recursal/Fanatic-Fandom huggingface dataset:
Throw Splash Weapon

A splash weapon is a ranged weapon that breaks on impact, splashing
or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target.

A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. Splash weapons cannot deal *precision-based damage* (such as the damage from the rogue’s sneak attack class feature).
Missile Shield

You are skilled at deflecting ranged attacks with your shield.

**Prerequisites**: Dex 13, Shield Focus.

**Benefit**: You must be using a light, heavy, or tower shield to
use this feat. Once per round when you would normally be hit with an
attack from a ranged weapon (not including spell effects, natural
attacks, or massive ranged weapons), you may deflect it so that you take
 no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.
Fey Bloodline

*The capricious nature of the fey runs in your family due to some*
intermingling of fey blood or magic. You are more emotional than most,
prone to bouts of joy and rage.

**Class Skill**: Lore (Nature).

**Bonus Spells**: *entangle* (3rd), *hideous laughter* (5th), *deep slumber* (7th), *poison* (9th), *vine trap* (11th), *dispel magic, greater* (13th), *changestaff* (15th), summon nereid (17th), *summon hamadryad* (19th).

**Bonus Feats**: Dodge, Improved Initiative, Lightning Reflexes, Agile Maneuvers, Point-Blank Shot, Precise Shot, Metamagic (Quicken), Skill Focus (Lore [Nature]).

**Bloodline Arcana**: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.

**Bloodline Powers**: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

* ***Laughing Touch (Sp)***: At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

* ***Woodland Stride (Ex*)**: At 3rd level, you can move through any sort of difficult terrain without taking damage or suffer any other impairment.

* ***Fleeting Glance (Sp)***: At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as *greater invisibility.* These rounds need not be consecutive.

* ***Fey Magic (Su*)**: At 15th level, you get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. The bonus stacks with the similar bonus from Spell Penetration and Greater Spell Penetration feats.

* ***Soul of the Fey (Su*)**: At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Once per day you may cast cloak of dreams like a spell-like ability using your sorcerer levels as your caster levels.
Hedwirg

**Hedwirg** is a pre-made playable character in *Pathfinder: Kingmaker*. He is a Fighter and has the Protector role.

## In-Game Description

*Hedwirg the Resolute is a human fighter who is deadly with his flail, and he skillfully uses his heavy shield for both attack and defense. An experienced mercenary, Hedwirg makes a point of never joining an ignoble cause, no matter how good the pay is. He towers over the battlefield like a mountain, protecting his comrades with all his might.*
Transmutation (Arcane School)

Transmuters use magic to change the world around them.

## Physical Enhancement

You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

## Telekinetic Fist

As a standard action you can strike with a *telekinetic fist*, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

## Change Shape

At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like *beast shape III* or *elemental body II*.

## Arcane Transmutation Spells

* **Level 0:** *Jolt*
* **Level 1:** *Enlarge Person, Expeditious Retreat, Hurricane Bow, Reduce Person, Stone Fist, Touch of Gracelessness*
* **Level 2:** *Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom*
* **Level 3:** *Beast Shape I, Haste, Slow*
* **Level 4:** *Beast Shape II, Elemental Body I**,** Enlarge Person (Mass), Obsidian Flow, Reduce Person (Mass)*
* **Level 5:** *Angelic Aspect, Animal Growth, Baleful Polymorph, Beast Shape III, Caustic Blood, Echolocation, Elemental Body II, Geniekind, Polymorph*
* **Level 6:** *Bear's Endurance (Mass), Beast Shape IV, Bull's Strength (Mass), Cat's Grace (Mass), Disintegrate, Dragonkind I, Eagle's Splendor (Mass), Elemental Body III, Fox's Cunning (Mass), Heroism (Greater), Owl's Wisdom (Mass), Tar Pool, Transformation*
* **Level 7:** *Dragonkind II, Elemental Body IV, Firebrand, Legendary Proportions, Polymorph (Greater), Resonating Word*
* **Level 8:** *Angelic Aspect (Greater), Dragonkind III, Frightful Aspect*
* **Level 9:***Fiery Body*
Slashing Grace

You can stab your enemies with your sword or another slashing weapon.

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

**Benefit**: Choose one kind of light or one-handed slashing weapon (such as the longsword).
 When wielding your chosen weapon one-handed, you can treat it as a
one-handed piercing melee weapon for all feats and class abilities that
require such a weapon (such as a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.

You do not gain this benefit while fighting with two weapons or using
 flurry of blows, or any time another hand is otherwise occupied.
Steel Soul

*You are especially resistant to magic.*

**Prerequisites**: Dwarf, hardy racial trait.

**Benefit**: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This *replaces* the normal bonus from the dwarf’s hardy racial trait.

**Normal**: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.
Spider

(Creature)

**Spiders** are air-breathing arthropods that have eight legs and chelicerae with fangs that inject poison. There are thousands of different species of spiders that live in nearly every biome on Golarion that vary greatly in size. The smallest spiders can still pose a threat to most humanoids when they swarm, while the largest **goliath spiders** are bigger than a house.
Orthult

**Orthult** is the largest lizardfolk settlement in the River Kingdoms, though few know where much of its population lives—most of its inhabitants and structures are hidden in mounds of living plants on mobile islands, and the settlement is within the bounds of the amorphous, dynamic Stolen Lands. Those who live in Orthult are known as **Orth**.

