recursal/Fanatic-Fandom huggingface dataset:
Abadar

(Deity)

**Abadar,** the *god of cities, law, merchants,* and *wealth*, is known to be a patient deity. Maintaining a strong neutral stance in his actions, he sets forth to expand civilization and order among the peoples of Golarion.

## Dogma

**Abadar** and his followers wish to bring the light of civilization to
the wilderness, to help educate all in the benefits of law and properly
regulated commerce. He expects his followers to obey all meaningful
laws, but not those which are ridiculous, unenforceable, or
self-contradictory. He is also a great proponent of peace, as war
inevitably leads to the degradation of trade and the stifling of
prosperity for the general public. He advocates cautious, careful
consideration in all matters, and frowns on impulsiveness, believing
that it leads to the encouragement of primitive needs. **Abadar**
discourages dependence on government or any religious institution,
believing that wealth and happiness should be achievable by anyone with
keen judgement, discipline, and a healthy respect for all sensible, just
 laws.

## Relations

**Abadar** strives to maintain agreeable relationships with the other
deities, recognizing their influence is conducive to the further
advancement of civilized life. In particular, he cultivates strong
alliances with Iomedae, Irori, Shelyn, Asmodeus, and Erastil, though differences in opinion often result in conflicts between **Abadar** and Old Deadeye. Gozreh often opposes **Abadar's** actions, though the Judge of the Gods only recognizes Rovagug and Lamashtu as true enemies. **Abadar** is sometimes seen as a paternal authority figure, especially to others possessing origins in Taldor. Because he is the patron god of merchants, **Abadar** is often associated with the philosophy known as the *Prophecies of Kalistrade*. The god Aroden respected **Abadar** and consulted **Abadar's** *The Manual of City-Building* to aid in his establishment of the country of Taldor and of the city-state of *Absalom*. Once, **Abadar** opened channels to the *archdevil Mephistopheles* to cement an alliance based on the *archdevil's* interest in contracts but these negotiations failed.

## History

**Abadar** has long served as the guardian and protector of the *First Vault*,
 a repository said to be crafted by the deity's own hand, containing
perfect versions of everything ever created or seen by civilized
peoples. He is also credited with guiding the advancement of the
demihuman races towards the point where they could establish civilized
societies of their own. He is believed to have been among the group of
eldest gods who banded together in the time before mortal reckoning to
defeat and imprison the rampaging god Rovagug.
Deafened

A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of *spell failure* when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
Deadly Aim

You can make exceptionally deadly ranged attacks
by pinpointing a foe’s weak spot, at the expense of making the attack
less likely to succeed.

**Prerequisites**: Dex 13, base attack bonus +1

**Benefit**:
 You can choose to take a –1 penalty on all ranged attack rolls to gain a
 +2 bonus on all ranged damage rolls. When your base attack bonus
reaches +4, and every +4 thereafter, the penalty increases by –1 and the
 bonus to damage increases by +2. You must choose to use this feat
before making an attack roll and its effects last until your next turn.
The bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
Divination (Arcane School)

Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

## Forewarned

You receive a bonus on *initiative checks* equal to ½ your wizard level (minimum +1). At 20th level, anytime you roll *initiative*, assume the roll resulted in a natural 20.

## Diviner's Fortune

When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to ½ your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

## Foretell

At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of the prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws and skill checks. If you choose to hinder, your enemies take a -2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

## Arcane Divination Spells

* **Level 0:** —
* **Level 1:** *True Strike*
* **Level 2:** *See Invisibility, Sense Vitals*
* **Level 3:** *See Invisibility (Communal)*
* **Level 4:** —
* **Level 5:** —
* **Level 6:** *True Seeing*
* **Level 7:** —
* **Level 8:** *Prediction of Failure*

* **Level 9:** *Foresight*
Conjuration (Arcane School)

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

## Summoner’s Charm (Su)

Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to ½ your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all *summon monster*spells to permanent. You can have no more than one *summon monster* spell made permanent in this way at one time. If you designate another *summon monster* spell as permanent, the previous spell immediately ends.

