recursal/Fanatic-Fandom huggingface dataset:
Companions

The Stolen Lands is a dangerous place! Fortunately, you will meet other brave adventurers on your quest, who will fight by your side or who may ultimately choose to betray you, depending on your actions. They all have their own story, their own goals and motivations, their own reasons to join you...or to leave you. They do NOT need to be in your party for this to happen as companions are living people that don't stop existing just because you leave them home. The story can change considerably depending on your party composition.

**Companions** can be assigned to act as advisors to serve your fledgling kingdom and some are potential love interests as well. Your band of trusty adventurers can include up to five companions of your choosing besides your main character for a total of six at any given time.

In addition to the companions listed below, players may hire mercenaries and in effect create their own custom party should they wish to. Some classes, such as druids and rangers, can choose to have animal companions.

## List of Companions

* Amiri
* Ekundayo
* Harrim
* Jaethal
* Jubilost
* Kalikke/Kanerah
* Linzi
* Nok-Nok
* Octavia
* Regongar
* Tristian
* Valerie
Dragon Style

You call upon the spirit of dragonkind, gaining
greater resilience, mobility, and fierceness from the blessing of these
great beings.

**Prerequisites**: Str 15, Improved Unarmed Strike, Mobility 3 ranks or Dragon Scaled Monk (Bonus feat)

**Benefit**: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You can also charge through squares that contain allies. Further, you can add 1.5 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

**Normal**: With an unarmed strike, you usually add your Strength bonus on damage rolls.

**Compatibility** : if a character has both *Crane Style* and *Dragon Style*, only one can be active. In Pathfinder: Kingmaker, if you activate both at the same time, all their benefits will cease to apply. The descriptions in-game do not mention this.
Domains

**Domains** are broadly defined as divine concepts worthy of devotion, which is the source of all divine magic. Each deity is associated with one or more **domains**. Clerics, Druids and Inquisitors all get to choose domain(s).

## Domain Summary

Domains

Clerics, Inquisitors and Druids

## Lore

The deities of clerics and inquisitors influences their alignment, what magic they can perform, their values, and how others see them. A cleric chooses two **domains** from among those belonging to her deity. Inquisitors and druids may select only one. Clerics and inquisitors can select an *alignment domain* (Chaos, Evil, Good, or Law) only if their alignment matches that **domain**.

Each **domain** grants a number of *domain powers*, dependent upon the level of the divine spellcaster, as well as a number of bonus spells. A divine spellcaster gains *one* domain spell slot (even clerics with two domains) for each spell level she can cast, from 1st on up. If a *domain spell* is not on the caster class' spell list, a caster can prepare it only in her domain spell slot. *Domain spells* cannot be used to cast spells spontaneously.

Unless otherwise noted, activating a *domain power* is a standard action.
Aroden

Aroden

(Dead God)

**Aroden** was the immortal *Azlanti* human who raised the *Starstone* from the bottom of the Inner Sea in 1 AR, founded the city of Absalom, and became a living god.

## History

**Aroden** was an immortal descendant of the ancient human kingdom of *Azlant* which sank below the waters of the *Arcadian Ocean* in -5293 AR, when the *Starstone* fell from space. The impact created the Inner Sea and cast the world into a thousand years of darkness.

Somehow **Aroden** survived. Thus, he is considered the "Last of the
First Humans" because he was (by several thousand years) the last
"pure-blooded" *High Azlanti* to die. Other *Azlanti* survivors of the
cataclysm interbred with other humans and, of course, died of old age.

He is best known for raising the *Starstone* to its current resting place on the *Isle of Kortos*, at the heart of the city of Absalom. He thereafter ascended into the heavens, becoming the patron deity of the Kingdom of Taldor. Over a period of a few thousand years, Taldor (which is located
due east of the *Isle of Kortos*) spread northwest across the southern
reaches of the continent of Avistan, where its frontier land claimed territory now known as *Cheliax*.
 When Taldor eventually became decadent and effete, the clerics of
**Aroden** took their religion (and their mandate from heaven) west to
*Cheliax*.
**Aroden** was a god of human culture, innovation, and history. An important prophecy known as the *Starfall* Doctrine suggested that he was to manifest in *Cheliax* in 4606 AR, marking the beginning of a long-awaited *Age of Glory*. Instead, at the appointed hour, Golarion was wracked with three weeks of storms (leaving the Eye of Abendego
 as a lasting reminder). When the weather broke, the clerics of **Aroden**
found themselves disconnected from their god, and all presume **Aroden** is
dead.
Axiomatic (Special Item Traits)

An *axiomatic* weapon is infused with *lawful* power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against *chaotic* creatures. It bestows one permanent negative level on any chaotic 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.
Damage Rolls

If your attack succeeds, you deal damage that reduces the target's current hit points. The type of weapon used and any damage reduction determines the amount of damage you deal.

