PATHFINDER: KINGMAKER
Codex
351–373 of 373Page 8 of 8
| Codex ↑ | Description |
|---|---|
| Trolls | Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. They are stooped, fantastically ugly, and astonishingly strong — combined with their claws, their strength allows them to |
| Trophies | You can interact with various objects, such as the bodies of dead opponents, by clicking on them. Interactive objects are highlighted with an outline when you hover your mouse over them or when you hold Tab. Hidden object can be found after |
| Two-Weapon Fighting | If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand wh |
| Unicorn | Unicorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. They universally shun all creatures except for good-aligned fey, good-aligned hu |
| Unrest | When your subjects are unhappy, they may become concerned or even start a riot. The Unrest parameter reflects the level of stability of the community and the state of your barony. It is Stable by default, but your actions as well as indepen |
| Urgathoa | Urgathoa is an utterly amoral, hedonistic goddess, concerned only with satiating her own desires regardless of the consequences others suffer. Like Desna, she strives for experience and a full appreciation of the world — but her appreciatio |
| Use Magic Device | (Charisma; Trained Only) This skill represents character's talent at activating magic items, even if you are not otherwise trained in their use. You apply your character's Use Magic Device skill to checks required for: • Activate wands and |
| Vilderavn | A vilderavn is a malicious shapechanging spirit whose typical form is that of an oversized raven with a wingspan of 6 to 8 feet that stands 2 to 3 feet tall. Vilderavns sometimes roam in the shape of wolves or dire wolves, and are known to |
| War Domain | You are a crusader for your god, always ready and willing to fight to defend your faith. Battle Rage: You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your level in the class that gave you |
| Water Domain | You can manipulate water and mist and ice, conjure creatures of water, and resist cold. Icicle: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 p |
| Weather Domain | With power over storm and sky, you can call down the wrath of the gods upon the world below. Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d |
| Wererat | Whether born naturally or afflicted with the curse of lycanthropy, wererats are lycanthropes who can switch between human and rat form and are common in crowded and dirty cities. They are one of the two most common forms of lycanthrope (the |
| Weretiger | Whether born naturally or afflicted with the curse of lycanthropy, weretigers are lycanthropes who can switch between humanoid and tiger form. They are one of the most feared types of lycanthrope. Like all lycanthropes, weretigers have thre |
| Werewolf | In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand a |
| Wild Hunt | The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their chosen prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled w |
| Will-o'-Wisp | Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light — jack o' the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights — but all recognize them as dan |
| Wisdom (Wis) | Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics, and it is also important for inquisitors and rangers. If you want your character to have acute senses, put a |
| Wizard | Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible — such mysteries call to those with |
| Wolf | Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wideranging in their hunting, wolf packs cover broad areas. A wolf 's wide paws contain slight webbing between the toes that ass |
| Worg | Worgs are oversized, evil, intelligent wolves often found dwelling amid goblins or other savage races. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs 300 pounds. Worgs hunt in packs, running down and su |
| Wyvern | Wyverns are nasty, brutish, and violent reptilian beasts akin to more powerful dragons. They are always aggressive and impatient, and are quick to resort to force in order to accomplish their goals. For this reason, dragons generally look d |
| Zombie | Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread |
| Zon-Kuthon | Zon-Kuthon is a twisted, cruel, jealous god who defiles flesh to bring pain and misery. He represents ever-present pain, emotional darkness, consuming envy, and debilitating loss. Unrepentantly evil, he finds only brief joy in the pain he c |
