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.… |
| 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.… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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, 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… |
| 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… |
| 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.… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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.… |
| 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.… |
| 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.… |
| 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… |
| 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… |
| 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.… |
| 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 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… |
| 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,… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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,… |
| 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… |
| 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… |
| 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.… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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,… |
| 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… |
| 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 | 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… |
| 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… |
| 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… |
| 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… |