## Acid Dart (Sp)

 As a standard action you can unleash an acid dart targeting any foe within
 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

## Dimensional Steps (Sp)

 At
 8th level, you can use this ability to teleport up to 30 feet per
wizard level per day as a standard action. This teleportation must be
used in 5-foot increments and such movement does not provoke an attack of opportunity.
 You can bring other willing creatures with you, but you must expend an
equal amount of distance for each additional creature brought with you.

## Arcane Conjuration Spells

* Level 0: Acid Splash
* **Level 1**: *Grease,* *Mage Armor, Corrosive Touch, Summon Monster I, Snowball*
* **Level 2**: *Acid Arrow, Glitterdust, Stone Call, Summon Monster II, Summon Small Elemental,Web*
* **Level 3**: *Stinking Cloud, Summon Monster III*
* **Level 4**: *Summon Monster IV, Dimension Door, Summon Medium Elemental, Touch of Slime*
* **Level 5**: *Acidic Spray, Cloudkill, Summon Large Elemental Conjuration, Summon Monster V*
* **Level 6**: *Acid Fog, Chains of Light, Summon Huge Elemental, Summon Monster VI*
* **Level 7**: *Joyful Rapture, Summon Greater Elemental, Summon Monster VII*
* **Level 8**: *Euphoric Luck, Seamantle, Summon Monster VIII, Summon Elder Elemental*
* **Level 9**: *Clashing Rocks, Summon Monster IX, Tsunami*
East Sellen

The **East Sellen River** flows south out of the Icerime Peaks of Brevoy through the *Gronzi Forest*, and empties into *Lake Reykal*. The river passes through the lands of House Medvyed, House Lebeda, and House Rogarvia and continues south past New Stetven into the Stolen Lands. Here it flows through Lake Hooktongue before running into the River Kingdoms, passing the city of Mivon before being joined by the *Chalkstone River* west of *Liberthane*. From there it flows south into Galt and turns west near the city of *Isarn*, flowing through the *Southern Hymbrian Forest*, where it is joined by the *Hymbrian River*. It finally flows into *Kallas Lake* where it joins the greater Sellen River.
House Garess

(Noble House)

**The House Garess** is one of the seven great noble houses of Brevoy.

## Lore

The valleys and lowlands of the
*Golushkin Mountains* are the domain of **House Garess**, founded on both the
defensibility of the mountain terrain and the mineral wealth the house
has brought out of the peaks for generations. **House Garess** once had a
profitable alliance with a clan of dwarves living in the *Golushkin*
Mountains*, serving as brokers of a sort for the ores, metals, and*
worked goods the *Golushkin* dwarves produced. *Lord Howlan Garess*even took **Toval Golka**, the son of the clan-chief of the
dwarf hold, as his ward (some say more as a hostage than a guest in
*Grayhaven* Castle). This proved fortunate for young *Toval*, as *Grayhaven*
lost all contact with the dwarf hold of *Golushkin* during the same winter
 as the Vanishing. With his own son *Bren* lost inside the mountains, *Lord*
 Howlan*, a widower with no other children, has named* Toval *his adoptive*
heir. This has earned the dwarf, now a skilled young warrior in his
own right, few friends in *Grayhaven*.

**House**
Garess’s **crest is a snow-capped mountain peak in gray against a dark**
blue field like the sky, with a silvery crescent moon in the upper right
 corner and a black hammer across the base of the peak, head toward the
left. Its motto is “*Strong as the Mountains*.”
Damage Reduction (DR)

Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.

The numerical part of a creature’s *damage reduction* (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the *damage reduction* number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore *damage reduction*.

Whenever *damage reduction* completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease. *Damage Reduction* does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore *damage reduction*.

Sometimes *damage reduction* represents instant healing. Sometimes it represents the creature’s tough hide or body. In either case, other characters can see that conventional attacks won’t work.

If a creature has damage reduction from more than one source, the two forms of *damage reduction* do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.

