PATHFINDER: KINGMAKER
Codex
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| Codex ↓ | Description |
|---|---|
| Mastodon | The great mastodons are primeval cousins of elephants. Their large tusks dwarf those of regular elephants, jutting outward and then curving back toward one another at the tips. Shaggy woolly mammoths are a mastodon variant adapted to cold e |
| Map Movement | To set out for a location, click on one of the arrows near your party token. You can learn the whereabouts of significant locations by talking to characters or happening upon them during your journey. After learning about a location, you mu |
| Manticore | Manticores are fierce predators that patrol a wide area in search of fresh meat. A typical manticore is about 10 feet long and weighs about 1,000 pounds. Some have more human-like heads, usually with beards. Males and females look much alik |
| Mandragora Swarm | A normal mandragora resembles a small fat child made from leaves, coiled vines, tree bark, and pallid tubers. Its limbs short and ending in writhing tendrils and twitching roots, while its vestigial head sports little more than a pair of be |
| Mandragora | A mandragora rises spontaneously from a mandrake root that has drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at just over 3 feet tall and only weighs 30 pounds. However, its size hides the creature's fanta |
| Magus | There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once |
| Magic Domain | You are a true student of all things mystical, and see divinity in the purity of magic. Hand of the Acolyte: You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can m |
| Madness Domain | You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Vision of Madness: You can give a creature a vision of madness as a melee touch attack. Ch |
| Luck Domain | You are infused with luck, and your mere presence can spread good fortune. Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice a |
| Lore: Religion | (Intelligence; Trained Only) This skill represents character's knowledge about the secrets of deities, holy lore, and extraplanar realms. You apply your character's Lore (Religion) skill to checks required for: • Identify monsters (outsider |
| Lore: Nature | (Intelligence; Trained Only) This skill represents character's knowledge about the natural world, and ability to command and train wild creatures. You apply your character's Lore (Nature) skill to checks required for: • Handle animals. • Id |
| Long Live the King! | Congratulations! Your barony has advanced to become an independent kingdom! Your stats may now be increased beyond rank 6, and all of the kingdom's income will stay in your treasury. However, you will no longer receive financial support fro |
| Lizardfolk | Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that ha |
| Linzi's Journal | Linzi's Journal contains your current quests and tasks. When their status changes, you will also see a notification on the main screen. To open the Journal, press . Linzi's Journal contains your current quests and tasks. When their status c |
| Linnorm | Treacherous primeval dragons of the northern regions of the world, linnorms thrive on their hatred for those they deem to be lesser creatures and seek to inflict as much suffering as possible unto their unfortunate victims. Sweeping bones a |
| Liberation Domain | You are a spirit of freedom and a staunch foe against all who would enslave and oppress. Liberation: You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normal |
| Level Up | Victories in combat and other successes will reward your characters with experience points. After gaining a certain amount of experience, a character will achieve a new level. This allows them to gain a new class or increase their level in |
| Level | The next line of a spell description gives the spell's level, a number between 0 and 9 that defines the spell's relative power. This number is preceded by a list of classes whose members can cast the spell. A spell's level affects the DC fo |
| Leopard | Leopards are 4 feet long and weigh 120 pounds. Leopards and their kin prefer to hunt at night and ambush their prey from above, pouncing down from trees or high rocks. Leopards eat almost any animal they can run down and catch, preferring S |
| Lawbringer (Archon-Blooded) | Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering. Archon-blooded aasimars have a +2 racial bonus to Constitution and Wisdom, and a +2 racial bonus |
| Law Domain | You follow a strict and ordered code of laws, and in so doing, achieve enlightenment. Touch of Law: You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, |
| Lamashtu | Gnolls claim that when Lamashtu first saw the hyena, she took it as her consort and the first gnoll was born. A thousand such stories abound about all manner of creatures, each citing the Mother of Monsters as the beasts' progenitor. Lamash |
| Kobold | Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of |
| Knowledge: World | (Intelligence; Trained Only) This skill represents character's knowledge about people, systems that make civilization run, historical events that made societies what they are today. Part of this expertise includes a greater understanding of |
