recursal/Fanatic-Fandom huggingface dataset:
Issia

(Region)

**Issia** is a location in *Pathfinder: Kingmaker*. It is the northern part of Brevoy.

## Lore

One of two former nations that now comprise Brevoy, the pirate nation of **Issia** was known and feared all along the length of the Sellen River. Perched on the edge of the Lake of Mists and Veils, **Issia** had an unforgiving geography that forced its people to be cunning and brutal in order to survive. **Issia** makes up the northern half of Brevoy, from the Lake of Mists and Veils in the north down to and including the *Gronzi Forest* in the south. The rugged hills of this region have little vegetation and poor soil.

## History

Issia first came into existence when explorers from Taldor came across a disease-ravaged frontier colony of the ancient Iobarian
 empire. The area that came to be known as **Issia** was too barren to allow
 true agriculture so the inhabitants turned to raiding to support
themselves. **Issia** became renowned as a land of river pirates and other
such scoundrels with the center of raiding activity being the boisterous
 *Port Ice*.

When *Choral the Conqueror* came from the Lake of Mists and Veils in 4499 AR to conquer and unify both **Issia** and **Rostland**, he worked out an agreement with *Lord Nikos Surtova* at the edge of the lake. The two men staked out a truce that was bound with the promise of *Nikos*' daughter *Myrna Surtova* in marriage to *Choral*. In the agreement, House Surtova kept much of its power and wealth while they served as vassals under *Choral's* leadership.
As a result, **Issia** survived the transition into the new nation of Brevoy far better than Rostland did, eventually allowing it to gain control of Brevoy after every member of House Rogarvia within Brevoy's borders mysteriously disappeared, leaving behind a power vacuum in the capital of New Stetven.

## Government

For more than a thousand years **Issia** was ruled by House Surtova,
 a family of pirates and scoundrels that was unequalled in cunning and
power by any of the other pirate clans and maintained an iron grip on
its people. Due to the harshness of the land, **Issia** was never able to
support a large military and so the country had to outsmart its enemies.

## Inhabitants

The people of **Issia** were renowned in centuries past as raiders and
pirates. Today many **Issians** are simple fishermen or traders trying to
make a living plying the waterways of the north. There have always been
rumors that there was something odd about the rural folk of **Issia** (even
in the cities of Restov and New Stetven with hushed whispers about them engaging in dark practices such as human
 sacrifices. Outsiders to this day often find themselves shunned in the
smaller villages and rumor has it that the true masters of **Issia** lie
beneath the freezing depths of the Lake of Mists and Veils.
Gods

A **deity**, also known as a **god** or **goddess**, is a being or force of incredible power capable of granting its power to mortal beings through *divine magic*. A deity is strongly associated with a specific alignment, several domains, and a plane (typically an *Outer Sphere* plane). The following deities exists in Pathfinder: Kingmaker:

## External links

* Deities from Greek Myth Wikia
* Gods from Monsters Wikia
* List of Deities from Camp Half-Blood Fanon Wikia
* God (disambiguation)/Gods from Riordan Wikia
* Gods from Wulfgard Wikia
* Egyptian Deities from Mummy Wikia
* Gods from DC Wikia
* Gods from Marvel Wikia
* Deities from Forgotten Realms Wikia
* Deities from Path Finder Wikia
* Deities from D&D Wiki
* Deities from D&D Wiki 2
* Deities from Seiyapedia
* Asgard Saga from Knights of The Zodiac Wikia
* God Warriors from Saint Seiya Wikia
* Gods (DC Comics) from Wikipedia
* List of Deities in Marvel Comics from Wikipedia
* Deities from Disney Princesses Wikia
* List of Fictional Deities from Wikipedia
* God from Hercules-Xena Wikia
* Sentai Deities from Power Rangers Wikia
* Deities from Zeldapedia
* Deities from Divinipedia
* Gods from Discworld Wikia
* Gods from Stormbringer Wikia
* Gods & Immortals from God of War Wikia
* Gods from Gods of Egypt Wikia
* Transcendent Phyisology from Powerlisting Wikia
* Deities from The Demonic Paradise Wikia
* Deities from Inheritance Wikia
* Deities from Daiblo Wikia
* Deities from Secret RP Wikia
* Deities in Exaltism from New Religion Wikia
* Gods from Omniversal Battlefield Wikia
* Gods from Creepypasta Wikia
* Gods from Smurfs Fanon Wikia
* Gods & Goddesses from Olympian RPG Wikia
* Gods by Pantheon from Official Smite Wiki
* Pantheons from Smite Wikia
* Age of Mythology from Age of Empires Wikia
* Gods from Disney Wikia
* Gods from Disney's Hercules Wikia
* Gods & Goddesses from Disney 1 Wikia
* Gods from Wulfgard Wikia
* Deities from Heroes Wikia
* Deities from Villains Wikia
* Guide to the Mythological Universe
* Deities, Deities by culture‎ & List of Deities from Wikipedia
* The Divine Council from Vulmis Wikia
* Divine Council from Religion Wikia
* DivineCouncil.com
* God's Divine Council from Truth or Tradition
* God's Divine Council from Ancient Faith Ministries
* DivineCouncil.org
* Gods from Unnatural World Wikia
House Rogarvia

