recursal/Fanatic-Fandom huggingface dataset:
Celestial Bloodline

*Your bloodline is blessed by a celestial power, either from a*
celestial ancestor or through divine intervention. Although this power
drives you along the path of good, your fate (and alignment) is your own
 to determine.

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

**Bonus Spells**: *bless* (3rd), *resist energy* (5th), *protection from energy* (7th), *remove curse* (9th), *flame strike* (11th), *greater dispel magic* (13th), *banishment* (15th), *sunburst* (17th), *summon monster IX*(19th).

**Bonus Feats**: Dodge, Metamagic (Extend), Iron Will, Agile Maneuvers, Augment Summoning, Superior Summoning, Skill Focus (Lore [Religion]), Weapon Finesse.

**Bloodline Arcana**: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to ½ your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

**Bloodline Powers**: Your celestial heritage grants you a great
many powers, but they come at a price. The lords of the higher planes
are watching you and your actions closely.

* ***Heavenly Fire (Sp)***: Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

* ***Celestial Resistances (Ex*)**: At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

* ***Aura of Heaven (Su*)**: At 9th level, you can apply an aura of heaven on yourself for a minute. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to all allies within 20 feet. You can use this ability a number of times per day equal to your sorcerer level.

* ***Conviction (Su*)**: At 15th level, you gain spell resistance against evil spells or spells cast by evil creatures equal to 11 + your sorcerer level.

* ***Ascension (Su*)**: At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification, resist electricity and fire 10, and a +4 racial bonus on saves against poison.
Amiri

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

> "*Oh, it's you. Stay out from under my feet, or I'll strike you down! Blood for Gorum!!!*"
> ― Amiri[[source]]
>
>

## In-game Description

*"**Amiri** is a tough barbarian woman from distant northern lands. She's secretive and sometimes rude, besides she just hates to tell about her past. But I can see that her heart is in the right place. And I'm not talking about her chest! What I'm trying to say is that **Amiri** is a decent and trustworthy member of our group."*

## Lore

Far to the north lies the deep-frozen Realm of the Mammoth Lords — the homeland of primordial megafauna and equally primordial nomads. The people who live there are savages even by the standards of other barbarian tribes — life in this harsh climate leaves little place for anything beyond survival. Unlike Numeria, where women stand equal with men, here they are reduced to servants, preoccupied with raising children, making food and sewing clothes while men occupy the positions of chieftains, priests, warriors and hunters. These are the rules — but no rules can stop the fiery spirit burning in a true barbarian's heart. **Amiri** proved it by revolting against the miserable life her tribe has offered her, and becoming a fearsome warrior. Her triumph was rewarded with hatred, ridicule and, ultimately, an exile. She left her homeland and went to search for her destiny.

As a true barbarian, **Amiri** shuns heavy armor, rushing into battle armed with an enormous sword — a memento from her motherland — and her wild, unbridled rage. While her more fragile allies attack from afar with arrows and magic spells, she hurries to the front line, with just one strategy in mind: do as much damage as possible, and beat the enemies to a pulp before they get a chance to do the same to her. "I'll survive. I always survive" is her motto, and so far it has never failed her.

## Start characteristic

**Amiri** start with :

* class : barbarian level 1
	+ str : 16
	+ dex : 13
	+ con : 16
	+ int : 10
	+ wis : 12
	+ cha : 10

## Unlock

**Amiri** is found during the Prologue, in the beginning of the game.
Cleave

*You can strike two adjacent foes with a single swing.*

**Prerequisite:**
Power Attack

**Benefit:**
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage
normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within
reach. When you use this feat, you take a –2 penalty to your Armor Class
 until your next turn.

You can only make one additional attack per round with this feat unless you also have the Great Cleave feat.
Gods of the Way

## The Visitor

One of the original gods and the founder of the Gods of the Way. The Visitor rode to the planet on a comet in ancient times.

## Dielpha (Prophecy)

The powerful and visionary prophet with near perfect clarity of the future. Daughter of the Arisen, wife of the Visitor, and mother of the Chaser and the Dreamer. With her visions she shares very little and when asked to take a side on anything she is a super good fence sitter. Since marrying the Visitor, she is now considered a member of his pantheon, rather than the Earth Pantheon.

