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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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.… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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.… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… |
| 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,… |
| 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,… |
| 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… |
| 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… |
| 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… |