(Noble House)

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

## Lore

**Choral Rogarvia**, or as he became to be known, *Choral the Conqueror*, invaded the area that would become modern-day Brevoy in 4499 AR. Before he conquered the northern kingdom of Issia, he worked out an agreement with Lord Nikos Surtova at the edge of the Lake of Mists and Veils in 4499 AR. The two men staked out a truce that was bound with the promise of *Nikos*' daughter Myrna Surtova in marriage to **Choral**. In the agreement, Issia's ruling House Surtova kept much of its power and wealth while they served as vassals under *Choral's* leadership.

The Aldori Swordlords from southern Rostland, however, did not accede to a peace with *Choral* and were defeated by a pair of *Choral's* *red dragon allies* at the *Valley of Fire*.

Only the *fortress of Skywatch*
 continued to resist **Choral's** dominance, but even this bastion of the
*Aldori* fell a few years later when *Choral* and his *dragons* arrived and
burnt the castle to the ground. With his victory complete, **Choral** showed
 interest in the observatory and ordered the structure to be unearthed
and restored.

*Choral* disappeared around 4509 AR, leaving his descendants to rule Brevoy from the *Dragonscale Throne* at the *Ruby Fortress* in New Stetven for exactly two hundred years from his conquest. Every member of the noble house disappeared in 4699 AR. The **Rogarvias** were well known as ruthless
rulers, determined to hold Brevoy
 together in the Conqueror’s name by whatever means necessary. Still,
while their loss was not overly mourned, the stability they represented
has been. Loyalists have continued to call for investigation into the
Vanishing and make much of the fact that their rule lasted precisely 200
 years, but it has become increasingly clear that **House Rogarvia** will
not return soon, if ever.

**House Rogarvia’s** crest is a two-headed red dragon, one head breathing
 flames, the other bearing an unsheathed sword, representing *Choral’s*
legendary conquest, against a quartered field in white and gold. Its
motto is “*With Sword and Flame*.”
Headwear

The items that go in the head slot of the Character inventory. Items are listed in order shown in photo.

## Known Headwear

* Steel Helm
* Steel Helm (variant)
* Jasper Circlet
* Expert's Hat
* Knight's Helmet
* Eyes of the Eagle
* Trailblazer's Helmet
* Headband of Alluring Charisma +2
* Headband of Inspired Wisdom +2
* Headband of Vast Intelligence +2
* Lesser Phylactery of Negative Channeling
* Lesser Phylactery of Positive Channeling
* Helmet of Battlefield Clarity
* Marksman's Headset
* Gutsy Brawler
* Stag Helmet
* Identifying Glasses
* Shiny Helmet
* Lighting Chaser
* Crown of Fear
* Flamboyant Hat
* Stubborn Head
* Tight Helmet
* Golden Thread
* Gnome Brave's Helmet
* Headband of Mental Protection +2
* Blue Dragon Scale Helmet
* Deceiver's Hat
* Dwarven Champion's Helmet
* Greater Phylactery of Negative Channeling
* Greater Phylactery of Positive Channeling
* Black Dragon Scale Helmet
* Green Dragon Scale Helmet
* Owlbear Fur Helmet
* Unshakable Composure
* Headband of Alluring Charisma +4
* Headband of Inspired Wisdom +4
* Headband of Vast Intelligence +4
* Professor's Hat
* Judgemental Gaze
* Lesser Kinetic Diadem
* Stalwart Warrior's Luck
* Killjoy
* Morbid Stare
* Sparkling Helm
* Sharp Eye
* Clear Vision
* Dead Man's Hat
* Mask of Nethys
* Helmet of Guiding Light
* Crown
* Warpainted Skull of Duthica
* Swift Shadow
* Kinetic Diadem
* Circlet of Faith
* The Paragon of defenders
* Apex Predator
* Headband of Mental Perfection +4
* Ravena's Crown
* Triple Fin Helmet
* Warding Helmet
* Eel's Circlet
* Helmet of Dusk
* Headband of Alluring Charisma +6
* Headband of Inspired Wisdom +6
* Headband of Vast Intelligence +6
* Philosopher's Hat
* Mystic Archaeologist's Helmet
* Dark Revelation
* Evasive Round Helmet
* Helmet of Confidence
* Red Dragonscale Helmet
* Frozen Shout
* Greater Kinetic Diadem
* Fautless Protection
* Brightest Darkness
* Metal Reborn
* Headband of Mental Perfection +6
* Hat of Mental Perfection +8
* Crown of Elements
* The First Crown
Golarion