### Overcoming DR

Table: Overcoming DR

 Adamantine
 Alignment-based

*Damage Reduction* may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Weapons with an enhancement bonus of +3 or greater can ignore some types of *damage reduction*, regardless of their actual *material* or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of *damage reduction*.
Classes

A character’s **class** is one of his most defining features. It’s the source of most of his abilities, and gives him a specific role in any adventuring party. Characters and companions in Pathfinder: Kingmaker are assigned specific **classes**. Players can choose which **class** their character will be, while your companions' **classes** are pre-assigned but can be changed as the party advances in level. **Classes** determine the type of armor, weapons, and abilities each character can use.

**Archetypes** are a quick and easy way to specialize characters of a given **class**, adding fun and flavorful new abilities to already established adventurers.

**Prestige Classes** are a sort of advanced **class** that each have their own prerequisites.

Kineticist was added in the The Wildcards DLC.

## Favored Class

You get +1 Hit Point when you gain a level in a non-prestige class that is already your highest levelled class.
Arcane Armor Mastery

You have mastered the ability to cast spells while wearing armor.

**Prerequisites**: Arcane Armor Training, Armor Proficiency (Medium), caster level 7th.

**Benefit**: As a swift action, reduce the arcane spell failure chance
 due to the armor you are wearing by 20% for any spells you cast this
round. This bonus replaces, and does not stack with, the bonus granted
by Arcane Armor Training.
Abyssal Bloodline

*Generations ago, a demon spread its filth into your heritage. While*
it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your
destiny (and alignment) is up to you.

**Class Skill**: Athletics.

**Bonus Spells**: *cause fear* (3rd), *bull’s strength* (5th), *rage* (7th), *stoneskin* (9th), *dismissal* (11th), *transformation* (13th), *summon monster VII* (15th), *unholy aura* (17th), *summon monster IX* (19th).

**Bonus Feats**: Augment Summoning, Bull Rush, Cleave, Metamagic (Empower), Great Fortitude, Power Attack, Skill Focus (Lore [Religion]), Sunder Armor.

**Bloodline Arcana**: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to ½ your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

**Bloodline Powers**: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

* ***Claws***: At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become *flaming weapons*, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

* ***Demon Resistances***: At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

* ***Strength of the Abyss***: At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

* ***Added Summonings***: At 15th level, whenever you cast a *summoning spell* that conjures more than one creature, add one to the total number of creatures summoned.

* ***Demonic Might***: At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10.
Artifice Domain

Domain available to the Cleric and Inquisitor classes in Pathfinder: Kingmaker.

You can repair damage to objects, animate objects with life, and create objects from nothing.

## Granted Powers

***Aura of Efficiency (Ex):*** You can emit an aura with a 30-foot radius that grant your allies a +4 bonus on saving throws against effects that inflict the fatigue or exhausted condition. At 8th level your aura also grants your allies DR 1/-. This DR increases by +1/- for every three cleric levels beyond 8th. You can use this aura for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Dazzling Display

Your skill with your favored weapon can frighten enemies.

**Prerequisite**: Weapon Focus, proficiency with the selected weapon.

**Benefit**: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Amybeth McNulty

Aktorka

**Amybeth McNulty** - to irlandzko-kanadyjska aktora, odgrywająca główną rolę w kanadyjskim serialu Ania, nie Anna, opartej na serii książek "Ania z Zielonego Wzgórza".

## Biografia i filmografia

Urodziła się w Irlandii, skąd pochodził jej ojciec, w mieście Letterkenny, natomiast jej matka była Kanadyjką. Karierę aktorską rozpoczęła w 2014 roku w serialu *Agatha Raisin*, gdzie zagrała młodszą wersję głównej bohaterki. W 2015 odegrała dwie role w innych serialach, Jenny Rane w serialu *Clean Break* oraz Sputnik w *The Sparticle Mystery*. Odegrała jedną rolę w filmie; dziesięcioletniej Morgan w filmie o tym samym tytule.

Od 2017 roku odgrywa rolę Ani, czyli głównej bohaterki w serialu *Ania, nie Anna.*

Na deskach teatru odegrała role takie jak: Martę w *The Sound of Music* dla londyńskiego Regents Park Theatre, Molly w *Annie* dla LMS Productions, młodą Cosette w *Les Miserables,* Susan w *White Christmas* i Charlie w *Oliver* dla Millenium Forum Derry.

