PATHFINDER: KINGMAKER
Codex
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| Codex ↑ | Description |
|---|---|
| Cayden Cailean | Cayden Cailean is one of the Ascended, a mortal man who became a god after passing the grueling tests of the magical Starstone. Three days after entering the Cathedral of the Starstone on a drunken dare, the good-natured sellsword emerged a |
| Centipede, Giant | Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. The coloration of giant centipedes mirrors that of norma |
| Challenging Mode | When your character's current hit points drop to a negative amount equal to his Constitution score or lower, he's dead. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to |
| Chaos Domain | Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take |
| Character Class | A character's class is one of their defining features. It's the source of most of their powers, and it gives them a specific role in any adventuring party |
| Character Level | The total level of the character, which is the sum of all class levels held by that character. |
| Charge | Charging is a special full-round action that allows you to move up to twice your speed and attack as a part of the action. Charging, however, carries tight restrictions on how you can move. Movement During a Charge You must move before your |
| Charisma (Cha) | Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is the most important ability for bards. It is also important for clerics since it affects their ability to channel energy. For undead crea |
| Charm Domain | You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine. Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your level |
| Choosing a Spell | First, you must choose which spell to cast. If you're a cleric, druid, experienced paladin, experienced ranger, magus or wizard, you select from among spells prepared earlier in the day and not yet cast. If you're a bard, inquisitor or sorc |
| Claiming New Regions | You may claim new regions to expand your territory. Open the Regions tab on the right side of the screen and select the relevant project at the bottom of the screen. Claiming a region will allow you to significantly increase your barony's s |
| Class | A character's class is one of their most defining features. It's the source of most of their powers, and it gives them a specific role in any adventuring party. A character's class represents a profession, such as fighter or wizard. A new c |
| Class Level | The level of a character in a particular class. For a character with levels in only one class, class level and character level are the same. |
| Cleric | In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priest |
| Combat | The game uses a roll of 20-sided die for combat and many other skill checks. Combat happens in real time, but you can pause the game at any time to assess the situation and give orders to your companions. To pause or unpause the game, press |
| Combat Actions | During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell. Types of Combat Options Many attacks are basic combat options or combat maneuvers any character can attempt, whi |
| Combat Maneuver Bonus | Each character and creature have a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula: CMB = Base Attack Bonus (BAB) + Strength modifier + spec |
| Combat Maneuver Defense | Each character and creature have a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula: CMD = 10 + Base attack bonus + Strength modifier + Dexte |
| Combat Maneuvers | During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success. Combat Maneuver Bonus Ea |
| Combat Modifiers | A number of factors and conditions can influence an attack roll. Many of these situations grant a bonus or penalty on attack rolls or to a defender's Armor_Class. |
| Combat Round | Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act. Each character has starting combat cooldown based on their initiativ |
| Combining Magic Effects | Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell |
| Community Domain | Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds. Calming Touch: You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point per level in the class that gave you acc |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Divination | Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells. |
| 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 |
| 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 |
| 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 |
