recursal/Fanatic-Fandom huggingface dataset:
Elemental Bloodline

*The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.*

**Class Skill**: Mobility.

**Bonus Spells**: burning hands\* (3rd), scorching ray\* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

 \*These spells always deal a type of damage determined by your element. In
addition, the subtype of these spells changes to match the energy type
of your element.

**Bonus Feats**: Dodge, Metamagic (Empower), Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [Arcana]), Weapon Finesse.

**Bloodline Powers**:
 One of the four elements infuses your being, and you can draw upon its
power in times of need. At first level, you must select one of the four
elements: air, earth, fire, or water. This choice cannot be changed. A
number of your abilities grant resistances and deal damage based on your
 element, as noted on **Table: Elemental Bloodline Energy Types and Movement**.

* ***Elemental Ray (Sp)***: Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

* ***Elemental Resistance (Ex)***: At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

* ***Elemental Blast (Sp)***: At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + ½ your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

* ***Elemental Movement (Su)***: At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on **Table: Elemental Bloodline Energy Types and Movement**.

Table: Elemental Bloodline Energy Type and Movement
 Earth
 Fire
 Water

* ***Elemental Body (Su)***: At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
Halflings

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

## Lore

Optimistic and cheerful by nature, blessed with uncanny luck, and driven
 by a powerful wanderlust, **halflings** make up for their short stature
with an abundance of bravado and curiosity. At once excitable and
easy-going, **halflings** like to keep an even temper and a steady eye on
opportunity, and are not as prone to violent or emotional outbursts as
some of the more volatile races. Even in the jaws of catastrophe,
**halflings** almost never lose their sense of humor. Their ability to find
humor in the absurd, no matter how dire the situation, often allows
**halflings** to distance themselves ever so slightly from the dangers that
surround them. This sense of detachment can also help shield them from
terrors that might immobilize their allies.

## Racial Traits

* **Ability Score Racial Traits**: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
* **Size**: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
* **Base Speed (Slow Speed**): Halflings have a base speed of 20 feet.
* **Sure-Footed**: Halflings receive a +2 racial bonus on Athletics and Mobility checks.
* **Halfling Luck**: Halflings receive a +1 racial bonus on all saving throws.
* **Fearless**: Halflings receive a +2 racial bonus on all saving throws against *fear*. This bonus stacks with the bonus granted by halfling luck.
* **Keen Senses**: Halflings receive a +2 racial bonus on Perception checks.
* **Weapon Familiarity**: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Hit Dice (HD)

*Hit Dice* represent a creature’s general level of power and skill. As a creature gains levels, it gains additional *Hit Dice*. Monsters, on the other hand, gain racial *Hit Dice,* which represent the monster’s general prowess and ability. *Hit Dice* are represented by the number the creature possesses followed by a type of die, such as “3d8.” This value is used to determine a creature’s total hit points. In this example, the creature has 3 *Hit Dice*. When rolling for this creature’s hit points, you would roll a d8 three times and add the results together, along with other modifiers.
Helpless

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
Inon Zur

**Inon Zur** is an Israeli-American music composer involved in Pathfinder: Kingmaker.

Originally writing for movies and television, he later moved into composing for video games. He has been described as being "internationally recognized as one of the A-list orchestral composers in the video games industry".

During his career to date, Zur has composed the music to over 50 video games, 15 television shows, and 10 movies, as well as many movie trailers. He has been nominated for numerous awards, and has won three—a Telly Award in 1997 for Best Score on *Power Rangers: Turbo*, a Game Audio Network Guild award in 2004 for Best Original Instrumental track for *Men of Valor*, and a Hollywood Music in Media Award in 2009 for Best Original Song – Video Game for *Dragon Age: Origins*.
Technic League

(Organization)

The **Technic League** is a group of arcanists and other lore-seekers obsessed with unlocking the mysteries of the Silver Mount, an ancient alien artifact that crashed long ago near the Numerian capital city of Starfall. Numeria is ruled by the barbarian warlord Kevoth-Kul,
 but in name only, the *Black Sovereign*; the land's true overlords are a
ruthless, cruel cabal of magicians with a lust for power – the **Technic**
**League.**

Thanks to its army of robots and multitude of technological
artifacts, the **Technic League** maintains a stranglehold over this
beleaguered land. These arcane spellcasters are jealous and protective
of their power, and those who dare to steal from them can expect to face
 sinister magic, strange science, and assassins who are willing to
pursue their targets across the Inner Sea and beyond.

