recursal/Fanatic-Fandom huggingface dataset:
Lugares

## VIGILIA

### Madrid

La ciudad en la que ocurren más eventos relacionados con Oniria.

* Comisaría de Nuevo Arguelles
* Hospital Abandonado
* Psiquiátrico Alberto Gasconso

### Otras ciudades

Se sabe que algunas pudieron salvarse de las inundaciones.

* Tokio
* Las Vegas
* Kyoto
* Nueva York

## ONIRIA

### Sitios conocidos

* Altar Quemado
* Archipiélago Griego
* Arrecife de Coral
* Bosque Quemado
* Castillo de las Nubes
* Costa de las Langostas
* La Tasca Gris 2.0
* Metrópolis Espacioportuaria
* Minas Perdidas
* Palacio de los Deportes
* Palacio de los Deseos (ciudad)
* Vecindario sobre Ruedas

### Lugares extraños

* Castillo Oscuro
* Cementerio Quintidimensional
* Foraos del Otro Mundo
* La Prisión
* Infinimundo
* Isla de los Kabu
* Roboparajes
* Señores en el Vacío

### Más allá

* Téland
* Territorios Externos
Ember

Ember is a potential companion in Pathfinder: Wrath of the Righteous.

## Availibility

Ember is first encountered during a street event in Market Square, during Chapter One of the game. She has been captured by a group of terrified crusaders, who are debating whether they should sacrifice her to Iomedae in the name of stopping the demon hordes. The player can step in and save her (or have Seelah step in), and afterwards, ask Ember to join the party.

### Skills

Knowledge (Arcana) 3, Lore (Religion) 3, Persuasion 3, Use Magic Device 3

## Basics

Ember is one of the first full spellcasters the party will meet. She is a Witch with the Stigmatised Witch archetype, which turns the Witch from a prepared, int-based caster to a spontaneous cha-based one. In addition to her spells, Ember knows a few useful Witch Hexes, namely the Slumber Hex, which is very useful for disabling (and subsequently coup-de-gracing) enemies early on. Ember is limited in the number of spells she can know, but can cast them in any combination each day. She begins play with Burning Hands, Ear-Piercing Scream and Cure Light Wounds.

She comes with the feats Point Blank Shot and Precise Shot, which sets her up nicely to be a ray-based blaster. However, she is by no means limited to this, as spellcasters have incredible flexibility in Pathfinder.

## Quests

Ember will have the following quests available for the player throughout the game:

* The Wayward (Chapter Three)
* The Wicked (Chapter Four)
* The Blessed (Chapter Five)
Half-Orc (Player Race)

Half-orcs get the worst of both worlds. Still, while not exactly accepted, half-orcs in civilized societies tend to be valued for their martial prowess. They are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still consistently manage to surprise their detractors with great deeds and unexpected wisdom - though sometimes it's easier just to crack a few skulls.

Both genders of half-orc stand between 6 and 7 feet tall, with powerful builds and greenish or grayish skin. Their canines often grow long enough to protrude from their mouths, and these "tusks," combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While half-orcs may be impressive, few ever describe them as beautiful.

## Racial Traits

* **Ability Scores:** +2 to any one ability
* **Keen Senses**
	+ Half-Orcs receive a +2 racial bonus on Perception checks.
* **Intimidating**
	+ Half-orcs receive a +2 racial bonus on Persuasion checks when used to intimidate due to their fearsome nature.
* **Orc Weapon Familiarity**
	+ Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon
* **Orc Ferocity**
	+ When a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious.
* **Racial Heritage**
	+ Various places and living conditions create sub-races differing from their peers. They gain unique racial traits in exchange for losing some of the usual ones

## Racial Heritage

* **Basic**
	+ You are a usual exemplar of your race.
* **Human-Raised**
	+ Gain the Skilled feature
		- Gain one more skill point per level. This is calculated after bonuses or penalties from Intelligence, resulting in a minimum of 2 skill points per level.
	+ Lose Ferocity and Orc Weapon Familiarity
* **Tribal**
	+ Gain +1 luck bonus on all saving throws
	+ Gain +2 racial bonus on lore (Nature) checks
	+ Lose Ferocity and Keen Senses
Chapter Two: The Sword of Valor

The Sword of Valor is the second story chapter of Pathfinder: Wrath of the Righteous. It follows the player character, now the Knight Commander of the Fifth Crusade, as they lead their army to retake the city of Drezen from demonic forces. It culminates with the player choosing their Mythic Path as they declare victory at Drezen.