She aided the Arisen in making the Hall of Prophecy, and so she knows the Fate of most of the planet, even if only vaguely. She also receives updates from the Arisen’s watchers: the cadre of constructs who keep tabs on the Island of Choice.

## The Chaser

Son of The Visitor and Prophecy. A being of chasing one’s desires and trying to make them true. Holding fast to what is dear, while grasping at what one can obtain in the future. A fence-sitter when it comes to fate and choice, because he believes that anyone can choose their own fate and make their own happiness, while also believing certain events in the future simply cannot be avoided. So essentially he believes that you can choose who you are and how you react to whatever fate comes your way and that you don’t have to be chained down.

## The Dreamer

Daughter of The Visitor and Prophecy. A being of visions and possible futures. She created dreams and spread them out among all living creatures. Each person’s dreams represent a possible future of theirs and sometimes reflects of events of the past in order to give them insight into the future (not repeating one’s mistakes). She also has a good sense of humor and sometimes enjoys giving people dreams that make absolutely no sense, and watching them try to figure out what they mean.

## Spacebird Prophets

Four beings of pure fate created by the Visitor and each residing on the four moons that orbit the planet. Three of them simply make predictions, while the fourth is a doombringer. The three of fate are named Future, Present, and Past, while the fourth is called Doom. Their names are the respective areas of expertise for each bird.

### Mirai (Future):

Mirai lives on Lalanble atop the Neverpeak Mountain, where he watches fate. He is responsible for the future.

### Genzai (Present):

Genzai lives on I'ogith. He is responsible for the present.

### Kako (Past):

Kako lives on Sulan. He is responsible for the past.

### Unmei (Doom):

Unmei lives on Wedselia. Since the atmosphere left her moon she has grown bitter about the ecosystmes thriving on the other's moons and so changed her powers of prophecy. She is responsible for bringing doom.
Cloaks

Cloaks, capes and mantles are items that go in the shoulder slot of the character inventory. List is in order with the picture.

## Known Cloaks

* Cloak of Resistance +1
* Ruler's Mantle
* Cloak of Sparkles
* Cloak of Heroism
* Wyvern Skin Cloak
* Cloak of Winter Veil
* Augur's Cape
* Enchanter's Cape
* Cloak of Resistance +2
* Cloak of Shadows
* Thaumaturgist's Cloak
* Cloak of Resistance +3
* Charred Mantle
* Rogue's Companion
* Cloak of Resistance +4
* Extraplanar Cloak
* Cloak of Resistance +5
* Warm Embrace
* Cloak of the Lion
* Black Fur Cloak
* Ravena's Shadow
* Shroud of Abbadon
* Cloak of Inner Warmth
* Cloak of Sold Souls
* Cloak of the Bear
* Cloak of the Winter Wolf
* Herbalist's Cape
* Cloak of the Seer
* Noxious Veil
* Absolver's Claok
* Castigator's Cloak
* Cloak of the Chosen
* Cloak of Resistance +6.
* Skin of the Rough Beast
* Strigoi's Embrace
* Shaman's Cloak
Casmaron

(Continent)

**Casmaron** is the large continent to the east of both Avistan and Garund. It is dominated politically by the *Empire of Kelesh*, a vast realm that extends even into Avistan: *Qadira* is its westernmost satrapy. The second-most renowned nation of **Casmaron** is the impossible kingdom of *Vudra*.
 The adjective to describe something of **Casmaron** is Casmar; the people
of the continent may be referred to generally as Casmars, although other
 ethnicities exist on the continent in addition to the specific Casmar
ethnicity.
Arcane Strike

You draw upon your arcane power to enhance your weapons with magical energy.

**Prerequisite**: Ability to cast arcane spells.

**Benefit**: As a swift action,
 you can imbue your weapons with a fraction of your power. For 1 round,
your weapons deal +1 damage and are treated as magic for the purpose of
overcoming damage reduction. For every five caster levels you possess,
this bonus increases by +1, to a maximum of +5 at 20th level.
Confused

A confused creature is mentally befuddled and cannot act normally. A
confused creature cannot tell the difference between ally and foe,
treating all creatures as enemies. Allies wishing to cast a beneficial
spell that requires a touch on a confused creature must succeed on a
melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

Roll on the following table at the beginning of each confused
subject’s turn each round to see what the subject does in that round.

