PATHFINDER: KINGMAKER
Codex
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| Codex ↓ | Description |
|---|---|
| Rest | In camp, all characters will restore some of their lost hit points, and those capable of casting spells will replenish them. To camp, you need a special resource — rations. When you click the "Rest" button, an outline of a camp appears unde |
| Repose Domain | You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear. Gentle Rest: Your touch can fill a creature with lethargy, causing a living creature |
| Region Upgrade | You may now upgrade regions within your barony. Every region has 2 or 3 available upgrades, with unique bonuses and conditions for each. All of them are listed on the region cards. You will find the region upgrade projects on the Projects t |
| Regeneration | A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration s |
| Redcap | Redcaps embody both capriciousness and sadism. These stumpy, misanthropic fey freaks exist seemingly to indulge in blissful bloodletting and self-indulgent slaughter. Like prune-faced, angry old men, they mollycoddle their own inefficiencie |
| Ranger | For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, |
| Range | A spell's range indicates how far from you it can reach, as defined in the range entry of the spell description. A spell's range is the maximum distance from you that the spell's effect can occur, as well as the maximum distance at which yo |
| Race | Race is an important part of what makes characters who they are. It both provides a starting point for character creation and sets the tone for a character as it progresses. Race mixes biology and culture, then translates those concepts int |
| Quickwood | These carnivorous plants prize human and elven flesh, but eat anything they manage to catch. Quickwoods typically explore an area, taking note of any oak trees, and then root themselves and wait for prey to wander by. They use their oaksigh |
| Purple Worm | Purple worms are giant scavengers that inhabit the deepest regions of the world, consuming any organic material that they encounter. They are notorious for swallowing their prey whole. It is not uncommon to hear of a group of adventurers va |
| Protection Domain | Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess in the class that gave |
| Projects | The Projects tab will allow you to upgrade various aspects of your barony. New projects will come your way during the game as you meet certain conditions or undertake various ventures. To start working on a project, assign one of your advis |
| Problems and Opportunities | There are two types of events: problems and opportunities. If a problem event ends with a Failure, it decreases your stats. If it ends with a Success, it has no effect. Succeeding at an opportunity event will increase your stats, and it nor |
| Prestige classes | |
| Pony | Ponies are smaller breeds of horses better suited to halflings, gnomes, and dwarves, but they also make fond pets for humans as well. They stand 3 to 4 feet tall and weigh about 600 pounds. A light load for a pony is up to 100 pounds, a med |
| Plumekith (Garuda-Blooded) | Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment. Garuda-blooded aasimars have a +2 racial bonus to Dexterity and Wisdom, and a +2 |
| Plant Domain | You find solace in the green, can grow defensive thorns, and can communicate with plants. Enlarge: As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this power a numbe |
| Pitborn (Demon-Spawn) | Pitborn delight in destruction, especially while unleashing their havoc on what others consider valuable or precious. Perhaps because of this volatility, others tend to simply defer to pitborn, an act that often grants them the dominance th |
| Pharasma | Pharasma is the stern observer of life and death, scrutinizing the tangled webs of fate and prophecy, mercilessly cold in the administration of her duties. Having seen infants die, the righteous fall too soon, and tyrants live to advanced a |
| Phantom Armor | Raised from the corpses of knights and soldiers slain by treachery rather than battle or conflicts considered crimes even in the heat of war, phantom armors appear as suits of animate armor, walking or floating of their own accord. Most pha |
| Persuasion | (Charisma) This skill represents character's talent to manipulate other people through negotiation, deceit, or intimidation. You apply your character's Persuasion skill to checks required for: • Change others' attitudes. • Create diversions |
| Perception | (Wisdom) This skill represents character's acuity of your senses allows you to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously. You apply your character's Perception skill to checks |
| Paladin | Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justic |
| Owlbear | The origin of the owlbear is a subject of great debate among scholars of the monstrous creatures of the world. However, most concur that at some point in the distant past, a deranged wizard created the original specimens by crossing an owl |
| Nymph | Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature — a gua |