## Ciekawostki

* Książkę o *Ani z Zielonego Wzgórza* przeczytała w wieku dziewięciu lat.
* By dostać główną rolę w serialu musiała pokonać dokładnie 1889 innych aktorek.
* Nadała imiona wszystkim zwierzętom znajdującym się na planie.
* Jest naturalną blondynką i do serialu musi farbować włosy.
* Uważa, że nie ma czegoś takiego jak perfekcja i nie chce przeprowadzić zabiegu, by skorygować swoją wadę uzębienia.
Air Domain

Domain available to the Cleric, Druid and Inquisitor classes in Pathfinder: Kingmaker.

You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

## Granted Powers

***Lightning Arc (Sp)*:** As a standard action, you can unleash an
arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage +
 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Electricity Resistance (Ex)*:** At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

## Prerequisite Deities

* Gozreh
* Shelyn
Lingering Performance

*The effects of your bardic performance carry on, even after you have stopped performing.*

**Prerequisite**: Bardic performance class feature.

**Benefit**:
 The bonuses and penalties from your bardic performance continue for 2
rounds after you cease performing. Any other requirement, such as range
or specific conditions, must still be met for the effect to continue. If
 you begin a new bardic performance during this time, the effects of the
 previous performance immediately cease.
Desna

(Deity)

**Desna** was one of the first deities, but while her peers burdened themselves with the task of creating Golarion she spent her time building the heavens. She's changed little since
those earlier days, and she and her followers delight in exploring the world.

## Dogma

As a follower of **Desna**, what you want from life is...everything. You want to know what the world has to offer, and to experience as much of it as possible. You do not seek out pain or horror specifically, but you are able to place such things in their proper context without being forever scarred. You want to find new paths, to explore, to see the starlight and the moonlight, and to snatch the joy of life in every breath. You're glad to show other people how to find the good in each moment, and you take special joy in helping them remove pain or danger from their lives, such as destroying monsters that prey on them.

## Relations

**Desna** is strongly opposed to Lamashtu due to the murder of **Desna's**
one-time mentor, and wishes to reclaim the *domain* *of beasts*. She also
actively hunts the demigod *Ghlaunder*, who legends claim she freed during one of her many travels. Cayden Cailean
 is known to be suitor of hers, but she keeps aloof of most godly
affairs; past traumas and her desire for freedom lead her into fewer
interactions with other deities and their faiths than most. She is known
 to have good relations with Sarenrae and Shelyn, and to oppose both Rovagug and Zon-Kuthon for control of the night, which she wishes to be a time of wonder and beauty.

## History

**Desna** is an ancient goddess of *freedom* and *luck*, and is credited with the *creation* of the *heavens*. In her earliest days the god *Curchanus*, an enemy of the goddess *Lamashtu*,
 was her mentor. Lamashtu laid a trap for *Curchanus* and stripped him of
his *beast domain*, ripping it from his godly essence. As he died he
gifted **Desna** with the domain of travel; she has traveled the planes and
worlds since, opposing both oppression and Lamashtu wherever she
encounters them, and spreading her word while making an effort to
experience new wonders when she can.
Crane Riposte

You use your defensive abilities to make overpowering counterattacks.

**Prerequisites**: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.

**Benefit**: You take only a –1 penalty on attack rolls for fighting defensively.

Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses.

In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).
Iomedae

(Deity)

I**omedae** is the youngest of the gods and the goddess of righteous valor, justice, and honor. Having served as the dead god Aroden's herald, she inherited many of his followers, and continues to espouse the ideas of honor and righteousness in the defense of *good* and the battle against *evil*.

## Dogma

**Iomedae** is by far the most active god when it comes to battling evil on Golarion. As a worshiper of *the Inheritor*, your first goal is to stamp out *evil* and injustice wherever you find it. You can do this in cities or in the wild, because the truth of your goddess shines brightly wherever she stands. You do not charge into battle against unbeatable odds—your faith does not require stupidity—but you do all in your power to protect the innocent and show them how to stand up for themselves.

