recursal/Fanatic-Fandom huggingface dataset:
Fatigue

A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

A common cause of fatigue is traveling with heavy baggage.
Ghost Touch (Special Item Traits)

A *ghost touch* weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with *ghost touch* weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a *ghost touch* weapon counts as both corporeal or incorporeal.
Lake Silverstep

**Lake Silverstep** is the primary source of water for the Stolen Lands.
 It draws from numerous streams falling into the lake from the steep
tors to the east. Because of this, the eastern side of the lake is a
locale of great beauty, featuring numerous waterfalls and cascades, with
 willows, reeds, and lilies laid over great canopies of moss. Numerous
caverns lie beneath the eastern falls, and legend has them filled with gems and silver.
Magical inhabitants of the lake include several bands of *faeries* and *faerie dragons*, and the fey there whisper tales of an ancient and wise silver dragon who once laired in the eastern falls.
Garund

(Continent)

**Garund** is a Golarion continent located south of Avistan, across the Inner Sea, and west of Casmaron, separated by the *Obari Ocean*.

At one time, central **Garund** was the heart of civilisation in the hemisphere. It was a major territory of the cyclopes, who once ruled all of Golarion. Their Empire perished before (or possibly because of) the fall of the *Starstone*, which created the Inner Sea. Later, the citadels of the Shory flew through the sky, until their kingdom also failed. Now, much of the continent is uncharted and uncivilised, but numerous ancient ruins
await bold explorers.
House Lebeda

(Noble House)

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

## Lore

The **Lebedas** of *Lake Reykal* are known as
the most “Rostlandic” of Brevoy’s noble houses, having inherited a good deal of Taldan blood and tradition, including a fondness for sword fighting and an appreciation of the finer things. Their family seat of *Silverhall* is one of the grandest castles in Brevoy, its spires rising above the shores of *Lake Reykal*.

The **Lebedas** earn and maintain their fortune as merchants and brokers between the northern and southern reaches of Brevoy, and control much of the shipping across the
 lake.

*Dame Sarrona Lebeda*has ruled the house as regent since the death of her husband, but their son *Lander* is approaching his majority, when he will become lord of the house. His older sister Elannaspends a great deal of time representing their house in New Stetven, and rumors claim the **Lebedas** are looking to arrange a marriage between her and Noleski Surtova. Naturally, Natala Surtova hates the young and charming Elanna Lebeda with a passion.

House Lebeda’screst is a white swan, serenely sailing across a blue expanse**,**
 with the sun on the horizon behind it. Whether the sun is said to be rising or setting depends on the house’s fortunes, but the Lebedas’ sun appears ascendant at the moment. Its motto is “*Success through Grace*.”
Expeditious Retreat

**School** transmutation; **Level** alchemist 1, bard 1, inquisitor 1, magus 1, sorcerer/wizard 1

##### EFFECT

* **Range** personal
* **Target** caster
* **Duration** 1 min./level (D)

##### DESCRIPTION

This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. As with any effect that increases your speed, this spell affects your jumping distance (see the Athletics skill).
Glory Domain

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

You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive
energy to harm undead creatures, the save DC to halve the damage is
increased by 2.

## Granted Powers

***Touch of Glory (Sp):*** You can cause your hand to shimmer with
divine radiance, allowing you to touch a creature as a standard action
and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma
ability check. This ability lasts for 1 hour or until the creature
touched elects to apply the bonus to a roll. You can use this ability to
 grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

***Aura of Heroism:*** At 8th level you can emit a 30-foot aura of heroism for for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area of effect are treated as if under the effect of a heroism spell (+2 morale bonus on saves, attack rolls and skill checks).

## Prerequisite Deities

* Iomedae
* Sarenrae
* Gorum
Kevoth-Kul

(Ruler)

**Kevoth-Kul** is the absolute ruler—the Black Sovereign—of the strange, barbarian land of Numeria. A former tribal leader, he now rules his land from his capital of Starfall, supported by the mysterious Technic League.