## Geography

Orthult consists of two settlements: a façade trading post on a solid
 marsh island, and the hidden mud huts on nearby solid and floating
islands.

The façade settlement is open to outsiders and *riverfolk*—an
unusual trait for *lizardfolk* villages—and trades in food and refuge for
fugitives, as well as secret storage of items. In exchange, the
*lizardfolk* take goods for their barter value or magic
 they can use to defend their villages. Armed guards and keen-eyed
civilians staff this part of Orthult, both to defend the mercantile
operations and maintain the illusion that the post is the sole
settlement.

The hidden settlements are heavily defended by creatures trapped
in large steel cages and a system of tunnels along the marsh's edges,
which the village watch releases when they detect interlopers. A cursed human wizard named *Norauth the Withered* also defends Orthult in exchange for the Orth's care and assistance in his research.

## Government

A Council of Sixteen governs Orthult, with executive power granted to a chieftain that the council can dismiss. The village's current chieftain is *Kurguluk*.
Sunder

You can attempt to *sunder* an item held or worn by your opponent as part of an attack action in place of a melee attack in place of a melee attack. If you do not have the *Improved Sunder* feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object’s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.
Necromancy (Arcane School)

The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

## Power over Undead

You receive Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use this feat. The DC to save against these feats is equal to 10 + ½ your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

## Grave Touch

As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to ½ your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

## Life Sight

At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

## Arcane Necromancy Spells

* **Level 0:** *Disrupt Undead, Touch of Fatigue*
* **Level 1:** *Cause Fear, Ray of Enfeeblement, Ray of Sickening*
* **Level 2:** *Blindness, Boneshaker, False Life, Pernicious Poison, Scare*
* **Level 3:** *Vampiric Touch, Waves of Fatigue*
* **Level 4:** *Animate Dead, Bestow Curse, Boneshatter, Contagion, Enervation, False Life (Greater), Fear*
* **Level 5:** *Vampiric Shadow Shield*
* **Level 6:** *Banshee Blast, Circle of Death, Evil Gaze, Eyebite, Undeath to Death*
* **Level 7:** *Create Undead, Finger of Death, Plague Storm, Umbral Strike, Waves of Exhaustion*
* **Level 8:** *Death Clutch , Horrid Wilting*
* **Level 9:** *Energy Drain, Wail of the Banshee*
Manticore

(Creature)

A **manticore** has the body of an immense lion the size of a horse, the wings of a dragon,
 and a long tail ending in a cluster of vicious spikes. Some **manticores**
have a lion's head, but others have the face of a snarling bearded human with razor-sharp teeth. Unlike lions or humans, both male and female manticores have manes or beards.

**Manticores** have been encountered in the hills of Glenebon in the Stolen Lands of the River Kingdoms.

## Abilities

**Manticores** have keen senses and are skilled trackers. They possess
great strength, ripping claws and fangs, and the power of flight, but
their most unusual feature is the ability to whip their tails and launch
 a volley of spikes at their prey. The spikes rapidly grow back over the
 course of a day.
Shielded Caster

*Your allies cover you while you cast complicated spells.*

**Benefit**: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks.

 If your ally is wielding a buckler or a light shield, this bonus increases by +1.

 If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
Jubilost Narthropple

## Jubilost

**Jubilost** is a companion in *Pathfinder: Kingmaker*.

> "*What manner of country is this? Where is the lavish dining, the festivals? Place barely merits a footnote in my compendium!*"
> ― Jubilost[[source]]
>
>

## Lore

The name of **Jubilost Nartropple** is known to each and every educated person in all of Avistan. Or rather **Jubilost** himself won't accept the idea that someone, who does not know his name, could possibly be called an educated person. A renowned adventurer, who traveled the Inner Sea region back and forth, prolific writer and tireless explorer, **Jubilost** likes to brag, that every good household is bound to have at least one of his books - whether it's an expensive illustrated atlas or a cheap collection of cooking recipes. He doesn't care that those envious of his many talents call him haughty and rude - after all he can insult them much worse - and in a dozen different languages at that!

At first glance, the Stolen Lands didn't impress **Jubilost** much: in his career span he's seen a fair share of bad roads, impassable woods and monster-infested swamps. It was the acquaintance with the new ruler of these inhospitable lands, that has piqued his curiosity. The gnome was intrigued by the ambitious attempt to bring civilization to the region that successfully resisted it for so long. So he graciously offered to stay here for a while, aiming to support the young barony with both valuable advice and active help - and you can spit in the face of those who claim that all **Jubilost Narthropple** is good at is fault-finding!