(World)

**Golarion** is the main world of the original **Pathfinder** tabletop game and is the location of the Kingmaker campaign. The blue planet is the third of dozens orbiting the sun. Like our own Earth, the planet shares a similar calendar. The planet contains vast oceans and lands with a large variety of biomes covering eight continents.

In the northern most areas are barbarians and tribal groups while the southern are governed by users of magic, undead, and ghosts. The world also includes areas with coastal pirates, devil worshipers, elves, horror and ancient tombs and more.

*Pathfinder: Kingmaker* primarily takes place in the northern region of **Golarion** on the continent of Avistan and has a mix of magic, dragons, barbarians, trolls, fey, ghosts, and more creatures. The player will tasked with building a new kingdom in this area, but how that happens and what it becomes will be totally up to the player.
Invulnerable Rager

The Invulnerable Rager is an archetype for Barbarian in *Pathfinder: Kingmaker*.

## Description

Some barbarians learn to take whatever comes their way, shrugging off
mortal wounds with ease. These barbarians invite their enemies to attack
 them, and use pain to fuel their rage.

## Class Features

### **Invulnerability**

At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level.

This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

### **Extreme Endurance**

At 3rd level, the invulnerable rager gains 1 point of fire or cold resistance for every three levels beyond 3rd.

This ability replaces danger sense.
Gorum

(Deity)

**Gorum** is a god of battle above all other pursuits; it is said that if there
is ever a time with no more conflicts to be fought, he would rust away
into nothingness. Known as the *Lord in Iron*, his faithful believe he is
present in every iron weapon of war that is forged.

## Dogma

When you worship **Gorum**, you recognizing that fame and glory are ﬂeeting, and that all that matters is how
you acquit yourself in the moment. The companionship of others can lift you up for a time, but in the end you
must prove your powers every day or risk coasting on past glories. You may be savage, or you may be cool and calculating, yet your goal is always to know that you spent your life pushing your limits. You have a strong drive to establish dominance over others, and while other faiths may take a similar view on self-perfection and self-understanding, you know that any path but that of the sword is inherently one of avoidance, weakness, and fear.

## Relations

**Gorum** concerns himself with few matters outside of battle, and this
attitude extends to include his relations with other deities. He sees
little value in matters of diplomacy and politics, considering the
pursuits of his divine peers as frivolous a best. The *Lord in Iron* is
considered brash and impulsive; he takes what he wants, by force if
necessary, and answers any direct opposition to his will with violence. His priests and followers tend to follow the god's example, which means
 that there are more ruthless and exploitative members of his faith than
 those who espouse altruism.

## History

**Gorum's** presence was unknown in the earliest days of Golarion.
 His clergy claim he was formed from battle itself, a suit of iron armor
 standing alone on the battlefield once the dust had settled; his
genesis is generally considered to have resulted from conflicts that
erupted between orcs and humans following the former race's surge to the surface during the *Age of Darkness*.
 **Gorum** is considered the divine embodiment of martial prowess, of glory
on the battlefield, and it is believed that should conflicts like those
that birthed the deity ever cease, he will perish as a result of their
absence.
Knowledge (Arcana) (Skill)

This skill represents a character's knowledge about spells, magic items and numerous bits of magical lore.

Your character's **Knowledge (Arcana)** skill enables you to identify magic items and monsters (such as constructs, dragons and magical beasts), learn or borrow spells from spellbooks and scrolls, and recall knowledge (about arcana).

The skill is Intelligence-based.
Greater Vital Strike

You can make a single attack that deals incredible damage.

**Prerequisites**: Improved Vital Strike, Vital Strike, base attack bonus +16.

**Benefit**: As a standard action, you can make one attack at your highest
base attack bonus that deals additional damage. Roll the weapon's damage
 dice for the attack four times and add the results together before
adding bonuses from Strength, weapon abilities (such as flaming),
precision based damage, and other damage bonuses. These extra weapon
damage dice are not multiplied on a critical hit, but are added to the
total.
Gyronna

(Deity)

The goddess **Gyronna** is also known
as The Angry Hag, and for good reason. She is not a popular deity as many fear her and her clergy, which is entirely female. These are
usually the throwaways of society: disfigured prostitutes, wives caught
in adultery, pregnant teenagers disowned by their parents, and so forth.
 Priestesses are renowned for their ability to foster hatred and turn
friend against friend. Her priestesses are also known to swap young
babies for hideous monstrous creatures birthed from their own womb.