## History

As a young man, **Kevoth-Kul** was simply one of the many Kellid
 tribal leaders common to the windswept plains of Numeria. He quickly
distinguished himself as being one of the boldest of his kind,
conquering neighboring tribes and forging alliances at the point of his
greatsword. Numerians began to believe that he would become a truly
great leader and expand their land beyond its traditional borders. This
changed when he declared that Starfall would be his capital. There he
allied himself with the reclusive members of the Technic League and
sought to exploit the technological secrets of the Silver Mount.
 Because of this association and the addictive ichors seeping from
Silver Mount the League introduced him to, his personality shifted and
he renamed himself the *Black Sovereign*. He lost all desire for conquest
and became taciturn and sullen, lusting only for sexual gratification.

## Family

*The Black Sovereign* is known to have a cousin, the barbarian *lord Kragreth-Kol*. *Kragreth-Kol* has recently begun to breed vexgit gremlins to disrupt and undermine *Kevoth-Kul* and his technology-dependent Technic League allies.
*Kevoth-Kul* took *Kul-Inkit* as his consort upon becoming *Black Sovereign*, but she has shown little interest in spending time with him.
Kobold

(Creature)

**Kobolds** are a small, craven, lizard-like race that dwells in places hidden from the sun, particularly subterranean caverns or densely wooded areas. Most commonly encountered in and around the nation of *Andoran*
 the inherent cowardice of the **kobolds** has lent the schemers a bit of
cleverness and ingenuity, especially when it comes to devising deadly
traps. Despite the fact that **kobolds** believe they are, in fact, the most
 superior race on Golarion, they are commonly found in service to other, more powerful masters.
Greater Weapon Specialization

Choose one type of weapon (including unarmed strike) for
which you possess the Weapon Specialization feat. Your attacks with the
chosen weapon are more devastating than normal.

**Prerequisites**: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter.

**Benefit**:
 You gain a +2 bonus on all damage rolls you make using the selected
weapon. This bonus to damage stacks with other damage roll bonuses,
including any you gain from Weapon Specialization.

**Special**:
 You can gain *Greater Weapon Specialization* multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new type of
weapon.
Greater Dirty Trick

*When you pull a dirty trick, your foe is truly hindered.*

**Prerequisites**: Int 13, Combat Expertise, Dirty Trick, base attack bonus +6.

**Benefit**: You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Dirty Trick.
 Whenever you successfully perform a *dirty trick*, the penalty lasts for
1d4 rounds, plus 1 round for every 5 by which your attack exceeds the
target’s CMD.
Glenebon Uplands

(Stolen Lands Area)

The **Glenebon Uplands** is west of The Slough and the westernmost area of the Stolen Lands. Beyond its borders, further to the west, lies Numeria and Pitax of the River Kingdoms lies to the south.

## Lore

The westernmost quadrant of the Stolen Lands is a contested zone between the barbarian tribe known as the Tiger Lords to the north, and the bandits of Pitax to the south who control the area. Further complicating this scene is the not-insignificant presence of several powerful fey and dangerous monsters in the Branthlend Mountains and the forest of Thousand Voices. The Aldori Swordlords sent a relatively experienced band of adventurers known as the *Iron Wraiths* into the **Glenebon Upland**s, charging them with purging the hills of the barbarian tribe and, eventually, to make diplomatic contact with Pitax to work out border issues.

One of the harsher regions of the Stolen Lands, if not the entire River Kingdoms, **Glenebon Uplands**, is characterized by rolling black hills, tall gray grass, and tangled scrub, scoured by harsh winds and summer brush fires. There is little shelter to be found in this unforgiving land. Wildlife includes beetles, snakes, rodents, and ragged wolves, but it is said that prides of manticores have taken to the region, ranging from the Branthlend Mountains, across the hills of **Glenebon** and into Numeria.

## Notable locations

* Mount Branthlend
* Rushlight
* Thousand Voices
Elemental Focus

*Your spells of a certain element are more difficult to resist.*

**Benefit**: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.

**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.
Evil Domain

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

You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

## Granted Powers

***Touch of Evil (Sp):*** You can cause a creature to become sickened as a melee touch attack. Creatures sickened
 by your touch count as good for the purposes of spells with the evil
descriptor. This ability lasts for a number of rounds equal to ½ your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Scythe of Evil (Su):*** At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to ½ 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

* Asmodeus
* Zon-Kuthon
* Norgorber
* Urgathoa
* Gyronna
* Lamashtu
* Rovagug
Locations

Locations

(Stolen Lands and the world around you)

(In-game locations)

The primary focus of Pathfinder: Kingmaker is the Stolen Lands, located in between Brevoy and the River Kingdoms. There is over 90,000 km2 (35,000 mi2) of mostly wilderness land in the Stolen Lands alone. All of which exist on Avistan, the northern continent of the world of Golarion. Multiple areas added for immersion into the Pathfinder lore.

