PATHFINDER: KINGMAKER
Codex
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| Codex ↑ | Description |
|---|---|
| Soul Eater | Summoned forth from the inky swamps of Abaddon, a soul eater is an extraplanar entity devoid of emotion or reason and possessing a hunger that may only be sated by devouring the souls of the living. The very nature of a soul eater makes it |
| Source of Resources for the Barony | You may stumble upon a resource area in your travels. To reap its benefits, you need to claim the corresponding region, return to the resource location, and claim it for 15 BP. |
| Special Abilities | A number of classes and creatures gain the use of special abilities, many of which function like spells. Spell-Like Abilities Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, |
| Special Attacks | There are various standard maneuvers you can perform during combat other than normal attacks, casting spells, or using other class abilities. Some of these special attacks can be made as part of another action (such as an attack) or as an a |
| Special Movement Rules | These rules cover special movement situations. Double Movement Cost When your movement is hampered in some way, your movement usually costs double. Minimum Movement Despite whatever penalties to movement you might have, you can take a full- |
| Special Spell Effects | Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools. |
| Spectre | Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to dr |
| Speed | Speed measures how fast can a character move in combat. It is measured in the amount of feet that character can move in 3 seconds. |
| Spell | A spell is a one-time magical effect. Spells come in two types: Arcane (cast by bards, magi, sorcerers, and wizards) and Divine (cast by clerics, druids, inquisitors, and experienced paladins and rangers). Some spellcasters select their spe |
| Spell | If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the |
| Spell Attacks | Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells tha |
| Spell Conversion | Some classes (for example, clerics) can cast spells spontaneously. For example, clerics of non-evil alignment don't need to prepare healing spells: they can spend almost any prepared spell to cast a cure spell of the same level. Evil cleric |
| Spell Descriptions | Name The first line of every spell description gives the name by which the spell is generally known. |
| Spell Descriptor | Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor. The descriptors are: acid, air, chaotic, cold, curse, darkn |
| Spell Failure | If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if your concentration is broken and might fail if you're wearing arm |
| Spell Resistance | Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance for the spell t |
| Spell Result | Once creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), whatever results a spell entails are applied. |
| Spells | Some characters in your party are capable of casting spells. To use a spell or ability, click on its icon in the action panel or in the Spells menu, and then on the target (your companion or an enemy, depending on the desired effect). Spell |
| Spider | For many brave adventurers, this is the first monster they ever meet — for quite a lot, it's also their last. These huge, mean and venomous arachnids spin their nets in the shade of forests, caverns and ancient ruins, waiting patiently for |
| Spider Swarm | The sight of a carpet of swarming spiders is unsettling indeed — particularly when the swarm is made up of spiders each the size of a gold coin and possessing bladelike mandibles capable of lacerating flesh with sickening ease. A swarm of s |
| Spitespawn (Div-Spawn) | An innate sense of jealousy and pure malice drives spitespawn to spread misery and despair. Unable to experience joy themselves, they devote their lives to promoting gloom, all the while hiding the hatefulness that lurks at their core. Spit |
| Spriggan | When the gnomes first traveled to the mortal realm from the distant land of the fey, some found the Material Plane so strange and terrifying that they lost their sense of joy. Seeing only the threats of the new world but none of its wonders |
| Stacking Effects | Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spel |
| Stalwart Defender | Drawn from the ranks of guards, knights, mercenaries, and thugs alike, stalwart defenders are masters of claiming an area and refusing to relinquish it. This behavior is more than a tactical decision for stalwart defenders; it's an obsessiv |
| Standard Action | A standard action allows you to do something, most commonly to make an attack or cast a spell. Some combat options (such as using the Cleave feat) are standard actions that allow you to make an attack but don't count as the attack action. T |
| Stat Development | Stats increase if your governance is successful and decrease if events don't end well or other negative factors are placed in your way. Don't let your barony stats drop to zero or lower — this will cause your subjects to riot, and your stat |
| Stat Development: Meeting with an Advisor | One of your barony stats has reached 20 points. It's time for you to increase its rank. First, meet with your advisor and discuss the future of the state. To do so, return to your capital and click the button on the appropriate event card i |
| Stat Development: Rank Increase | After you talk to an advisor and make a decision, a new kingdom project will become available that will increase a stat rank. You can find it at the bottom-center of the screen on the Projects tab. It will take you and your advisor 14 days |
| Stealth | (Dexterity; Armor Check Penalty) This skill represents character's talent at avoiding detection, allowing the character to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. You apply your charac |
| Strength (Str) | Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or "melee") combat, such as fighters and some rangers. Strength also sets the maximum amount of weight your character can carry. A |
| Strength Domain | In strength and brawn there is truth — your faith gives you incredible might and power. Strength Surge: As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/ |
| Sun Domain | You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. Sun's Blessing: Whenever you channel positive energy to harm undead creatures, add your level in the class that gave you ac |
| Swift Action | A swift action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn. Several combat options are swift actions that modify one o |
| Tactical Movement | Your speed is determined by your race and your armor. Your speed while unarmored is your base land speed. Hampered Movement Difficult terrain, obstacles, or poor visibility can hamper movement. |
| Tatzlwyrm | Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious |
| Temporary Hit Points | Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a ch |
| Terrain and Obstacles | From tangled plants to broken stone, there are a number of terrain features that can affect your movement. Difficult Terrain Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. You can't run or ch |
| Thanadaemon | While all daemons represent death in some fashion, thanadaemons, the Deacons of Death, represent the inevitable death through old age. Thanadaemons effortlessly work eerie skiffs along every pus- and bile-choked river in Abaddon, including |
| Throw Splash Weapon | A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency pen |
| Thylacine | Thylacines are wolf- or hyena-like marsupial carnivores. Feral and untameable, thylacines can be vicious predators. Though similar in appearance to dogs or wolves, a thylacine is much more slenderly built, with a long, stiff tail, and power |
| Tieflings | Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiend |
| Torag | Torag is an ancient god, and his dwarven followers credit him with the creation of the world at his great forge, striking his new work again and again with his hammer to get the shape he desired. As the rocks tumbled and the sparks flew, th |
| Touch AC | Some attacks completely disregard armor, including shields and natural armor — the aggressor needs only to touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). |
| Transmutation | Transmutation spells change the properties of some creature, thing, or condition. Polymorph A polymorph spell transforms your physical body to take on the shape of another creature. Each polymorph spell allows you to assume the form of a cr |
| Traps | There are many traps awaiting you on your adventures. When any of your characters approaches a trap, they will automatically make a Perception skill check. On success, you will see the trap's location and the game will automatically pause. |
| Travel Domain | You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet: As a free action, you can gain increased mobility for 1 round. For the next round |
| Treant | Treants are guardians of the forest and speakers for the trees. As long-lived as the forests themselves, and seeing themselves as parents and shepherds rather than gardeners, treants are slow and methodical in most things but terrifying whe |
| Trickery | (Dexterity; Armor Check Penalty; Trained Only) This skill represents character's talent to perform tasks that require fine manipulation. You apply your character's Thievery skill to checks required for: • Conceal objects on your body. • Dis |
| Trickery Domain | You are a master of illusions and deceptions. Trickery and Stealth are class skills. Copycat: You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds e |
| Trollhound | Slavering and voracious, trollhounds seem to be trolls in smaller canine form, and indeed, are often found as pets among gangs and tribes of trolls. Requiring vast amounts of food to fuel their regenerative metabolisms, packs of wild trollh |