## History

As a mortal, **Iomedae** led the *Knights of Ozem* in the *Shining Crusade* against the forces of the *Whispering Tyrant*. In the fall of 3832 AR, **Iomedae**, was the last mortal to pass the *Test of the Starstone* and ascend to godhood.

## Relationships

**Iomedae** views *Abadar, Cayden Cailean, Erastil, Sarenrae, Shelyn,* and *Torag* as the equivalent of allies. She will not associate or parlay with evil gods or any fiends.
Charm Domain

Domain available to the Cleric and Inquisitor class in Pathfinder: Kingmaker.

You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

## Granted Powers

***Dazing Touch (Sp):*** You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Charming Smile (Sp):*** At 8th level, you can cast charm person as a swift action, with a DC of 10 + ½ your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

## Prerequisite Deities

* Shelyn
* Cayden Cailean
* Calistria
* Norgorber
Linnorm

(Creature)

**Linnorms** are a family of gigantic, wingless dragons with long serpentine bodies, which make their homes in the far northern reaches of Avistan. Despite their lack of wings, **linnorms** are capable of magical flight. They were the original *draconic* race on Golarion, having existed here for eons before the arrival of the "true dragons" millennia ago. Like true dragons they possess a terrible breath weapon, but unlike their cousins, they are not innate spellcasters. Instead they seem to have a strange connection to the First World of the fey, and are able to pass between our world and theirs and lay dying curses on those who slay them. **Linnorms** that still reside in the First World claim that they are the ancestors of all modern dragons.
Healing Domain

Domain available to the Cleric and Inquisitor class in Pathfinder: Kingmaker.

Your touch staves off pain and death, and your healing magic is particularly vital and potent.

## Granted Powers

***Rebuke Death (Sp):*** 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 possess. You can only use this ability on a creature that is
 below 0 hit points. You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.

***Healer’s Blessing (Su):*** At 6th level, all of your cure spells
are treated as if they were empowered, increasing the amount of damage
healed by half (+50%). This does not apply to damage dealt to undead
with a cure spell. This does not stack with the Metamagic (Empower) feat.

## Prerequisite Deities

* Sarenrae
* Irori
* Pharasma
Kalikke/Kanerah

Kalikke (Kineticist)

Kanerah (Kineticist (Dark Elementalist))

**Kalikke & Kanerah** are companions in *Pathfinder: Kingmaker* available with the Wildcards DLC.

## Lore

Kalikke and Kanerah are identical tiefling twins apart from having different eye-colors. Cursed to share a life with each other while being forever apart.

## Advisor

Kanerah can act as a Treasurer, as early as Act 2, after you have helped her in Sorrowflow.

## Romance

*Kanerah* is a potential love interest for player characters of either gender.
Footwear

Shoes, sandals, and boots, well mostly boots actually the models are exclusively boots. These are items that go in your foot slot of the character inventory.

Similar to belts, gloves, hats, rings and necklaces, *footwear* are considered accessories. However, they can have change AC depending on their effects. Many give characters immunities and all kinds of helpful bonuses.

## Known Footwear

* Sure Step

* Swamp Dweller Boots
* Manticore Skin Boots
* Hellstrider boots
* Easy Stride
* Bonethreader boots
* Owlbear Skin Boots
* Earth's Children
* Boots of Creeping Death
* Opportunist's Boots
* Boots of Light Step
* Swiftfoot Boots
* Boots of Elvenkind
Invisible

**Invisible** creatures are visually undetectable. An **invisible** creature
gains a +2 bonus on attack rolls against sighted opponents, and ignores
its opponents’ Dexterity bonuses to AC (if any).

A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception
 check. The observer gains a hunch that “something’s there” but can’t
see it or target it accurately with an attack. It’s practically
impossible (+20 DC) to pinpoint an **invisible** creature’s location with a Perception
 check. Even once a character has pinpointed the square that contains an
 **invisible** creature, the creature still benefits from total concealment (50% miss chance).
Gozreh

(Diety)

**Gozreh**
 is a dualistic god of nature, a god of the storm and sky and also a goddess
 of the wave and surf. Born of the ocean's fury and the wind's wrath, **Gozreh** is a fickle deity.