| Not an Action | Some activities are so minor that they are not even considered free actions. They literally don't take any time at all to do and are considered an inherent part of doing something else, such as nocking an arrow as part of an attack with a b |
| Normal Mode | When your character's current hit points drop to a negative amount equal to their Constitution score or lower, they get the Death Door Condition. If they already had the Death Door Condition, they die. A character can also die from taking a |
| Norgorber | Norgorber is one of the Ascended, a mortal who triumphed in the Test of the Starstone and took the mantle of the god of killers and spies. Little is known of his life as a mortal, for he has concealed this information so others can't use it |
| Nobility Domain | You are a great leader, an inspiration to all who follow the teachings of your faith. Inspiring Word: As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rol |
| Nixie | Nixies are guardians of ponds, rivers, lakes, and springs. They prefer dwelling in idyllic places, which they protect from the depredations of predators and careless humanoids. While this often involves confusing enemies and driving foes aw |
| Nightmare | This eerie horse-like creature's skin is an inky blackness. Fire spurts from its hair and nostrils, and its hooves spray sparks. Nightmares are flaming harbingers of death. They allow only the most evil of creatures to ride them, and are ne |
| Nethys | Ancient Osirian legends speak of the god-king Nethys, a man whose monomaniacal pursuit of magic opened the fabric of reality to his probing vision, revealing to him the secrets of creation in this world and in the Great Beyond. The sight ca |
| Nereid | Nereids are capricious and often dangerous aquatic fey that appear as strikingly beautiful women, often seen bathing unclothed in the water. Many sailors have met their doom following a nereid, for though a nereid's beauty is otherworldly, |
| Necromancy | Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. |
| Mystic Theurge | Mystic theurges place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to the arcane as well as the divine. They seek magic in all of its forms, finding no reason or logic in denying themselves instruc |
| Musetouched (Azata-Blooded) | The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals. Azata-blooded aasimars have a +2 racial bonus to Dexterity and Charisma, and a +2 racial bonus on Persuasion and Mobility checks and can |
| Movement in Combat | Generally, you can move your speed in a round and still do something (take a move action and a standard action). If you do nothing but move (that is, if you use both of your actions in a round to move your speed), you can move double your s |
| Movement | Click on the location you want to walk to, and your character will start moving toward it. The location will be marked with a special symbol. If the location is inaccessible, the symbol will instead appear in the nearest accessible location |
| Move Action | A move action allows you to move up to your speed or perform an action that takes a similar amount of time. You can take a move action in place of a standard action. |
| Movanic Deva | Movanic devas serve as infantry in the celestial armies, though they spend most of their time patrolling the Positive, Negative, and Material Planes. On the Positive Plane, they watch over wandering good souls, which sometimes puts them int |
| Motherless (Qlippoth-Spawn) | No woman survives the birth of a babe whose qlippoth ancestry has emerged. At best, qlippoth-spawn rip their mothers apart during labor. At worst, they tear themselves out even earlier. Motherless have a +2 racial bonus to Strength and Wisd |
| More about Advisors | Every barony stat gains a bonus from a specific ability of the appointed advisor. The exact size of the bonus is indicated in the upper right corner of the advisor's card. Only advisors may address the problems, opportunities, and sudden ev |
| Moral Choices | Sometimes your character has to make difficult decisions, relying on their conscience (or lack thereof). Such decisions impact your character's alignment, gradually shifting your character toward good or evil, lawful or chaotic. Some dialog |
| Monk | For the truly exemplary, martial skill transcends the battlefield — it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capa |
| Monitor Lizard | Monitor lizards are large enough to pose a threat to humans, and in some societies are often mistaken for dragons. Some can reach lengths of 10 feet or more and weights of 350 pounds. |
| Mobility | (Dexterity; Armor Check Penalty) This skill represents character's talent for balance and coordination, including aerial maneuvers, gymnastics, and tumbling. You apply your character's Acrobatics skill to checks required for: • Move near op |
| Mite | Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for |
| Miscellaneous Actions | The following actions take a variable amount of time to accomplish or otherwise work differently than other actions. |
| Mephit | Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells |
| Medusa | Medusas are human-like creatures with snakes instead of hair. At distances of 30 feet or more, a medusa can easily pass for a beautiful woman if she wears something to cover her serpentine locks — when wearing clothing that conceals her hea |