## Quests

### Main Quests

* A Strike from the Sky
* Banner over the Citadel
* By Hell's Ordinance
* The Beginning of a Long Road
* The Music of the Abyss
* The Secrets of Creation

### Companion Quests

* The League of the Inspiring Cart (Seelah)
* More Than Nothing (Nenio)
* A Farewell (Sosiel)
* A Veil of Silence (Sosiel)
* While the World Burns (Daeran)

### Errands

* The Queen, Incognito
* Notes for the Storyteller

## Noteworthy Characters

### Companions

* Sosiel joins the party during the opening section of the chapter
* Regill is recruitable after completing By Hell's Ordinance
* Arueshalae can be recruited during the attack on Drezen if the player meets the criteria for her early recruitment. Otherwise, she cannot be recruited until Chapter Three

## Mythic Paths

* The wand required for the Lich Mythic Path can be found in the caverns under Leper's Smile
* Terendelev's Claw, required for the Gold Dragon Mythic Path, can be found in the caverns under Leper's Smile
Day of the City

*Kenabres is a city poised on the border between two worlds: on the one side, the ordinary world inhabited by ordinary people, and on the other, the Worldwound, the demon's foothold on Golarion. Heroes from across the world flock to Kenabres to aid the crusader cause. The protracted war offers little cause for celebration, but today is the anniversary of the city's founding. For today, the city's main square has been cleared of marching troops and given over to performers and carnival games. The townsfolk deserve the chance to forget about the bloodshed, if only for a day.*

## Availibility

Day of the City is the very first quest the player will receive in Pathfinder: Wrath of the Righteous, as part of the Prologue chapter. It is acquired automatically after the opening cutscene/dialogue plays out

## Objectives and Walkthrough

*You've got to take a break from fighting some time! The square is packed with numerous entertainments — time to set aside thoughts of war and enjoy.*

The game opens with the player character being carried into Kenabres on a stretcher, having been discovered wounded just outside the city. They are taken to Prelate Hulrun, who interrogates them about where they'd come from and their purpose in the city. He attempts to heal the player, but his powers prove inadequate, and he calls for the silver dragon Terendelev to assist.

The player will have an opportunity to talk to Terendelev and ask some questions, before she requests they meet her in the cathedral the next day and enjoy the festival in the meantime.

After the opening dialogue concludes, the player character will be able to explore the festival in the city square. There are three objectives presented by the quest:

* Sample the special festival drink (found at the south side of the square)
* Throw the dart at the target (found at the north side of the square)
* Hit the mannequin (found at the east side of the square)

However, after completing two of them, a cutscene will trigger and the demon lord Deskari will appear, leading a demonic invasion of the city. Chaos breaks out as the demons begin slaughtering the townsfolk, and though Terendelev tries to fight Deskari, he kills her.

The player is approached by a guard, who offers them a choice between a crossbow (to try to fight) or a spell (to try and escape). Regardless of the choice made, Deskari will break open the ground with his scythe, causing the player to fall into the chasm and starting the next part of the Prologue, Devoured by Darkness.

*In the war against the demons, there is no respite. The monsters showed up at the city's festival and now the people must fight for their lives on the day when they should have been celebrating. Will Kenabres survive this onslaught?*

## Additional Info, Tips and Tricks

The choice between the crossbow or the spell is relevant for the secret ending of the game. If you wish to obtain this ending, you must choose the crossbow. You will be unable to obtain the secret ending if you choose the spell.
Intelidogui

Una subespecie de los Kabu, pesadillas de pequeño tamaño similares a los perros de la Vigilia salvo por sus caras y orejas de trasgo. Poseen la capacidad de levantarse sobre dos patas y caminar erguidos. Originalmente no era raro verlos en estado salvaje pero tras La Gran Oleada fueron domesticados en masa y ahora es raro verlos en libertad fuera del Palacio de los Deseos.

## Características

El tema de su inteligencia ha variado entre soñadores, algunos veteranos como Tiberio afirman que tienen una inteligencia superior y tres dedos en cada pata que les permite coger objetos. Mientras que soñadores más jóvenes como Nicolás Niño aseguran que muestran pezuñas en lugar de dedos y que pese a ser inteligentes no son capaces de tener una comunicación fluida.

Con el tiempo se descubrió que otra diferencia que guardan con los perros es que nacen de huevos, los llamados Intelihuevos.

Se cree que es a través de sus mordiscos que se propaga su forma de provocar pesadillas, pudiendo así despertar al afectado durante el sueño lúcido.

## Civilización

Lo claro es que poseen inteligencia superior al de un animal corriente, esto queda claro por como poseen un sistema jerárquico y basado en castas. Con una realeza y una clara línea sucesoria.
Tiberio

Uno de los Onironauta más antiguos que se conocen, llamados Pioneros, sabe muchas cosas sobre Oniria.

Fundó junto a dos compañeros el gremio del Triple Tridente pero por una discusión y desacuerdo este se rompió, fundando después él mismo en solitario la Triple Estrella, el que sería el gremio más poderoso e importante de todo Palacio de los Deseos.
Divine Spells

Divine spells are available to clerics, oracles, inquisitor, paladin, druids, shaman, and rangers but full casters (cleric, oracle, druid and shaman) can merge their spellbooks with the Angel mythic path. Here are a list of Divine spells:

### Level 9

* Clashing Rocks
* Elemental Storm
* Shapechange
* Tsunami
* Foresight
* Polar Midnight
* Winds of Vengeance
* Mass Heal
* Overwhelming Presence
Skills

Skills represent a character's ability to complete certain tasks within the game, such as climb a wall, leap over a chasm, or successfully lie to someone. Each skill has a modifier, which is added to any d20 rolls made using the relevant skill. A character's skill modifier is usually calculated as:

**Ability Modifier + Skill Ranks + Trained Bonus (if applicable) + Other Bonuses**

Each skill is associated with a particular ability score, such as Strength for Athletics, or Charisma for Persuasion. The ability modifier is added (or subtracted, if negative) to all rolls made for the relevant skill.