## List of Locations

### Neighboring Areas

* Brevoy: Rostland, Issia
* River Kingdoms: Pitax, Mivon, Daggermark
* Numeria
* Iobaria

### Other Areas

* Andoran
* Absalom
* Five Kings Mountains
* Galt
* Kyonin
* Lake of Mists and Veils
* Mendev
* Realm of the Mammoth Lords
* Sellen River
* Taldor
* Worldwound

### World Regions

* Golarion: Avistan, Casmaron, Garund, Inner Sea

### Non-Material Plane

* First World
* Abaddon
Law Domain

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

You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

## Granted Powers

***Touch of Law (Sp):*** You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing
 it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Staff of Order (Su):*** At 8th level, you can give a weapon touched the *axiomatic* special weapon quality for a number of rounds equal to ½ 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
* Abadar
* Irori
* Asmodeus
* Zon-Kuthon
Lake Hooktongue

Residing among the swamps of Hooktongue Slough, the murky gray lake known as **Lake Hooktongue**
 snakes through the already water-drenched landscape. Arguably the lake
and the swamp are the same, with the lake simply forming the deeper
reaches of the swamp. The lake emerges only along its western region,
with the rest of the lake covered with hemlock and willow.
**Lake Hooktongue** has a deadly reputation because of its most famous resident: *the Hooktongue Orm*,
 a legendary giant black snake of enormous size that haunts the lake's
waters. Dismissed by many as myth and rumor, locals to the region know
it to be anything but, and frequently offer sacrifices to it when
trapping near the lake's pebbled shore.
Flanking

A creature is considered *flanked* if it is threatened (characters threaten all areas they can make melee attacks into - usually around a five-foot radius area around them) by two opponents. Flanking attackers gain a +2 flanking bonus to Attack Rolls against flanked defenders. Flanked defenders are vulnerable to Sneak Attacks.
Icerime Peaks

The **Icerime Peaks** are a mountain range that mark the nation of Brevoy's eastern border with Iobaria. They run roughly from the *Lake of Mists and Veils* in the north, all the way down to the Rostland Plains in the south.
 **The Peaks** are quite picturesque, capped with white snow and ice that
melts every spring to produce giant waterfalls, and refills beautiful,
clear mountain lakes. Few travel through the mountains to Iobaria,
however, as that wasted country can offer little in terms of trade.
Scattered throughout the **Icerime Peaks** are entrances to mountain
dungeons from the time of the ancient empire of Iobaria; some dungeons
are dated even older and are haunted by ghosts and spirits of
long-perished soldiers and miners who once occupied the lands.
Flat-Footed

A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the *Combat Reflexes* feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.
House Orlovsky

(Noble House)

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

## Lore

From *Eagle’s Watch* on the slopes of *Mt. Veshka*, **House Orlovsky** seeks to remain above the conflicts in Brevoy, both figuratively and literally. Unfortunately, the house’s role as a staunch ally of the *Rogarvias* has placed it in an awkward position under the current regime. Thus far, **House Orlovsky** has refused to acknowledge Noleski Surtova as anything other than *Lord Regent* in the absence of *King Urzen* or a true Rogarvian
 heir, but it is becoming increasingly clear which way the political
winds are shifting. *Lord Poul Orlovsky* will soon be forced to either declare for the man he
considers a usurper and opportunist, or seek to overthrow him and claim
the *Dragonscale Throne* for himself (or another he finds worthy). An alliance between **Orlovsky**, Garess, and Medvyed could divide the nation, and cut the Surtovas’ travel and supply routes between *Port Ice* and New Stetven, but any such arrangement must be cultivated discreetly.

**House Orlovsky’s** crest is a black eagle against a gold field, wings
spread, feathers almost touching at the point of the base. Its motto is
“*High Above*.”
Full-Round Actions

A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

### **Full Attack**

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a *full-round action* to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

#### **Fighting Defensively as a Full-Round Action**

* You can choose to fight defensively when taking a *full-attack action*. If you do so, you take a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.

