recursal/Fanatic-Fandom huggingface dataset:
Nobility Domain

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

You are a great leader, an inspiration to all who follow the teachings of your faith.

## Granted Powers

***Inspiring Word (Sp):*** As a standard action, you can speak an
inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to ½ your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

***Inspiring Command (Ex):*** At 8th level, you can issue an inspiring command to allies within 30 feet. Affected allies gain a +2 insight bonus on attack rolls, AC, CMD, and skill checks for a number of rounds equal to ½ your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Redcap

## Information

### Environment

Temperate forests, mountains,or underground

### Alignment

Neutral Evil

**Redcaps** are vicious little fey that relish the pain and suffering
 of other creatures. They are an embodiment of the savage, merciless
side of nature. They love nothing more than cutting creatures down to
size with their over-sized scythes, mushing them to paste beneath their
iron-shod boots, then soaking their caps in the bloody mess that
remains.
Shield Master

Your mastery of the shield allows you to fight with it without hindrance.

**Prerequisites**: Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +11.

**Benefit**: You do not suffer any Two-Weapon Fighting penalties
on attack rolls made with a shield while you are wielding another
weapon. Add your shield’s enhancement bonus to attack and damage rolls
made with the shield as if it were a weapon enhancement bonus.
Travel Domain

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

You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase
your base speed by 10 feet.

## Granted Powers

***Agile Feet (Su):*** As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Dimensional Hop (Sp):*** At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity.

## Prerequisite Deities

* Cayden Cailean
* Desna
* Abadar
Owlbear

## Information

### Alignment

Neutral

The origin of the **owlbear** is a subject of great debate among scholars
 of the monstrous creatures of the world. However, most concur that at
some point in the distant past, a deranged wizard created the original
specimens by crossing an *owl* with a *bear*—perhaps as proof of some insane
 concept about the nature of life, but possibly out of sheer lunacy.
Whatever the original purpose of such a freakish creation as the
**owlbear**, the creature bred true and has become quite well-established in
 woodlands across the world, where it plays a key role in a region’s
ecosystem as an apex predator.

**Owlbears** are notoriously bloodthirsty killers, well known for their
short tempers, aggression, and savage nature. They tend to attack
without provocation, slaughtering any living creatures that cross their
paths. Many scholars that have encountered these creatures in the wild
have noted that they all have red-rimmed eyes that roll about wildly
when they close in for an attack. This is sometimes presented as a sign
of madness, suggesting that all owlbears are born with a pathological
need to fight and kill, but more level-headed researchers believe that
it’s simply part of the way the massive bird-beast’s keen eyes are
constructed.
Pummeling Charge

Your charge ends with a mighty haymaker.

**Prerequisite(s)**: Pummeling Style, Improved Unarmed Strike, base attack bonus +12, or monk level 8th.

**Benefit**: You can charge and make a full attack or *flurry of blows* at the end of your charge as part of the charge action. You can use *Pummeling Charge* in this way only if all of your attacks qualify for using Pummeling Style against a single target.

**Normal**: You cannot make a full attack on a charge.
Plant Domain

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

You find solace in the green, can grow defensive thorns, and can communicate with plants.

## Granted Powers

***Enlarge (Sp):*** As a swift action, you can enlarge yourself for 1 round as if you were under the target of the *Enlarge Person spell.* You can use this power a number of times per day equal to 3 + your Wisdom modifier.

***Bramble Armor (Su)*:** At 6th level, you can cause a host of
wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

## Prerequisite Deities

* Erastil
* Gozreh
Saving Throws

When a creature is the subject of a dangerous spell or effect, it
often receives a **saving throw** to mitigate the damage or result. **Saving throws** are passive, meaning that a character does not need to take an
action to make a **saving throw**—they are made automatically. There are
three types of **saving throws**: *Fortitude* (used to resist poisons, diseases, and other bodily ailments), *Reflex* (used to avoid effects that target an entire area, such as *fireball*), and *Will* (used to resist mental attacks and spells). **Saving throws** are also sometimes just referred to as *saves*.

Your Constitution modifier can provide a bonus or penalty to your *Fortitude saves*, your Dexterity modifier for your *Reflex saves* and your Wisdom modifier for your *Will saves*.
Weather Domain

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

With power over storm and sky, you can call down the wrath of the gods upon the world below.