The priesthood itself has no canon or book of scripture, or
temples; instead, they favor small shrines of simple piled stones. Some
 of these piles have stones of cats-eye, from which (it is rumored) the
hags of Gyronna peer. The Black Sisters of **Gyronna** are blamed for causing the downfall of *Heibarr*, in the River Kingdoms. The ruins of the town are now a site of pilgrimage for some priestesses.

## Dogma

Spend time working to make another sentient creature’s life
measurably worse or more miserable, whether by destroying its property,
sabotaging its efforts, or afflicting it magically. Your victim must
survive this encounter, but your actions can indirectly lead to its
death, such as tainting a plague-ridden man’s medicine or stealing the
money a woman would use to pay back a loan. You must make your victim
aware of your involvement, and always name some price or task your
victim can perform to assuage your bitter heart and gain recompense for
the damage you have inflicted, though this price does not need to be
reasonable.
Greater Sunder Armor

Your devastating strikes cleave
 through armor and into their wielders, damaging both item
and wielder alike in a single terrific strike.

**Prerequisites**: Sunder Armor, Power Attack, base attack bonus +6, Str 13.

**Benefit**:
 You receive a +2 bonus on checks made to attempt a sunder. This bonus
stacks with the bonus granted by Sunder Armor. Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds + 1 round per 5 by which your attack exceeds the target's CMD.
Linzi

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

> "*Linzi the Magnificent? Linzi the Illustrious? Something more simple, like Linzi the Great? Maybe Linzi the Indecisive…*"
> ― Linzi[[source]]
>
>

## Lore

**Linzi** used to be a student at the Pitax *Academy of Grand Arts*, but was expelled for "impudence towards persons of the highest esteem" — that is, for writing a raunchy limerick about Castruccio Irovetti, ruler of Pitax. Unabashed, she moved on with a bold plan: to find the next great hero in the making, join their party, and document their road to victory in the greatest book Golarion has ever seen. She has chosen you as her main character, and she's not leaving your side before she sees the end of your great adventure! Sure, she never got her degree, so her turn of phrase might be a bit awkward sometimes, and she might use her artistic license to exaggerate things a bit... But only to deliver the best account possible of your noble (or ignoble) deeds! What she lacks in bardic education, she makes up for in devotion to her vocation.

Don’t let **Linzi’s** cheerful personality fool you – when it matters, she has a fierce spirit, loyal to her friends, and determined to follow them to glory, no matter what stands in their way. There is history to be made, a story to be told, and she is adamant to be there from the prologue to the last page. However, don't expect her to flatter you: **Linzi** is a free spirit who holds little reverence towards noble titles. She truthfully records your deeds, good or evil, and leaves it to the future generations to judge what kind of person you were.

Like all bards, **Linzi** can handle regular blades and bows, and protect herself with light armor and a shield. She is also quite competent with magic, but her true power lies in her music — she can compose enchanting songs that inspire heroism in her allies, and makes her enemies tremble.

**Linzi** is eager to help you rule your realm. Charismatic and well-meaning, she makes for a great diplomat who always tries to find a mutually-beneficial solution for all parties. She is also willing to lend a hand to support your young kingdom's cultural life, and let the artistic talents of the people flourish.

## Unlock

**Linzi** can be found at the prologue of the game. If
 she leaves, you can just go to *Ancient Tomb* or speak to the *Chief*
Sootscale *located at the* Old Sycamore *when you are tracking* Tartuccio*.*
Fascinated

A *fascinated* creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A *fascinated* creature’s ally may shake it free of the spell as a standard action.
Elves

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

## Lore

The long-lived **elves** are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While *fey*
 are truly linked to the flora and fauna of their homes, existing as the
 nearly immortal voices and guardians of the wilderness, **elves** are
instead mortals who are in tune with the natural world around them.
**Elves** seek to live in balance with the wild and understand it better
than most other mortals. Some of this understanding is mystical, but an
equal part comes from the **elves**’ long lifespans, which in turn gives
them long-ranging outlooks. **Elves** can expect to remain active in the
same locale for centuries. By necessity, they must learn to maintain
sustainable lifestyles, and this is most easily done when they work with
 nature, rather than attempting to bend it to their will. However, their
 links to nature are not entirely driven by pragmatism. **Elves**’ bodies
slowly change over time, taking on a physical representation of their
mental and spiritual states, and those who dwell in a region for a long
period of time find themselves physically adapting to match their
surroundings, most noticeably taking on coloration that reflects the
local environment.