### **Cast a Spell**

A spell that takes one round to cast is a *full-round action*. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. If you lose concentration after starting the spell and before it is complete, you lose the spell.

You only provoke attacks of opportunity when you begin casting a spell, even though you might continue casting for at least 1 full round. While casting a spell, you don’t threaten adjacent areas.

### **Use Special Ability**

Using a special ability is usually a standard action, but some may be *full-round actions*, as defined by the ability.
Fencing Grace

Your dashing style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.

**Prerequisite(s)**: Dex 13, Weapon Finesse, Weapon Focus.

**Benefit(s)**: Choose one kind of light or one-handed piercing weapon (such as the rapier). When wielding your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. You do not gain this benefit while fighting with two weapons or using flurry of blows or anytime another hand is otherwise occupied.
Feats

Some abilities are not tied to your race, class, or skill-things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as **feats**. While some **feats** are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character’s race and class. Many of them alter or enhance *class abilities* or soften *class restrictions*, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting **feats**, you can customize and adapt your character to be uniquely yours.

All characters gain a Feat every three levels no matter the class or classes selected. Many classes give bonus Feats.
Fast Healing

A creature with the *fast healing* special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Icy Burst (Special Item Traits)

An *icy burst* weapon functions as a *frost* weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the *frost* ability, an *icy burst* weapon deals an extra 1d10 points of cold damage on a successful critical hit.
 If the weapon’s critical multiplier is x3, add an extra 2d10 points of
cold damage instead, and if the multiplier is x4, add an extra 3d10
points.
Illusion (Arcane School)

Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.

## Blinding Ray (Sp)

 As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

## Invisibility Field (Sp)

 At 8th level, you can make yourself *invisible* as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as *greater invisibility.*

## Arcane Illusion Spells

* **Level 0:** *—*
* **Level 1:** *Color Spray, Vanish*
* **Level 2:** *Blur, Invisibility, Mirror Image*
* **Level 3:** *Displacement*
* **Level 4:** *Invisibility (Greater), Phantasmal Killer, Rainbow Pattern*
* **Level 5:** *Phantasmal Web, Shadow Evocation*
* **Level 6:** *Phantasmal Putrefaction*
* **Level 7:** *Invisibility (Mass)*
* **Level 8:** *Shadow Evocation (Greater)*
* **Level 9:** *Weird*
Immediate Actions

Much like a swift action, an **immediate action** consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it’s not your turn.

Using an **immediate action** on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an **immediate action** when it is not currently your turn (effectively, using an **immediate action** before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.
Galt

(Nation)

(Regional Map)

**Galt** is a republic south of the River Kingdoms, north of Taldor, east of the elven homeland Kyonin, the dwarven homeland Five Kings Mountains and Andoran. Further to the west lies the vast Casmaron continent.

## Lore

**Galt** is a land where once high ideals have been laid low and mob rule has
led to chaos. Once, **Galt** was a nation based on high ideals and was
renowned as a nation of free thinkers, poets and artists. After the
death of Aroden and the rise of *House Thrune*, the people of **Galt** decided it was time to throw off the rule of infernal *Cheliax*
 and their own nobles who had colluded with them. A bloody revolution
followed in which many, many nobles lost their heads. The problem was
the executions did not end the bloodshed and within five years the
severed head of the first government rolled down the steps of the
guillotine. In the forty years since then, over a dozen governments have
 ruled **Galt**, rising and falling like the waves of a stormy sea.

## Government

Government is a fickle thing in **Galt** and few who claim power keep
their heads for more than a few years. The *revolutionary council* that
rules **Galt** changes leadership with shocking regularity as a new group of
 bloodthirsty revolutionaries claim power. The current leader of the
*revolutionary council* is *Korran Goss*,
 a talented demagogue whose primary tactic for manipulating the angry
mobs is redirecting their hatred. He is currently trying to shift the
blames for all of **Galt's** woes to neighboring nations, particular Andoran.
 Andoran has been cautious of **Galt** ever since the revolution broke down
into bloody mayhem, as Andoran was founded on many of the same
principles as the original **Galtan** revolution. The only stability in the
government of **Galt** is the *Gray Gardeners*,
 the executioners of **Galt**. They maintain their power and safety through
 anonymity as no *Gray Gardener* has ever unmasked himself. The *Gray Gardeners* are based in the city of *Litran*, rather than the capital *Isarn* where the *Revolutionary Council* is based.
Liberation Domain

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

You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

## Granted Powers

***Liberation (Su)*:** You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

***Freedom’s Call (Su)*:** At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, or shaken
 conditions. This aura only suppresses these effects, and they return
once a creature leaves the aura or when the aura ends, if applicable.
These rounds do not need to be consecutive.
Greater Trip

You can make free attacks on foes that you knock down.