 26–50
 51–75
 76–100

A confused creature who can’t carry out the indicated action does
nothing but babble incoherently. Attackers are not at any special
advantage when attacking a confused creature. Any confused creature who
is attacked automatically attacks its attackers on its next turn, as
long as it is still confused when its turn comes. Note that a confused
creature will not make attacks of opportunity against anything that it
is not already devoted to attacking (either because of its most recent
action or because it has just been attacked).
Critical Mastery

*Your critical hits cause two additional effects.*

**Prerequisites**: Critical Focus, any *two critical feats*, 14th-level fighter.

**Benefit**: When you score a critical hit, you can apply the effects of *two* critical feats in addition to the damage dealt.

**Normal**: You can only apply the effects of *one* critical feat to a given critical hit in addition to the damage dealt.
Alignment

**Alignment** determines a character or creature's overall moral and personal attitude. The Pathfinder game, where gods at times walk the realms, assumes good and evil are definitive things. Alignment is a tool for developing your character’s identity—it is not a
 straitjacket for restricting your character. Each **alignment** represents a
 broad range of personality types or personal philosophies, so two
characters of the same alignment can still be quite different from each
other. In addition, few people are completely consistent. **Alignment** is also sometimes connected with divine worship.

***Note***: The character and some companions can change their alignment throughout the span of the game. A character that want to change his alignment can do so over the course of 2-3 level in the beginning of the game if consistently and purposely selecting actions and dialog choices to further that goal.

Table: The Nine Alignments
 ***Neutral*** | Lawful Neutral
 ***Evil*** | Lawful Evil

## Good versus Evil

**Good:** Good implies altruism, respect for life, and a concern
for the dignity of sentient beings. Good characters make personal
sacrifices to help others.

**Evil:** Evil implies hurting, oppressing, and killing others.
Some evil creatures simply have no compassion for others and kill
without qualms if doing so is convenient. Others actively pursue evil,
killing for sport or out of duty to some evil deity or master.

**Neutral:** People who are neutral with respect to good and evil
have compunctions against killing the innocent, but may lack the
commitment to make sacrifices to protect or help others.

## Law versus Chaos

**Law:** Law implies honor, trustworthiness, obedience to
authority, and reliability. On the downside, lawfulness can include
closed-mindedness, reactionary adherence to tradition,
self-righteousness, and a lack of adaptability. Those who consciously
promote lawfulness say that only lawful behavior creates a society in
which people can depend on each other and make the right decisions in
full confidence that others will act as they should.

**Chaos:** Chaos implies freedom, adaptability, and flexibility. On
 the downside, chaos can include recklessness, resentment toward
legitimate authority, arbitrary actions, and irresponsibility. Those who
 promote chaotic behavior say that only unfettered personal freedom
allows people to express themselves fully and lets society benefit from
the potential that its individuals have within them.

**Neutral:** Someone who is neutral with respect to law and chaos
has some respect for authority and feels neither a compulsion to obey
nor a compulsion to rebel. She is generally honest, but can be tempted
into lying or deceiving others.

## Deities

Link to deities of Pathfinder: Kingmaker.
Bokken

(Person)

**Bokken** is an eccentric and jittery hermit living in the Greenbelt area of the Stolen Lands.

Bokken talks very quickly and uses clipped words yet, despite sounding like he is in a hurry to finish every conversion, he is only too happy to talk to anyone with the gold to buy his goods. He is a crafter of potions who occasionally trades with Oleg Leveton who lives nearby at Oleg's Trading Post. One of the "secret" ingredients that he uses in his potions are fangberries unfortunately the nearest patch are fifty miles away across the wilderness of the Kamelands though he will reward any who would fetch him some with significant discounts on any potions they buy from him.
Camping

**Camping** is the ability to *rest* in *Pathfinder: Kingmaker*. Players can set up a camp to regain strength and well-being of themselves and their companions. Use the opportunity to send companions out to hunt for food, prepare a meal, or converse with companions to discuss recent events.