## Granted Powers

***Storm Burst (Sp)*:** As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Lightning Lord (Sp)*:** At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single
standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability
otherwise functions as call lightning.

## Prerequisite Deities

* Gozreh
* Rovagug
Mivon

(City State)

(Political map)

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

## Lore

It was to **Mivon** that many of the Aldori Swordlords fled after Choral the Conqueror overthrew the nation of Rostland to create modern day Brevoy. Many swordlords settled in **Mivon** bringing with them the experience and knowledge of the ancient art of the swordlords. Warriors from as far away as Garund
 make pilgrimages to **Mivon** to learn the secrets of the swordlords, in
order to do this the applicant must best a series of increasingly tough
duels.
**Mivon** is one of the most stable River Kingdoms. The land surrounding the city-state of **Mivon**, features the town of Jovvox, as well as a dozen small walled villages with palisades and guards, and a number of stone keeps along the rivers leading to and from Pitax. It has a longstanding dispute with their neighbors to the west over control of the town and famous vineyards of Sarain.

## Government

**Mivon**'s social system is a meritocracy. Only those who have proven themselves worthy are allowed a position of power. Those vying for the highest rank compete in a series of duels. They fight their way up through the List of Suitors, then challenge the current official. The Aldori Swordlord *Raston Selline*
 is the mayor of the city of **Mivon** and ruler of the land. He claims that
 the city will pass to the hands of whomever can defeat him in a duel;
first, though, a challenger must pass through the lesser lords of **Mivon**,
 fighting his way up the *List of Suitors*. As *Selline* grows older, a young skilled swordlord named *Gaspar Tellick*,
 has voluntarily declared himself *Selline*'s inferior. Thus, anyone
wishing to take the city's government must first pass through *Tellick*.
This allows *Selline* to teach *Tellick* how to manipulate the hidden
strings of the city and its intrigues. Some say that *Tellick* will
challenge *Selline* sometime soon, but for now, they keep their public
friendship tension-free.

**Mivon** has no army. Each *Aldori* House fields its own militia, flies its own colors, and swears fealty to a master, rather than to the **Mivon** kingdom as a whole. The Houses agree on little. They compete with each other for the right to provide security in the city of **Mivon**, and other necessary military duties. *Selline* tries to balance the desires of the Houses against the city's needs.
Natural Armor

A **natural armor bonus** improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the *barkskin* spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks.
Sarenrae

(Deity)

Known to her faithful as the *Dawnflower*, the *Healing Flame*, and the *Everlight*, **Sarenrae** is a goddess
 who teaches temperance and patience in all things. Compassion and peace
 are her greatest virtues, and if enemies of the faith can be redeemed,
they should be. Yet there are those who have no interest in redemption, who glory in
slaughter and death. From the remorseless evil of the undead and fiends
to the cruelties born in the hearts of mortals, **Sarenrae's** doctrines
preach swift justice delivered by the scimitar's edge. To this end, she
expects her faithful to be skilled at swordplay, both as a form of
martial art promoting centering of mind and body, and so that when they
do enter battle, their foes do not suffer any longer than necessary.

## Dogma

You believe that every day brings new hope, and that opportunities lie in wait for everyone. You want to help your fellows bare their souls to the cleansing light of the *Dawnflower* so that they may be purified. You are patient with others who hold different ideals so long as their hearts are in the right place. While you are a strong believer in free will, you understand that sometimes mortals require an additional push toward the good without their consent. You promote order and law long as they benefit everyone. Likewise, you support the right of individuals to ignore or overthrow unjust rulers. Though slavery might exist in your culture, it is an abomination to you, and you might work tirelessly to destroy the institution. You know that you are not perfect, but you strive to better yourself with every day, with the *Dawnflower* as your guide

## History

According to the teachings of the followers of Asmodeus (whose motives should always be questioned), **Sarenrae** is one of the oldest gods in existence, having been created by *Ihys*,
 one of the two primordial deities in the time before time. She
comforted *Ihys* when his brother Asmodeus castigated him for giving free
will to mortals. **Sarenrae** served as *Ihys's* right hand in the first war
between the gods, when the gods of chaos (led by Ihys) clashed with the
gods of law (led by Asmodeus). In a rage, **Sarenrae** confronted Asmodeus
when the *Prince of Darkness* slew *Ihys* and was nearly killed, but
Asmodeus realized that he could never quench her resolution and that his
 battle was hopeless. He then abandoned the war and retreated to *Hell*.**Sarenrae** is known to be among the early gods that battled Rovagug
 in defending creation. During this magnificent war of prehistory, the
*Dawnflower* cast down Rovagug to the center of the world. It is believed
that after Asmodeus bound the *Rough Beast* there, **Sarenrae** placed therein
 the raging flames of the sun as an eternal torment. **Sarenrae** repaired the gash in the earth and commanded her followers to avoid the smooth scar that remained
Regeneration

A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning.

Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.
Nyrissa

(NPC antagonist)

**Nyrissa** is a powerful nymph of the fey realm of the First World. She fell in love with one of the Eldest, the rulers of the realm. She grew in power, earning the title of Nymph Queen, and eventually proclaimed herself to be a new member of the Eldest.

The existing Eldest opposed her claim and sent a *Jabberwock* to kill her. She managed to survive that attack (and later used the blood to create a Lesser *Jabberwock*), but was forced to submit to other punishments. As part of her punishment, the Lantern King removed her sense of empathy in an attempt to enroll her in a play aping his nature, that of doom and transformation, causing her to develop a malevolent, scheming personality and a profound sense of bitterness over what she lost.

Her Eldest lover, Count Ranalc, was exiled to the *Plane of Shadow*.

Nyrissa has a long-standing plot to transfer that portion of the Material Plane that is coterminous with her fey realm of Thousand Breaths into the First World. She hopes that such a coup would appease the Eldest. This has dire implications for the material lands concerned, which form part of the River Kingdoms.

The bastard sword *Briar*, which is ranked as a major artifact, was created out of her emotions. Returning it to her returns her empathy and forces the Lantern King to intervene directly, as she loses the ruthlessness that allows her to continue being a malevolent schemer.
Allied Spellcaster

*With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.*

**Prerequisite**: Caster level 1st.

**Benefit**: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus
 on level checks made to overcome spell resistance. If your ally has the
 same spell prepared (or known with a slot available if they are
spontaneous spellcasters), this bonus increases to +4 and you receive a
+1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.
The Scary Box (Quest)

video File:Placeholder
The nixie called Lykka told us about the "scary box" and the people in the cave who want to retrieve it. We should find the box and deal with this problem before any real trouble starts.

## Walkthrough

* After learning about the box from Lykka in Lake Silverstep Village. In the same location, travel north along the coast to find the cave.
* Once inside take a right and defeat the bandits.
* Open the sarcophagus using one of several options, and defeat the undead that emerge.
* Lastly, return to Lykka and receive your reward.
Manyshot

You can fire multiple arrows at a single target.

**Prerequisites**: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.

**Benefit**:
 When making a full-attack action with a bow, your first attack fires
two arrows. If the attack hits, both arrows hit. Apply *precision-based*
damage (such as *sneak attack*) and critical hit damage only once for this
 attack. Damage bonuses from using a composite bow with a high Strength
bonus apply to each arrow, as do other damage bonuses, such as a
ranger’s favored enemy bonus. Damage reduction and resistances apply
separately to each arrow.
Rushlight

**Rushlight** is a small yet unusually deep lake located about a dozen miles north of Pitax, but still technically within the Stolen Lands.
 It has a paradoxical reputation as bestowing both great and terrible
luck. Its name comes from the lights that dance upon its service,
spectral flames of green and blue that whisk into life, slash across the
 water, and then disappear. During the day the lights are hard to see,
but occasionally one can see flashes of brilliance that streak across
the water's surface. Witnessing these "daylights" is thought to bring
good luck.

At night the lights are easy to see, and local legend holds that
to look upon their eerie glow is to be coaxed by the spirits of the
lake, charmed into entering the water and drowning amid the spectral
flames.
In the middle of the lake stands *Hemlock Island*,
 a small landmass speckled with reeds, shrubs, and hemlock. An unusual
species of egret live on the island, possessing unique and beautiful
plumage of bright rainbow. Hard to capture, the birds are disquietingly
silent and still (but said to scream like a woman when slain).
Total Concealment

If you have line of effect to a target but not line of sight, he is
considered to have **total concealment** from you. You can’t attack an
opponent that has total concealment, though you can attack into a square
 that you think he occupies. A successful attack into a square occupied
by an enemy with **total concealment** has a 50% miss chance (instead of the
 normal 20% miss chance for an opponent with *concealment*).

