ability, click on its icon in the action panel or in the Spells menu, and then on the target (your… |
| Spell Result | Once creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), whatever results a spell entails are… |
| Spell Resistance | Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at… |
| Spell Failure | If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if… |
| Spell Descriptor | Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one… |
| Spell Descriptions | Name The first line of every spell description gives the name by which the spell is generally known. |
| Spell Conversion | Some classes (for example, clerics) can cast spells spontaneously. For example, clerics of non-evil alignment don't need to prepare healing spells: they can spend almost any… |
| Spell Attacks | Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as… |
| Spell | If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you… |
| Spell | A spell is a one-time magical effect. Spells come in two types: Arcane (cast by bards, magi, sorcerers, and wizards) and Divine (cast by clerics, druids, inquisitors, and… |
| Speed | Speed measures how fast can a character move in combat. It is measured in the amount of feet that character can move in 3 seconds. |
| Spectre | Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like… |
| Special Spell Effects | Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools. |
| Special Movement Rules | These rules cover special movement situations. Double Movement Cost When your movement is hampered in some way, your movement usually costs double. Minimum Movement Despite… |
| Special Attacks | There are various standard maneuvers you can perform during combat other than normal attacks, casting spells, or using other class abilities. Some of these special attacks can be… |
| Special Abilities | A number of classes and creatures gain the use of special abilities, many of which function like spells. Spell-Like Abilities Usually, a spell-like ability works just like the… |
| Source of Resources for the Barony | You may stumble upon a resource area in your travels. To reap its benefits, you need to claim the corresponding region, return to the resource location, and claim it for 15 BP. |
| Soul Eater | Summoned forth from the inky swamps of Abaddon, a soul eater is an extraplanar entity devoid of emotion or reason and possessing a hunger that may only be sated by devouring the… |
| Sorcerer | Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves… |
| Smilodon | Tigers are usually the top animal predators in their territories, and have been known to kill bears, crocodiles, giant snakes, wolves, and even other great cats. Even humanoids… |
| Slurk | Slurks are frog-like creatures, the descendants of the failed result of a dwarven attempt to domesticate and breed subterranean frogs as food and labor animals. Though the… |
| Slug, Giant | No simple garden pests, giant slugs pose a serious threat to those caught in their path. Folk who dwell near swamps and other regions that support giant slugs risk losing… |
| Slayer | Skilled at tracking down targets, slayers are consummate hunters, living for the chase and the deadly stroke that brings it to a close. Slayers spend most of their time honing… |
| Skills | A skill represents a creature's ability to perform an ordinary task, such as climb a wall, sneak down a hallway, or spot an intruder. The number of ranks possessed by a creature… |
| Skeleton | Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to… |
| Size | All characters and creatures, depending on how large they are, are separated into different size categories — Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan and… |
| Shocker Lizard | A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as… |
| Shelyn | Shelyn has watched over the multiverse with a gentle heart and generous eye since the beginnings of sentience, encouraging mortals in peace and love and reveling in even their… |
| Shambling Mound | Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants with a fondness for elf flesh in particular.… |
| Shackleborn (Kyton-Spawn) | Shackleborn are fascinated by mutilation and torture. Though they prefer to practice their cruel art on others, they accept that sometimes the wheel must turn and greet their own… |
| Settlement Upgrade | You can now upgrade settlements in your barony. Every three villages acquired in your domain will enable you to upgrade one of them to the town level, provided that 6 or more… |
| Senses | Some creatures and character may have additional or alternative means of perceiving the world around them, allowing them to see in complete darkness, locate objects by… |
| Scythe Tree | A hideous, sadistic plant known as a scythe tree roams the land ready to attack any wandering prey. The scythe tree is an intelligent plant but does little with its intellect… |
| Scrolls | Scrolls are expendable items that allow you to use the spell written on it once. To use it, the character must know how to cast the written spell, have the Use Magic Device… |
| Scouting Projects | With special projects, you can find locations you missed within barony regions while exploring the territory. Use projects to send scouts, and after a while they will return with… |
| Schools of magic | School (Subschool) Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs. Almost every spell belongs to one of eight… |
| Saving Throws | Usually, a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving… |
| Saving Throw | Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a… |
| Satyrs | Satyrs, known in some regions as fauns, are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and… |
| Sarenrae | Sarenrae is one of the most popular deities on Golarion, and followers of many other faiths respect her power, dedication, and generosity. Once a powerful angel known as an… |
| Safe Location | If there are no threats in the location it can be used as a sort of "headquarters" where you can prepare your party for a new expedition. In such locations, companions don't… |
| Rovagug | Spawned to destroy worlds, Rovagug tore into existence while the cosmos was still young, devouring and destroying everything he touched and laying waste to the careful creations… |
| Rogue | Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor.… |
| Roc | Rocs are terrifying, legendary birds renowned for their ability to carry off elephants and other big animals. A typical roc is 30 feet long from beak to tail, with an 80-foot… |
| Restricted Activity | In some situations, you may be unable to take a full round's worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action… |