## Racial Traits

* **Ability Score Racial Traits**: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
* **Size**: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Base Speed**: Elves have a base speed of 30 feet.
* **Elven Immunities**: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* **Keen Senses**: Elves receive a +2 racial bonus on Perception checks.
* **Elven Magic**: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Knowledge (Arcana) checks made to identify the properties of magic items.
* **Weapon Familiarity**: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven”, such as the elven curve blade, in its name as a martial weapon.
Hydra

(Creature)

**Hydras** are many-headed, swamp-dwelling reptiles best known for
 their ability to sprout new heads when decapitated. The typical hydra
resembles a large, stout-bodied reptile with multiple writhing,
serpentine necks culminating in snakelike, crocodilian or draconic
heads. If one of these heads is cut off, two more grow from the stump
unless it is seared with fire or acid.

This unique form of regeneration is linked to the hydras' method
of reproduction: the new heads generate as embryonic sprouts within the
creatures' necks, waiting to transform into new heads when the ones they
 reside in are severed. If this does not happen, the larval heads grow
inside the neck until they are either disgorged in leathery cysts, which
 the hydra then broods like eggs until they hatch into swarms
tadpole-like larvae, or physically tear their way free of their parent's
 neck, at which point the largest larva attaches itself to the parent
hydra as a new head and the rest move away as a swarm. The larvae remain
 together until they mature into young, multi-headed hydras, after which
 they leave the swarm to set off on their own. Adult hydras are solitary
 creatures; as asexual beings, they tend to see others of their kind
only as competitors.

Hydras are widespread creatures, and can be found in swamps, bayous and other wetlands throughout Casmaron, Avistan and Garund.

## Variants

Numerous subspecies and variants of hydra are known to exist, including *pyrohydras* and *cryohydras*;
 three-*headed schism hydras*, which are capable of splitting into two
copies of themselves; *grave hydras* closely linked to necromancy; and the
 powerful, rare and *twelve-headed miasma hydras.*
Draconic Bloodline

*At some point in your family’s history, a dragon interbred with*
*your bloodline, and now its ancient power flows through your veins.*

**Class Skill**: Perception.
**Bonus Spells**: mage armor (3rd), resist energy (5th), dispel magic (7th), fear (9th), spell resistance (11th), dragonkind I (13th), dragonkind II (15th), dragonkind III (17th), overwhelming presence (19th).
**Bonus Feats**: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Metamagic (Quicken), Skill Focus (Mobility), Skill Focus (Knowledge [Arcana]), Toughness.

**Bloodline Arcana**: Whenever you cast a spell with an energy
descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
**Bloodline Powers**: The power of dragons flows through you and
manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on **Table: Draconic Bloodline Breath Weapons**.

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

* ***Dragon Resistances (Ex*)**: At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
* ***Breath Weapon (Su)***: At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). 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.

* ***Wings (Su)***: At 15th level, you gain pair of wings that grant +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.
* ***Power of Wyrms (Su*)**: At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsight 30 (60?) feet.
Greater Blind-Fight

Your enemies cannot hide from you.

**Prerequisites**: Perception 15 ranks, Improved Blind-Fight.

**Benefit**: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal.

If you successfully pinpoint an invisible
 or hidden attacker, that attacker gets no advantages related to hitting
 you with ranged attacks, regardless of the range. 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.

**Special**: The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Familiars

A *familiar* is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a *familiar*.

A *familiar* grants special abilities to its master, as given on the table below:
Greater Spell Focus

Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.

**Prerequisite**: Spell Focus.

**Benefit**:
 Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

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

**School** transmutation; **Level** alchemist 1, magus 1, sorcerer/wizard 1, **Domain** strength 1

##### EFFECT

* **Range** close (25 ft. + 5 ft./2 levels)
* **Target** one humanoid creature
* **Duration** 1 min./level (D)
* **Saving Throw** Fortitude negates
* **Spell Resistance** yes

##### DESCRIPTION

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see **Table: Medium/Large Weapon Damage**). Other magical properties are not affected by this spell. Any *enlarged*
 item that leaves an enlarged creature’s possession (including a
projectile or thrown weapon) instantly returns to its normal size. This
means that thrown and projectile weapons deal their normal damage.
Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

*Enlarge person* counters and dispels reduce person.