You can’t execute an attack of opportunity against an opponent with **total concealment**, even if you know what square or squares the opponent occupies.
Pathfinder Society

(Organization)

### Agenda

Exploration, chronicling adventures, publishing guides and tales in the Pathfinder Chronicles

### Members

Like-minded explorers and adventurers

The **Pathfinder Society** is a self-described mutual assistance club for adventure lovers; a school of adventurers searching for those eager to test their skills. They are a diverse group with representatives from all races, religions and beliefs looking for forgotten knowledge, secrets and lost artifacts. They are based out the world's largest city Absalom where their *Grand Lodge* resides, but there are many lesser lodges throughout Golarion.

The *venture captains* educate their members and the members in turn exchange experience, share knowledge, and keep careful records—in case it should prove useful for future fortune-seeking expeditions. Pathfinders try not get involved int the quarrels of others and serve no one in particular.

On slow days, the Pathfinder Society publish books for thrill-seekers and bored urban teenagers from wealthy families...and attempt to pull out any arrows they may have taken to their knees while adventuring.
Mount Branthlend

The tallest mountain in the Stolen Lands, **Mount Branthlend** rises from the landscape like a distinctively shaped monk's head. An incredible 5,400 feet tall, the mountain, also known as the ***Peak of Broken Promises***, features a bare, knob-like pinnacle of white stone. The mountain grants its name to the range in which it is found: the **Branthlend Mountains**.
The mythos of the mountain is dominated by tales of *Noarra*, the great love of the barbarian lord *Targran*,
 who shouted curses from the peak of the mountain after the barbarian
warlord took another woman as his queen. In that moment a great storm of
 fire and stone encompassed the peak of the mountain, and *Noarra* was
said to be transformed into a great black dragon, who then rampaged across eastern Numeria.
 This myth attracts many travelers from throughout the land, drawn to
the peak to cry out their own curses and oaths of vengeance.
Will-o'-wisp

(Creature)

**Will-o'-wisps** are cruel creatures that lurk in swamps, luring travelers to their doom and feeding on their fear. They can be found in swamps throughout the world and are very common in the River Kingdoms, especially *Loric Fells*, Candlemere, and the Narlmarches.

## Appearance

A **will-o'-wisp** is a living globe of spongy flesh about a foot in
diameter, translucent almost to the point of complete transparency. They
 can emit bright light from every surface of their bodies (or extinguish
 their light to become effectively invisible), and can glow in any color
 they desire, most often pale shades of white, yellow, green, or blue.
They can form patterns with their light, often displaying the apparition
 of a skull to terrify their victims.
Wyvern

(Creature)

**Wyverns** are a race of smaller dragons (at least compared to true dragons) known for their aggressiveness and territoriality.

## Appearance

Wyverns average around 16 feet in length and normally weigh about
2,000 pounds. While wyverns resemble blue-coloured dragons, the most
obvious difference is their lack of front arms, as they have only rear
legs and wings. A wyvern's tail makes up half the length of its body and
 ends in a stinger that drips with murderously potent venom.

## Habitat and ecology

Wyverns favor warm and temperate areas, particularly hills, although they can dwell in many environments. They usually claim an area from 100 to 200 square miles as their exclusive hunting territory and fight other wyverns to the death over their domain.

While many wyverns model themselves after true dragons, they lack
 their intelligence and often behave more like exceptionally smart
beasts. A wyvern is territorial and highly aggressive, and almost
immediately attempts to use violence to solve any problem. Though
capable of speech, most wyverns often do not bother using it before
attacking other intelligent creatures. These violent tendencies and lack
 of sophistication results in most dragons seeing wyverns as hopelessly
primitive savages.

Wyverns are distant relatives of amphipteres, which unlike them lack even their hind legs and possess only a pair of
wings. Both species possess long tails tipped with inborn weapons;
unlike a wyvern's poisonous stinger, however, an amphiptere's tail ends
in a sharp spur used primarily to spear targets.

## Society

Due to their aggressive tendencies, wyverns are normally solitary
creatures, though they sometimes band together to hunt larger prey that a
 single wyvern cannot kill alone. Wyverns can sometimes control their
violent urges long enough to ally with others, such as giants and tribes of violent monstrous humanoids. There have even been reports of tribes of lizardfolk and boggards that have bribed wyverns to serve them as mounts.