Benefit: You receive a +2 bonus on checks made to trip a foe.
This bonus stacks with the bonus granted by Trip. Whenever you
successfully trip an opponent, that opponent provokes an attack of opportunity.

Normal: Creatures do not provoke attacks of opportunity from being tripped. In the game, creatures getting up after a trip do provoke attacks of opportunity from all adjacent enemies.
Holy (Special Item Traits)

A *holy* weapon is imbued with *holy power*. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by *restoration spells*) while the weapon is wielded.
Magic Items

Magic items are objects imbued with magical powers that can be carried and used, such as armor, weapons, potions, and more. Below are lists of magic items that can be found in in *Pathfinder: Kingmaker.*

## MagicItems

* List of all unique magical items

* List of all magical weapons (Oct 2018)
* List of special traits for armors and weapons
* Belts
* Bracers
* Cloaks
* Footwear
* Gloves
* Headwear
* Necklaces
* Rings

## Artifacts

* List of artifacts and locations (*List compiled by Galen)*
* Owlcat forum discussion thread

## Notable Loot

* List of notable loot and locations (*List compiled by Unikatze)*

## Pathfinder: Kingmaker Guide/Walkthrough

*Gamer Guides' Walkthrough including locations for magic items*:

* Pathfinder: Kingmaker Official Strategy Guide

## Gallery

Thundering Claw of the Bear GodRogue's CompanionMythslayerEquilibriumDestroyerFaultless ProtectionUnbound BladeOnslaughtGrim Finale
Evocation (Arcane School)

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

## Intense Spells

Whenever you cast an evocation spell that deals hit point damage, add ½ your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by *Metamagic (Empower)* or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an *evocation* spell you can roll twice to penetrate a creature's spell resistance and take the better result.

## Force Missile

As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your *intense spells* evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

## Elemental Wall

At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid or electricity damage. The elemental wall otherwise functions like wall of fire. At 12th level and every 4 levels thereafter, you can use this ability one additional time per day, to a maximum of 4 times at level 20.

## Arcane Evocation Spells

* **Level 0:** *Flare, Light, Ray of Frost*
* **Level 1:** *Burning Hands, Ear-piercing Scream, Flare Burst, Magic Missile, Shocking Grasp*
* **Level 2:** *Burning Arc, Frigid Touch, Molten Orb, Scorching Ray*
* **Level 3:** *Lightning Bolt, Fireball*
* **Level 4:** *Controlled Fireball, Dragon's Breath, Ice Storm, Shout, Volcanic Storm*
* **Level 5:** *Cone of Cold, Fire Snake, Icy Prison*
* **Level 6:** *Chain Lightning, Cold Ice Strike, Elemental Assessor, Hellfire Ray, Sirocco*
* **Level 7:** *Caustic Eruption, Ki Shout, Prismatic Spray*
* **Level 8:** *Shout (Greater), Polar Ray, Stormbolts, Sunburst*
* **Level 9:** *Icy Prison (Mass)*
Gloves

Items that go in the glove slot of the Character inventory. These like other accessories can be items of immense power. They can have a range of effects from increasing attributes to shooting lasers. Gloves are listed and shown in the picture in order.

## Known Gloves

* Gloves of Dexterity +2
* Lesser Gloves of Dueling
* Trapspringer's Gloves
* Gloves of Deathdealer
* Soaring Fist
* Gloves of Rending
* Gloves of Dueling
* Steady Hand
* Hammer Fist
* Bombthrower's Gloves
* Manticore's Gloves
* Athlete's Gloves
* Gloves of Precise Shot
* Master Hand
* Undertaker's Gloves
* Alkali Gloves
* Death From Afar
* Mad Scientist's Gloves
* Gloves of the Scribe
* Gloves of Elvenkind
* Trickster's Gloves
* Lightest Touch
* Cheatsheet Gloves
* Butterfly Wings
* Blessed Hands
* Star Soldier's Gloves
* Ultimate Grip
* Royal Gloves of Valor
Enchantment (Arcane School)

The enchanter uses magic to control and manipulate the minds of his victims.