**Jubilost** prefers to stay out of close combat - he leaves this dubious honor to those less smart. He doesn't burden himself with heavy armors or shields. This experienced alchemist attacks from the distance, throwing everything from explosive bombs to virulent chemicals at the heads of his enemies. His other weapon of choice is the heavy crossbow, using bolts with concussive, paralyzing and other interesting effects. Besides, he always carries along a whole arsenal of potions, extracts and elixirs for every occasion - be it to provide protection from fire or acid, to let him see the invisible or to become invisible himself.

Outside of battle, **Jubilost** is always ready to put his vast knowledge and experience to use, and his nimble fingers can deal with almost all kinds of locks or traps. If you decide to rely on **Jubilost** in kingdom governing, his remarkable intellect will be of great help.

## Unlock

**Jubilost** can be found at the Ford Across *Skunk River* area during the main questline Troll Trouble – Renowned Explorer. If you don't meet him before completing the trolls in the Dwarven ruins, you will not be able to acquire him at all.
Standard Actions

Most of the common actions characters take, aside from movement, fall into the realm of standard actions.

#### Melee Attacks

With a normal melee weapon, you can strike any opponent within 5
feet. (Opponents within 5 feet are considered adjacent to you.) Some
melee weapons have reach, as indicated in their descriptions. With a
typical reach weapon, you can strike opponents 10 feet away, but you
can’t strike adjacent foes (those within 5 feet).

#### Ranged Attacks

With a ranged weapon, you can shoot or throw at any target that is
within the weapon’s maximum range and in line of sight. The maximum
range for a thrown weapon is five range increments. For projectile
weapons, it is 10 range increments. Some ranged weapons have shorter
maximum ranges, as specified in their descriptions.

#### Multiple Attacks

A character who can make more than one attack per round must use the full-attack action (see Full-Round Actions) in order to get more than one attack.

### Fighting Defensively as a Standard Action

You can choose to fight defensively when attacking. If you do so, you
 take a –4 penalty on all attacks in a round to gain a +2 to AC until
the start of your next turn.
Shield Proficiency

You are trained in how to properly use a shield.

Benefit: You become proficient with bucklers, light shields and heavy shields.

**Special**: Barbarians, bards, clerics, druids, fighters, inquisitors, paladins, and rangers all automatically have *Shield Proficiency* as a bonus feat. They need not select it.
Precise Strike

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

**Benefit**: Whenever you and an ally who also has this feat are flanking
 the same the creature, you deal an additional 1d6 points of *precision damage* with each successful melee attack. This bonus damage stacks with
other sources of *precision damage*, such as *sneak attack*. This bonus damage is not multiplied on a critical hit.
Starfall

(Capital City)

### Demographic

24,300 humans, 2,592 halflings, 1,620 half-orcs, 1,120 androids, 1,023 dwarves, 870 orcs, 463 ratfolk, 412 other

**Starfall** is a city just as brutal and as harsh as the unforgiving Numerian
 land that it is capital of. The place is a mockery of the soft capitals
 of the south, with a level of decadence which would put even *Taldor* to shame. This decadence is surrounded by the filthy reek of human misery. Here the *Black Sovereign*, currently Kevoth-Kul,
 rules utterly unchallenged, his every whim catered to, while the rest
of city suffers under his harsh rule. The only people who benefit are
those who help the court of the *Black Sovereign* indulge in his carnal
decadence. The Black Sovereign's rule is absolute and his metal
servants, the *gearsmen*, roam the city enforcing his laws

## History

*Amalokla*, Numeria's first Black Sovereign, conquered the settlement surrounding the Silver Mount in 4031 AR and named it "**Starfall**". During her rule, of unknown length but lasting until her death, *Amalokla* started the *Palace of Fallen Stars* and enforced traditional Kellid taboos against technology. Like all subsequent Black Sovereigns, her remains were thrown into **Starfall's** *Bonehall*.

However, **Starfall** was only made into the capital of Numeria when
it was conquered by Kevoth-Kul, now known as the Black Sovereign. He
conquered **Starfall** with the aim of making it the crown jewel in a united
 Numeria. Many believed Kevoth would expand the current borders of
Numeria, conquering all before him and forging a new empire, but the
city of **Starfall** proved to be his undoing. With the City conquered,
Kevoth-Kul began listening to the words of the tainted arcanists of the Technic League, who held much influence in the city.
Their honeyed words and the strange substance concocted from liquids found in the depths of the Silver Mount
 began to have a profound effect on him. *Kevoth's* moods darkened and his
 aims turned from conquest to indulging in every pleasure of the flesh
imaginable. He took on the title of the Black Sovereign and began
reworking his capital to better suit his desires.