## On Golarion

Wyverns inhabit places across the Inner Sea region, ranging from the half-frozen Antler Rock in the Lands of the Linnorm Kings of northern Avistan all the way down to Dahak's Teeth in The Shackles where Aashaq's wyverns terrorise the people of Garund, and east to the Tors of Levenies in the Stolen Lands.

Several prominent locales across the Inner Sea region are named after the ferocious beasts, most notably the Wyvern Mountains atop the Storval Plateau in Varisia and the orc city of Wyvernsting where beastmasters of Wingripper tribe soar on their semi-tamed wyverns above the city.
Universalist (Arcane School)

Wizards who do not specialize (known as as *universalists*) have the most diversity of all *arcane spellcasters*.

### Hand of the Apprentice (Su)

 You
 cause your melee weapon to fly from your grasp and strike a foe before
instantly returning to you. 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 Intelligence modifier on 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 Intelligence modifier.

### Metamagic Mastery (Su)

 At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the
 level of the spell or the casting time. You can use this ability once
per day at 8th level and one additional time per day for every two
wizard levels you possess beyond 8th. Any time you use this ability to
apply a metamagic feat that increases the spell level by more than 1,
you must use an additional daily usage for each level above 1 that the
feat adds to the spell. Even though this ability does not modify the
spell’s actual level, you cannot use this ability to cast a spell whose
modified spell level would be above the level of the highest-level spell
 that you are capable of casting.
Stunning Fist

You know just where to strike to temporarily stun a foe.

**Prerequisites**: Dex 13, Wis 13, *Improved Unarmed Strike*, base attack bonus +8.

**Benefit**: Stunning
Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in
addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A
stunned character drops everything held, can’t take actions, loses any
Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a
stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs,
oozes, plants, undead, incorporeal creatures, and creatures immune to
critical hits cannot be stunned.

**Special**: A monk
 receives *Stunning Fist* as a bonus feat at 1st level, even if he does
not meet the prerequisites. A monk may attempt a stunning attack a
number of times per day equal to his monk level, plus one more time per
day for every four levels he has in classes other than monk.
Material Plane

(Plane)

The **Material Plane** is the Inner Sphere reality in which the planet of Golarion finds itself, along with its sun and its 10 sister planets. It is an unending void, occasionally harboring life on terrestrial planets or other less-stable celestial bodies.

## History

The **Material Plane** was created by primordial gods as a complex receptacle and testing ground for souls, as part of a larger process to distribute positive energy between gods and planes of the Outer Sphere. The First World is a predecessor of the Material Plane, created as a first attempt at a Material Plane and then directly overwritten by the plane as it exists today.

## Metaphysics

The River of Souls, the process by which positive energy is cycled through mortal souls on the Material Plane and back to the Outer Sphere.

The Material Plane is governed by fixed, if magically mutable, laws of physics, such as gravity and a fixed speed of light.

### Relationships to other planes

The Material Plane is metaphysically coterminous with the First World and Shadow Plane, existing in slightly unaligned dimensions of the same cosmological space with the Ethereal Plane between them as a bordering transitive plane. The First World is pulled away from the anchoring Material Plane by its relationship to the Positive Energy Plane, while the Shadow Realm is pulled away by the Negative Energy Plane.

### Creation myths

Genies and elementals state and believe that the Elemental Planes existed before the birth of the Material Plane. Eventually, the Elemental Planes mixed with the Positive Energy Plane, Creation's Forge, and the latter's life-giving energies helped create the Material Plane. Many scholars believe there is some element of truth within this myth regarding the real historical facts.

## The material universe

The Material Plane is practically infinite in scale, with galaxies separated by vast voids, each galaxy containing countless stars, many stars anchoring systems of other bodies, and innumerable other phenomena in-between.

### Golarion's solar system

Even though Golarion has the most diverse lifeforms and cultures of the planets orbiting its sun, it is not alone in the solar system. Other planets include Castrovel, covered in green jungles, and the red planet Akiton with its vanished seas and endless deserts. Magical gates created long ago by lost civilizations are said to connect Golarion to its sister planets.

### Other worlds

Millions upon millions of miles away from Golarion, countless other stars with worlds of their own exist on the Material Plane. These include:

* Androffa, the homeworld of the crashed Numerian starship *Divinity*
* Carcosa, ruled by the Great Old One Hastur
* Earth, the homeworld of Baba Yaga
* Kasath, the desert homeworld of the Kasatha

### Dark Tapestry

The immense void between the stars harbors strange life. This region is known as the Dark Tapestry, and is home to creatures stranger than any found in the Outer Rifts. Luckily for the inhabitants of Golarion, the Dark Tapestry is far enough away that its denizens rarely trouble this world.
Use Magic Device (Skill)

This skill represents a character's ability to activate magic items, even if you're not otherwise trained in their use.

