PATHFINDER: KINGMAKER
Codex
151–200 of 373Page 4 of 8
| Codex ↑ | Description |
|---|---|
| Goblins | Physical Description: Goblins are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with over-sized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblins' skin |
| Golem, Adamantine | Made using one of the hardest and most precious substances, the adamantine golem is a deadly work of art. It can crush the life from foes that dare to get in its way and is nearly impossible to permanently destroy. The vast amount of adaman |
| Golem, Brass | Implacable automatons of elemental fire and extraplanar brass, brass golems stand sentinel over the palaces, treasuries, and harems of their creators. Brass golems are 24 feet tall and weigh 18,000 pounds. |
| Golem, Gold | Gold golems are extravagant constructs, crafted at great expense at the command of the rich and powerful. They're most often used to guard palaces and family vaults, but are rarely placed in areas that are hidden away from casual observatio |
| Golem, Iron | An iron golem has a humanoid body made from iron. It can be sculpted into any shape its creator desires, but it almost always displays armor of some sort, from simple and utilitarian to ceremonial and ornate. Its features are much smoother |
| Golem, Mud | Mud golems are a type of golem created from soft clay, usually by powerful divine spellcasters. They can wear filthy rags and crude jewelry, or no clothes at all. Their faces are only vaguely humanoid. A mud golem stands over 8 feet tall an |
| Golem, Stone | A stone golem has a humanoid body made from stone, frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of it |
| Good Domain | You have pledged your life and soul to goodness and purity. Touch of Good: You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric lev |
| Gorum | Said to have been born from the first battles between humans and orcs, Gorum appears as a suit of spiked plate armor with blazing red eyes. Though claimed by half-orcs, humans, and orcs as one of their own, the god cares nothing for these d |
| Gozreh | Gozreh is timeless. Born when the first breeze caressed the ocean, she is ever changing, tempestuous, and unpredictable, yet also prone to periods of constancy, stillness, and routine. He is the storm cloud chased by clear skies, the spring |
| Grimspawn (Daemon-Spawn) | Dreary and pessimistic, grimspawn are so enthralled by death, disease, and dilapidation that they often dedicate themselves to ending lives from behind the scenes as macabre saboteurs. Grimspawn have a +2 racial bonus to Dexterity and Intel |
| Groetus | Groetus is an apocalyptic god of unknown origins, perhaps predating the current incarnation of the planes. Enigmatic and malevolent, he remains infinitely patient in the face of an indefinite vigil to fulfill his mysterious purpose. Because |
| Gyronna | The goddess Gyronna plays shepherd to wayward hate and coddles the entitlement and darkness in mortal hearts. The superstitious and crass describe Gyronna as both the Angry Hag and the Hag Queen, goddess of scorned women. While her priestho |
| Hag | Also known as black hags or iron hags, annis hags are the largest and most physically intimidating of their foul brood. Known for their iron-hard, wart-covered skin that varies from shades of deep blue to black and their claws like rusty bl |
| Half-elves | Physical Description: Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is normally dictated by their human side. While half-elves retain |
| Half-orcs | Physical Description: Half-orcs average around 6 feet tall, with powerful builds and greenish or grayish skin. Their canine teeth often grow long enough to protrude from their mouths, and these "tusks," combined with heavy brows and slightl |
| Halflings | Physical Description: Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading the bottoms of their feet to become roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin |
| Hamadryad | A hamadryad is the queen of her forest and the leader of all the dryads within it. Much as a dryad is bonded with one tree and is devoted to it, a hamadryad loves her chosen forest; while she does not sicken and die if separated from it, sh |
| Healing | After taking damage, you can recover the lost hit points either through natural healing or through magical healing. In any case, you can't gain hit points past your full normal hit point total. Natural Healing With a full night's rest (8 ho |
| Healing Domain | Your touch staves off pain and death, and your healing magic is particularly vital and potent. Rebuke Death: You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you po |
| Health and Death | Each character has a certain number of hit points (HP). Depending on which game difficulty you've chosen the rules will vary. If you chose the Story Mode, your characters never die. When their HP value drops to 0, they lose consciousness. A |
| Hell Hound | A typical hell hound stands 4–5 feet tall at the shoulder and weighs 120 pounds. Efficient hunters, a favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving prey toward the rest of the pack with their |
| Hellspawn (Devil-Spawn) | While often rigid, stubborn, and highly focused on sticking to plans and schedules, hellspawn also have a rare talent for penetrating others' facades. They know a lie when they hear one, and can often determine what hidden vice or secret sh |
| Helping Artisans | Every artisan you meet will ask you for a favor. As soon as you fulfill the request, a workshop blueprint will appear in the settlement. An artisan with a workshop receives payment from the treasury and crafts weapons or armor for you eithe |