Starfall City
Paladin Spells

## **1st-Level Paladin Spells**

* Bless
* Bless Weapon
* Challenge Evil
* Cure Light Wounds
* Divine Favor
* Firebelly
* Grace
* Haze of Dreams
* Protection from Chaos/Evil
* Resistance
* Restoration, Lesser
* Stunning Barrier
* Unbreakable Heart
* Veil of Heaven
* Veil of Posititve Energy
* Virtue

## **2nd-Level Paladin Spells**

* Arrow of Law
* Aura of Greater Courage
* Bestow Grace
* Blessing of Courage and Life
* Blessing of Luck and Resolve
* Bull’s Strength
* Delay Poison
* Eagle’s Splendor
* Effortless Amor
* Litany of Eloquence
* Litany of Entanglement
* Owl’s Wisdom
* Protection from Chaos/Evil, Communal
* Remove Paralysis
* Resist Energy

## **3rd-Level Paladin Spells**

* Angelic Aspect
* Archon’s Aura
* Cure Moderate Wounds
* Delay Poison, Communal
* Dispel Magic
* Holy Whisper
* Prayer
* Remove Blindness
* Remove Curse
* Resist Energy, Communal

## **4th-Level Paladin Spells**

* Cure Serious Wounds
* Neutralise Poison
* Bestow Grace of the Champion
* Angelic Aspect, Greater
* Death Ward
* Chains of Light
* Crusader’s Edge
* Blessing of Luck and Resolve, Mass
* Eaglesoul
* Forced Repentance
* Holy Sword
* Oath of Peace
* Restoration
* Shield of Dawn
* Break Enchantment
* Burst of Glory
* Resounding Blow
* Inspiring Recovery
Nok-Nok

**Nok-Nok** is a companion in *Pathfinder: Kingmaker*.

> "*(singing) “Knife is for stab, pick is for lock, but what makes a hero? Why... ask Nok-Nok.*"
> ― Nok-Nok[[source]]
>
>

## Lore

At the beginning of the game, he has fallen on hard times - as his tribe has decided to use him as a sacrifice. **Nok-Nok** is convinced he is the fifth goblin god and that the player's arrival to save him was destiny.

**Nok-Nok** aspires to be more than a warty, scabby head-drum – he is convinced that he is a deity-to-be. He’s just having some difficulty making anyone else realize it. He can recite many tales of heroics and can expound at great length on how he’s bravely fled from dogs, how he set fire to his own hair when he couldn’t find firewood (he neglected to cut it from his head first), and how he’s learned how to block kicks and punches by using his head as a shield. And that’s just the beginning of his legendary journey to greatness.

**Nok-Nok** is a skilled thief. He excels in scuttling about, valiantly stabbing enemies in the back, and setting off every trap in the area (so much so, **Nok-Nok’s** attempts to disarm a trap come very close to being literal – the trap usually threatens to dis-arm him). He does, however, have an incredible resistance to pain, attracts an unusual coterie of “pets,” and embraces various junk and trinkets you find on your journey as if they were hard-won trophies of his heroics.

## Unlock

**Nok-Nok** can be found at the *Goblin Village* during the quest Mother Of Monsters in chapter 3.

## Trivia

**Nok-Nok** was implemented to the game after reaching a Kickstarter stretch goal.
Overrun

Overrun is a combat maneuver that the Mastodon Animal Companion can perform.

You can attempt to run over your target, trampling them underfoot. If your maneuver is successful, you will move through the target's space and deal damage to it. If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space, deal damage to it and the target is knocked prone. If your attempt fails, you halt in the space directly in front of the opponent, or the nearest unoccupied space in front of the target.
Pathfinder: Kingmaker - Soundtrack

The **Soundtrack** of *Pathfinder: Kingmaker* was created by Inon Zur, Dmitry V. Silantyev, Sergey Eybog, Mikhail Kotov, Alexander Fomichev, and Dryante. The 60-track digital album features all of the music from the base game, as released on September 25, 2018.

Pathfinder Kingmaker. The Music by Inon ZurPathfinder Kingmaker. Inon Zur - Main Theme.
## Other sounds

Pathfinder Kingmaker. Adaptive Music.Pathfinder Kingmaker. Interactive Ambience.Pathfinder Kingmaker. Sounds in Dialogues.
## References

* Sounds of Pathfinder: Kingmaker Blog
* City music for your listening pleasure
Metamagic (Reach)

*Your spells go farther than normal.*

**Benefit**: You
 can alter a spell with a range of touch, close, or medium to increase
its range to a higher range category, using the following order: touch,
close, medium, and long.

**Level Increase**: Special. A *reach spell* uses up a spell slot one level higher than the spell’s actual
level for each increase in range category. For example, a spell with a
range of touch increased to long range uses up a spell slot three levels
 higher.

Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.

Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Taldor

(Nation)

(Regional Map)

**Taldor** is a Avistan nation located in the Inner Sea region far to the south of the Stolen Lands. Its western border to Andoran is separated by the great river Sellen and the *Fog Peaks* mountain range forms the northern border to Galt.

## Lore

Knights, fair maidens, heroic adventures, and righteous quests—these are the legends of old **Taldor**. But the once-powerful empire has fallen from its former glory. Now
rival nobles battle each other with bitter knights and proxy armies for
personal power rather than honor. A smoldering truce with *Qadira*
 again threatens to ignite into war, and **Taldor's** daughter states look
down upon her with contempt. Yet there is still greatness in **Taldor**; a
stone foundation under the flaking gold adornments. Sons and daughters
of forgotten royal bloodlines hear change on the wind—but is it the
whisper of greatness to come, or the death rattle of an empire long past
 its prime?