Your character **Use Magic Device** skill enables you to activate *wands* and *scrolls* that you would normally be unable to use, equip magic items that you would normally be prohibited from equipping, and avoid the negative consequences of using dangerous magical and cursed items.

The skill is Charisma-based and can be only be used by someone *Trained* (rank 1 or more) in this skill.
Vital Strike

You make a single attack that deals significantly more damage than normal.

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

**Benefit**: As a standard action, you make one
attack at your highest base attack bonus that deals additional damage.
Roll the weapon’s damage dice for the attack twice 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.
Wolf

(Creature)

**Wolves** are predatory canines that hunt alone or in packs and
are quite territorial. They vary is height from

two-and-a-half feet to
three feet at the shoulder and generally weigh anywhere between 45 to
150 pounds. Females of a species tend to be slightly smaller than the
males. Their coats range widely in color from grey to brown or even
black among some species. Their most well-known feature is their
mournful howl, with which they communicate to pack members and other
**wolves**.

## Variants

* *Desert* **wolf**; a variant living in desert areas, for instance in Casmaron.
* *Dire* **wolf**; a giant, primordial wolf with heightened aggression.
* *Timber* **wolf**; large variant that inhabit the frigid timberlands and mountains of the north.
Unconscious

**Unconscious** creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score).

A character reduced to zero Hit Points or less is unconscious, and can no longer participate in battles. Depending on your difficulty settings, they may automatically recover after battle (provided they didn’t die), but failing that you can always use healing magics to get them back on their feet.

### Death

If a character dies, resting or healing spells won’t work to bring them back, you’ll either need to use items like Signed Scrolls of Raise Dead, pay for the services of a Cleric, or use spells like the 5th-level divine spell Raise Dead.
Worldwound

(Nation)

**Worldwound** is a nation in northern Avistan, east of Mendev, north of Numeria and west of Realm of the Mammoth Lords.

## Lore

(Abyssal rift)

(Demon horde attacking Crusader stronghold)

A demon-haunted wasteland that lies at the northern-most reaches of central Avistan, the **Worldwound** is an unnatural blight: it is a rift to the *Abyss* opened on the Material Plane. It appeared shortly after the death of the god *Aroden* at the beginning of the *Age of Lost Omens*, and is probably the greatest threat to life on the face of Golarion.

## Government

Unsurprisingly, considering the inherently chaotic nature of demons, the
 **Worldwound** has no government and is instead a loose coalition of
*demonic tyrants* with the strength to rule their weaker kin. They are
united by one common purpose: to cause as much misery and destruction on
 Golarion as possible. The country is split into many, many petty
fiefdoms, each ruled by a demonic master. Whether they rule through
sheer force (as is favoured by the more powerful *demons* such as *balors* or *mariliths*) or through subtle manipulation (favoured by *succubi* and *glabrezus*), each realm is its own nightmare, and each is equally hostile to mortal life.

## Inhabitants

Most of the cities that once belonged to the Kellid realm of *Sarkoris*
 now lie in ruin, but some still stand and are inhabited by both humans
 and demons. Most of the humans fall into two categories: cultists and
immoral mercenaries who have joined forces with the fiends, and humans
kept as chattel for food or sacrifice. A few human settlements still
exist that have managed to withstand the *demonic armies*, but they are
very few in number and have mostly allied with other powers for their
protection.

## Geography

The geography of the **Worldwound** is a sickening, flexible thing, with
the features of the land shifting in front of the viewer's eyes. This
fluidity of form grows worse the closer one gets to the actual rift
 at the center of this region. The thin veil between Golarion and the
*Great Beyond* tears completely there, and demonic monstrosities pour
forth unabated from the depths of the *Abyss*. At the distal reaches of
the **Worldwound**, where it borders on the surrounding realms, this
instability subsides.
Treant

(Creature)

**Treants** are plant creatures that resemble animated trees and who serve as the parents and shepherds of the trees of Golarion, protecting their charges from the intrusions of the smaller races.