| Knowledge: Arcana | (Intelligence; Trained Only) This skill represents character's knowledge about spells, magic items and numerous bits of magical lore. You apply your character's Knowledge (Arcana) skill to checks required for: • Identify magic. • Identify m |
| Knowledge Domain | You are a scholar and a sage of legends. In addition, you treat all Knowledge and Lore skills as class skills. Void Form: You can become semi-tangible as a standard action. While in this form, you are immune to critical hits and gain a +1 d |
| Kineticist | Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic expe |
| Jabberwock | The jabberwock is a true creature of legend — a subject of poetry, song, and myth in many cultures. It is known to be a devastating creature in combat whose arrival presages times of ruin and violence; these stories also tell of the creatur |
| Irori | Irori was once a mortal man whose intense discipline allowed him to attain enlightenment and divinity through physical, mental, and spiritual perfection. He teaches that mastery of the self allows one to master the world, but paradoxically |
| Iomedae | At just over 900 years old, Iomedae is the youngest of the major deities of Golarion, and has only begun to reach her full potential as an independent deity in the last century. She is a righteous knight, fearless in fighting for her belief |
| Intelligence (Int) | Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways. A character with an Intelligence score of 0 is comatose. Some creatures do |
| Inspecting a creature | Your party members can use their Knowledge and Lore skills to inspect a hostile creature and try to determine its basic characteristics, defense, attacks and special abilities. During the first encounter with a creature, every party member |
| Inquisitor | Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions |
| Injury and Death | Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn't hindered in any way until your hit points drop to 0 or lower. Loss of Hit Points The most common way that your character gets hur |
| Injury | If you take damage while trying to cast a spell, you make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting eve |
| Initiative | When a battle starts, each combatant makes an initiative check. The higher their initiative is, the earlier the character can act. Initiative scores can be viewed in the Combat Log. Combat is divided into rounds, with each round lasting 6 s |
| Initiative | Whenever combat begins, all creatures involved in the battle must make an initiative check to determine the order in which creatures act during combat. The higher the result of the check, the earlier a creature gets to act. The initiative i |
| Illustrated Book Episodes | Some game events play out as illustrated book episodes. The decisions you make during these episodes can have a drastic impact on the development of the game's plot. As with dialogues, you will often need to make various skill checks during |
| Illusion | Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. |
| Idyllkin (Agathion-Blooded) | Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good. Agathion-blooded aasimars have a +2 racial bonus to Constitution and Charisma, and a +2 racial bonus |
| Hydra | The legendary hydra is a beast of vicious hunger and amazing regenerative powers, renowned for its ability to sprout two new heads when one is decapitated. Resembling a collection of snapping serpents atop a thick, coiling lower body that c |
| Hungerseed (Oni-Spawn) | Endowed with brawny muscles and thick bones, hungerseed always seem poised to explode into some larger, more powerful form, and have a voracious appetite for sensory pleasures and carnal delights. Hungerseed have a +2 racial bonus to Streng |
| Humans | Physical Description: The physical characteristics of humans are as varied as the world's climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide varie |
| How to Claim a Region | Here is what you must do to claim a new region: -Meet special regional conditions. That is, complete a quest or reach a certain rank in one of the stats. -Collect sufficient BP for the claim. -Find an unoccupied advisor who can take charge |
| Horse | Horse is the generic name given to any of the quadrupedal equine animal species found domesticated throughout Golarion. They vary greatly in size and weight, all the way from the miniature pony to the great war destriers found in cavalry co |
| Hodag | As stout as a bull with a reptile's scaly, spiked body, hodags are legendary forest predators that hunt along the edges of civilization in thick woods. Green, gray, and black scales cover the beasts, helping them blend in amid underbrush, a |
| Hit Points (HP) | Hit points are an abstraction signifying how robust and healthy a creature is at the current moment. To determine a creature's hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit points if its first Hit Die rol |
| Hill Giant | Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garmen |
| Helpless Defenders | A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. Regular Attack A helpless character takes a –4 penalty to AC against melee attacks. In addition, a helpless character is treated as h |
| Helping Artisans | Every artisan you meet will ask you for a favor. As soon as you fulfill the request, a workshop blueprint will appear in the settlement. An artisan with a workshop receives payment from the treasury and crafts weapons or armor for you eithe |