### Skill Ranks

Characters will gain a number of skill ranks as they level up. The base number is set by the class chosen when leveling. For example, a Fighter has a base of 2 ranks per level, while a Rogue has a base of 5 ranks per level. Characters will gain additional skill ranks as they level equal to half their Intelligence modifier. So, a character with an Intelligence modifier of +1 would gain an extra skill rank every other level, irrespective of class, while a character with a modifier of +2 would gain an extra rank at every level. A negative Intelligence modifier will reduce the number of skill ranks gained, however, characters will always receive at least one rank per level.

A character can invest multiple ranks into the same skill during a single level up, however, your total ranks in a skill cannot exceed your character level. So, at level 1, a rogue cannot invest all 5 of their skill ranks into Stealth - they are limited to 1, and must spend the rest of their ranks on other skills. However, upon reaching level 3, the rogue may decide they want to increase a skill they haven't put any ranks into yet. They could put up to 3 of their 5 ranks into that skill, but would have to spend the last 2 ranks on other skills.

### Class Skills

As well as granting a number of skill ranks on level-up, classes will also designate certain skills as Class Skills for that class. When a character adds their first rank into a Class Skill, they gain a Trained Bonus of +3 to that skill. This bonus only ever applies once - adding more ranks will not increase the bonus, and receiving the same Class Skill from multiple classes does not grant the bonus twice.

In addition to gaining Class Skills from their class, a character can gain additional Class Skills from their Background, or from certain class features (such as a Sorcerer's Bloodline feature).

## Skill Table

Skills
Arcane Trickster, Eldritch Knight, Stalwart Defender
Aldori Swordlord, Arcane Trickster, Dragon Disciple, Duelist
Arcane Trickster
Arcane Trickster
Arcane Trickster, Dragon Disciple, Eldritch Knight, Mystic Theurge
Aldori Swordlord, Arcane Trickster, Dragon Disciple, Eldritch Knight
Arcane Trickster, Dragon Disciple
Arcane Trickster, Dragon Disciple, Mystic Theurge
Aldori Swordlord, Arcane Trickster, Dragon Disciple, Duelist, Eldritch Knight, Mystic Theurge, Stalwart Defender
Aldori Swordlord, Arcane Trickster, Dragon Disciple, Duelist
Lann

Lann is one of the companions available in Pathfinder: Wrath of the Righteous. He is a mongrel living in the caves beneath Kenabres, though he was born on the surface.

## Availibility

Lann is one of the companions who can join the player in the Prologue. He is encountered with his counterpart, Wenduag, and although both of them will join the party initially, the player must eventually choose just one of them to accompany the group on a permanent basis.

It is possible to recruit Lann even if he wasn't chosen at the end of the Prologue. The player must make the appropriate choices during Wenduag's personal quests in both Chapter Three and Chapter Five - if this is done correctly, Lann will join the party during Chapter Five. During Chapter Three, you must agree to an honourable duel between Lann and Wenduag, and in the conversation afterwards, generally choose the Lawful options and ensure he survives the encounter. He will then be recruitable when he returns in Chapter Five.

### Feats

Improved Unarmed Strike, Point Blank Shot, Combat Reflexes, Brew Potion, Perfect Strike

## Basics

Lann is a Monk, though his Zen Archer archetype turns him into a ranged striker rather than a melee one. Archers are very powerful in Pathfinder, and Lann comes well-equipped to continue as either a standard archer or to branch into a more melee-capable archer by combining his native Combat Reflexes feat with a later pick up of the Snap Shot line. However, he joins the party at level 1, and this, combined with his versatile stat spread, allow him to be built in many different ways - popular alternate classes include Cleric, Druid, Hunter or Ranger.

## Quests

Lann will have several quests available for the player throughout Pathfinder: Wrath of the Righteous.

* Back to the Roots (Chapter Three)
* A Conversation with Lann (Chapter Four)
* Bad Blood (Chapter Four)
* The Last Resort (Chapter Five)
* Meet with Lann

## Personality

Lann has a strong sense of justice and of right and wrong, tempered somewhat by a pragmatic streak earned from his life underground. On the surface he seems cheerful and unperturbed by the circumstances around him, often cracking dry jokes to try and lighten the mood. But truthfully, he is conflicted about many things - his life as a mongrel, his role in the crusade, and various other aspects that come up as the player gets to know him. In particular, he's driven by a desire to do something worthwhile with his "stupidly short life".

## Background

Lann was born to a mongrel father and a surfacer mother, a rare and, by his word, typically unhappy union. Lann was the first child the pair had together, and the only one to survive infancy. The trauma of losing multiple children to the mongrel curse, combined with added stress from his father's shortened mongrel lifespan, led to the couple going their separate ways, and Lann's father took him underground to Neathholm.

There, Lann became a competent and well-respected hunter. He grew close to Wenduag, with whom he developed an intimate relationship.

## Romance

Lann is romanceable by a female main character.
Chapter Five: City of Locusts

City of Locusts is the fifth story chapter in Pathfinder: Wrath of the Righteous. It follows the Knight Commander as they pick up the remnants of their crusade after escaping the Abyss, and push through to confront the demon lord Deskari at the fallen city of Iz. They will also have the opportunity to reaffirm their Mythic Power, either by continuing on the same path, following a new one, or casting the power off entirely.