## Description

Treants appear as animated, vaguely-humanoid trees, who most closely
resemble the species of tree commonly found in their environment. They
typically grow to stand over 30 feet in height with trunks over two feet
 in diameter, and weigh upwards of 4,500 pounds.

### Special abilities

Treants have the ability to imbue normal trees with a semblance of
life, allowing them to uproot themselves, move about, and fight in the
forest's defense. A normal treant can control only two such trees at a
time, and the trees she animates immediately return to their natural
state if they move outside the treant's range of control, or the
controlling treant becomes incapacitated or dies. Treants also have the
ability to cause great damage to objects or other inanimate structures, a
 trait that is handy when they must destroy buildings that encroach upon
 their forests. Although they prefer to communicate in their own slow, long-winded language, they generally can also speak Sylvan, Common, and can also communicate with any intelligent plant creature.

## Culture

Treants are the guardians and protectors of Golarion's woodlands, and
 while slow and plodding in their everyday lives, are fierce and
devastating when their charges are threatened. They distrust most of the
 smaller, shorter-lived races, but have been known to occasionally be of
 help to those looking to protect the wilds. Most treants live solitary
lives, only coming together occasionally in groups known as groves to socialize and reproduce. Treants will very rarely call a grand gathering or moot
 in times of great danger to the forests they guard. These conferences
will last for months or even years, and millennia will often pass
between them. One such moot is believed to be taking place at the Century Root in Kyonin's Fierani Forest.

### Nodrim

Treants of the Verduran Forest brew a special beverage known as **nodrim** from fermented apples, wood chips, and clean water. Drinking an excess of the brew causes them to become intoxicated.[3]

## Ecology

Treants are grown from a single green acorn, roughly the size of a human head. If planted, the seed will grow into a young treant after 5 years of careful tending. Unlike many plant species, treants are not asexual.

## Treants on Golarion

Treants can presumable be found in the larger forests throughout Golarion, although the jungles of Garund are home to a related species known as the tobongo. Treants are known to be most prevalent in the Fierani Forest of Kyonin (where they are simply referred to as the **Fierani**), the Fangwood Forest of Nirmathas, and the enormous Verduran Forest of central Avistan. The forests on the Isle of Terror in Lake Encarthan are home to a thoroughly evil species of treant warped by prolonged exposure the the foul energies of the Negative Energy Plane.
Unholy (Special Item Traits)

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

(Deity)

**Urgathoa** is the goddess of physical excess, disease, and the *undead*. She is
mostly worshiped by dark necromancers and the undead. Sometimes, those
wishing to become undead and those who live gluttonous lifestyles make
supplication to her. On occasion, folk infected with plagues make
offerings to **Urgathoa**.

## Dogma

As a worshiper, your goal is not to spread **Urgathoa’s** faith, but rather to increase your pleasure in her name. You wish to extend your life beyond its natural span, defying the will of Pharasma, and to become undead in due course. Whether you eventually approach an intelligent undead creature to make this transformation, request it of an **Urgathoan** clergy member, or pursue this goal through the academic avenues of lichdom, you do not want to see the gates of the *Boneyard* (Purgatory) opening before you. You may start in her worship at one of the gateway churches, a place devoted to pure sensation, in which your life is an orgy of feasts and ﬂesh, drugs and stimulants, but you invariably discover that ordinary delights begin to pall. You realize that your boundaries have been naive, and you push further into the realms of experience, while simultaneously seeking to ensure that the satisfaction will never end. You spend your life chasing moments of euphoria. All you want is everything, and the more forbidden something is, the greater your enjoyment.

## Relations

Among her enemies are Sarenrae and Pharasma and their followers. She also comes into conflict with Abadar and Calistria.
 Calistria in particular is more of a friendly rival than an enemy, as
she represents lust while **Urgathoa** champions carnal excess, and the two
often fight over potential followers. She also hates followers of the *Prophecies of Kalistrade*, as their strict sexual and dietary restricts go counter to her hedonism and gluttony. **Urgathoa** has been known to ally with the *Four Horsemen* from time to time, as many of their objects are the same. She is also considered an ally of the followers of the *Whispering Way*.

## History

There are stories that suggest that **Urgathoa** was once a hedonistic mortal female. Upon her death, she fled Pharasma's Boneyard and returned to Golarion, making her the *Great Beyond's* first undead creature. Her return to the mortal world is said to be the origin of disease.
Two-Weapon Fighting

You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

**Prerequisite**: Dex 15.

**Benefit**:
 Your penalties on attack rolls for fighting with two weapons are
reduced. The penalty for your primary hand lessens by 2 and the one for
your off hand lessens by 6. See Two-Weapon Fighting.