## History

**The Empire of Taldor** once stretched from the *Windswept Wastes* on the edge of Casmaron in the east all the way across Avistan to the shores of the *Arcadian Ocean*
 in the west. By today's standards, the ***Empire of Taldor*** was enormous,
incorporating land that today falls within the nations of *Galt, Andoran, Isger, Molthune, Cheliax, Nirmathas,* and *Lastwall*. Since that heyday in the first half of the *Age of Enthronement*, it has suffered numerous defeats and setbacks, yet still controls the oldest and largest territories in the Inner Sea region.

### Slow decline

By the beginning of the fourth millennium AR,
 the ***Empire of Taldor*** dominated the Inner Sea region, controlling all of
 the northern shores of the Inner Sea. Its government soon bloated to
the point where its byzantine bureaucracy numbered in the tens of
thousands, and its territory was too large to control. Corruption spread
 throughout the government, and its ruling class became more interested
in pursuing their decadent pleasures than good governance. Responding to
 this growing indifference, those furthest from the capital city of
*Oppara* began to revolt. **Taldor’s** military responded with brute force to
quell these uprisings, leading to further discontent and unrest.

## Government

**Taldor** is ruled by the grand prince, a hereditary title. The current *Grand Prince, Stavian III,* has only one heir, his daughter *Princess Eutropia*.
 **Taldor** has a decadent noble class, bloated with titles, short-sighted
and lethargic. **Taldor’s** bureaucracy is headed by the senatorial class. Much of the government management is left in the hands of the senatorial class, who constantly argue over jurisdiction,
 while fighting for position in the nation's vast and complex
bureaucracy. Greed and lack of trust are the hallmarks of Taldan
politics, with assassination and betrayal the preferred methods of
advancement.
Rostland

(Region)

**Rostland** is a location in *Pathfinder: Kingmaker*. It is the southern part of Brevoy, just north of the Stolen Lands.

## Lore

The fertile region of ****Rostland**** is one of the two nations conglomerated into the modern day state of Brevoy in northeastern Avistan.
 Known for its master swordsmen and proud, defiant citizenry, **Rostland**
stands on the verge of civil war with its northern neighbor Issia, which has gained political control of the region since the disappearance of Brevoy's ruling House Rogarvia in 4699 AR.

## History

**Rostland** was first inhabited by Taldan explorers from in the latter half of the Age of Enthronement under the leadership of *Baron Sirian First*,
 a hotheaded, impulsive noble forced to emigrate from Taldor after
losing one too many duels. *Sirian* later founded the *Aldori school of sword fighting* and is the father of the Aldori Swordlords who ruled **Rostland** for centuries.

In 4499 AR, the armies of Choral the Conqueror swept into **Rostland**, and despite a strong resistance mustered by the swordlords, the nation fell at the barbarian's hand and at the talons of his *red dragon* servitors. The most memorable conflict between the **Rostlandi** and *Choral's* armies is now known as the *Valley of Fire*, and somber songs of *swordlord Estruan Aldori's* defeat remain a popular aspect of folk culture in Brevoy, the River Kingdoms, and Mendev.
 After annihilating the **Rostlandi** army, *Choral's* *red dragons* turned
their attention to **Rostland** itself, and initiated a brutal onslaught of
fire and blood that brought the once-proud nation to its knees. In only a
 handful of days, the people of **Rostland** surrendered to their new ruler
and his heirs in House Rogarvia. New Stetven, the current capital of Brevoy, was the former capital of **Rostland**.

## Geography

**Rostland** occupies the southern half of the nation of Brevoy, from *Gronzi Forest* and *Lake Reyka*l on its northern borders to the frontier capital of Restov and the edge of the untamed wilderness of the Stolen Lands in the River Kingdoms to the south. The heavily traveled Sellen River
 flows through **Rostland**, carrying the produce from its fertile farmlands
 and grassy rolling hills throughout the region. For centuries, the rich
 stores of food from **Rostland** have sustained the more desolate region of
 Issia to the north.

## Inhabitants

Many **Rostlandi** are simple farmers, craftsmen, and tradesmen,
possessing outgoing and happy personalities. The people of **Rostland** are
welcoming of strangers, but do require that visitors to their land
conform to the plentiful and intricate local customs. Obsessed with
honor and personal standing, **Rostlandi** are easy to provoke or offend,
and one wrong word can quickly find the offender in front of the local
magistrate or in a personal duel. Despite their proud, parochial
tendencies, **Rostlandi** make loyal allies and fast friends if outsiders
prove their worth by learning and adhering to the native customs.
Rune Domain

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

In strange and eldritch runes you find potent magic.

## Granted Powers

***Blast Rune (Sp):*** As a standard action, you can create a blast
rune in any adjacent square. Any creature entering this square takes 1d6
 points of damage + 1 point for every two cleric
 levels you possess. This rune deals either acid, cold, electricity, or
fire damage, decided when you create the rune. The rune lasts a number of rounds equal to your cleric
 level or until discharged. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Warding Rune (Sp):*** At 8th level, you can create a warding rune in a desired location. Any creature entering a 5-foot area around the rune must make a Will save or they will not be able to attack for a number of rounds equal to ½ your cleric levels. The rune lasts a number of rounds equal to your cleric level. You can use this ability once per day at 8th level and one additional time per 4 cleric levels beyond the 8th.