## Quests

### Main Quests

* A Refuge from the Present
* A Step Away From Defeat
* Beaten but not Broken
* Cascade of Fire
* Chasing the Spinner of Nightmares
* Dark Waves
* Dawn of Dragons
* Empty Memories
* Heart of the Fallen Land
* Liberation of Wrath
* Love Beyond Death
* The Last Steps
* Your Bones will Join the Myriad Others

### Companion Quests

* The Weight of My Sword (Seelah)
* The Final Drop (Camellia)
* The Last Resort (Lann)
* The Blessed (Ember)
* One Final Breath (Daeran)
Events

Once Drezen is captured and purged, events will periodically become available in the Crusade Interface.

 The Arrival of the Blackstone Company
 Arueshalae Wants to Talk
 Giants
Cure the poor victims: Unlocks Healing the Giants decree.
Use the giants in battle: Unlocks Abnormal Giants decree.
 A Request from the Theater Crew
Gnome (Player Race)

Gnomes trace their lineage back to the mysterious realm of the fey, 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. As a result, gnomes are widely regarded by the other races as alien and strange.

Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wild flowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual.

## Racial Traits

* **Ability Scores:** +2 Constitution and Charisma, -2 Strength
* **Keen Senses**
	+ Gnomes receive a +2 racial bonus on Perception checks.
* **Hatred - Reptilian Humanoids**
	+ Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special traning against these hated foes.
* **Defensive Training - Giants**
	+ Dwarves and gnomes gain a +4 dodge bonous to AC against monsters of the giant subtype
* **Illusion Resistance**
	+ Gnomes gain a +2 racial saving throw bonus aginst Illusion spells and effects
* **Gnome Magic**
	+ Gnomes add +1 to the DC of any saving throws against Illusion spells that they cast
* **Obsessive**
	+ Gnomes receive a +2 racial bonus on Knowledge (world) checks
* **Slow Movement**
	+ Gnomes have a base speed of 20 feet
* **Size: Small**
	+ 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.

## Alternate Traits

* **Artisan Gnome**
	+ Gain +2 Constitution, +2 Intelligence, and -2 Strength
	+ Replaces ability score modifiers.
* **Fell Magic**
	+ Add +2 to the DC of any saving throws against necromancy spells that they cast.
	+ Replaces gnome magic
* **Inquisitive**
	+ Gain +2 racial bonus on Trickery and Mobility checks
	+ Replaces keen senses and Obsessive
* **Keen Gnome**
	+ +2 Charisma, +2 Intelligence, and -2 Strength
	+ Replaces ability score modifiers
	+ Replaces Defensive Training
* **None**
	+ No Alternate Trait
* **Nosophobia**
	+ +4 bonus on saves against disease and poison, including magical diseases.
	+ Rplaces obsessive
* **Pyromaniac**
	+ Gain fire resistance 5
	+ +1 bonus on DC of spells with fire descriptor
	+ Replaces Gnome Magic and Illusion resistance
* **Traveler**
	+ Base speed becomes 30 feet
	+ Gain +2 racial bonus on Lore (Nature)
	+ Replaces Hatred and Defensive training
* **Utilitarian Magic**
	+ Add 1 to the DC of any saving throws against transmutation spells they cast
	+ Replaces Gnome magic
Seelah

Seelah is a companion in Pathfinder: Wrath of the Righteous. She is a paladin of Iomedae, and is the iconic paladin from the TTRPG Pathfinder. She has a cheerful, optimistic and somewhat naive personality, and is surprisingly free-spirited for a paladin.

## Recruitment

Seelah is the first companion to be recruited by the player. She is encountered together with NPC Anevia Tirabade during the Prologue, just after the quest Devoured by Darkness begins. Seelah will automatically join the player after first encountering her.

### Skills

Mobility 1, Knowledge (world) 1, Persuasion 1

## Basics

Seelah has high strength and decent constitution. This, combined with her starting shield and proficiency with heavy armour, make her very useful as a tank in the early game. However, since she is recruited at level 1, the player has a lot of freedom to build her how they like - only her starting stats are locked in.

## Quests

Throughout the game, Seelah will request the main character's assistance with matters concerning her friends, the Eagle Watch recruit Jannah Aldori, the knight Elan of the Houndhearts, and the former thief known as Curl.

* Chapter One: A Friend in Need is a Friend Indeed
* Chapter Two: The League of the Inspiring Cart
* Chapter Three: Till Death Do Us Part
* Chapter Five: The Weight of My Sword

## Personality

Seelah is a cheerful and optimistic sort, sometimes to the point of naivete. She always has an encouraging word for her allies and strives to make the best of a situation. Despite being a paladin, Seelah veers somewhat from the traditional image, with a good sense of humour and a strong good-over-law leaning. However, she sometimes feels conflicted about her trust in people, wanting to see the best in them and blaming herself when things go awry.

## Background

Seelah did not begin life as a paladin. She lived her early years as a thief. Her life changed course after the ill-fated theft of the helmet of a visiting paladin, which led to that paladin's death. Seelah vowed to take up arms in that paladin's place, protecting the innocent from harm, and her travels eventually led her to the Worldwound.