## Enchanting Smile

You gain a +2 enhancement bonus on Persuasion checks and saving throws against *enchantment* spells. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level.

## Dazing Touch

You
 can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

## Aura of Despair

At 8th level, you can emit a 30-foot aura of despair for a number of
rounds per day equal to your wizard level. Enemies within this aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.

## Arcane Enchantment Spells

* **Level 0:** Daze
* **Level 1:** Hypnotism, Sleep
* **Level 2:** Hideous Laughter
* **Level 3:** Rage, Hold Person, Deep Slumber, Heroism
* **Level 4:** Confusion, Overwhelming Grief, Crushing Despair
* **Level 5:** Constricting Coils, Dominate Person, Feeblemind, Hold Monster, Mind Fog
* **Level 6:** Cloak of Dreams**,** Serenity
* **Level 7:** Insanity, Power Word Blind, Waves of Ecstasy
* **Level 8:** Euphoric Tranquility, Power Word Stun
* **Level 9:** Dominate Monster, Heroic Invocation, Overwhelming Presence, Power Word Kill
Kingdom Projects

Kingdom projects generally stick around until you choose to do them. Be careful with projects as many of them are long term, preventing you from using that advisor for any events for an extended period of time. Some projects require your main character- they'll have your character on the project card- meaning you cannot go adventuring, assign advisors, or do anything else while working on that project.

### Claiming Regions

Once you've completed the prerequisites for a region, claiming it is a 14-day project requiring your main character. Once you have claimed a region, you can build a village in it. Scroll the large map around, there are small gold signposts scattered around the map (located at the empty nodes). Click a signpost to establish a town. You can have one town per region.

* Each town has one or more artisans who will build things for you from time to time once you complete their quest and build their workshop in the town.
* *Building near a river is good when available, as that allows you to build ports/marinas in the towns*.

* Town growth is tied to claiming additional regions. Your main village will be able to upgrade to a town once you claim two additional regions and build towns in each of them, and you'll be able to upgrade a second village to a town once you've claimed 6 regions. The sizes are village -> town -> city.

* The blue kingdom resource nodes provide bonuses to your stats, but you have to visit each one after you have claimed the region it's in.

### Unrest

Unrest can be reduced by completing events/projects with the Warden.

### Ranking Up

Ranking a stat up is a project requiring you and the associated advisor for 14 days.

Once you have increased 40 ranks of kingdom *stats*, this unlocks a Project, named *Faster Development*, that reduces the time required to rank up to a single week (instead of two weeks).
Humans

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

## Lore

**Humans** possess exceptional drive and a great capacity to endure and
expand, and as such are currently the *dominant* race in the world. Their
empires and nations are vast, sprawling things, and the citizens of
these societies carve names for themselves with the strength of their
sword arms and the power of their spells. *Humanity* is best characterized
 by its tumultuousness and diversity, and **human** cultures run the gamut
from savage but honorable tribes to decadent, devil-worshiping noble
families in the most cosmopolitan cities. **Humans**’ curiosity and ambition
 often triumph over their predilection for a sedentary lifestyle, and
many leave their homes to explore the innumerable forgotten corners of
the world or lead mighty armies to conquer their neighbors, simply
because they can. yes

## Racial Traits

* **Ability Score Racial Traits:** +2 to one ability score of choice.
* **Size**: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Base Speed**: Humans have a base speed of 30 feet.
* **Bonus Feat:** One extra feat at 1st level.
* **Skilled:** Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Threatened

You threaten all areas into which you can make a melee attack, even when it is not your turn. An enemy that takes certain actions while in an area you threaten, provokes an attack of opportunity from you. If you’re unarmed, you don’t normally threaten any area and thus can’t make attacks of opportunity.

### **Reach Weapons**

Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet away. However, Small and Medium creatures wielding *reach weapons*, such as a bardiche, have a reach of 10 feet and threaten as far out. In addition, most creatures larger than Medium have a natural reach of 10 feet or more (which can be extended even further by reach weapons).