The **Technic League** is corrupt to its core, a corruption steeped in
old-fashioned avarice and greed. The **League** taxes the people of Numeria,
 giving nothing to them in return, and growing even richer from the
brutal slave trade it actively promulgates. Nearly every righteous soul
who heads north to fight the Worldwound
 is systematically shaken down and extorted for every coin the **Technic**
**League** can take. The **League** is dedicated to the pursuit of every kind of
 power and resorts to anything in order top obtain it. Its members
believe freedom is a luxury for the mighty. There are no depths to which
 they will not sink, or crimes they won't commit. Drug trafficking,
prostitution, extortion, and murder are their stock and trade. Worst of
all, they are no common cadre of despots and criminals, for they hold a
monopoly on unfathomably powerful alien technology that came to this
world from the distant reaches of space.

### Local Unpopularity

Despite their strong influence in the cities of *Starfall* and Chesed,
the **Technic League** is quite unpopular in other Numerian settlements,
especially in the town of *Iadenveigh* in the nation's south. Here devout followers of Erastil
 condemn the **League's** pursuit of alien technologies as blasphemous, and
subject anyone associated with the League, or simply carrying objects of
 their manufacture, to a quick, *pro-forma* trial and execution.
Magic Domain

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

You are a true student of all things mystical, and see divinity in the purity of magic.

## Granted Powers

***Hand of the Acolyte (Su):*** You can cause your melee weapon to
fly from your grasp and strike a foe before instantly returning. As a
standard action, you can make a single attack using a melee weapon at a
range of 30 feet. This attack is treated as a ranged attack with a
thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength).
 This ability cannot be used to perform a combat maneuver. You can use
this ability a number of times per day equal to 3 + your Wisdom modifier.

***Dispelling Touch (Sp):*** At 8th level, you can use a targeted *dispel magic*
 effect as a melee touch attack. You can use this ability once per day
at 8th level and one additional time per day for every four cleric levels beyond 8th.

## Prerequisite Deities

* Nethys
* Asmodeus
* Urgathoa
Improved Blind-Fight

Your keen senses guide your hand against hidden foes.

**Prerequisites**: Perception 10 ranks, Blind-Fight.

**Benefit**: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
Frightened

A **frightened** creature flees from the source of its fear as best it
can. If unable to flee, it may fight. A **frightened** creature takes a –2
penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special
 abilities, including spells, to flee; indeed, the creature must use
such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of *fear*.
Jaethal

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

> "*The "undead" is such a frivolous term. I prefer "Immortal". "Eternal". "Everlasting".*"
> ― Jaethal[[source]]
>
>

## Lore

An elven hedonist who was exiled from her homeland of Kyonin for the despicable crimes she committed against her own family. During her aimless wanderings after her exile, she came down with a slight case of death, the cause of which is still a mystery to her. Whatever the cause, she’s now an undead in service to the goddess Urgathoa, although she’s not entirely satisfied with the lack of sensation that has come with her undeath.

## Undead

As an undead, Jaethal has no Constitution. Instead she uses her Charisma modifier for hit points gain on level-up.

## Unlock

**Jaethal** can be found at the Prologue of the game. If she leaves you, you can find her again at the *Ancient Tomb* or by speaking to *Chief Sootscale* present at the *Old Sycamore* when you are tracking Tartuccio.

## Media

Jaethal is...not quite livingCharacter Sheet
House Surtova

(Noble House)

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

## Lore

The most influential house in
Brevoy, **House Surtova**, is also the oldest, established in
Issia centuries before *Choral’s* arrival. The **Surtovas** were infamous
pirates and raiders in those early days, and with the Conquerer’s coming
 were able to parley captured wealth into lands and titles. What started
 out as a defensible fortress became *Port Ice*, a settlement that has
been the seat of **Surtova** power for generations. *Nikos Surtova’s* alliance with *Choral* secured **House Surtova’s** place at the right hand of the ruling house, and allowed them to move quickly into place after the *Vanishing*. The **Survotas** established a “regency” in the absence of *King Urzen,* which has quickly become the de facto succession to the crown.

The current ruler of House Surtova, *King Noleski Surtova* sits upon the *Dragonscale Throne,* while his sister *Natala Surtov*a
 reigns as unofficial “queen,” as her brother is as yet unmarried. Rumors say *Natala* enjoys her role (and her
influence over her brother) far too much to embrace the idea of a proper sister-in-law. Still, there is considerable pressure for *Noleski* to choose a bride and produce heirs for his new dynasty.

The *Surtova* crest is a gray ship against a field of blue below and black above, the upper shield spangled with silver stars. Its motto is “*Ours Is the Right*.”
Strength Domain

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

In strength and brawn there is truth—your faith gives you incredible might and power.