Players will need to choose the location of their camp carefully. If the spot is too close to monsters, they may investigate the camp and decide to attack. Players may camouflage the camp site to lower the chance of getting attacked. Players may want to assign a companion or two to guard duty. They will watch over the camp while others sleep and with any luck, spot an ambush before it occurs. Unrested companions will possibly enter combat will less than their full strength. The game includes special maps and events that can occur while camping.

#### Hunting

* Provides rations for eating (can also be bought).
* Pertinent skill: Lore (Nature).

#### Camouflage

* Reduce probability of camp getting attacked.

* Pertinent skill: Stealth.

#### Cooking

* Use rations to prepare various dishes that, if successful DC, provide a temporary party-wide buff.

* Pertinent skill: Knowledge (World).

#### Special Roles

* Various individual roles that provides various temporary individual buffs.
* Tip: Bards are good in this role as they provide competence bonus to all other camping tasks.

#### Watch Order

* Appoint watch that will sound the alarm if camp is ambushed.
* Pertinent skill: Perception.

Using a second character to fill a role provides a +2 bonus on each pertinent skill check.

## Resting

* **Health Recovery**: Eight hours of normal rest allows a character to recover 1 hp per character level. Twenty-four (24) hours of complete rest allows a character to recover 2 hp per character level.

* **Conditions**: One hour spent in complete rest reduces the exhausted condition to the fatigued condition. Eight hours of complete rest eliminates the fatigued condition.
* **Ability Damage**: Eight hours of normal rest restores 1 point to each ability score that has been damaged. Twenty-four (24) hours of complete rest restores 2 points to each ability score that has been damaged.

* **Magic**: For classes that prepare *arcane* spells, rest is extremely important. If rest is interrupted, each interruption adds 1 hour to the total amount of time the character has to rest and the character must have at least 1 hour of uninterrupted rest immediately prior to preparing spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.
* **Death's Door** : removed after resting 8 hours in ***Safe*** area like *Oleg's Trading Post*.
* **Animal Companion returning from the dead** : after 8 hours of rest, your pet will magically reappear.

### Quick-Rest at Oleg's Trading Post

* You can quick rest at Oleg's by camping or pressing 'r'. This is useful if your character is fatigued, and walking indoors and upstairs would take a considerable amount of time.

Assign several roles to companions while campingSelect camp site when camping inside a specific areaCamp site banterCamp ambushed!
Bashing Finish

*You follow a powerful blow from your weapon with an opportunistic bash from your shield.*

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

**Benefit**: Whenever you score a critical hit with a melee weapon, you can make a *shield bash* attack against the same target using the same bonus as a free action.
Aldori Dueling Mastery

You have mastered the impenetrable fighting style.

**Prerequisite(s)**: Dexterity 13, Exotic Weapon Proficiency (dueling sword), Weapon Finesse, Weapon Focus (dueling sword).

**Benefit(s)**: You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword in your hand. As long as you wield only a single dueling sword in one hand (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons), you gain a +2 shield bonus to your AC. If you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword deals slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.
Animal Domain

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

You can speak with and befriend animals with ease. In addition, you treat Lore (Nature) as a class skill.

## Granted Powers

***Animal Companion (Ex):*** At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

## Prerequisite Deities

* Erastil
* Gozreh
Attack Bonus

Attack bonuses are bonuses that increases your chance of successfully hitting an opponent in combat.

Your attack bonus with a melee weapon is:

* Base attack bonus + Strength modifier + size modifier

Your attack bonus with a ranged weapon is:

* Base attack bonus + Dexterity modifier + size modifier + range penalty

## Base Attack Bonus (BAB)

A base attack bonus is an attack roll bonus derived from character class and level or creature type and Hit Dice (or combination’s thereof). *Base attack bonuses* increase at different rates for different character classes and creature types. A second attack is gained when a base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different sources, such as when a character is a multiclass character, stack.

There are three types of BAB level progression:

* 1 BAB per level or full BAB (Barbarian, Fighter, Monk, Paladin, Ranger, Slayer)
* ¾ BAB per level or partial BAB (Alchemist, Bard, Cleric, Druid, Inquisitor, Magus, Rogue, Kineticist)
* ½ BAB per level or partial BAB (Sorcerer, Wizard)

Note: Partial BAB are always rounded down and don't stack when you multiclass (e.g. 2 levels of Cleric = 2\*¾ = ~1 BAB, but if you pick 1 level of Cleric and 1 level of Rogue you'll still end up with 0 BAB).

