PATHFINDER: KINGMAKER
Codex
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| Codex ↓ | Description |
|---|---|
| Asmodeus | Asmodeus reigns as the unquestioned lord of Hell, the emperor and god of the damned. He is the most powerful entity to reside within the infernal realm, and even the other deities who make their home within the Pit do so at the Prince of Da |
| Artisans | You have met an artisan, a special character who can craft equipment for you, from tough armor and powerful weapons to magic jewelry and scrolls. You will find one in every region of the Stolen Lands. Some of them arrive to you on their own |
| Artifice Domain | You can repair damage to objects, animate objects with life, and create objects from nothing. Aura of Efficiency You can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict the fat |
| Armor Class (AC) | Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It's the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following: 10 + armor bonus + shield bonu |
| Arcane Trickster | Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilitie |
| Arcane Spells | Bards, magi, sorcerers and wizards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results. |
| Antimagic | An antimagic effect has the following powers and characteristics. No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work). Antimagic does not dispel magic; it suppresses i |
| Ankou | Ankous are assassins for powerful fey nobles, sent to kill, terrify, and torture. They never speak, only telepathically whisper their lord's verdict to victims. A typical ankou is 10 feet tall and has an 8-feet wingspan, but weighs less tha |
| Animal Domain | You can speak with and befriend animals with ease. In addition, you treat Lore (Nature) as a class skill. Animal Companion: At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is e |
| Angelkin (Angel-Blooded) | Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take. Angel-blooded aasimars have a +2 racial bonus to Strength and Charisma, and a +2 racial bonus on |
| Alignment | Alignment represents a creature's basic moral and ethical attitude. Alignment has two components: one describing whether a creature is lawful, neutral, or chaotic, followed by another that describes whether a character is good, neutral, or |
| Aldori Swordlord | The swordlords follow no singular path to dueling mastery-some of those who take up the blade only dabble in its use, while others explore swordplay with the dueling weapon in unconventional ways. But those who seek to most closely emulate |
| Alchemist | Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While |
| Air Domain | You can manipulate lightning, mist, and wind, and are resistant to electricity damage. Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electri |
| Aiming a Spell | You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate. T |
| Advisors | Governing your barony will require one advisor for each stat. You may appoint your companions as well as some of the Stolen Lands citizens into these advisor positions. Each of the ten positions has at least three characters who are qualifi |
| Advisor Upgrade | You may now upgrade your advisors' abilities! Complete the available kingdom project from the Projects tab to unlock this feature. |
| Action Types | An action's type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are five types of actions: Standard Move Full-round Swift Free In a normal ro |
| Abjuration | Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. |
| Ability scores | Character creation starts by generating your character's ability scores. These six scores determine your character's most basic features and are used to decide a wide variety of details and statistics. Some class selections require you to h |
| Abadar | Abadar is a patient, calculating, and far-seeing deity who wishes to bring civilization to the frontiers, order to the wilds, and wealth to all who support the rule of law. His primary desire is to see the purifying spread of civilization, |
| Aasimars | Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or |
| "An Ancient Curse" Quest | The "ancient curse" you were warned about now plagues your lands! It will decrease your barony's stats every 2 days for 14 days, unless you overcome it. To protect your barony you should hurry to the Bald Hilltop to confront the threat, whi |