## Granted Powers

***Strength Surge (Sp):*** As a standard action, you can touch a
creature to give it great strength. For 1 round, the target gains an
enhancement bonus equal to ½ your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Might of the Gods (Su):*** At 8th level, you can add ½ of your cleric levels as an enhancement bonus to your Athletics checks.

## Prerequisite Deities

* Cayden Cailean
* Irori
* Gorum
* Urgathoa
* Lamashtu
Entangled

The character is ensnared. Being entangled impedes movement, but does
 not entirely prevent it unless the bonds are anchored to an immobile
object or tethered by an opposing force. An entangled creature moves at
half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Furious (Special Item Traits)

A *furious* weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a *rage* spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in her hand, even when she is not raging. This bonus is equal to the enhancement bonus of the weapon (and also includes the +2 if the wielder is raging).
Nethys

(Deity)

**Nethys** is a god who holds magic above all things. He gained enough power to witness all things, and this both fueled his divinity and shattered his mind. He is a *god of magic* torn between destroying the world with one hand and saving it with the other.

## Dogma

You wish to look deeper into the world, to explore reality, and to move beyond the spaces of everyday life. You love magic, and while you may use it to seek knowledge or power, your greatest desire is to increase your understanding of that art. When you adventure, you seek spellbooks, artifacts, magical items, and anything that will improve your grasp of the structures of magic. You look for gold not as wealth, but as a means of acquiring more magic. You may be willing to trade your understanding with other spellcasters, or you may wish to hoard your knowledge, but you always feel that the next epiphany is close to hand. You experiment with your knowledge, brandish it, and likely show oﬀ your mastery more than necessary. After all, **Nethys** teaches that magic itself is a limitless resource, and its use is a sign of refinement.

## History

Ancient *Osiriani* texts tell of a God-King
 named **Nethys**, whose mastery of magic allowed him to gain unparalleled
power. With these abilities he became a god by seeing all that
transpired on all planes. However, this omnipresent knowledge also drove him irreparably mad. This dual-edged nature of magic is cherished by his followers and is epitomized in his apotheosis

## Traits

* **Underlying Principals:** You’ve spent a large amount of time around magical items, and understand the similarities between many of them. You gain a +1 trait bonus on Use Magic Device checks, and it becomes a class skill for you.
* **Arcane Depth:** You have studied the great masters of spellcraft, and your knowledge is exceptional. You gain a +2 bonus on Knowledge (Arcana) checks.
Infernal Bloodline

*Somewhere in your family’s history, a relative made a deal with a*
devil, and that pact has influenced your family line ever since. In you,
 it manifests in direct and obvious ways, granting you powers and
abilities. While your fate is still your own, you can’t help but wonder
if your ultimate reward is bound to the Pit.

**Class Skill**: Knowledge (World).

**Bonus Spells**: *protection from good* (3rd), *scorching ray* (5th), *hold person* (7th), *crushing despair* (9th), mind fog(11th), *hellfire ray* (13th), *firebrand* (15th), *power word stun* (17th), *polar midnight* (19th).

**Bonus Feats**: Blind-Fight, Combat Expertise, Deceitful, Metamagic (Extend), Disarm, Iron Will, Skill Focus (Knowledge [Arcana]), Spell Penetration.

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

**Bloodline Powers**: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.

* ***Corrupting Touch (Sp)***: At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to ½  your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

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

* ***Hellfire (Sp)***: At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + ½  your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
* ***Power of the Pit (Su*)**: At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10.
Tiring Critical

*Your critical hits cause opponents to become fatigued.*

**Prerequisites**: Critical Focus, base attack bonus +13.

**Benefit**: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.

**Special**: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Hammer the Gap

*You repeatedly strike the same location, causing increasing amounts of damage.*

**Prerequisite:** Base attack bonus +6.

**Benefit:** When you take a full-attack action, each consecutive hit against the same opponent deals extra
damage equal to the number of previous consecutive hits you have made
against that opponent this turn. This damage is multiplied on a critical hit.
Grappled

In Pathfinder: Kingmaker *grappling* is a monster-only ability.

A *grappled* creature is restrained by a creature, trap, or effect. *Grappled* creatures cannot move and take a –4 penalty to Dexterity. A *grappled*
 creature takes a –2 penalty on all attack rolls and combat maneuver
checks, except those made to *grapple* or *escape a grapple*. In addition,
*grappled* creatures can take no action that requires two hands to
perform. A *grappled* character who attempts to cast a spell or use a
spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth
 to hide from the creature *grappling* it, even if a special ability, such
 as hide in plain sight, would normally allow it to do so. If a *grappled*
 creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being *grappled*, but receives no other benefit.