## Other Attack Bonus Modifiers

Feats, size modifier, masterwork weapons, and magical weapons are traits that may influence your (total) attack bonus when you do an attack roll.
Agile Maneuvers

*You’ve learned to use your quickness in place of brute force when performing combat maneuvers.*

**Prerequisites**: Sunder Armor, Dirty Trick, Disarm, Bull Rush or Trip.

**Benefit**: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

**Normal:** You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
Disarm

This feat gives the character the ability to perform the *disarm* combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.

You can attempt to disarm your opponent as a standard action. If your combat maneuver is successful, the target cannot use his weapons for 1 round.

For every 5 by which your attack exceeds the opponent's CMD, the disarm condition last 1 additional round.
Death Domain

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

You can cause the living to bleed at a touch, and find comfort in the presence of the dead.

## Granted Powers

***Bleeding Touch (Sp)*:** As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to ½ your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Death’s Embrace (Ex)*:** At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

## Prerequisite Deities

* Pharasma
* Zon-Kuthon
* Norgorber
* Urgathoa
Avistan

(Continent)

**Avistan** is a northern continent on the world of Golarion.
 One of the most heavily-settled areas on the planet, **Avistan** possesses
as many varied cultures and environments as any other continent in the
world and an ancient history stretching back tens of thousands of years.
 The continent is home to once-great empires like *Cheliax* and Taldor, rising powers like Andoran and *Molthune*, and the ancient ruins of Thassilon in the wild frontier of *Varisia*.

The Stolen Lands, the River Kingdoms and Brevoy are located on the northeastern part of the continent.
Blinded

The creature cannot see. It takes a -2 penalty to Armor Class, loses any Dexterity bonus to AC (making them extra vulnerable to sneak attacks), and takes a -4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision automatically fail. All opponents of someone blinded are considered to have total concealment (50% miss chance). **Blind** creatures must make a DC 10 Athletics skill check to move faster than half speed or fall prone.
Cure Light Wounds

**School** conjuration (healing); **Level** alchemist 1, bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 2, **Domain** healing 1

##### CASTING

**Casting Time** 1 standard action
**Components** V, S

##### EFFECT

* **Range** touch

* **Target** creature touched
* **Duration** instantaneous
* **Saving Throw** Will half (harmless); see text
* **Spell Resistance** yes (harmless); see text

##### DESCRIPTION

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

## Cure Light Wounds, Mass

**School** conjuration (healing); **Level** bard 5, cleric 5, druid 6, inquisitor 5

##### EFFECT

* **Range** close (25 ft. + 5 ft./2 levels)
* **Target** one creature/level, no two of which can be more than 30 ft. apart
* **Duration** instantaneous
* **Saving Throw** Will half (harmless) or Will half; see text
* **Spell Resistance** yes (harmless) or yes; see text

##### DESCRIPTION

You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other *cure* spells, *mass cure light wounds* deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Coordinated Defense

*You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.*

**Prerequisite:**
None

**Benefit:**
Whenever you are adjacent to an ally who also has this feat, you receive
 a +2 competence bonus to your Combat Maneuver Defense. This bonus
increases to +4 if the creature attempting the maneuver is larger than
both you and your ally.
Belts

These are items that can be worn in the *belt* slot of the character inventory. These items tend to give increases to attributes, but many special belts give characters access to powerful spells. Many "generic" belts come in various strengths as they are acquired throughout the game.

## Generic

* Belt of Giants Strength: +2, +4, +6 variants
* Belt of Physical Might: +2, +4, +6 variants
* Belt of Incredible Dexterity:  +2, +4, +6 variants
* Belt of Mighty Constitution: +2, +4, +6 variants
* Belt of Physical Form: +2, +4, +6 variants
* Belt of Physical Flow: +2, +4, +6 variants
* Belt of Physical Perfection: includes +2, +4, +6, +8 variants

## Special

* Belt of Lesser Cold Resistance
* Lesser Belt of Perfect Components
* Belt of Perfect Components
* Greater Belt of Perfect Components
* Bombardier's Utility Belt
* Belt of Stoneskin
* Cord of Stubborn Fury
* Sash of Slash