## Prerequisite Deities

* Irori
* Nethys
Metamagic (Maximize)

Your spells have the maximum possible effect.

**Benefit**:
All variable, numeric effects of a spell modified by this feat are
*maximized*. Saving throws and opposed rolls are not affected, nor are
spells without random variables.

**Level Increase**: +3 (a maximized spell uses up a *spell slot* three levels higher than the spell’s actual level.)

 An empowered, *maximized spell* gains the separate benefits of each feat: the maximum result plus half the normally rolled result.
New Stetven

(Capital City)

**New Stetven** is a location in *Pathfinder: Kingmaker* and the capital of Brevoy.

## Lore

**New Stetven** stands on the southern bank of *Needle Lake/Lake Reykal* in Issia, central Brevoy and serves as the nation's capital. The city has been the seat of power in Brevoy since the warlord *Choral the Conqueror* founded it in 4499 AR after uniting the separate nations of Issia and Rostland under his rule.

Today, **New Stetven** is a bustling trade city, acting as a hub for exporting Brevoy's rich supply of grain, fish, timber, and ore to the rest of the northern kingdoms such as Mendev or Numeria, and down the East Sellen River to the River Kingdoms. The food from Rostland
 sustains many of the northern realms, where constant bandit raids or
invading demonic armies make farming difficult. In exchange for these
much-needed goods, imports of exotic items from all corners of Avistan (and beyond) such as rare Numerian skymetals and ancient *Osiriani* relics are common in **New Stetven**'s rough-and-tumble marketplaces.
**New Stetven**, a city that has made prodigious use of wood in
constructing everything from mansions, to streets, to forts, is known as
 "*The City of Wooden Palaces*." Due to the prodigious number of wooden
structures within its walls, the city boasts several volunteer fire
brigades that protect its buildings—citizens mostly join these brigades
out of a sense of civic pride. There are but two notable stone
structures in **New Stetven**—the *Ruby Fortress*, where the *Dragonscale Throne* sits; and the Bulwark of Gorum, a temple to the *Lord of Iron*.
Persuasion (Skill)

Persuasion is a charisma-based skill that represents a character's ability to manipulate other people through negotiation, deceit, or intimidation. Your character's **Persuasion** skill enables you to change others' attitudes, create diversions, gather information, intimidate and lie, and so on.

## **Intimidate**

### **Demoralize Opponent**

You can use this skill by verbal threats or physical intimidation to cause an opponent to become shaken for a number of rounds. This shaken condition doesn't stack with other shaken conditions to make an affected creature frightened. However, the *Frightening* ability of the Rogue archetype Thug , increase the shaken period with one round and will cause opponent to become frightened if shaken for 4 or more rounds. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

*Success*: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only intimidate an opponent within 30 feet and that can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

*Fail*: The opponent is not shaken.

Characters with high Charisma, Inquisitors and Thug Rogues are particularly apt at the art of intimidation.
Metamagic (Quicken)

You can cast spells in a fraction of the normal time.

**Benefit**:
 Casting a *quickened spell* is a swift action. You can perform another
action, even casting another spell, in the same round as you cast a
*quickened spell*. A spell whose casting time is more than 1 round or 1
full-round action cannot be *quickened*.

**Level Increase**: +4 (a *quickened spell* uses up a spell slot four levels higher than the spell’s actual level.)

 Casting a *quickened spell* doesn’t provoke an attack of opportunity.

**Special**:
 You can apply the effects of this feat to a spell cast spontaneously,
so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.
Regions and Annexation

Kingdom of the Stolen Lands

(Regions)

There are thirteen **regions** in Pathfinder: Kingmaker, which can be incorporated into your kingdom. Every region has 2 or 3 available upgrades, with unique bonuses and conditions for each. All of them are listed on the region cards.

## Annexation

You may claim new **regions** to expand your territory. Open the **Regions** tab on the right side of the screen and select the relevant project at the
bottom of the screen. Claiming a region will allow you to significantly increase your realm's stats and found settlements in the new lands.

However, annexation requires you to:

* Meet special regional conditions. That is, complete a quest or reach a certain rank in one of the *stats*.
* Collect sufficient build points (BP) for the claim.
* Find an unoccupied advisor who can take charge of the claim.
* As soon as you start the kingdom project to claim a **region**, time will automatically speed up for the next 14 days, the time it takes for you and your advisor to claim the region.

* After the new territory is claimed and annexed into your domain, the boundaries of the state will change, and you will receive all the bonuses granted by the claimed region.