## Auto-Level Build

When using the auto-level option, Seelah follows this progression:
Modifiers - How Do They Work?

## Modifiers in Pathfinder

Modifiers are a very important part of Pathfinder: Wrath of the Righteous. They are added to the various dice rolls present in the game, and higher modifiers will make characters better at things like attacking or resisting spells.

Most aspects of a character will have some sort of modifier associated with it - their ability scores, skills, attacks and so on. These modifiers can be combined with each other to create other modifiers. For example, a character's Base Attack Bonus (BAB) and Strength modifier are added together to give their Melee Attack Bonus.

### Types of Modifiers

The following is a list of some of the modifiers present in the game, including how to calculate them.

* **Ability Modifier:** comes from a character's ability score. A score of 10 has a modifier of 0. The modifier increases by 1 for every 2 additional points added to the ability score (so, a score of 12 would give a modifier of +1, a score of 14 would give a modifier of +2, and so on). This modifier can be negative if the character's ability score is below 10
* **BAB:** comes from a character's level, and depends on their class. Some classes have higher BAB progression than others
* **Melee Attack:** BAB + Strength Modifier + Other Bonuses
* **Ranged Attack:** BAB + Dexterity Modifier + Other Bonuses
* **Armour Class (AC):** Base 10 + Armour Bonus + Dexterity Modifier + Other Bonuses
* **Skill Modifier:** Relevant Ability Modifier + Skill Ranks + Trained Bonus (if applicable) + Other Bonuses
* **Combat Maneuver Bonus:** BAB + Strength Modifier + Other Bonuses
* **Combat Maneuver Defense:** Base 10 + BAB + Strength Modifier + Dexterity Modifier + Other Bonuses
* **Other Bonuses:** This is a broad, catch-all category for the numerous variable, circumstantial effects that can apply in Pathfinder
* **Saving Throw:** Class Base + Relevant Ability Modifier + Other Bonuses
Ascending Succubus

A demon who has overcome their evil nature is such a rare occurrence that most people don't even believe in their existence. The path of ascension is long an thorny: before truly achieving virtue, a demon spends many years in spiritual search and repentance, between good and evil, every moment risking to fall back into the depths of sin. An ascending demon loses most of their demonic powers, which helps them to battle the temptation to return to their old ways, but also leaves them vulnerable to retaliation from other demons, who loathe the idea of a rebellion against evil.

## Racial Traits

**Ascending Succubus Resistances** - Ascending succubi have cold resistance 5, acid resistance 5, fire resistance 10 and electricity resistance 10. Additionally, they have DR 5/cold iron or good.

**Vampiric Touch** - Ascending succubi can use vampiric touch once per day as a spell-like ability.
Wenduag

Wenduag is a potential companion in Pathfinder: Wrath of the Righteous.

## Availibility

Wenduag is one of the companions who can join the player in the Prologue. She is encountered with her counterpart, Lann, and although both of them will join the party initially, the player must eventually choose just one of them to accompany the group on a permanent basis.

Wenduag can be recruited later in the game if the player did not recruit her in the Prologue. The first opportunity to do so is in Chapter Three, during Lann's personal quest. However, if she is recruited at this point, she will later betray the player and must be killed. To recruit her permanently, the player must choose the Evil option during dialogue with Wenduag during the Chapter Three quest, telling her that she is unworthy of a place in the crusade, and ensure she survives the encounter. If this is done, she can be recruited permanently during Lann's Chapter Five quest without risk of later betrayal.

### Feats

Point Blank Shot, Precise Shot, Brew Potion

## Basics

Wenduag is a fighter, and comes equipped to be a competent ranged attacker. Archers are very powerful in Pathfinder, and her bonus fighter feats will easily enable her to pick up more abilities in the archer line. However, she can also make very good use of throwing axes. Further, since she is recruited at level 1, the player has a lot of flexibility in the direction they wish to take her build.

## Quests

Wenduag has the following quests available for the player throughout Pathfinder: Wrath of the Righteous:

* A Conversation with Wenduag
* A Talk with Wenduag in the Place of Savamelekh's Demise
* The Root of Betrayal
* Underground Army

## Romance

Wenduag is romanceable by both male and female main characters.
Council Decisions

## Diplomatic Council

> The crusade depends on the support of Nerosyan and foreign countries. The Diplomatic Council will see to it that no political problems interfere with the regular inflow and recruits to Drezen.
>
> -Forming a Diplomatic Council decree

Formed by the Forming a Diplomatic Council decree, the council is formed from Daeran, Lady Konomi, Lann, Sosiel.

Periodically, this council will cause throne room Encounters related to the Fifth Crusade's allies and "allies."

2. Commander's Parade (Daeran): Unlocks the Commander's Parade decree (Repeatable, -7.5% mercenary cost and -25% Material Points income for 30 days).
3. Fund Those in Need (Lann): Unlocks the Helping Those in Need decree (Repeatable, -2,500 Finance Points, +10 crusade morale [+20 if below 0]).
4. Royal Parade (Konomi): Unlocks the Royal Parade decree (Repeatable, +10% Finance Points income for 30 days).