**Normal**:
 If you wield a second weapon in your off hand, you can get one extra
attack per round with that weapon. When fighting in this way you suffer a
 –6 penalty with your regular attack or attacks with your primary hand
and a –10 penalty to the attack with your off hand. If your off-hand
weapon is light, the penalties are reduced by 2 each. An unarmed strike
is always considered light.

Table: Two-Weapon Fighting Penalties
 Off-hand weapon is light
 Two-Weapon Fighting feat
 Off-hand weapon is light and Two-Weapon Fighting feat
Trickery (Skill)

This skill represents a character's ability to perform tasks that require delicate manipulation.

Your character's **Trickery** skill enables you to disarm traps or devices, open locks, pilfer objects from creatures, and so on.

The skill is Dexterity-based, subject to *Armor Check Penalty*, and can only be used by *Trained* (anyone with rank 1 or more) in this skill.
Trip

You can attempt to *trip* your opponent in place of a melee attack. You can only *trip* an opponent who is no more than one size category larger than you.

If your attack exceeds the target’s CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
Weapon Specialization

You are skilled at dealing damage with one weapon. Choose one type
of weapon (including unarmed strike) for which you have
already selected the Weapon Focus feat. You deal extra damage when using this weapon.

**Prerequisites**: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

**Benefit**: You gain a +2 bonus on all damage rolls you make using the selected weapon.

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

**Yadmila** is a pre-made playable character in *Pathfinder: Kingmaker*. She is a Halfling Cleric with the role of Healer.

## In-Game Description

*Yadmila the Clement is a halfling cleric of Sarenrae, the sun goddess. Her prayers both heal allies and support them in battle. Among wars, plagues, and other calamities, Yadmila strides like a merciful angel, treating wounds and soothing pain. She is adamant in her goal of bringing her goddess's light to the darkest corners of the world.*
Troll

(Creatures)

A **troll** is a monstrous giant with a rough, green hide, clawed
hands, and a bestial face with a hideous, tusked underbite. These
fearsome monsters regenerate all damage not inflicted through *fire* or
*acid*, and a full-sized **troll** can regrow from even a tiny scrap of flesh.
 *Scrags* are a variety of aquatic troll that typically dwell in cold
northern rivers and lakes.

## Appearance

Male **trolls** typically stand eight feet tall and weigh 300 pounds.
Females are larger, weighing up to 500 pounds and sometimes reaching
heights of ten to twelve feet. **Trolls** have a hunched posture that can
make them appear shorter than they actually are. Their skin is usually green, with females having darker shades than males.
Variations include the alchemically enhanced rock **troll**, which
comes to a halt in sunlight (and may even turn to stone given sufficient
 exposure), and the thin, plant-like moss **troll**.
Water Domain

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

You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

## Granted Powers

***Icicle (Sp):*** As a standard action, you can fire an icicle from
 your finger, targeting any foe within 30 feet as a ranged touch attack.
 The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

## Prerequisite Deities

* Gozreh
* Pharasma
Undead Bloodline

*The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.*

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

**Bonus Spells**: *cause fear* (3rd), *false life* (5th), *vampiric touch* (7th), *animate dead* (9th), *waves of fatigue* (11th), *undeath to death* (13th), *finger of death* (15th), *horrid wilting* (17th), *energy drain* (19th).

**Bonus Feats**: Combat Casting, Diehard, Iron Will, Skill Focus (Lore [Religion]), Spell Focus, Greater Spell Focus, Toughness.

**Bloodline Arcana**: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

**Bloodline Powers**: You can call upon the foul powers of the afterlife. Unfortunately, the
more you draw upon them, the closer you come to joining them.

* ***Grave Touch (Sp)***: Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to ½ your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

* ***Death’s Gift (Su*)**: At 3rd level, you gain resist cold 5 and DR 5/magic. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/magic.

* ***Grasp of the Dead (Sp)***: At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. 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.

* ***Incorporeal Form (Sp)***: At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You take no damage from non-magic weapons. You also only take half damage from any source not dealing ghost, holy, divine or force damage. You can use this ability once per day.

* ***One of Us (Ex*)**: At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, paralysis, and sleep. You also gain DR 5/—. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.