**Casting Spells while Grappled/Grappling**: The only spells which can be cast while *grappling* or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.
Improved Two-Weapon Fighting

You are skilled at fighting with two weapons.

**Prerequisites**: Dex 17, Two-Weapon Fighting, base attack bonus +6.

**Benefit**: In addition to the standard single extra attack you
get with an off-hand weapon, you get a second attack with it, albeit at a
 –5 penalty.

**Normal**: Without this feat, you can only get a single extra attack with an off-hand weapon.
Thylacine

(Creature)

**Thylacines** are wolf- or hyena-like marsupial carnivores. Feral and untameable, **thylacines** can be vicious predators.

## Appearance

Though similar in appearance to *dogs* or *wolves*, a **thylacine** is much
more slenderly built, with a long, stiff tail and powerful jaws. The
oddly-shaped legs of a **thylacine** are ill-suited to running, but allow
the creatures to stand on their haunches for short periods of time, as
well as conferring some jumping ability. **Thylacines** typically have
between 13 and 21 dark stripes on their backs that stand out from their
usually golden-colored pelts.
Mercenaries

Pathfinder: Kingmaker Mercenaries

(Diversity hires like them shinies!)

*Mercenaries* are companions and advisors for hire in Pathfinder: Kingmaker.

## Info

*Mercenaries* can be hired from the NPC Anoriel Eight Eyes of the Pathfinder Society. You'll will be taken through a character creation process to custom-build your mercenary (20 point buy as opposed to 25 for player characters).

### Locations

*Mercenaries* can be hired from different locations depending on which chapter your are in:

* Chapter 1: Oleg's Trading Post
* Chapter 2 and onwards: The Capital Tavern

### Role

*Mercenaries* can fill the role as companions (party members) as well as becoming any type of advisor for your barony/kingdom (-4 penalty).

### Cost

The cost of hiring a *mercenary* is proportional to your level, ie. the higher your/their level the more expensive it is to hire. Formula is character level squared \*500.
Piranha Strike

*You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.*

**Prerequisites**: Weapon Finesse, Dex 13

**Benefit:**
 When wielding a light weapon, you can choose to take a -1 penalty on
all melee attack rolls and combat maneuver checks to gain a +2 bonus on
all melee damage rolls. This bonus to damage is halved (-50%) if you are
 making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus
 reaches +4, and for every 4 points thereafter, the penalty increases by
 -1 and the bonus on damage rolls increases by +2. You must choose to
use this feat before the attack roll,
 and its effects last until your next turn. The bonus damage does not
apply to touch attacks or effects that do not deal hit point damage.
This feat cannot be used in conjunction with the Power Attack feat.
Pathfinder Kingmaker Wiki

Welcome to Pathfinder: Kingmaker
The Pathfinder: Kingmaker wiki is a collaborative community dedicated to building a database for everything related to Owlcat Games' isometric, party-based RPG. The first computer version of the tabletop classic, *Pathfinder*, the game uniquely offers a companion-focused story, massively detailed character development, and the ability to run your own kingdom.
Explore the Stolen Lands, a region that has been contested territory for centuries. Hundreds of kingdoms have risen and fallen in these lands, and now it is time for you to make your mark—by building your own kingdom! To do so, you'll need to survive the harsh wilderness and the threat of rival nations... as well as threats within your own court.

RacesClassesAbility ScoresFeatsSkillsCompanionsCharactersBestiaryMagic & SpellsMagic ItemsDeitiesDomainsKingdom BuilderLocationsQuestsTips, Mods & Cheats

Buy Now

Twitter

News

discussions
Pummeling Style

Your unarmed strikes weave together in an effortless combo, focusing on the spots you’ve weakened with the last hit.

**Prerequisite(s)**: Improved Unarmed Strike, flurry of blows, or base attack bonus +6

**Benefit**:
 Whenever you use a full-attack action or *flurry of blows* to make
multiple attacks against a single opponent with unarmed strikes, total
the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.
Pummeling Bully

Your combo has the chance to trip or move your target.

**Prerequisite(s)**: Pummeling Style, Trip, Improved Unarmed Strike, base attack bonus +9, or monk level 5th.

**Benefit**:
 When you use Pummeling Style to make an entire full attack or *flurry of blows* against a single target, if you hit with any of your attacks, you
 can attempt a trip combat maneuver check as a free action.
Metamagic (Extend)

You can make your spells last twice as long.