## Logistic Council

> The success of military action depends on a regular supply of everything troops need and the judicious distribution of resources. The Logistic Council made up of experienced officers will ensure there is no chaos in the army while the Commander's attention is focused on the frontline.
>
> -Forming a Logistics Council decree

Formed by the Forming a Logistics Council decree, the council is formed from Arueshalae, Dorgelinda, and Lann.

Periodically, this council will cause throne room Encounters related to the Fifth Crusade's disposition of resources and supplies.

2. Veterans (Lann): All trainable units gain the Only the Essential feat (+10% bonus to maximum HP).
3. Well-Connected (Dorgelinda): All trainable units gain the Equipment from the State feat (+1 bonus to attack and all saving throws).

## Military Council

> A council of officers seasoned in the art of war will help the Commander to implement new tactics and diversify his army's ranks with more skilled units.
>
> -Forming a Military Council decree

Formed by the Forming a Military Council decree, the council is formed from ?.

Periodically, this council will cause throne room Encounters related to the Fifth Crusade's troops.
Companion Quests

Throughout Pathfinder: Wrath of the Righteous, your companions will often approach you for assistance with their various troubles. Below is a list of the quests each companion has available throughout the game.

## Seelah

* A Friend in Need is a Friend Indeed (Chapter One)
* The League of the Inspiring Cart (Chapter Two)
* Till Death Do Us Part (Chapter Three)
* The Weight of My Sword (Chapter Five)

## Camellia

* A Noble Intent (Chapter Three)
* A Conversation with Camellia (Chapter Four)
* What is your Heart's Desire? (Chapter Four)
* The Final Drop (Chapter Five)

## Lann

* Meet with Lann
* Back to the Roots (Chapter Three)
* A Conversation with Lann (Chapter Four)
* Bad Blood (Chapter Four)
* The Last Resort (Chapter Five)

## Wenduag

* A Conversation with Wenduag
* A Talk with Wenduag in the Place of Savamelekh's Demise
* The Root of Betrayal
* Underground Army

## Woljif

* Stolen Moon (Chapter One)
* Crescent of the Abyss (Chapter Three)
* A Conversation with Woljif (Chapter Four)
* Dark Moon Rising (Chapter Four)

## Ember

* The Wayward (Chapter Three)
* The Wicked (Chapter Four)
* The Blessed (Chapter Five)

## Daeran

* Meeting with Daeran
* While the World Burns (Chapter Two)
* One Final Breath (Chapter Five)

## Nenio

* More than Nothing (Chapter One)
* Nenio Needs Alcohol (Chapter Three)

## Sosiel

* A Conversation with Sosiel
* A Farewell (Chapter Two)
* A Veil of Silence (Chapter Two)
* Night Gamblers (Chapter Three)
* From a Dead Woman's Hands (Chapter Three)
* The Impostor (Chapter Three)
* Prisoner of the Abyss (Chapter Four)

## Regill

* The Final Verdict
* Watch your Step (Chapter Three)

## Greybor

* A Conversation with Greybor (Chapter Four)
* A Matter of Reputation (Chapter Four)
* The Price of Loyalty

## Arueshalae

* What do you Dream Of?
* Arueshalae Imprisoned
* Visit Arushalae in Prison (Chapter Three)
* Borrowed Dreams (Chapter Three)
* Time to Think (Chapter Four)
* A Conversation with Arueshalae (Chapter Four)
* Dreams in Ruin (Chapter Four)
Mythic Quests

After choosing your Mythic Path at the end of Act Two, you will begin to receive quests related to your Mythic Path. Below is a list of all of the Mythic Quests in Pathfinder: Wrath of the Righteous.

## Angel

* A Shadow of Doubt
* A Spring Run Dry
* By the Will of the Stars
* Devastation
* On Hope's Wings
* Ranhild's Day
* The Road to Good and Justice
* Twenty-One Ceremonial Daggers
* Untamed Spirit

## Demon

* Conspiracy in Shadows
* Insistent Summons
* New Subjects
* Shadow Dance

## Aeon

* Drezen vs A Conspiracy of Silence
* Drezen vs The Murderer of the Galtan Guest
* Drezen vs The Singing Priestess (Chapter Three)
* The Words of the Aeon
* Private Gorvo vs. The Army of Drezen (Chapter Three)
* Orvenn Dalmora vs. Drezen (Chapter Three)
* Correct Thyself
* Equilibrium of Chaos
* Examining the Distortion
* Private Averis vs. Private Ramley
* The Burden of the Aeon
* Triumph of Justice

## Azata

* Above the Clouds
* Nicely Rebellious
* Where your Soul Calls
* Where's My Dragon?

## Trickster

* The Fool King
* Best Liquor in the World
* Demonic Hide-and-Seek
* The Ultimate Joke
* A Repeat Invitation
* An Invitation to a Council Meeting
* An Urgent Invitation
* Inner Freedom

## Lich

* Forging a Necromancer
* A Conversation with the Pillar of Skulls
* Alderpash's Skull
* Death's Embrace
* Discord and Disobedience
* Durability Test
* House of Death
* Pharasma's Wrath
* Return to the Ziggurat
* Revolt at the Ziggurat
* Spiritual Bonds
* Subduing the Spirit
* The Pillar's Counsel
* Undead Uprising
* Zacharius's Phylactery

## Devil

* A Unique Offer
* Laws of Friendship

## Gold Dragon

* A Conversation with Halaseliax
* Dragon's Awakening
* Brother in Shadow

## Swarm-That-Walks

* Majesty in Minuscule
* Regicide

## *Unsorted*

* A Contract
* A Lesson in Applied Conjuration
* An Invitation
* I Am The Flame
* In the Belly of the Beast
* Issues of Faith and Loyalty
* Just some Old Drawings
* Once in Alushinyrra...
* The Light Within
Chapter Four: The Midnight Isles

The Midnight Isles is the fourth story chapter of Pathfinder: Wrath of the Righteous. It follows the Knight Commander of the Fifth Crusade as they are sent into the Abyss by Queen Galfrey. There, they must discover the origin of their powerful demonic enemies, and eventually, find a way out.