### Minimum Damage

* If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.

### Strength Bonus

* When you hit with a melee or thrown weapon, including a sling, add your *Strength* *modifier* to the damage result. A Strength *penalty* applies on damage rolls made with a bow.

### Off-Hand Weapon

* When you deal damage with a weapon in your *off hand*, you add only ½ your Strength bonus. If you have a Strength penalty, the entire penalty applies.

### Wielding a Weapon Two-Handed

* When you deal damage with a weapon that you are *wielding two-handed*, you add 1½ times your Strength bonus (Strength penalties are not multiplied). You don’t get this higher Strength bonus, however, when using a light weapons with two hands.

### Multiplying Damage

* Sometimes you *multiply damage* by some factor, such as on a critical hit. The damage (with all modifiers) are rolled multiple times. *Exception*: Extra damage dice over and above a weapon’s normal damage are never multiplied.

### Ability Damage

* Certain creatures and magical effects can cause temporary or permanent *ability damage* (a reduction to an ability score).
Double Slice

Your off-hand weapon while dual-wielding strikes with greater power.

**Prerequisite**: Dex 15, Two-Weapon Fighting.

**Benefit**: Add your Strength bonus to damage rolls made with your off-hand weapon.

**Normal**: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
Destruction Domain

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

You revel in ruin and devastation, and can deliver particularly destructive attacks.

## Granted Powers

***Destructive Smite (Su)*:** You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to ½ your cleric level (minimum 1). You must declare the destructive smite before making
 the attack. You can use this ability a number of times per day equal to
 3 + your Wisdom modifier.

***Destructive Aura (Su)*:** At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to ½ your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

## Prerequisite Deities

* Nethys
* Gorum
* Groetus
* Zon-Kuthon
* Gyronna
* Rovagug
Combat Maneuver Bonus (CMB)

### 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.
Combat Expertise

*You can increase your defense at the expense of your accuracy.*

**Prerequisite:**
Intelligence 13.

**Benefits:**
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your
base attack bonus reaches +4, and every +4 thereafter, the penalty
increases by –1 and the dodge bonus increases by +1. You can only choose
 to use this feat when you declare that you are making an attack or a
full attack with a melee weapon. The effects of this feat last until
your next turn.
Casting Defensively

## Concentration

To cast a spell, you must *concentrate*. If something interrupts your concentration while you’re casting, you must make a concentration check or lose the spell:

* d20 + caster level + ability modifier used for casting.
* Clerics, druids, inquisitors and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards and magi add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC. If you fail the check, you lose the spell just as if you had cast it to no effect.

## Casting Defensively

During combat, spellcasters will ***automatically*** attempt to *cast defensively* while in a threatened area, which, if successful, will avoid provoking the usual Attack of Opportunity for casting a spell in melee. To do this, casters have to succeed at a concentration check:

* DC 15 + [spell level x2].
* Failure means they provoke the Attack of Opportunity, as normal. Which may necessitate another automated concentration check if they take damage from said attack.

## Concentration Checks versus Injury

If you take damage while trying to cast a spell, you must make a concentration check:

* DC 10 + the damage taken + the level of spell being cast.
* If a goblin were to strike a Cleric casting *Cure Light Wounds* (1st-level spell) for five damage, the Cleric would need to succeed at a DC 16 Concentration check (10 + 5 + 1).

If you are taking continuous damage, such as from an *Acid Arrow* (2nd-level spell), *half* the damage is considered to take place while you are casting a spell. You must make a concentration check:

* DC 10 + ½ the damage that the continuous source last dealt + the level of spell being cast.

## Entangled

If you want to cast a spell while entangled by natural means or while you’re affected by a spell with similar effects, such as Entangle (1st-level spell) you must make a concentration check to cast the spell:

* DC 15 + the level of the spell being cast.
* You lose the spell if you fail.
Adamantine (Special Item Traits)

*Adamantine* is extremely strong and favored by weapon and armor smiths alike for its ability to cut through solid barriers with ease and endure heavy blows.

Weapons fashioned from *adamantine* have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Armor made from *adamantine* grants its wearer damage reduction of 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. *Adamantine* is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given. Thus, *adamantine* weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of *adamantine* armor is lessened by 1 compared to ordinary armor of its type
Community Domain

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

Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

## Granted Powers

***Calming Touch (Sp):*** You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Guarded Hearth (Sp):*** At 8th level, you can create a ward that protects a specified area. Creating this ward is a full-round action. All friendly creatures within the area receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.
Boggard

(Creature)

The **boggard' *are primitive toad-men with vile dispositions who have long plagued travelers who pass too close to their swampy homes. They are sometimes termed*** *toadfolk*'.