**Benefit**:
An extended spell lasts twice as long as normal. A spell with a duration
 of concentration, instantaneous, or permanent is not affected by this
feat.

**Level Increase**: +1 (an extended spell uses up a spell slot one level higher than the spell’s actual level.)
The Greenbelt

**The Greenbelt** is a swath of land in the Stolen Lands. It is positioned between the Kamelands to the east and the Hooktongue Slough to the west and criss-crossed by numerous major rivers that wind their way through the Stolen Lands.

## Lore

With the tangled woodlands of the Narlmarches to the west and the rugged
 hills of the Kamelands to the east, the **Greenbelt** is a haven for
bandits. The lack of dangerous inhabitants other than indigenous tribes
of kobolds and mites makes this the safest of the four regions for
“freelance banditry,” although recent rumors hold that a particularly
powerful bandit known as the Stag Lord has risen to unite and lead the
region’s brigands. To the south, tribes of trolls and more dangerous
creatures provide a quite effective buffer between Brevoy and Mivon.

## Inhabitants

Fey are very common throughout **the Greenbelt** although somewhat less so in the northern areas, where humans from Brevoy are more likely to frequent. Trappers favor the northern portions of **the Greenbelt** where fur from game such as deer, foxes, and minks can fetch a fair price.

### Notable inhabitants

* *Bokken*, an eccentric potion maker and hermit has made his home here.
* *Oleg Leveton* and his wife *Svetlana* operate a trading post on the border of Rostland.
Groetus

(Deity)

Overlooking all of Pharasma's *Boneyard* is another, lesser god. This is **Groetus**, the god of the *End Times*, a sentient and cruel moonlet that looks down upon the *Boneyard* and waits for the last living soul to die. When Pharasma judges the last soul after the last living body dies on the Material Plane, **Groetus** will descend to the *Boneyard* to do something to it and Pharasma before he moves on to the Material Plane to "clean up" and pack the dust away for another reality. No one really knows what **Groetus** is going to do once the last soul is judged, but it is generally accepted that it will not be pleasant.

## Dogma

Cultists of **Groetus** have many theories about how their god will manifest in the *End Time* and what his ultimate role will be. These theories or
interpretations are known as **dooms**; and the proponents of each particular doom may be seen as members of a splinter cult of the faith.

## Relations

**Groetus** hangs in the form of a bloated moon above *Pharasma's* *Boneyard* in the *Outer Sphere*, silently watching. Only the other gods know whether the moon itself is
 the god, or merely his dwelling place, and they aren't telling. Adventurous folk who have braved the surface of this place are either
never heard from again, or are discovered soon after as the newest of the god's insane faithful. It is unknown what role **Groetus** will play in the *End Times*, nor what his relationship with the imprisoned Rovagug (another deity associated with the end of the world) might be.
Shatter Defenses

Your skill with your chosen weapon leaves
opponents unable to defend themselves if you strike them when their
defenses are already compromised.

**Prerequisites**: Weapon Focus, Dazzling Display, base attack bonus +6.

**Benefit**: Any shaken, frightened, or panicked opponent hit by
you this round is flat-footed to your attacks until the end of your next
 turn. This includes any additional attacks you make this round.
Power Attack

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

**Prerequisites**: Str 13

**Benefit**:
 You can choose to take a –1 penalty on all melee attack rolls and
combat maneuver checks to gain a +2 bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an
attack with a two-handed weapon, a one handed weapon using two hands, or
 a primary natural weapon that adds 1.5 times your Strength
 modifier on damage rolls. This bonus to damage is halved (–50%) if you
are making an attack with an off-hand weapon or secondary natural
weapon.

 When your base attack bonus reaches +4, and every 4
points thereafter, the penalty increases by –1 and the bonus to damage
increases by +2.

 You must choose to use this feat before making
an attack roll, and its effects last until your next turn. The bonus
damage does not apply to touch attacks or effects that do not deal hit point damage.
Precise Shot

You are adept at firing ranged attacks into melee.

**Prerequisite**: Point-Blank Shot.

**Benefit**:
 You can shoot or throw ranged weapons at an opponent engaged in melee
without taking the standard –4 penalty on your attack roll.

**Note**: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Knowledge Domain

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

You are a scholar and a sage of legends. In addition, you treat all Knowledge and Lore skills as class skills.

## Granted Powers

***Void Form (Su):*** You can become semi-tangible as a standard action. While in this form you are immune to critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th level and every 4th level thereafter. You can use this power a number of days equal to your cleric level.