### **Provoking an Attack of Opportunity**

Two kinds of actions can provoke attacks of opportunity: Moving out of a *threatened area* and performing certain actions within a threatened area (see attacks of opportunity).
Sun Domain

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

You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

## Granted Powers

***Sun’s Blessing (Su)*:** Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

***Nimbus of Light (Su)*:** At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. Any hostile creature within this radius must succeed at a Fortitude save to resist the effects of this aura. If the creature fails, it is blinded until it leaves the area of the spell. A creature that has resisted the effect cannot be affected again by this particular aura. In addition, undead within this radius take an amount of damage equal to your cleric level each round they remain inside the nimbus. These rounds do not need to be consecutive.

## Prerequisite Deities

* Iomedae
* Sarenrae
Jamandi Aldori

Swordlord of Restov

Jamandi Aldori is Pathfinder: Kingmaker character and an influential Swordlord living in Restov, Brevoy.

## Lore

A very straightforward and passionate woman in her late 30s, and generally recognized as the city’s greatest warrior (though not Restov’s greatest duelist). Her standard attire is full battle armor and weapons, often looking as if she walked in off the battlefield (which isn’t always far from the truth). Carrying a thin bladed Aldori dueling sword at her hip, her skills on the fields of battle (and alleyways of Restov) is the stuff of legend.

She often hires out as mercenary support for nearby conflicts to keep her troops seasoned and prepared for war, as well as to provide gold for her house. A vocal firebrand against the reigning monarchy, Jamandi has seen no small amount of trouble through royal agents from New Stetven and is only barely tolerated due to her influence.

Mother of adopted son Kassil Aldori.
Abby Griffin

## Relationship Information

### Family Members

* Jane Griffin (mother)
* Maxwell Griffin † (father)
* Harlee Griffin (younger brother)
* Atticus Griffin (younger brother)
* Lilliana Griffin (younger sister)
* Chase Griffin (younger brother)
* Eden Griffin (younger sister)

### Relationships

* Denali Dixon (close friend)
* Zion Stone (close friend)
* Braxton Davis (former friend)
* Emily Williams (frenemy)
* Layla Lennox (frenemy)
* Felicity Wells (frenemy)
* Allison Beckett (frenemy)
* Cath Nelson (frenemy)
* Orlando Blaine (frenemy)
* Damien Shaw (former frenemy/enemy)

### Home

* Long Beach, California
* Griffin House (formerly)
* Unknown Apartment
Greater Bull Rush

Your bull rush attacks throw enemies off balance.

**Prerequisites**: Bull Rush, Power Attack, base attack bonus +6, Str 13.

**Benefit**: You receive a +2 bonus on checks made to *bull rush* a foe. This bonus stacks with the bonus granted by Bull Rush. Whenever you Bull Rush an opponent, his movement provokes attacks of opportunity from all of your allies.

**Normal**: Creatures moved by bull rush do *not* provoke attacks of opportunity.
Luck Domain

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

You are infused with luck, and your mere presence can spread good fortune.

## Granted Powers

***Bit of Luck (Sp):*** You can touch a willing creature as a
standard action, giving it a bit of luck. For the next round, any time
the target rolls a d20, he may roll twice and take the more favorable
result. You can use this ability a number of times per day equal to 3 +
your Wisdom modifier.

***Divine Fortune (Ex):*** At 6th level, as a standard action, you can bless yourself with divine luck. For a number of rounds equal to half your cleric levels, you roll two times on every d20 roll and take the more favorable result. You can use this ability once per day at 6th level, and one additional time per day for every 6 cleric levels beyond the 6th.

## Prerequisite Deities

* Shelyn
* Desna
* Calistria
Shocking Burst (Special Item Traits)

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

(City State)

(Political map)

**Pitax** is a location in *Pathfinder: Kingmaker,* part of the River Kingdoms and located south of the Stolen Lands, southwest of Numeria and west of Mivon.

## Lore

**Pitax** is the name of a region within the River Kingdoms as well as the name of its capital city. **Pitax** is the domain of the bandit king Castruccio Irovetti. Cunning, ruthless and vain, Irovetti has brought wealth and expanded **Pitax's** influence. He established the *Academy of Grand Arts*, hoping to go down in history as a benevolent patron of high culture, not just another crime lord. It seems the River Kingdoms attract these sorts of deluded megalomaniacs, with the kingdom of *Razmiran* ruled over by the similarly deluded *Razmir*.
 The city of **Pitax** is filled with trashy art and bad sculpture, created
by the masses of artists and poets that Irovetti maintains to
massage his ego.

