PATHFINDER: KINGMAKER
Codex
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| Codex ↓ | Description |
|---|---|
| Erinyes Devil | Known by many names — the Fallen, the Ash Wings, and the Furies — the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves |
| Erastil | Erastil, also known as Old Deadeye, is an ancient deity who first became known on Golarion when early humanoids began to domesticate and dominate their natural surroundings. Pastoral legends claim that Old Deadeye crafted the first bow as a |
| Equipment | To equip an item, open your Inventory by pressing and double-click on it or drag it to a suitable slot. Hover your mouse cursor over an object to see a tooltip with its description, stats, and comparison to any equipment currently in that s |
| Enchantment | Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence over a subject creature. Charm A charm spell chan |
| Emberkin (Peri-Blooded) | Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil. Peri-blooded aasimars have a +2 racial bonus to |
| Elves | Physical Description: Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can conta |
| Elk | Elk range in great herds throughout the plains, hills, and forests of many wilderness areas. Their size, strength, and antlers allow them to contend with most of their environment's dangers, though herds generally favor flight to combat. El |
| Elemental, Water | Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage. As with other elementals, all water elementals have their own unique sha |
| Elemental, Fire | Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire. A fire elemental cannot enter water or any other nonflammable liquid. A bod |
| Elemental, Earth | Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill. When an earth elemental lumbers into action, its actual appearance can vary, although its st |
| Elemental, Air | Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the en |
| Eldritch Knight | Fearsome warriors and spellcasters, eldritch knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face eldritch knights in combat fear them greatly |
| Effects and conditions | Characters can be affected by different effects and conditions that can be positive as well as negative. To notify you that a character has an active effect or condition, a symbol will appear near their portrait. To find out more about the |
| Earth Domain | You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deal |
| Eagle, Giant | A typical giant eagle stands about 15 feet tall, has a wingspan of up to 30 feet, and resembles its smaller cousins in nearly every way except size. It weighs 500 pounds. Giant eagles are far more than animals — they possess a supernatural |
| Dweomercat | Powerful and regal, dweomercats stalk the First World, preying upon lesser creatures, but more voraciously hunting new and ever stranger sources of magic. Beings as much composed of sculpted arcane eddies as of flesh and blood, these caprici |
| Dwarves | Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of th |
| Duration | A spell's duration entry tells you how long the magical energy of the spell lasts. Timed Durations Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the magic goes away and the spell ends. If a |
| Duelist | Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection a |
| Dryad | Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them |
| Druid | Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to be |
| Dragon, Faerie | Related to pseudodragons, faerie dragons are whimsical, playful pranksters that spend most of their time either relaxing in cool forest glades or engaged in some sort of prank. Although such mischief is usually spontaneous, some faerie drag |
| Dragon, Black | Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in fear. Black dragons tend to make their lai |
| Dragon Disciple | As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. Likewise, the great power wielded by these creatu |
| Dog | In the wild, dogs are vicious and territorial creatures. Yet even more harrowing than a pack of wild dogs is the rabid dog. Rabies often affects animals like bats, wolverines, and rats, but the transformation of a normally friendly family p |
| Divine Spells | Clerics, druids, inquisitors, experienced paladins and rangers cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature |
| Divination | Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells. |
| Difficulty Level of Your Barony | Characters can be affected by different effects and conditions that can be positive as well as negative. To notify you that a character has an active effect or condition, a symbol will appear near their portrait. To find out more about the |
| Difficulty class | Saving Throw Difficulty Class The DC for a save is determined by the attack itself. Automatic Failures and Successes A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a succ |
| Dialogue Skill Checks | Sometimes skills are checked over the course of dialogue — for example, when trying to convince a character of something. The check result will determine the way the dialogue develops. The character in the party with the highest rank in the |
| Dexterity (Dex) | Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to exc |
| Devourer | Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terri |
| Destruction Domain | You revel in ruin and devastation, and can deliver particularly destructive attacks. Destructive Smite: You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal t |
| Desna | Desna is an impulsive and aloof goddess who delights in freedom, discovery, and mystery. Her aloofness stems not from arrogance, but from confidence in her own abilities and her desire to be unburdened by troubles. She is a collection of co |
| Deities | Greater than the wars of armies and empires, beyond the ambitions of revolutionaries and tyrants, more devastating than the fury of magic or monsters, is the power of faith. Apart but not aloof from the races of Golarion stand a legion of d |
| Deimavigga | Armored in the ceremonial garb of some grim knight, this figure stands unnaturally still, though the intricate metalwork patterns of its sculpted mantle writhe and shift as if alive. Claws the length of longswords extend from its armored fi |
| Deer | Shy and wary, deer range from the arctic to the tropics. They are very flexible creatures, adapting easily to their climate and able to survive in all but the harshest of temperatures. Deer are very flexible in their diets as well, able to |
| Death Domain | You can cause the living to bleed at a touch, and find comfort in the presence of the dead. Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number o |
| Darkness Domain | You manipulate shadows and darkness. Touch of Darkness: As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, sufferin |
| Damage Reduction | Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable. The numerical part of a creature's damage reduction (or DR) is the amount of damage the cr |
| Cyclops, Dread Zombie | A dark and ominous shape looms over the battlefield like a hideous tower of rotting flesh, with a single bloodshot eye on its decayed face. Plagued by shattered, incomplete memories of an ancient cyclops empire and a constant, gnawing hunge |
| Cyclops | Many thousands of years ago, the solemn cyclopes ruled vast kingdoms, yet today their glories are long forgotten. What few cyclopes survive seldom aspire higher than protecting their lairs and seeking out their next meals. This latter task |
| Constructing Buildings | You may construct buildings to increase your barony stats. Each building has a cost in BP and a construction time. You may construct several buildings simultaneously. To start construction, select a building you need from the list on the ri |
| Constitution (Con) | Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution sco |
| Conjuration | Each conjuration spell belongs to one of the five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations o |
| Concentration Checks | To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and t |
| Concentration | To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and t |
| Concealment | When making a melee attack against an adjacent target, your target has concealment if their space is entirely within an effect that grants concealment. When making a melee attack against a target that isn't adjacent to you, use the rules fo |
| Components | A spell's components explain what you must do or possess to cast the spell. The components entry in a spell description includes abbreviations that tell you what type of components it requires. Verbal A verbal component is a spoken incantat |
| Companions | There can be up to five companions in your party. To select a single character, click on their portrait or press a corresponding key. To select multiple characters at once and give them the same order, draw a frame around them while holding |