Table: Size Modifiers

 Gargantuan
 Huge
 Large
 Medium
 Small
 Tiny
 Diminutive
 Fine

## Enlarge Person, Mass

**School** transmutation ; Magus 4, sorcerer / wizard 4

##### CASTING

* **Casting Time** 1 round

* **Target** One humanoid creature/level, no two of which can be more than 30 ft. apart

##### DESCRIPTION

This spell functions like *enlarge person*, except that it affects multiple creatures.
Half-orcs

**Half-orcs** are one of the races in *Pathfinder: Kingmaker*.

## Lore

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

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

## Racial Traits

* **Ability Score Racial Traits**: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* **Size**: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
* **Base Speed**: Half-orcs have a base speed of 30 feet.
* **Skilled**: Half-orcs gain an additional skill rank at first level and one additional rank whenever they gain a level.
* **Intimidating**: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
* **Orc Ferocity:** When a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious.
* **Weapon Familiarity**: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
House Medvyed

(Noble House)

**House Medvyed** is one of the seven great houses of Brevoy.

## Lore

The easternmost house, **Medvyed** claims lands nestled against the
Icerime Peaks and the *Gronzi Forest*, and rules them from the fortress of
 *Stoneclimb* in the lower peaks. They are a hardy folk, raisers of
mountain goats and sheep, hunters in the *Gronzi Forest*, and cultivators
of what good land can be found on the edges of their harsh territory.
The **Medvyeds** and their people hearken back to the “Old Ways” of
worshiping nature in its myriad forms. Isolated forest and mountain
shrines to *Old Deadeye* (and, it is rumored, Lamashtu) are more common
than temples of Abadar or Gorum. *Lord Gurev Medvyed* loves to hunt, ride, and feast with his men, and
 dotes on his wife and children.

House Medvyed’s crest is a black bear, rampant against a red field,
with a spread of black antlers above the bear’s head. Its motto is
“*Endurance Overcomes All*.”
Mad Dog

The Mad Dog is an archetype for Barbarian in *Pathfinder: Kingmaker*.

## Description

Though named for the wild savages who fight alongside rabid dogs, mad dogs employ all manner of beasts as their battle brethren.

## Class Features

### **War Beast**

At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level.

This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

### **Pack Tactics**

At 2nd level, a mad dog and her beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).

This ability replaces uncanny dodge.

### **Rage**

A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level -3.

### **Ferocious Fetch**

At 5th level, a Mad Dog's war beast gains *Improved Trip* as a bonus feat (similar to *Greater Trip*, but does not provoke an AoO immediately. If the creature gets back up from a trip, the next round, then there are AoO). If the animal companion already does a trip attempt with its first attack (eg. Leopard), it will gain +2 on its Combat maneuver check. If the animal companion does not normally do a trip attempt, it can now choose to replace a melee attack with a Trip attempt instead, also with a +2 to the Combat maneuver check.

( Note : in the pen-and-paper rules, it is Improved Drag instead and is done with a Swift Action.)

This ability replaces Improved Uncanny Dodge.

### **Damage Reduction**

At 10th level, a mad dog gains damage reduction. At 13th level and every 3 barbarian levels thereafter, this damage reduction rises by 1, to a maximum of DR 4/- at 19th level. A mad dog's war beast gains the same damage reduction as the mad dog.

### **Throat Cutter**

At 14th level, whenever her war beast succeeds at a grapple, overrun, or trip combat maneuver against an opponent threatened by the mad dog, a mad dog can take an attack of opportunity against that opponent.

This ability replaces indomitable will.
Gimar

**Gimar** is a pre-made playable character in *Pathfinder: Kingmaker*. He is a human Sorcerer who is capable of mass damage in a ranged role.

## In-game Description

*Gimar the Bright is a human sorcerer with draconic blood flowing through his veins. Even as a child, he knew a bright future lay ahead of him. An expert in evocation and fire magic, he prefers to keep his distance from enemies, lest he soil his hands with their ashes. When the situation starts to grow dark, Gimar is always ready to lighten things up with a burst of flame from his fingers.*
Improved Precise Shot

Your ranged attacks ignore anything but total concealment and cover.

**Prerequisites**: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.

**Benefit**:
 Your ranged attacks ignore the AC bonus granted to targets by anything
less than total cover, and the miss chance granted to targets by
anything less than total concealment. Total cover and total concealment
provide their normal benefits against your ranged attacks.
Lake of Mists and Veils

(Giant Lake)

The **Lake of Mists and Veils** is a large body of freshwater in northeastern Avistan, bordered by the nations of Brevoy, Mendev, Numeria, and Iobaria. In Brevoy, people simply call it "*the Lake*." The lake is the source of the mighty Sellen River, and much of the trade and transportation in the region travels along the river, the lake, or both.
 The lake's name originates from how, at the onset of winter, the warm
water "steams" as the chill of night sets in, and then the water burns
off in the morning.
Greater Disarm

You can knock weapons far from an enemy’s grasp.