## Dogma

If you are a devout worshiper, your goal in life is to maintain the purity of the natural world and strike against those who would destroy it indiscriminately. You recognize the unforgiving nature of the world and do not stand in its way, but the random and juvenile destruction of the living world by humanoids strikes a note of rage in your heart. You might also be a traveler who, despite understanding the appeal of Desna, chooses the pragmatic approach of **Gozreh**, whose intervention in any situation is much more overt. Your god is largely indiﬀerent to your aﬀairs, and you are free to live your life in moderation, with occasional outbursts of extreme behavior. The dispersed nature of your religion means that while you are unlikely to find great conclaves of your people, you can likely find someone who shares your beliefs anywhere in the world.

## History

**Gozreh** is an ancient deity, thought to have existed for as long as the
wind has blown and the waters swelled. His faithful are to be found in
all places of nature, doing her will as they have for eons. He is
counted among one of the original gods that fought against Rovagug in the defense of all creation.
Gnomes

**Gnomes** are one of the races in *Pathfinder: Kingmaker*.

## Lore

**Gnomes** are distant relatives of the fey,
 and their history tells of a time when they lived in the *fey’s*
mysterious realm, a place where colors are brighter, the wildlands
wilder, and emotions more primal. Unknown forces drove the ancient
**gnomes** from that realm long ago, forcing them to seek refuge in this
world; despite this, the gnomes have never completely abandoned their
fey roots or adapted to mortal culture. Though **gnomes** are no longer
truly *fey*, their fey heritage can be seen in their innate *magic powers*, their oft-*capricious natures*, and their outlooks on life and the world.

## Racial Traits

* **Ability Score Racial Traits**: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
* **Size**: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* **Base Speed**: (Slow Speed) Gnomes have a base speed of 20 feet.
* **Defensive Training**: Gnomes gain a +4 dodge bonus to AC against monsters of the *giant* subtype.
* **Illusion Resistance**: Gnomes gain a +2 racial saving throw bonus against *illusion* spells and effects.
* **Gnome Magic**: Gnomes add +1 to the DC of any saving throws against *illusion* spells that they cast.
* **Keen Senses**: Gnomes receive a +2 racial bonus on Perception checks.
* **Obsessive**: Gnomes receive a +2 racial bonus on Knowledge (World) checks.
* **Hatred**: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the *reptilian* and *goblinoid* subtypes because of their special training against these hated foes.
* **Weapon Familiarity**: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Fighting Defensively

A character can choose to Fight Defensively in combat, diminishing their offensive capabilities in order to focus on defense. While fighting defensively, a character gains a +2 Dodge bonus to Armor Class while suffering a -4 penalty on melee Attack Rolls and Combat Maneuver checks. This Dodge bonus to Armor Class is lost any time you lose your Dexterity Bonus to Armor Class (when Flat-Footed, held, prone, paralyzed, sleeping, etc.)

If you have three ranks in the Mobility skill, this Dodge bonus to Armor Class increases to +3.

If you have the Crane Style feat you take only a –2 penalty on attack rolls for fighting defensively, and you gain an additional +1 dodge bonus to your Armor Class.

If you have the Crane Wing feat, you gain +4 dodge bonus when fighting defensively.

If you have the Crane Riposte feat, you take only a –1 penalty on attack rolls for fighting defensively.

You can activate the Fight Defensively ability in the Abilities tab (the middle tab) above the action bar, and it can be toggled on and off at will, but it does not apply the bonus instantly nor all the time.

**When it applies** : the AC bonus is applied *only* after the character/creature attempts an attack with a weapon, whether melee or ranged (not a magical effect or spell), and it will last one round. If no attack is made the next round, the bonus will no longer be applied. This is also the rule in the pen-and-paper game.
Lore (Nature) (Skill)

This skill represents a character's knowledge about the natural world.

Your character's **Lore (Nature)** skill enables you to hunt, identify monsters, recall knowledge about dungeons or nature, avoid random encounters (should you wish to), and so on.