***Teaching Moment (Ex):*** At 8th level as a swift action you can grant all allies within 30 feet special insights. Once during the next minute, each affected creature can choose to roll twice and take the better result before attempting an attack roll, ability check, skill check or saving throw. You can use this ability once per day at 8th level and one additional time per day for every 4 cleric levels beyond 8th.

## Prerequisite Deities

* Irori
* Nethys
* Pharasma
* Calistria
* Norgorber
Skills

**Skills** represent some of the most basic and yet most fundamental abilities your character possesses. As your character advances in level,
 he can gain new **skills** and improve his existing **skills** dramatically. This section describes each **skill**, including common uses and typical modifiers. Each skill is based in an ability score and gains a skill bonus or penalty accordingly.

## Acquiring Skills

Each level, your character gains a number of *skill ranks* dependent upon your class plus your Intelligence modifier*.* Investing a rank in a **skill** represents a measure of trainingin that **skill**. You can never have more ranks in a skill than your total number of Hit Dice.

*Note:* Due to there being fewer **skills** implemented in Pathfinder: Kingmaker the CRPG compared to the tabletop game, for balancing reasons characters gain *only half the normal intelligence- and class-based skill points their tabletop counterparts would*. The *skilled* racial trait of humans and half-orcs, and Skill Focus feats are among the exceptions to this.

## Class Skills

In addition, each class has a number of favored skills, called ***class skills***.
 It is easier for your character to become more proficient in these
skills, as they represent part of his professional training and constant
 practice. You gain a +3 bonus on all ***class skills*** that you put ranks
into. If you have more than one class and both grant you a class skill
bonus for a specific skill, these bonuses do not stack.

## Skill Checks

When your character uses a skill, he isn’t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check.
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check. If the skill you’re using is a class skill (and you have invested ranks
into that skill), you gain a +3 bonus on the check. If you are not trained in the skill (and if the skill may be used untrained), you may
still attempt the skill, but you use only the bonus (or penalty)
provided by the associated ability score modifier to modify the check.
Skills can be further modified by a wide variety of sources—by your
race, by a class ability, by equipment, by spell effects or magic items,
 and so on.

If the result of your skill check is equal to or greater than the
difficulty class (or DC) of the task you are attempting to accomplish,
you succeed. If it is less than the DC, you fail. Some tasks have
varying levels of success and failure depending on how much your check
is above or below the required DC. Some skill checks are opposed by the
target’s skill check. When making an opposed skill check, the attempt is
 successful if your check result exceeds the result of the target.
Noleski Surtova

Current king of Brevoy, although some of his subjects (especially his political enemy Lord Poul Orlovsky) dispute his claim and instead still refer to him as the "Lord Regent".

The King remains a bachelor, with his sister Natala Surtova acting as a sort of unofficial "Queen" until he chooses a bride.  Rumors and whispers among the other Great Houses suggest that Noleski and Natala's relationship is far more intimate than is appropriate for a brother and
sister, and that Natala enjoys her role and her influence over her
brother far too much to embrace the idea of a proper sister-in-law.

## Lore

The Surtova family was the first to bend their knee to Choral the Conqueror when he invaded Issia in 4499.  Joining their forces with those of Choral the Conquerer, the Surtova family helped to crush and annex Rostland and subdue any Issian nobles who resisted.  In exchange for their aid, the newly-founded Rogarvia dynasty gave House Surtova a trusted position in their court.

When King Urzen Rogarvia and all of his known relatives vanished in 4699, Noleski Surtova quickly seized control of the capital of New
Stetvan and proclaimed himself Lord Regent until such a time as the
monarchy could be restored or other accommodations could be made.  After
 five years with no sign of the Rogarvias, he declared himself King of
Brevoy in their absence.  This proclamation was met with resignation at
best, and was outright ignored by several of the Great Houses.  Still,
because the newly crowned King Surtova held the capital and the largest
military force in Brevoy, none were prepared to overtly move against
him.
Bart Simpson

**Bartolomew "Bart" Simpson** is an NPC Character and antagonist in Eggs for Bart

## Chapter One

Bart appears outside the Simpson's house in Chapter 1. Telling his father, Homer Simpson, to go into the house to get six eggs for him, his messages become more creepier every night.

Night 1: I need you to go in and get eggs for B a r t t t

Night 2: Round 2 d a d. 18 more eggs to g o.

Night 3: I'm sorry

But then on nights 4 and 5, Bart then becomes an enemy, you cannot go past Bart when he appears, so you have to wait for him to disappear but you may possible be killed by one of the other family members.