## Appearance

**Boggards** look like a *humanoid frog* or *toad* that has stolen a human's
posture and ability to use weapons. **Boggards** normally appear only four
feet tall, as they sit back resting on their long, muscular hind legs
like a frog; at full height they are substantially taller. The **boggard's**
 head looks almost exactly like that of its frog counterpart, with
bulging round eyes and a vast mouth lined not with teeth, but a single
sharp ridge of bone and filled with a large, extendible, sticky tongue.
The torso is vaguely humanoid in appearance, with its elongated arms
capable of manipulating tools, but is covered in the warty, grey-green
skin of an amphibian. Its webbed hands normally wield crude weapons made
 of indigenous swamp material, often clubs of wood or bone, studded with
 the sharp teeth of local beasts. The armour **boggards** wear is of similar
 construction, being made of crudely cured reptile hides and the shells
of giant turtles
Cleaving Finish

*When you strike down an opponent, you can continue your swing into another target.*

**Prerequisite:**
Strength 13, Cleave, and Power Attack.

**Benefits:**
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack
using your highest base attack bonus against another opponent within
reach. You can make only one extra attack per round with this feat.
Abaddon

(Plane)

**Abaddon** is a wasteland of infinite and apocalyptic proportions that is home to the daemons. It is dominated by the citadels of the Four Horsemen, but includes vast stretches of uninhabited wastelands, and smaller holdings of minor warlords and vassals. Abaddon holds the headwaters of the river Styx, which flows from here out through the Maelstrom, often touching Hell and the Abyss to eventually pool below Pharasma's spire.

## Geography

Most of Abaddon is unnaturally quiet, like a land depopulated by war or plague, and is covered in a cold, black mist. The air feels heavy and rotten, and what little light exists is provided by a strange, sun-like object in permanent eclipse.

### Citadels of The Four

#### The Throne of Flies

* The citadel of Pestilence, ruled by Apollyon. Plaguemere is a vast swamp of disease and torment surrounding the citadel, which is a huge afflicted corpse, perhaps that of a dead god or protean lord.

#### The Drowning Court

* The citadel of Death, ruled by Charon. A rickety collection of artificial islands chained together above a whirlpool, it as at the heart of Charon's domain, the fiendish river, Styx.

#### The Cinder Furnace

* The citadel of Destruction, ruled by Szuriel. Surrounded by plains scattered with massive knife-like projections of obsidian, swathes of ash, smoke, and bone, and blackened lesser daemonic fortresses, Cinder Furnace is carved into the heart and walls of an immense dead volcano.

#### The Weeping Tower

* The citadel of Wasting, ruled by Trelmarixian the Black. This minaret of mucus and pus pulses, fluctuates, and trembles with internal lights and screams. Here the hideous experiments on the nature of the soul and its torture and destruction are carried out.

### Inhabitants

Daemons are the most populous of Abaddon's inhabitants, born of mortal souls who died a most terrible and violent death. They feed upon souls and are ruled by the Four Horsemen, who epitomize the four main ways of mass killing: war, famine, plague, and death from old age. There are rumors that a fifth horseman exists, an archdaemon of incredible power who rules the Four, but others claim that he is dead, and the Four now ritually devour him.
Chris Avellone

**Chris Avellone** is a noted game writer, with credits on many of
 the most famous and beloved computer RPGs since the mid-1990s. He is senior narrative designer on *Pathfinder: Kingmaker* from Owlcat Games, and will be writing a Pathfinder RPG module as a Kickstarter backer reward.

«It’s a great pleasure to work with Pathfinder: it’s a
huge universe with a unique history, set of rules, well-known
personalities and enormous fan base. With Pathfinder: Kingmaker, we aim
to combine the most important developments from pen & paper RPGs
with our own unexpected twists, memorable characters and companions to
create an experience that does justice to the expectations of gamers
worldwide.»

## Bio

Chris started his career by freelancing for a number of
Pen and Paper Role-Playing game companies in high school. He worked on
most if not all of Black Isle’s internally developed projects, including
 Planescape: Torment, Fallout 2, the Icewind Dale series, Dark
Alliance, Knights of the Old Republic II, Neverwinter Nights 2, Mask of
the Betrayer, Alpha Protocol, Fallout: New Vegas + DLC: Dead Money, Old
World Blues, Lonesome Road, and South Park. His more recent work
includes Wasteland 2, Pillars of Eternity, FTL: Advanced Edition,
Torment: Tides of Numenera, and Prey. He is currently working on
Divinity: Original Sin II by Larian Studios, Into the Breach with Subset
 Games (the makers of FTL), and was part of the successful Kickstarter
reboot of System Shock with Night Dive Studios and lead designer on
Planescape: Torment: Enhanced Edition with Beamdog.
Armored Hulk

The **Armored Hulk** is an archetype for Barbarian in *Pathfinder: Kingmaker*.

## Description

Some barbarians disdain the hides and leather used as armor by most of their kin. Instead they master the heaviest of armors, even those created by more civilized people, to gain greater protection and stability in battle.