* Mirrored Belt
* Belt of Athach
* Windfall
* Lightning Belt
* Explorer's Belt
* Hermit's Rope
* Korgath's Shackled Fury
* Greater Infernal Cord
* Devil's Sash
* Divine Support
* Conqueror Worm
Blind-Fight

*You are skilled at attacking opponents that you cannot clearly perceive.*

**Prerequisite:**
None

**Benefit:**
In melee, every time you miss because of concealment, you can reroll
your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you
in melee. 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. The
 invisible attacker’s bonuses do still apply for ranged attacks,
however.
Custom Portraits

```
## How to Use Custom Portraits:
You can prepare three your own portraits with names: Small, Medium and Fulllength.
All these images must be saved in PNG format with resolutions:

Small       width: 185px, height: 242px;
Medium      width: 330px, height: 432px;
Fulllength  width: 692px, height: 1024px;

The gameflow looks like:
1. Start a New game.
2. Choose "Create a new character".
3. Click on icon "Custom portrait".
4. Click on button "Open portraits folder". (It works for Windows and Mac)
5. Replace portraits in opened folder or change it in your graphic redactor.
6. Click "Refresh portraits".
7. Enjoy your own portraits.
Also it works for custom companions.

```

### Useful Resources

* Nexus Portrait Mods (various portrait packs)
* http://www.notra.fr/ (site for cropping portraits)

### Mid-game change of custom portrait

Access portraits folder:

1. %userprofile%\AppData\LocalLow\OwlCat Games\Pathfinder Kingmaker\Portraits > [Sub folder]
2. Change/Edit the portraits in the folder connected to your portrait.

Mac path: /Users/yourusername/Library/Application Support/unity.Owlcat Games.Pathfinder Kingmaker/Portraits/(potratssubs)
Critical Hits

When you make an attack roll (d20) and get a natural 20, you hit regardless of your target’s Armor Class, and you have scored a “threat,” meaning the hit might be a **critical hit** (or “*crit*”). To find out if it’s a **critical hit**, you automatically make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target’s AC, your original hit is a *critical hit*. (The critical roll just needs to hit to give you a crit, it doesn’t need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.

A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the *threat range* for a critical hit on an attack roll is 20, and the multiplier is ×2.

*Exception: Precision damage (such as from a rogue’s sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.*

## Increased Threat Range (Crit Range)

Sometimes your *threat range* is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. For example:

* *19–20/×2*: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit.
* *18–20/×2*: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit.

Any attack roll that doesn’t result in a hit is not a threat.

## Increased Critical Multiplier

Some weapons deal better than double damage on a critical hit (see also, Equipment). For example:

* *×2*: The weapon deals double damage on a critical hit.
* *×3*: The weapon deals triple damage on a critical hit.
* *×4*: The weapon deals quadruple damage on a critical hit.

## Spells and Critical Hits

A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit (with the exception of the Arcane Trickster's *Surprise Spells* ability). If a spell causes ability damage or drain, the damage or drain is doubled on a critical hit.
A Score To Settle (Quest)

The wounded ranger has this scary, almost dead expression - as if he's a ghost who only remains in this world to settle a score. He told us he's been looking for Kargadd and some other trolls, who destroyed his village and devoured his family. Could those beasts be the very same ones we chase? Having the ranger in our party will make it easier to track those vile monsers down - and smash their ugly heads!

## Check out Ekun's leads

Where should we start searching for the troll lair? The rangers has offered some leads. We should check them out!

## Kill Kargadd

Time to hit that blasted biter, right in his ugly maw! We've learned where Kargadd is - now let's have our revenge!

*Ekun wants to witness Kargadd's death with his own eyes. - And better yet, to have a hand in it.*

## Completion

While it's too late to save Ekun's beloved family, their deaths were properly avenged. The grim ranger has joined our company. Which is great! - The more, the merrier!
Combat Maneuvers

During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success.

### Combat Maneuver Bonus

Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature’s CMB is determined using the following formula:

**CMB = Base attack bonus + Strength modifier + special size modifier**

### Special Size Modifier

Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature’s Combat Maneuver Bonus is as follows:

Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.

Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.