The skill is Wisdom-based and can only be used by someone *Trained (rank 1 or more)* in this skill.
Kellid

(People)

Residents of cold, harsh northern Avistan, the **Kellids** represent what every resident of the continent thinks of when they refer to "barbarians". Sandwiched between an empire of orcs, marauding demons of the Worldwound, and the witch-haunted kingdom of *Irrisen*, **Kellids** are a pragmatic product of their harsh environment and direct descendants of a more savage age.

**Kellids** live in the brutally cold tundra and mountains of northern Avistan. While once common from Andoran and Nidal to the River Kingdoms, their reach is now mostly limited to the Realm of the Mammoth Lords, the Worldwound, and Numeria, with lost clans scattered across Brevoy and Ustalav. In Ustalav, the **Kellids** are insultingly called "**leechfolk**" by the *Ustalavs*. They commonly inhabit a range from the *Tusk Mountains* to the Numerian *plains*.

## Appearance

The appearance of the **Kellid** people is sculpted by the landscape in
which they have to survive. They are generally lean in physique as the
land does not produce enough to allow **Kellids** to get fat. They also
normally have very dark hair. **Kellids** tend to dress in primitive
clothing made from leathers, furs and hide. Their exact style of dress
tends to change depending on the individual tribe and the local climate.
 One item of clothing unique to the **Kellids** is their *Zoic* fetishes,
small charms made out of bundles of twine hair and stone that are often
enchanted with powerful druidic magic.
Flaming Burst (Special Item Traits)

A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability, a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit.
 If the weapon’s critical multiplier is x3, add an extra 2d10 points of
fire damage instead, and if the multiplier is x4, add an extra 3d10
points of fire damage.
Freedom of Movement

**School** abjuration

**Level** alchemist4, bard 4, cleric 4, druid 4, inquisitor 4, ranger 4

**Domain** liberation 4, luck 4

CASTING

**Casting Time** 1 standard action

EFFECT

**Range** personal or touch

**Target** you or creature touched

**Duration** 10 min./level

**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless)

DESCRIPTION

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, *solid fog*, *slow*, and *web*. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Mobility checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The *freedom of movement* spell does not, however, grant water breathing.
Erastil

(Deity)

**Erastil** is one of the oldest gods still worshiped in Avistan. His religion dates back to before the *Age of Darkness*
 when small farming communities and hunter-gatherers prayed to him for
bountiful harvests and successful hunts. He is a god of the hunt and of
 farming, leading his followers by example and good deeds rather than
flowery rhetoric.

## History

**Erastil** is an elder deity, his worship hearkening back to the time
when mankind first set about harnessing the wilderness and mastering
nature. Legends claim that it was *Old Deadeye* himself who crafted the
first bow and gifted it to humans, a gift to assist them in overcoming
the challenges of the world. Even as the accomplishments of civilization
 mount, **Erastil** continues to embrace and represent the simpler pleasures
 life has to offer.

## Relationships

**Erastil** teaches his followers to embrace traditional and simpler ways
 of life, free of the constraints of modern civilization, a trait that
often results in disagreements with more progressive deities such as Abadar; this difference in opinion leads to increasing conflict between these deities' respective clergies.
Great Cleave

You can strike many adjacent foes with a single blow.

**Prerequisites**: Str 13, Cleave, Power Attack, base attack bonus +4.

**Benefit**: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Energy Drain

## Energy Drain and Negative Levels

Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful attack results in “negative levels.” These cause a character to take a number of penalties.

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.

A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.

Some abilities and spells (such as raise dead) bestow permanent *level drain* on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. *Level drain* can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.
Greater Elemental Focus

*Choose an energy type to which you have already applied the*
Elemental Focus feat. Any spells you cast of this energy type are very
hard to resist.

**Prerequisite**: Elemental Focus.

**Benefit**: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus.

**Special**:
 You can gain this feat multiple times. Its effects do not stack. Each
time you take this feat, it applies to a new energy type to which you
have already applied the Elemental Focus feat.
Irori

(Deity)

```
Self-perfection
```

**Irori** is the god
 of *enlightenment, self-perfection, knowledge, healing,* and *inner*
strength*. His followers claim* that he was once a mortal who achieved
absolute physical and mental perfection and thus attained divinity of
his own volition. He is one of the core gods of, if not the most powerful deity of, the *Vudrani pantheon*, but has an increasing following in the Inner Sea region as well.