* 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.
Special Item Traits

Some weapons and armors have *special traits:*

* Adamantine
* Agile
* Anarchic
* Arcane Inscriptions
* Axiomatic
* Bane
* Beguiling
* Brilliant Energy
* Cold Iron
* Composite
* Corrosive
* Death Reservoir
* Defending
* Destructive
* Disruption
* Elite Expertise
* Extinguisher
* Eye Gouger
* Finesse Wielding
* Fire Gemstone
* Flaming
* Flaming Burst
* Freezing
* Frost
* Furious
* Ghost Touch
* Greater Corrosive
* Greater Flaming
* Greater Frost
* Greater Necrotic
* Greater Shock
* Greater Speed
* Heavy Blow
* Holy
* Icy Burst
* Impervious
* Improved Critical Multiplier
* Incinerating
* Keen
* Lethal
* Longshank Bane
* Loyal
* Masterwork
* Mithral
* Necrotic
* Necrotic Burst
* Oversized
* Poison Resistance
* Runic Mageblade
* Sacrificial
* Shock
* Shocking Burst
* Slowdown
* Speed
* Strength
* The Luck of the Draw
* Thundering
* Torpor
* Ultrasound
* Unfair Advantage
* Unholy
* Unstoppable
* Unyielding
* Venomous
* Vicious
* Wrath of the Bear God
Shield Bash

You can protect yourself with your shield, even if you use it to attack.

**Prerequisite**: Shield Proficiency

**Benefit**: You may attack with light and heavy shields. This incurs standard
penalties for two-weapon fighting if you have a weapon in your other
hand. A light shield deals 1d3 damage and is considered a light weapon. A
heavy shield deals 1d4 damage and is considered a one-handed weapon.
Restov

(City)

**Restov** is a location in *Pathfinder: Kingmaker* and one of the two largest cities of the fertile region of Rostland in southern Brevoy.

## Lore

**Restov** is a cultural center and a crossroads of trade, bordering Iobaria, River Kingdoms, the Shrike River, and the Stolen Lands.

It is here where many of the scattered remnants of the Aldori Swordlords fled after their defeat by *Choral the Conqueror* 300 years ago at the *Valley of Fire*. Their descendants were nevertheless allowed to rule in the city as long as it pledged itself under Brevoy's flag. As the birthplace of the *Aldori* dueling style, the city boasts several *Aldori* and *Taldan* dueling schools, which has led to the city being a favored place for young nobles to practice dueling championships. Most prominent among them is the *Aldori Academy*, widely regarded as the region's finest war college.

## Government

Although **Restov** is called a *Free City*, its Lord Mayor Sellemius and his council of Swordlords must still obey dictates from Brevoy's throne. The council's Swordlords are some of the greatest trained wielders of swords in the city. These military veterans, all who have fought as mercenaries in foreign wars far and wide, have a great interest in the development of their City as something more than just another outpost in Brevoy. With the disappearance of House Rogarvia, the Swordlords find themselves planning grand developments...

## Inhabitants

**Restov** is filled with people who are often refined, including a gentry that believes they are quite sophisticated, or rough around the edges. Taldans smile at those that believe themselves cultured, as they see the natives as being quaint barbarians. As **Restov** is relatively wealthy, there are many lords and merchants whose sons take up dueling. Fights are common; rhetoric of rebellion against the king can be heard throughout the city. Many firebrands who oppose King Noleski Surtova also hide amongst the taphouses of **Restov**, raising dissent. More recently, the citizens of **Restov** have become troubled about the politics and tensions between Rostland and Issia to the north.

### *Swordlord Jamandi of Aldori*

A mysterious figure within the Swordlords, Jamandi Aldori is both beautiful and deadly. Her characteristic red cloak seems to flow on its own volition, always caught in some invisible breeze. Even with her hood pulled up, this woman’s gaze is striking, and her conviction and resolution is both obvious and slightly terrifying.

## Religion

The main church in the city is dedicated to Erastil watched over by *High Priest Ezvanki Keegh*.
Size Modifier

### Size Bonus/Penalty

* You receive a bonus or penalty to your AC and attack roll based on your *size* and the *size* of your enemy.
* Note: Regarding Combat Maneuvers, this relationship is inverted — size is a benefit rather than a hindrance.

Table: Size Modifiers

 Gargantuan
 Huge
 Large
 Medium
 Small
 Tiny
 Diminutive
 Fine

*Example*: A colossal creature, like an adult dragon, gains -8 penalties to armor class and on attack roll. While a small creature, like a halfling, would effectively gain +9 bonus (8 for colossal + 1 for small) to his or her attack roll against it.
Nomen

## Nomen Heights

(Stolen Lands Area)

**Nomen Heights** is the easternmost part of the Stolen Lands in Pathfinder: Kingmaker. Beyond it further to the east lies the Iobarian wilderness on the Casmaron continent. To the north lies the fertile plains of Rostland and the city of Restov, home of the Aldori Swordlords.

## Lore

With a southern skyline dominated by the ragged, stony mountains known as the Tors of Levenies, the **Nomen Heights** are named after the aggressive tribes of Nomen Centaurs
 who view the eastern steppes of the region as their own. Ancient ruins
dot the **Tors** themselves, hinting that the region may have once been the
most civilized of the **Stolen Lands**. The centaurs of the Nomen Heights have always been trouble, and in an attempt at a show of force, the swordlords of Restov sent a group of mercenaries led by one of their own, a low-ranking but eager-to-impress swordlord named *Maegar Varn* to establish a town and make peace with the Nomen centaurs.