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

**Benefit**: You receive a +2 bonus on combat maneuver checks made to disarm a foe. This bonus stacks with the bonus granted by Disarm. Whenever you successfully *disarm* an opponent, the penalty lasts for 1d4 rounds + 1 round by which your attack exceeds the target's CMD.
Kargadd

> *"Kargadd is a rock troll, thus he has a greater size and strength than regular trolls. Fire and acid is not deadly to him him, but can still hurt him. His weakness is sunlight, he has no desire to turn to stone. The dungeon gives him strength, the rock itself heals his wounds. The battle will be held inside his home."* - Ekundayo
>
>

Kargadd is part of the quest A Score to Settle. He's the rock troll that killed Ekundayo's family.

### Location

He is located in the Troll Wilderness map location, inside the Troll Lair. When you enter the Troll Lair, take your first left.
Madness Domain

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

You embrace the madness that lurks deep in your
heart, and can unleash it to drive your foes insane or to sacrifice
certain abilities to hone others.

## Granted Powers

***Vision of Madness (Sp):*** You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Aura of Madness (Su):*** At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

## Prerequisite Deities

* Groetus
* Gyronna
* Lamashtu
Iobaria

(Region)

**Iobaria** is a large wilderness region located east of Brevoy, north of the *Castrovin Sea and* considered part of the Casmaron continent.

## Lore

**Iobaria** is a former human empire, now barren wilderness with sparse population due to a series of *plagues* that have severely depopulated the region.

## History

**Iobaria** was originally settled by *Ulfen* explorers from Avistan around 752 AR, who followed the southernmost polar ice caps eastward. It soon grew into an empire with colonies as far afield as Issia, (now Brevoy), and Mendev, in Avistan. The empire was brought down by a series of *plagues*, the worst of which was the *Choking Death* of 2742 AR.
 These diseases killed three quarters of the population, and even today a
 host of illnesses keeps the population low. Thus weakened, **Iobaria** lost
 control of its vassal states, which rebelled against its control, only
to collapse themselves once they were cut off from central support.

## Inhabitants

**Iobaria** today is sparsely populated, with most humans living outside
of the old cities in tiny settlements. About eight of every ten
inhabitants live in the endless forest wilderness in a state of
semi-barbarism, and avoid the ruined cities of their ancestors
altogether. The numerous diseases which emptied **Iobaria** two millennia
ago have never disappeared completely, and still serve to keep its
population very low. Other non-human races live as nomads in small packs.
Kingdom Events

*Kingdom events run off timers, so you're always operating under a certain amount of time pressure.*

All current events are listed at the bottom of the screen. An event may be addressed by the relevant advisor. To assign a task to an advisor, click the frame on the right side of the event card. The character in charge will act based on their own ideology and nature. It
takes time to deal with an event, so the advisor will be unavailable for any other official missions.

## Events: Problems and Opportunities

There are two types of *events*: ***problems*** and ***opportunities***. Failing a problem event reduces kingdom stats whereas succeeding at an opportunity event will increase your stats. Events will always auto-fail on the first of the next month if an advisor has not been assigned to them.

Be careful assigning an advisor to an opportunity if they will not complete it before the end of the month- as a problem could pop up late in the month and you won't be able to assign an advisor for it.

## Crisis Points

You earn *Crisis Points* as your kingdom grows, that is, with every new region you claim and every kingdom rank-up. These points can be used to get a single-shot bonus to successfully resolve an event – and, possibly, to deal with a catastrophe that would have otherwise been beyond your advisor’s abilities. Each point yields a +5 to the roll (i.e. +25%).

## Outcomes, difficulty and rolls

Every event has a difficulty level. To resolve the event successfully, the advisor must roll a number higher than the difficulty level of the event. The advisor's post ability is added to the dice roll. The realm stat the advisor is responsible for adds another 2 points per rank to every roll. Advisors who are also companions can boost their bonus with equipment that improves the stat.

*Example*: Valerie as a Regent (Population stat) grants a +2 bonus for her high Charisma (15). The Population stat rank is 1, giving another +2 bonus. If Valerie is put in charge of an event, her dice roll would have an overall bonus of +4 points.