### Performing a Combat Maneuver

When performing a *combat maneuver*, you must use an action appropriate to the maneuver you are attempting to perform. While many *combat maneuvers* can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a *combat maneuver* provokes an attack of opportunity
 from the target of the maneuver. If you are hit by the target, you take
 the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is *immobilized*, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls
 due to spells, feats, and other effects. These bonuses must be
applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
Combat Maneuver Defense (CMD)

Each character and creature has a *Combat Maneuver Defense,* or *CMD,* that represents its ability to resist combat maneuvers. A creature’s *CMD* is determined using the following formula:

* CMD = 10 + BAB + Strength mod + Dexterity mod + special size mod + miscellaneous mod

### Special Size Modifier

The special size modifier for a creature’s Combat Maneuver Defense is as follows:

* Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.

Some feats and abilities grant a bonus to your *CMD* when resisting specific maneuvers.

### Miscellaneous Modifiers

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its *CMD*. A flat-footed creature does not add its Dexterity bonus to its *CMD*.
Brilliant Energy (Special Item Traits)

A *brilliant energy* weapon has its significant portion transformed
 into light, although this does not modify the item’s weight. It always
gives off light as a torch (20-foot radius). A *brilliant energy*
weapon ignores nonliving matter. Armor and shield bonuses to AC
(including any enhancement bonuses to that armor) do not count against
it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A *brilliant energy* weapon cannot harm undead, constructs, or objects.
Channel Energy

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her *holy (*or *unholy) symbol*. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.

### Paladins and Channel positive energy :

When a paladin reaches 4th level, she gains the supernatural ability to Channel positive energy like a cleric, except that using this ability consumes two uses of her Lay on hands ability.  The Hospitaler archetype can use Channel positive energy without spending uses of Lay on Hands.
Elanna Lebeda

**Elanna Lebeda** is the daughter of Dame Saronna Lebeda, who rules the Brevic House Lebeda as a regent until the quickly approaching day her younger brother, Lander, comes of age. Elanna lives in New Stetven, allegedly trying to persuade King Noleski Surtova to marry her. This has made an enemy of the king's sister, Natala Surtova.
Chesed

The huge city of **Chesed** is the last port of call on the *River Road* for most pilgrims heading to the *Mendevian Crusades* before they reach their final destination of Mendev. It is the final port (or first depending on the direction of travel) along the length of the Sellen River, sitting where the river meets the Lake of Mists and Veils. Because it is so near the lake, the city is often shrouded by the fog.

## Government

**Chesed** is under much tighter control by the rulers of Numeria than some of the other cities like *Castle Urion* and *Hajoth Hakados*, which belong to Numeria in name only. As the last city that pilgrims visit in Numeria, the *Black Sovereign*, ruler of Numeria, sees this as the last chance to squeeze every drop of money from the visitors. The Technic League
 who support the *Black Sovereign* employ a variety of methods to separate
 the pilgrims from their money including gambling houses, crooked
merchants, and river bandits. It is not uncommon for a pilgrim who has
visited **Chesed** to arrive in *Mendev* with nothing but his weapon and his
faith, and even that is often shaken by his experiences along the
Sellen.
Attacks of Opportunity (AoO)

## **Attacks of Opportunity**

Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of
 her lapse in defense to attack her for free. These free attacks are called *attacks of opportunity*.

### **Threatened Area**

You threaten all areas into which you can make a melee attack, even when it is not your turn.

#### **Reach Weapons**

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

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

Two kinds of actions can provoke attacks of opportunity: moving out of a threatened area and performing certain actions within a threatened area. See **Table: Actions in Combat**.

### **Making an Attack of Opportunity**

An attack of opportunity is a single melee attack, and most characters can only make one per round. You make your attack of opportunity at your normal attack bonus, even if you’ve already attacked in the round.

#### **Combat Reflexes and Additional Attacks of Opportunity**

* If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of *attacks of opportunity* you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate *attacks of opportunity* (since each one represents a different opportunity). All these attacks are at your full normal attack bonus.
Anarchic (Special Item Traits)

An *anarchic* weapon is infused with the power of *chaos*. It makes the weapon *chaotically* aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful 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.
Difficulty Class (DC)

Whenever a creature attempts to perform an action whose success is
not guaranteed, he must make some sort of check (usually a skill check).
 The result of that check must meet or exceed the **Difficulty Class** of
the action that the creature is attempting to perform in order for the
action to be successful. Climbing a slippery wall, dropping prone to avoid dragon *breath*, and gaining a suspicious guard’s trust all have their own DCs
that are determined by the game. The higher the DC, the more difficult the
 challenge.
Dragon Ferocity

You attack with the strength of a dragon, your telling blows striking fear into your enemies.