## Other Settlements

* *Mormouth*: Hamlet with mixed loyalties between **Pitax** and Numeria.
* *Sarain*: Town famous for fruit orchards and vineyards owned by the *Liacenza* family and for the *Grand Tournament of Sarain* (disputed by Mivon).
* Littletown: A small village located northwest of the city of **Pitax**.

## Diplomatic Relations

Pitax is generally at peace with its neighbors, except Mivon, with which it has an ongoing trade and art feud, and Daggermark,
 which has been suspected as being behind the poisoning of the *Chief*
Flagellant Artist *of Pitax, and the murder of the* Butcher Artist of
Fleet Street*, who made his politically titillating anti-foreigner art*
from animal parts. **Pitax** has laid claim to the Glenebon Uplands area of the Stolen Lands leading to heightened tensions with Brevoy and the Swordlords of Restov.
Half-elves

H**alf-elves** are one of the races in *Pathfinder: Kingmaker*.

## In-Game Description

**Half-elves** have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so
entrance their human associates as their beauty. Since the two races first came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves.

For their part, many elves find humans attractive despite their comparatively barbaric ways, drawn to the passion and
impetuosity with which members of the younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of **half-elves**, a race descended of two cultures yet inheritor of neither. **Half-elves** can breed with one another, but even these "pureblood" **half-elves** tend to be viewed as bastards by humans and elves alike.

**Half-elves** stand taller than humans but shorter than elves. They inherit the lean build and comely features of their *elven* lineage, but their skin color is dictated by their human side. While **half-elves** retain the pointed ears of elves, theirs are more rounded and less pronounced. A **half-elf** is human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.

## Racial Traits

* **Ability Score Racial Traits**: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* **Size**: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
* **Base Speed**: Half-elves have a base speed of 30 feet.
* **Elven Immunities**: Half-elves are immune to *magic sleep* effects and gain a +2 racial saving throw bonus against *enchantment* *spells* and *effects*.
* **Adaptability**: Half-elves receive *Skill Focus* as a bonus feat at 1st level.
* **Keen Senses**: Half-elves receive a +2 racial bonus on Perception checks.
Fire Domain

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

You can call forth fire, command creatures of the inferno, and your flesh does not burn.

## Granted Powers

***Fire Bolt (Sp):*** As a standard action, you can unleash a
scorching bolt of divine fire from your outstretched hand. You can
target any single foe within 30 feet as a ranged touch attack with this
bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire
 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.

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

## Prerequisite Deities

* Sarenrae
* Asmodeus
Hooktongue Slough

## The Slough

(Stolen Lands Area)

**Hooktongue Slough**, or ***The Slough***, is an area of the Stolen Lands in Pathfinder: Kingmaker, located to the west of the Greenbelt and east of the Glenebon Uplands.

## Lore

***The Slough*** is a reeking swampland, an enormous slime pit, filled with tiny rivulets and
brooks, as well as insects, rodents, and larger predators. Along the
northern side of ***The Slough*** are large snakes and mysterious
water-walking creatures that hunt near Lake Hooktongue. South of ***The Slough*** are several tribes of boggards inhabiting mound-islands, fiercely defending their little islands against invaders from the lake to the north. Trolls are also known to creep through the southern region of the swamp, but the strange magic of the boggards keeps them at bay. The Kellid barbarian tribe the Tiger Lords has also contributed to making the area a battleground between them and the more monstrous tribes of the swamp.

With all of these dangers, it is a wonder that humans would venture into ***The Slough*** at all, but they do so for a singular, valuable prize: the azure lily,
 said to grow only in the bogs to the south of the lake. The lily is
said to cause paralysis in anyone who breathes in its blue pollen, and
is greatly valued by assassins and bandits from all around. Considered
by most to be just a myth, it is in fact a deadly truth, and its blue
powder can be found in nearby Pitax and Daggermark.
***The Slough*** is the last resting place of the self-styled "king" *Imec* and his men, who were driven into its depths by angry centaurs after his four day reign.

The river here, the East Sellen, is a vital trade route from the south, so this area is the most important to Brevoy—as a result, a large group of diplomats and high-ranking soldiers has been sent into this area to ensure the trade route is open and safe.

## Notable Locations

* Fort Drelev
* Lake Hooktongue
* Orthult