## Notable locations

* Dunsward
* Lake Silverstep
* Nomen Heights waterfalls

* Tors of Levenies
* Varnhold Pass
Metamagic (Heighten)

You can cast spells as if they were a higher level.

**Benefit**:
 A *heightened spell* has a higher *spell level* than normal (up to a
maximum of 9th level). Unlike other metamagic feats, *Heighten Spell*
actually increases the effective level of the spell that it modifies.
All effects dependent on spell level (such as saving throw DCs and
ability to penetrate a *lesser globe of invulnerability*) are calculated according to the heightened level.

**Level Increase**: The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Natala Surtova

The Queen and sister of King Noleski Surtova.
 She rules alongside him, managing the public aspects of the Kingdom, receiving petitioners and nobles and throwing the requisite balls. She
is strong-willed and social. She enjoys the public aspects of leading
the kingdom.

There are rumors among the smallfolk that she is secretly her
brother's lover or that she prefers the gentler gender, but those rumors
 are hushed up by the State. Other rumors claim that she has many lovers
 in the Palace among the common servants. At least three servants have
been hanged for spreading those rumors and others have been flogged. She is jealous of potential brides for her brother, having special hatred for Elanna Lebeda in particular.
Tartuk

Tartuk is a non-player character and an early game antagonist in Pathfinder: Kingmaker.

Tartuk can become a companion in the last chapter of the game.

## Lore

*Tartuk* is the alter-ego come to life of the slain gnome and Pitax spy Tartuccio.

## Trivia

The name Tartuk is a reference to the Magic the Gathering creature Tuktuk the Explorer who is killed in the story, later to be brought back as Tuktuk the Returned.

https://scryfall.com/card/roe/169/tuktuk-the-explorer
Owlcat Games

(Game Developer)

**Owlcat Games** is a digital games developer based in Moscow, Russia and the developer of Pathfinder: Kingmaker, a licensed computer roleplaying game adaptation of the Kingmaker Adventure Path of Paizo's Pathfinder tabletop game.

## Pathfinder: Kingmaker DLC

### *DLC #1 – “The Wildcards”*

Encounter the Tiefling Kineticist, a new playable character serving as the debut of her race and character class, complete with her own rich and engaging storyline.

Head of Owlcat Games Oleg Shpilchevsky explains, “A new playable race! During the poll to decide which bonus race we were going to add to the game, one particular option was requested a lot *–* Tieflings, the people with a drop of demonic blood in their veins. They didn’t make it into the base game, but became the natural choice for the first piece of post-release content.”

### *DLC #2 – “Varnhold’s Lot”*

Brave the challenges of a new bonus campaign. While celebrating victory at Jamandi Aldori’s mansion, adventurers meet another hero of the Stolen Lands: the mercenary captain Maegar Varn. While building a barony in the Shrike Hills and Narlmarshes, Varn and his people are establishing the nation of Varnhold in the rocky foothills of Dunsward.

This new story explores the challenges faced by Varn’s party in its venture, and the consequences of choices made can be exported and implemented into Pathfinder: Kingmaker’s main campaign. This exciting new side story equals the size of one chapter of the game’s central campaign and will take 6-12 hours to complete, depending on preferred playstyle.

### *DLC #3 – “Beneath The Stolen Lands”*

For the days where jumping into an unpredictable gauntlet of combat sounds more enticing than discovering the Stolen Lands’ rich lore, this DLC will introduce a rogue-like randomly generated endless dungeon, complete with a new unique boss. The dungeon offers two options. It can be explored in a separate game or experienced within an adventurer’s main campaign.

### *Pathfinder: Kingmaker DLC Pricing*

* Pathfinder: Kingmaker – Season Pass – On sale Dec. 6, 2018 ($24.99)
* DLC 1 – “The Wildcards” – On sale Dec. 6, 2018 ($7.99)
* DLC 2 – “Varnhold’s Lot” – February 2019\* ($11.99)
* DLC 3 – “Beneath The Stolen Lands” – April 2019\* ($9.99)
Storyteller

(NPC Advisor)

Storyteller is a character in Pathfinder: Kingmaker who will serve your kingdom as an *Curator* or M*agister* advisor.

> "*Many peoples are long dead, their homes crumbled to dust, and their bodies turned to ash. Only legends can still tell us of their triumphs and defeats, their joys and fears. I would be so interested to hear the stories told about us after our demise...*"
> ― Thursday thoughts from Storyteller
>
>

## Lore

An ancient elf from the elven homeland Kyonin, going under the alias "Storyteller". Formerly a smith until his eyes were destroyed by the forge fire.

## Other

The Storyteller is gifted with the supernatural ability to determine the stories of objects of significance, and he will share them with you when a full collection is uncovered. He is able to repair and restore fragmented relics.