Every event can resolve in one of the four ways:

* Success (dice roll is equal to the difficulty class (DC) or up to 6 points above).
* Triumph (dice roll is 7 points or more above the DC of the event). The outcome may affect the realm's stats.
* Failure (dice roll is up to 7 points below the DC).

* Disaster (dice roll is 8 points or more below the DC of the event). The outcome may affect the realm's stats.

Each success or triumph increases the stat the assigned advisor is responsible for by 3.
Kamelands

The **Kamelands** an eastern area of the Greenbelt, borders Dunsward to the east and part of the Stolen Lands. Among the high grass and rocky hills rise the mysterious kames,
mounds of ancient stone and debris. The *kames* together form great,
strange patterns, suggesting waymarkers, barrows, and long-destroyed
walls and foundations.
Very few animals live in the **Kamelands**; its rare occupants include rodents, snakes, foxes, hares, and wolves. Wyverns are known to fly over the region, and boars, bears, and even owlbears sometimes travel in from the forests to the east. Horses of the region are much valued (and highly expensive) for their strength, speed, and sure-footedness.
Improved Critical

Attacks made with your chosen weapon are quite deadly.

**Prerequisite**: Proficient with weapon, base attack bonus +8.

**Benefit**: When using the weapon you selected, your threat range is doubled. Also applies to touch spells that cause damage.

**Special**: You can gain **Improved Critical** multiple times. The
effects do not stack. Each time you take the feat, it applies to a new
type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon, such as a weapon's *keen* trait.
Exotic Weapon Proficiency

Choose one type of exotic weapon, such as the spiked chain or whip.
 You understand how to use that type of exotic weapon in combat, and can
 utilize any special tricks or qualities that exotic weapon might allow.

**Prerequisite**: Base attack bonus +1, Martial Weapons Proficiency.

**Benefit**: You make attack rolls with the weapon normally.

**Special**: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Improved Vital Strike

You can make a single attack that deals a large amount of damage.

**Prerequisites**: Vital Strike, base attack bonus +11.

**Benefit**: As a standard action, you can make one attack at your
highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the
results together before adding bonuses from Strength, weapon abilities (such as *flaming*),
 precision-based damage, and other damage bonuses. These extra weapon
damage dice are not multiplied on a critical hit, but are added to the
total.
Greater Weapon Focus

Choose one type of weapon (including unarmed strike) for which you have already selected Weapon Focus. You are a master at your chosen weapon.

**Prerequisites**: Proficiency with selected weapon, Weapon Focus with selected weapon, 8th-level fighter.

**Benefit**:
 You gain a +1 bonus on attack rolls you make using the selected weapon.
 This bonus stacks with other bonuses on attack rolls, including those
from Weapon Focus.

**Special**: You can gain *Greater Weapon Focus* multiple times. Its effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
Hit Points (HP)

A character starts with maximum hit points at 1st level (the maximum number on its Hit Die). On level up the character gains half the Hit Die rounded up. Constitution, Favorite Class, spells, and other effects applies.

When your *hit point* total reaches 0, you’re disabled. When it reaches –1, you’re dying. When it gets to a negative amount equal to your Constitution score, you’re dead unless you have the "death's door" functionality activated.
Inner Sea

(Global region)

The **Inner Sea** is one of the most heavily traveled and populated bodies of water in Golarion.

Formed when the *Starstone* fell to earth in -5293 AR, reshaping the face of the planet, the **Inner Sea** rests between Avistan and Garund continents. Before *Earthfall*, the two continents had been joined by a land bridge. The impact collapsed the connection, allowing water from the *Arcadian Ocean* to flow in.

The sea is now separated from the *Arcadian Ocean* by the *Hespereth Strait* and the *Arch of* Aroden, which is currently under *Chelaxian* control. To the east it connects to the *Obari Ocean* between the nations of *Osirion* and *Qadira*.
**The Inner Sea** is a cradle of the human race, and six of the most powerful nations on Golarion—Absalom, Andoran*, Cheliax, Osirion, Qadira*, and Taldor—lie on its shores. Naval battles between these emerging world powers are commonplace.
Initiative

### Initiative Checks

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats (Improve Initiative), spells, and other effects. Characters act in order, counting down from the highest result to the lowest.

In addition, a character with a higher Initiative score will treat slower opponents as Flat-Footed, denying them Dodge and Dexterity bonuses to Armor Class and allowing them to perform Sneak Attacks.

In every round that follows, the characters act in the same order (but once an enemy has acted, they are no longer Flat-Footed unless other factors independent of initiative take effect).
Exhausting Critical

Your critical hits cause opponents to become exhausted.

**Prerequisites**: Critical Focus, Tiring Critical, base attack bonus +15.

**Benefit**: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.

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