| Helpless Defenders | A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. Regular Attack A helpless character takes a –4 penalty to AC against melee attacks. In addition, a helpless character is treated as h |
| Hill Giant | Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garmen |
| Hit Points (HP) | Hit points are an abstraction signifying how robust and healthy a creature is at the current moment. To determine a creature's hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit points if its first Hit Die rol |
| Hodag | As stout as a bull with a reptile's scaly, spiked body, hodags are legendary forest predators that hunt along the edges of civilization in thick woods. Green, gray, and black scales cover the beasts, helping them blend in amid underbrush, a |
| Horse | Horse is the generic name given to any of the quadrupedal equine animal species found domesticated throughout Golarion. They vary greatly in size and weight, all the way from the miniature pony to the great war destriers found in cavalry co |
| How to Claim a Region | Here is what you must do to claim a new region: -Meet special regional conditions. That is, complete a quest or reach a certain rank in one of the stats. -Collect sufficient BP for the claim. -Find an unoccupied advisor who can take charge |
| Humans | Physical Description: The physical characteristics of humans are as varied as the world's climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide varie |
| Hungerseed (Oni-Spawn) | Endowed with brawny muscles and thick bones, hungerseed always seem poised to explode into some larger, more powerful form, and have a voracious appetite for sensory pleasures and carnal delights. Hungerseed have a +2 racial bonus to Streng |
| Hydra | The legendary hydra is a beast of vicious hunger and amazing regenerative powers, renowned for its ability to sprout two new heads when one is decapitated. Resembling a collection of snapping serpents atop a thick, coiling lower body that c |
| Idyllkin (Agathion-Blooded) | Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good. Agathion-blooded aasimars have a +2 racial bonus to Constitution and Charisma, and a +2 racial bonus |
| Illusion | Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. |
| Illustrated Book Episodes | Some game events play out as illustrated book episodes. The decisions you make during these episodes can have a drastic impact on the development of the game's plot. As with dialogues, you will often need to make various skill checks during |
| Initiative | Whenever combat begins, all creatures involved in the battle must make an initiative check to determine the order in which creatures act during combat. The higher the result of the check, the earlier a creature gets to act. The initiative i |
| Initiative | When a battle starts, each combatant makes an initiative check. The higher their initiative is, the earlier the character can act. Initiative scores can be viewed in the Combat Log. Combat is divided into rounds, with each round lasting 6 s |
| Injury | If you take damage while trying to cast a spell, you make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting eve |
| Injury and Death | Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn't hindered in any way until your hit points drop to 0 or lower. Loss of Hit Points The most common way that your character gets hur |
| Inquisitor | Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions |
| Inspecting a creature | Your party members can use their Knowledge and Lore skills to inspect a hostile creature and try to determine its basic characteristics, defense, attacks and special abilities. During the first encounter with a creature, every party member |
| Intelligence (Int) | Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways. A character with an Intelligence score of 0 is comatose. Some creatures do |
| Iomedae | At just over 900 years old, Iomedae is the youngest of the major deities of Golarion, and has only begun to reach her full potential as an independent deity in the last century. She is a righteous knight, fearless in fighting for her belief |
| Irori | Irori was once a mortal man whose intense discipline allowed him to attain enlightenment and divinity through physical, mental, and spiritual perfection. He teaches that mastery of the self allows one to master the world, but paradoxically |
| Jabberwock | The jabberwock is a true creature of legend — a subject of poetry, song, and myth in many cultures. It is known to be a devastating creature in combat whose arrival presages times of ruin and violence; these stories also tell of the creatur |
| Kineticist | Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic expe |
| Knowledge Domain | You are a scholar and a sage of legends. In addition, you treat all Knowledge and Lore skills as class skills. Void Form: You can become semi-tangible as a standard action. While in this form, you are immune to critical hits and gain a +1 d |
| Knowledge: Arcana | (Intelligence; Trained Only) This skill represents character's knowledge about spells, magic items and numerous bits of magical lore. You apply your character's Knowledge (Arcana) skill to checks required for: • Identify magic. • Identify m |
| Knowledge: World | (Intelligence; Trained Only) This skill represents character's knowledge about people, systems that make civilization run, historical events that made societies what they are today. Part of this expertise includes a greater understanding of |