## Chapter 2

Bart returns in Chapter 2 but in this chapter, every 25 seconds there is a 1 in 5 chance that Bart will hover over you and will kill you if you don't stop moving completely within 1 second. At the end of Chapter 2 his soul is put to rest as Barney's Ghost takes the eggs.

## Chapter 3

Bart can be seen in one of the cutscenes based on the chapter 2 ending and in the first level of chapter 3 when you're looking for evidence, other than that, he makes no appearance as an enemy
Shelyn

(Deity)

**Shelyn** is the half-sister of Zon-Kuthon.
 She started life as a relatively minor deity of beauty, art, and music, but with the destruction of her mother (former goddess of love), she
gained the very important portfolio of love and became a somewhat
more-powerful deity. **Shelyn** continues to focus on beauty (and the
related areas of art and music), and has expanded upon her mother’s
relatively narrow view of love to include all forms of the emotion.
Shelyn's ethnicity of origin is Taldor and her major centers of worship are Absalom, *Galt*, *Sargava* and Taldor.

## Dogma

When you see ugliness, you want to replace it with beauty. Where others see darkness and despair, you want to replace these with bright lights and hope. Instead of obstacles, you see opportunities. You are an optimist but not a dreamer, and you understand that beauty frequently arises from the most unlikely places. You want to help people bring forth this beauty and to snatch moments of their lives to appreciate all that is around them. Sometimes, this may take the form of ridding their environments of ugliness, and you are more than willing to tear down places of despair and hatred. You have an abiding passion for ancient artworks, and may go to great lengths to save them from destruction. You believe in the power of love, and you will do what you can to ensure that lovers can find safety in the expression of their mutual joy.

## History

The Goddess **Shelyn** was born the daughter of *Thron*, “*The Prince That Howls*”, after the *First Gods* (including her half-brother by *Thron, Dou-Bral*) had imprisoned Rovagug and had agreed to leave humanity to its own devices. For a time, she and *Dou-Bral* shared the portfolios of beauty, love and the arts, and were worshiped by the early Taldor, until at some point they argued, and *Dou-Bral* abandoned Golarion for the far dark places between the planes.

When *Dou-Bral* returned to Golarion, he had become a god of mutilation, misery and torture: Zon-Kuthon. Believing that *Dou-Bral* still existed within Zon-Kuthon, **Shelyn** reached out to her lost brother, but he pierced her hand with his black nails. When *Thron*, their father, tried to welcome him, Zon-Kuthon
 captured and tortured the wolf-spirit beyond recognition. It was for
these crimes, and for other terrible acts he committed against **Shelyn** and her works, that the gods of Golarion banished Zon-Kuthon to the *Plane of Shadow*, there to reside for as long as the sun hung in the sky.

Later, presumably after the *Age of Darkness*,
 the siblings quarreled again, he responding to her tears and pleading
with violence, until she wrested his weapon, a golden glaive, away from
him, and a tenuous peace of silence and avoidance was struck.
Numeria

(Nation)

(National Map)

### Religion(s)

Abadar, Brigh, Desna, Erastil, Gorum, Iomedae, Nethys, Baphomet, Deskari, the Iron Gods

**Numeria** is a kingdom and in the world of Pathfinder. It is located west of Brevoy and the Stolen Lands, north of the River Kingdoms and south of the *demon-infested* Worldwound and the *crusader state* of Mendev.

## Lore

**Numeria** is a barren, harsh land inhabited by tribes of savage barbarians and ruled over by the *Black Sovereign*, currently Kevoth-Kul, a despot controlled by a manipulative group of mages called the Technic League who toy with forces they do not understand. More noble tribes sell their blades to the highest bidder. Less scrupulous tribes resort to piracy, banditry or even slave trade. Ferocity of the **Numerian** mercenaries is well known in the River Kingdoms.

## Government

**Numeria** is ruled by the *Black Sovereign* Kevoth-Kul, a drug-addicted
despot who resides within his capital of Starfall. His reign is almost
completely unopposed by the people of **Numeria**, but his control is far
from complete; **Numeria** is too vast a country to rule effectively with an
 iron fist. The people of **Numeria** instead try to avoid the gaze of their
 tyrannical ruler and continue living life much as they always have.

## Inhabitants

**Numeria** is a harsh, often brutal land that raises hard, often brutal people. The land's primary inhabitants are humans of Kellid
 stock who, outside of the large cities like Starfall and Chesed, tend
to organise themselves along tribal lines. While in theory these tribes
all owe fealty to the *Black Sovereign*, outside of **Numeria's** big
settlements and beyond the reach of the *Black Sovereign's* armies, life
continues much as it has for eons. Raiding is still a popular and lucrative lifestyle, especially into the poorly organized River Kingdoms, although those lands are not defenseless:
 river pirates often travel up the Sellen and West Sellen Rivers to
attack **Numerian** settlements before quickly retreating back south.