## Quests

### Main Quests

* Dangerous Knowledge
* Experiencing the Bliss
* Grudges to Settle
* Mercy (Quest)
* Rapture of Rupture
* Strike Back
* The Art of Making Friends
* The Conquest of Alushinyrra
* The Way Back
* Third Wheel
* Walking on Corpses
* Traces of Shadows

### Companion Quests

* The Wicked (Ember)
* A Conversation with Lann
* A Conversation with Arueshalae
* A Conversation with Camellia
* A Conversation with Woljif
* A Conversation with Greybor
* Bad Blood (Lann)
* Dreams in Ruin (Arueshalae)
* What is Your Heart's Desire (Camellia)
* A Matter of Reputation (Greybor)
* Prisoner of the Abyss (Sosiel)
* Dark Moon Rising (Woljif)
* Time to Think (Arueshalae)

### Mythic Quests

* Demonic Hide-and-Seek (Trickster)
* Shadow Dance (Demon)

### Errands

* Minagho's Desperation
* Fulsome Queen's Request
* Fulsome Queen's Order
* Notes for the Storyteller
Kitsune (Player Race)

Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Kitsune possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom from both the living and spirits.

## Racial Traits

### Keen Senses

Kitsune receive a +2 racial bonus on Perception checks.

* **Ability Scores:** Depends on selected heritage
* **Racial Traits:** Kitsune Heritage, Kitsune Magic, Keen Senses, Agile, Change Shape
New Players - Overview of the Pathfinder System

# An Overview of Pathfinder: Wrath of the Righteous

Pathfinder: Wrath of the Righteous is an isometric CRPG created by Owlcat Games. It is based on an adventure written for the first edition of the Pathfinder tabletop RPG, originally created by Paizo Publishing. A lot of the basics of Wrath of the Righteous will be familiar to fans of the CRPG genre – you’ll create a character, complete quests, recruit companions, and fight monsters. Where it differs from its counterparts is in the depth and complexity of its parent system. While Owlcat has only included a portion of the published Pathfinder content, it can still be overwhelming to get into, especially for those unfamiliar with TTRPGs. This guide aims to give an overview of the system as it works in the Pathfinder: Wrath of the Righteous CRPG, so that new players can get some context and find their way through the system.

### The Basics

Pathfinder is a d20-based TTRPG. This means that any time a character does something (attack, resist a spell, make a skill check, etc), a 20-sided die (d20) is rolled to determine whether they succeed or not. They will have a modifier to add to their roll, so you can get results higher than 20.

In order to succeed, the roll has to beat something called a Difficulty Class (DC). How this number is calculated varies depending on what roll is being made. To hit an opponent with an attack, the DC is their Armour Class (AC), which is determined by the armour they're wearing, their dexterity modifier, and any other buffs they have that boost AC. To resist a spell, the DC is determined by the level of the spell and the caster's relevant stat modifier. And so on. The modifier for a roll will also be calculated differently depending on what the roll is.

### Character Creation

Character creation is one of the most important parts of any CRPG – they’re the one you’re going to be playing for the next hundred hours, after all! Pathfinder: Wrath of the Righteous is no different, and character creation can be both very involved and very rewarding. A detailed breakdown of character creation can be found here.

### Combat Basics

Your characters will spend a lot of time in combat, and combat can be quite a complicated affair in Pathfinder. But there is method to the madness. This guide breaks down the basics of combat.

### Glossary

There is a lot of jargon in the Pathfinder system. This guide lists some common terms that will come up often both in-game and in out-of-game discussions.
Base Attack Bonus

Base Attack Bonus (BAB) defines a creature's basic ability to land a damaging hit on an enemy if no other bonuses or modifiers would play a role.

Every six points of Base Attack Bonus will allow the character to perform a second attack when attacking as a Full-Round Action. This second attack is made at an Attack Bonus five points lower than the first attack, and should a character gain a high enough Base Attack Bonus for a third attack, it’s made five points lower than the second attack, and ten points lower than the first. For example, a 6th-Level Fighter has a Base Attack Bonus of +6/+1; their primary attack has a +6 Base Attack, while their second attack receives a +1 Base Attack Bonus.

A character's BAB increases with higher levels automatically depending on his or her Class. When **multiclassing**, it is important to consider how these bonuses stack in order to maximize the effectiveness of your character. For example, if you create a character with 5 levels in the Fighter class (High BAB Growth Rate) and 3 levels in the Wizard class (Low BAB Growth Rate), your bonuses would be +5 from Fighter and +1 from Wizard, meaning that your total BAB would be +6/+1. If you instead decide to use all of your levels in the Fighter class, your BAB would be +7/+2.
Elf (Player Race)

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose Forlorn, the result of watching wave after wave of companions age and die before their eyes.

Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. While elven clothing often plays off the beauty of the natural world, those elves that live in cities tend to bedeck themselves in the latest fashion.

## Racial Traits

* **Keen Senses**
	+ Elves receive a +2 racial bonus on Perception checks.
* **Elven Magic**
	+ Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Knowledge (Arcana) skill checks made to identify the properties of magic items.
* **Elven Immunities**
	+ Elves are immune to magic slleep effects and gain a +2 racial saving throw bonus against Enchantment spells and effects.
* **Elven Weapon Familiarity**
	+ Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
* **Ability Scores:** +2 to Dexterity and Intelligence, -2 to Constitution

## Alternate Racial Traits

* **Arcane Focus**
	+ +2 racial bonus on concentration checks.
	+ Replaces weapon familiarity
* **Blightborn**
	+ +2 racial bonus on saving throws against necromancy spells and spell-like abilities, and spells and spell-like abilities with the curse descriptor
	+ +1 bonus on attack rolls against outsiders with the demon subtype
	+ Lose Elven immunities and elven magic.
* **Fierani Elf**
	+ Gain +2 Dexterity, +2 Wisdom, and -2 Constitution
	+ Alters ability score modifiers
* **Long Limbed**
	+ Base movement speed of 35 feet
	+ Replaces weapon familiarity
* **Loremaster**
	+ +2 bonus on Knowledge (arcana) and Use Magic Device checks.
	+ Replaces elven magic and keen senses
* **Moonkissed**
	+ +1 racial bonus on saving throws
	+ Replaces Elven Immunities and Keen Senses
* **None**
	+ No alternate trait
* **Vigilance**
	+ +2 dodge bonus to AC against attacks by chaotic creatures
	+ Replaces Elven Magic
Decrees

## Rank-Up Decrees

Forming a Diplomatic Council

Forming a Logistic Council

Forming a Military Council

## Development Decrees

Outpost to Bastion Expansion

One fort of the outpost level with at least 3 out of the 4 construction slots filled can be upgraded to a bastion level.

## Economy Decrees

Commander's Decree (R)

The cost of recruiting mercenary units reduces by 7.5%, Materials Points income reduces by 25% for 30 days.

Disclosing the Letters Obtained from Crinukh

Finance Points income increases by 50. Material Points income increases by 5.

Religious Feast (R)

Energy Points income increases by 20% and Finance Points income reduces by 10% for 30 days.

Royal Parade (R)

Finance Points income increases by 10% for 30 days.

## Command Decrees

Helping Those in Need (R)

Crusade morale increases by 10 or 20 if crusade morale is below 0.

## Relics Decrees

The Fate of Chillroar's Hide and Tusks

The relic will be augmented.

The Fate of the Crest of the Fallen Knight

The relic will be augmented.

The Fate of Soulshear

The relic will be augmented.

## Other Decrees

Orders to Irabeth

Studying the Sword of Valor
Pathfinder: Wrath of the Righteous Wiki

**Welcome to the Pathfinder: Wrath of the Righteous Wiki!**
**Pathfinder: Wrath of the Righteous** is an isometric CRPG created by Owlcat Games. It is based on an adventure written for the first edition of the Pathfinder tabletop RPG, originally created by Paizo Publishing. Wrath of the Righteous is the second Pathfinder game that Owlcat have created, following their initial foray into the genre with Pathfinder: Kingmaker.

See all our current articles here.

**For New Players**
New Players - An Overview of the Pathfinder System

Glossary of Common Terms

Difficulty Settings

Character Creation Guide

Combat - How Does It Work?
Dwarf (Player Race)

Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean-shaven male dwarf is a sure sign of madness, or worse. No one familiar with their race trusts a beardless dwarf.

## Racial Traits

* **Ability Scores:** +2 Constitution and Wisdom, -2 Charisma
* **Keen Senses**
	+ Dwarves receive a +2 racial bonus on Perception checks.
* **Slow and Steady**
	+ Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumberance.
* **Stability**
	+ Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
* **Hardy**
	+ Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities
* **Defensive Training - Giants**
	+ Dwarves and gnomes gan a +4 dodge bonus to AC against monsters of the giant subtype
* **Hatred - Orcs and Goblinoids**
	+ Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid sybtypes because of their special training against these hated foes
* **Dwarven Weapon Familiarity**
	+ Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

## Alternate Traits

* **Barrow Dwarf**
	+ +1 bonus on attack rolls and +1 dodge bonus to their AC against Undead
	+ +2 racial bonus on Lore (religion) checks
	+ Replaces Keen senses, defensive training, and hatred.
* **None**
	+ No alternate trait
* **Stoic Negotiator**
	+ +2 racial bonus on persuasion checks
	+ Persuasion is a class skill
	+ Replaces Defensive training and hatred.
* **Stoutheart Dwarf**
	+ Gain +2 Constitution, +2 Charisma, and -2 Intelligence
	+ Replaces ability score modifiers.
* **Unstoppable Dwarf**
	+ Gain the Endurance feat
	+ +1 racial bonus on fortitude saving throws
	+ Lose keen senses, stability, and defensive training