**Prerequisites**: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Mobility 5 ranks.

**Benefit**: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1.5 times your Strength bonus on the other attacks.

When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Bull Rush

*You are skilled at pushing your foes around.*

**Prerequisite:** Strength 13 (or greater) and Power Attack

**Benefit:** A bull rush attempts to push an opponent straight back without doing any harm. If your combat maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD, you can push the target back an additional 5 feet.

An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the *Greater Bull Rush* feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle.
Concealment

Some magical effects provide concealment against all
attacks, regardless of whether any intervening concealment exists, ie:

* Invisibility
* Blur
* Displacement

normally—if the attacker hits, the defender (game) makes a miss chance percentage dice roll to avoid being struck. Multiple concealment conditions do not stack.

### Concealment and Stealth Checks

You can use concealment to make a Stealth check. Without concealment, you usually need cover to make a Stealth check.
Cursed

Careless rogues plundering a tomb, drunken heroes insulting a
powerful wizard, and foolhardy adventurers who pick up ancient swords
all might suffer from curses. These magic afflictions can have a wide
variety of effects, from a simple penalty to certain checks to
transforming the victim into a toad. Some even cause the afflicted to
slowly rot away, leaving nothing behind but dust.

Unlike other afflictions, most curses cannot be cured through a
number of successful saving throws. Curses can be cured through magic,
however, usually via spells such as remove curse and break enchantment.
 While some curses cause a progressive deterioration, others inflict a
static penalty from the moment they are contracted, neither fading over
time nor growing worse. In addition, there are a number of magic items
that act like curses.

Curses are among the oldest and most deeply feared types of magic.
They linger far beyond the original malicious words or grave deeds that
spawned them. Although the most well-known and easily broken types of
curses are spells, others are afflictions, from the notorious curse of lycanthropy to foul mummy rot and the esoteric Death Curse of the linnorm.

All the new curses presented in this section are afflictions and share certain features as a result.

This section includes new curses, as well as several curse variants.
It also provides advice for using all kinds of curses in your game,
including guidelines on creating them.
Armor Proficiency (Light)

You are skilled at wearing light armors.

**Benefit**: When you wear light armor, the armor check penalty for that armor applies **only** to Dexterity- and Strength-based skill checks.

**Special**: All characters except monks, sorcerers, and wizards
automatically have Light Armor Proficiency as a bonus feat. They need
not select it.
Darkness Domain

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

You manipulate shadows and darkness.

## Granted Powers

***Touch of Darkness (Sp):*** As a melee touch attack, you can cause
 a creature’s vision to be fraught with shadows and darkness. The
creature touched treats all other creatures as if they had concealment,
suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to ½ your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Moonfire (Sp):*** At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged touch attack against a target within 30 feet. *Moonfire* deals 1d8 points of damage per two cleric levels and the target is dazzled (-1 to hit/perception) for 1 round per cleric level. *Moonfire* deals 1d10 points of damage per cleric level against *lycanthropes*. You can use this ability once per day at 8th level and one additional time per day for every 4 levels beyond 8th.

## Prerequisite Deities

* Groetus
* Zon-Kuthon
Attack Roll

An *Attack Roll* represents your attempt to strike your opponent on your turn in a round. When you make an *attack roll*, you (the game) roll a d20 and add your attack bonus. Other modifiers may also apply to this roll. If your result equals or beats the target’s Armor Class, you hit and deal damage.

### **Automatic Misses and Hits**

A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit.

Below you’ll find a list of conditions that may affect a character’s *Attack Roll*:

 Entangled
 Flanking
 Firing ranged weapon into combat
 Invisible
 Shaken/Frightened

Performing a single attack can be done as a Standard Action, while making multiple attacks (for characters with a sufficiently high Base Attack Bonus) requires a Full-Round Action.