## Gallery

Numerian Mecha-ScorpionNumerian Kellid Barbarians battlingRegional Map of NumeriaAlternate Map of Numeria
Metamagic (Empower)

You can increase the power of your spells, causing them to deal more damage.

**Benefit**: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

Saving throws and opposed rolls are not affected, nor are spells without random variables.

**Level Increase**: +2 (an empowered spell uses up a spell slot two levels higher than the spell’s actual level.)
Nomen Centaurs

The **Nomen centaur** tribe is an offshoot of the mighty *Rashalkas* (“thundering
hooves”) that once roamed the northern Casmar Steppes by the tens of
thousands.

The **Nomens** are a matriarchal society led by a war-priestess, a *centaur* dedicated to the worship of Desna
 in an aspect they call “Mother Moon.” Due to heavy losses among their
warrior males while fighting the *Taldan Phalanx* and Horse generations
earlier and a preponderance of female births, the great majority of the
**Nomens** are females, who now comprise their principle warrior class.
Though males are allowed among their number, they represent a much
smaller proportion. Males are instead encouraged to take up the bow as
hunters, a much safer profession, in order to prevent their potential
loss in battle.

The **Nomens**’ roam the Dunsward setting up campsite as required. The
main camp is often dominated by a large bonfire at its center, around
which more of the horsewomen dance in a primal rhythm long lost to the
civilised soul. Everywhere, the heavily armed and armoured *centaurs*
sharpen weapons, tend to gear, or walk patrols, all with a feral economy
 of movement and sound. In all there are 200 *centaurs* in the tribe.
Swift Actions

A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only *one* *single* swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

### Cast a Quickened Spell

You can cast a quickened spell by using the Metamagic (Quicken) feat, or any spell whose casting time is designated as a free or swift action, as a swift action.
 Only one such spell can be cast in any round, and such spells don’t
count toward your normal limit of one spell per round. Casting a spell
as a swift action doesn’t incur an attack of opportunity.
Mite

(Creature)

**Mites** are among the least powerful, and least attractive, of the subterranean species of *fey*.
 They have a strong connection to vermin of all types, and often use
these creatures to protect their underground lairs. Their most intense
hatred is reserved for dwarves and gnomes (particularly the *Darklands-dwelling svirfneblin*), but because of their natural cowardice, this seldom leads to serious violence.

## Tactics

Being physically weak, **mites** prefer to overwhelm their opponents with
 superior numbers, cutting at their enemies with small knives in a
bloodthirsty frenzy.
Norgorber

(Deity)

**Norgorber** is known as a deity of thievery and assassination, as well as a keeper
of secrets. He is called the '*Reaper of the Reputation*' by some, but he
has more insidious titles among his other worshipers. He remains an
enigma to most, and his true motives are unknown. Many of his own
followers remain ignorant of his plans and designs. **Norgorber** is the
only evil aligned ascended god.

## Dogma

Your ideal world is a place of shadows, where the smart survive with their knowledge, their cool, and their skill.
You seek to be alert and knowledgeable about others’ actions and behaviors, and believe those who reject your beliefs deserve to be preyed upon. Depending on which aspect of **Norgorber** you worship, your ultimate goal may be the accumulation of wealth through thievery and subterfuge,political power and inﬂuence via the collection of powerful secrets, mastery of herbs and poisons, the sheer and simple thrill of killing in the god’s name, or something else entirely. Your faith cares less about motivation than methods, and how you conduct yourself is more important than why. And indeed, given the church’s secrecy, who needs to know your motivations at all

## Relations

**Norgorber** attempts to stay neutral in dealings with other gods. Abadar, Cayden Cailean, Erastil, Iomedae, Sarenrae, and Torag
 view him with disdain and will have little to do with him. A deceptive
deity, he has been known to aid those who do not support his ideals as
long as the benefit is mutual to his own ends.

## History

**Norgorber's** past before he ascended into godhood through the *Test of the Starstone*,
 is unknown. His followers go to great lengths to keep it a secret. Some
 believe that if the origin of the god became known, the god himself
would become undone.
Outflank

*You look for every edge when flanking an enemy.*

**Prerequisite**: Base attack bonus +4.

**Benefit**: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

**Normal**: +2 to hit when flanking, no attack of opportunity provoked by critical hits.