## Dogma

As an *Iroran*, you are not concerned with earthly power,but rather with mastery over your own destiny. Gold and jewels and magical items do not mean achievement to you—they represent ties to the material world, distractions that keep you from your goal. You want nothing more than to achieve perfection through the strength of your body, your wits, and most of all your unquenchable spirit. When you adventure, you step forth into the world to see how it reflects upon you. When you change the world, you also change yourself, and so you try to make the world a stronger place. In the end, you seek to break the cycle of reincarnation and to ascend to serve the *Master of Masters* in his *heavenly palace*.

## Relations

As the child of a god who is one of a pantheon of hundreds of deities, you largely respect other religions even if you disagree with their teachings. You dislike the followers of the gods of chaos, for they seem to have no self-control, and you have an exasperated relationship with *Asmodeans*, for they always seek to tempt you from the path. While you don’t rub it in their faces, you may feel quietly superior to followers of Cayden Cailean, Iomedae, and Norgorber, as those gods ascended via a magical shortcut rather than Irori’s path of true enlightenment.

## History

Stories told in the *Azvadeva Pujila* recount **Irori's** quest for enlightenment and ultimate ascension to divinity. His nephew *Gruhastha* remained active in *Vudra*, and indeed Golarion, to watch over its people after **Irori** ascended to *Nirvana*.
Goblin

(Creature)

Considered nothing more than murderous pests by most, **goblins** dwell on the fringes of other societies, scavenging amongst their waste and building their society in squalor. Though weak on their own, goblins often gather in huge numbers to overwhelm their enemies

**Goblins** are a race of childlike creatures with a destructive and voracious nature that makes them almost universally despised. Weak and cowardly, **goblins** are frequently manipulated or enslaved by stronger creatures that need destructive, disposable foot soldiers. Those goblins that rely on their own wits to survive live on the fringes of society and feed on refuse and the weaker members of more civilized races. Most other races view them as virulent parasites that have proved impossible to exterminate.

**Goblins** can eat nearly anything, but prefer a diet of meat and consider the flesh of humans and gnomes a rare and difficult-to-obtain delicacy. While they fear the bigger races, **goblins**’ short memories and bottomless appetites mean they frequently go to war or execute raids against other races to sate their pernicious urges and fill their vast larders.
Good Domain

Domain available to the Cleric and Inquisitor class in Pathfinder: Kingmaker.

You have pledged your life and soul to goodness and purity.

## Granted Powers

*Touch of Good (Sp)*: 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 level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

*Holy Lance (Su)*: At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

## Prerequisite Deities

* Erastil
* Iomedae
* Torag
* Shelyn
* Cayden Cailean
* Desna
* Sarenrae
Crane Style

Your unarmed fighting techniques blend poise with graceful defense.

**Prerequisites**: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.

**Benefit**: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

**Compatibility** : if a character has both *Crane Style* and *Dragon Style*, only one must be active. In Pathfinder: Kingmaker, if you activate both at the same time, all their benefits will cease to apply. The descriptions in-game do not mention this.
House Lodovka

(Noble House)

House Lodovka is one of the seven great noble houses of Brevoy.

## Lore

Whereas *House Surtova* slowly changed their waterborne ways to focus on their lands and political affairs in Brevoy, **House Lodovka** has remained strongly interested in
maritime affairs. They have steadily grown their fleet of ships in the
Lake ofMists and Veils and their influence along their lakeshore lands
and the trade routes crossing the waters.
**House Lodovka** claims
comparatively little land in the northernmost areas of Brevoy, and much
of the land they hold is unsuitable for farming, but the house has many
vessels hauling catches of fish and freshwater crabs from the *Lake*. *Lord*
 Kozek Lodovka *is at*
heart a cunning old pirate with a love of the water, looking to do right
 by his house, his family, and his people.

House Lodovka’s crest is a greenshelled crab climbing from the blue
waters toward the gray band of shore surmounted by a gray tower-keep in
the center, against a backdrop of black. Their house motto is “*The*
Waters, Our Fields*.”*