PATHFINDER: KINGMAKER
Codex
101–150 of 373Page 3 of 8
| Codex ↑ | Description |
|---|---|
| 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, 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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, 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, 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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. |
| 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 |
| 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 |
| 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. |
| 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 |
| 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. |
| 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 |
| Flanking | When making an attack, you get a +2 flanking bonus if your opponent is threatened by at least two enemies in melee. |
| 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. |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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. |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
