PATHFINDER: KINGMAKER
Codex
201–250 of 373Page 5 of 8
| Codex ↓ | Description |
|---|---|
| Hellspawn (Devil-Spawn) | While often rigid, stubborn, and highly focused on sticking to plans and schedules, hellspawn also have a rare talent for penetrating others' facades. They know a lie when they hear one, and can often determine what hidden vice or secret sh |
| Hell Hound | A typical hell hound stands 4–5 feet tall at the shoulder and weighs 120 pounds. Efficient hunters, a favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving prey toward the rest of the pack with their |
| Health and Death | Each character has a certain number of hit points (HP). Depending on which game difficulty you've chosen the rules will vary. If you chose the Story Mode, your characters never die. When their HP value drops to 0, they lose consciousness. A |
| Healing Domain | Your touch staves off pain and death, and your healing magic is particularly vital and potent. Rebuke Death: You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you po |
| Healing | After taking damage, you can recover the lost hit points either through natural healing or through magical healing. In any case, you can't gain hit points past your full normal hit point total. Natural Healing With a full night's rest (8 ho |
| Hamadryad | A hamadryad is the queen of her forest and the leader of all the dryads within it. Much as a dryad is bonded with one tree and is devoted to it, a hamadryad loves her chosen forest; while she does not sicken and die if separated from it, sh |
| Halflings | Physical Description: Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading the bottoms of their feet to become roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin |
| Half-orcs | Physical Description: Half-orcs average around 6 feet tall, with powerful builds and greenish or grayish skin. Their canine teeth often grow long enough to protrude from their mouths, and these "tusks," combined with heavy brows and slightl |
| Half-elves | Physical Description: Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is normally dictated by their human side. While half-elves retain |
| Hag | Also known as black hags or iron hags, annis hags are the largest and most physically intimidating of their foul brood. Known for their iron-hard, wart-covered skin that varies from shades of deep blue to black and their claws like rusty bl |
| Gyronna | The goddess Gyronna plays shepherd to wayward hate and coddles the entitlement and darkness in mortal hearts. The superstitious and crass describe Gyronna as both the Angry Hag and the Hag Queen, goddess of scorned women. While her priestho |
| Groetus | Groetus is an apocalyptic god of unknown origins, perhaps predating the current incarnation of the planes. Enigmatic and malevolent, he remains infinitely patient in the face of an indefinite vigil to fulfill his mysterious purpose. Because |
| Grimspawn (Daemon-Spawn) | Dreary and pessimistic, grimspawn are so enthralled by death, disease, and dilapidation that they often dedicate themselves to ending lives from behind the scenes as macabre saboteurs. Grimspawn have a +2 racial bonus to Dexterity and Intel |
| Gozreh | Gozreh is timeless. Born when the first breeze caressed the ocean, she is ever changing, tempestuous, and unpredictable, yet also prone to periods of constancy, stillness, and routine. He is the storm cloud chased by clear skies, the spring |
| Gorum | Said to have been born from the first battles between humans and orcs, Gorum appears as a suit of spiked plate armor with blazing red eyes. Though claimed by half-orcs, humans, and orcs as one of their own, the god cares nothing for these d |
| Good Domain | You have pledged your life and soul to goodness and purity. Touch of Good: You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric lev |
| Golem, Stone | A stone golem has a humanoid body made from stone, frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of it |
| Golem, Mud | Mud golems are a type of golem created from soft clay, usually by powerful divine spellcasters. They can wear filthy rags and crude jewelry, or no clothes at all. Their faces are only vaguely humanoid. A mud golem stands over 8 feet tall an |
| Golem, Iron | An iron golem has a humanoid body made from iron. It can be sculpted into any shape its creator desires, but it almost always displays armor of some sort, from simple and utilitarian to ceremonial and ornate. Its features are much smoother |
| Golem, Gold | Gold golems are extravagant constructs, crafted at great expense at the command of the rich and powerful. They're most often used to guard palaces and family vaults, but are rarely placed in areas that are hidden away from casual observatio |
| Golem, Brass | Implacable automatons of elemental fire and extraplanar brass, brass golems stand sentinel over the palaces, treasuries, and harems of their creators. Brass golems are 24 feet tall and weigh 18,000 pounds. |
| Golem, Adamantine | Made using one of the hardest and most precious substances, the adamantine golem is a deadly work of art. It can crush the life from foes that dare to get in its way and is nearly impossible to permanently destroy. The vast amount of adaman |
| Goblins | Physical Description: Goblins are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with over-sized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblins' skin |
| Goblin | Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as gobl |
| Gnomes | Physical Description: Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Despite their small frames, however, gnomes are extremely resilient, and not as weak as many of their foes assume. Thou |
| Glory Domain | You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2. Touch of Glory: You can cause your ha |
| Ghost | When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be an |
| Gargoyle | Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing them to surprise their foes. Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their kind is plentiful. Boo |
| Full-Round Action | A full-round action consumes all your effort during a round. You can also perform free actions and a swift action. Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a st |
| Frost Giant | A frost giant's hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors also don chain shirts and metal helmets decorate |
| Frog, Giant | These creatures look like normal frogs, with moist, mottled, blackish-green skin, but grown to truly monstrous size. Giant frogs have razor-sharp teeth lining their mouths. They are 6 feet long and weigh 200 pounds. |
| Free Action | Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. Some combat options are free actions meant to be combined with an attack. Often, these are feats wit |
| Founding New Settlements | You may base new settlements in your regions on discovered crossroads. Find and click on the location where you want a new settlement to be founded. The cost of founding a new settlement is 50 BP. As soon as this has been paid, you may name |
| Foulspawn (Demodand-Spawn) | Crude and boorish, foulspawn take a particular delight in giving offense and scandalizing polite society. They enjoy violating taboos even more than breaking laws, especially if it means degrading or repulsing an innocent. Foulspawn have a |
| Formations | A good group formation is half of the victory. The formation system helps to hold the line in combat. By clicking this button, you can select one of the standard formations, for example, triangle formation, or you can create your own. A goo |
| Flytrap, Giant | A hardy plant that grows in areas with poor soil but abundant animal life, this dangerous predator is an immense version of its more common (and much smaller) kin. Whereas the smaller flytraps supplement their growth by catching insects, th |
| Flat Footed AC | Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change. |
| Flanking | When making an attack, you get a +2 flanking bonus if your opponent is threatened by at least two enemies in melee. |
| Fire Domain | You can call forth fire, command creatures of the inferno, and your flesh does not burn. Fire Bolt: As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 f |
| Fighting Defensively | You can choose to take a –4 penalty on melee attack rolls and combat maneuver checks to gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility you gain a +3 dodge bonus to AC when fighting defensively instead. |
| Fighter | Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in |
| Feat | A feat is an ability a creature has mastered. Feats often allow creatures to circumvent rules or restrictions. Creatures receive a number of feats based on their Hit Dice, but some classes and other abilities grant bonus feats. |
| Faultspawn (Asura-Spawn) | Lacking any sense of empathy or pity, faultspawn often abhor all ways of life but their own. They inflict severe emotional and physical pain on others, and never stop picking at the resulting psychological scars. Faultspawn have a +2 racial |
| Fast Healing | A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast h |
| Experience Points (XP) | As a character overcomes challenges, defeats monsters, and completes quests, she gains experience points. These points accumulate over time, and when they reach or surpass a specific value, the character gains a level. |
| Evocation | Evocation spells manipulate magical energy or tap an unseen source of power to produce the desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evoca |
| Evil Domain | You are sinister and cruel, and have wholly pledged your soul to the cause of evil. Touch of Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spell |
| Events: Difficulty and Rolls | Every event has a difficulty level. To resolve the event successfully, the advisor must roll a number higher than the difficulty level of the event. The advisor's post ability is added to the dice roll. The barony stat the advisor is respon |
| Events | Problems to solve and opportunities to seize occur from time to time in your domain. These events may increase or decrease your barony's stats; don't forget to look them up. All current events are listed at the bottom of the screen. An even |
| Event Outcomes and Consequences | Every event can resolve in one of the four ways: Disaster (the dice roll is 8 points or more below the difficulty level of the event), Failure (the dice roll is up to 7 points below the difficulty level), Success (the dice roll is equal to |