## Class Features

### **Armored Hulk Proficiencies**

An armored hulk gains proficiency in heavy armor.

### **Indomitable Stance**

An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.

This ability replaces fast movement.

### **Armored Swiftness**

At 2nd level an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed.

This ability replaces uncanny dodge.

### **Resilience of Steel**

At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level).

This ability replaces trap sense.

### **Improved Armored Swiftness**

At 5th level, an armored hulk's land speed is faster than the norm for her race by +10 feet. This benefit applies when she is wearing any armor, but not while carrying a heavy load. Apply this bonus before modifying the armored hulk's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

This ability replaces improved uncanny dodge.
Candlemere

**Candlemere** is a lake in the Greenbelt region of the Stolen Lands.
 Possessing a remarkably clear surface, and surrounded by a great
collection of trees, it is well known for the vibrant colors it takes on
 from the leaves that become trapped within it. In spring and summer, it
 becomes vibrant green, speckled with bursts of color. In autumn, it
becomes orange, yellow, and fiery red, and come winter the frozen
surface obscures a deep black that mirrors the inky sky above the lake.

The lake is fed from the Murque River coming down from the Narlmarches and entering the lake from the west. To the lake's north-east is the larger Tuskwater and the two lakes are connected with waters flowing south from the Tuskwater into **Candlemere**. The Shrike River flows out of **Candlemere** from its southern banks.

In the center of the lake stands a small island—hilly, and
speckled with willows, and featuring the ruins of an ancient and
crumbling tower. On summer nights, witchlights illuminate the tower's
crown, and will-o'-wisps are said to hold mysterious council there during the fall season.

According to local legend, drinking from the **Candlemere** during
certain seasons has particular effects on the drinker, but there is no
agreement as to the exact relationship between season and effect.
Bestiary

Redirect to:

* Category:Bestiary
The **Bestiary** is a collection of creatures or monsters in *Pathfinder: Kingmaker*. This can range from the more expected animals like dogs, to the sadistic goblins and shape-shifting werewolves.

## Provincial List of Monsters

* Boar
* Boggard
* Centipede
* Spider
* Goblin
* Dragon
* Dweomercat
* Hellhound
* Hydra
* Kobold
* Linnorm
* Manticore
* Mite
* Monitor Lizard
* Nightmare
* Owlbear
* Redcap
* Skeleton
* Thylacine
* Treant
* Troll
* Wererat
* Werewolf
* Wolf
* Will-o'-wisp
* Wyvern
* Zombie

## Gallery

LycanthropesCyclops concept artZombie conceptSimildon conceptSlurk conceptHellhound conceptGiant Spider conceptWerewolf conceptNereid ConceptRed Panda PetRed Panda Pet for Royal Edition premium backers. Cute and grants a bonus to saves!Troll concept artWhen trolls go clubbing...
Build Points

Redirect to:

* Kingdom Buildings and Build Points
#####

**Build Points** (BP) are the realm's main resource. They are required for settlement upgrades, construction, project management, and so on.

The realm treasury's weekly income is 30 BP, sent by *Jamandi Aldori* from Brevoy. Apart from that, your territories have their own individual income, which consists of their basic income plus other BP sources.

* Basic income depends on your realm's stats. Each rank adds 1 BP per point to the weekly income, but the total a rank contributes to basic income cannot exceed the profitability of your Economy. Example: The barony's Economy rank equals 3, and it adds 3 BP to the weekly income. The Population rank equals 5, but it cannot add more than 3 BP to the weekly income due to the realm's Economy.

* All other BP sources, such as trade agreements, are added to the basic income as is.
* Half of the realm's income, except the initial 30 BP, is sent to Brevoy. You will be able to claim independence from Brevoy to retain the full BP income but loose the initial 30 BP income later during the game.
Combat Reflexes

*You can make additional attacks of opportunity.*

**Prerequisite:** None

**Benefits:** You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

**Without this feat:** A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Daggermark

(City State)

### Leader

Commander Jallor Clovesh, Assassins Guild Mistress Lady Smilos, Poisoners Guild Master Tragshi

### Population

27,460 (Daggermark City)

The city state of **Daggermark** holds the largest city in all of the River Kingdoms. **Daggermark** has maintained enough stability to control an abundant supply of food, a rarity in this unstable region of Avistan. **Daggermark** is so stable that it even has a thriving industry and is wealthy enough to mint its own coin. The main reason for this stability are the two guilds for which the city is so famous: the **Daggermark** *Assassins' Guild* and the **Daggermark** *Poisoners' Guild*. These two organizations often work hand in hand, as the assassins favor the use of poisons,
 believing that only amateurs leave behind an obvious cause of death.
Few bandit lords would be stupid enough to attack **Daggermark** for fear of
 being found poisoned, strangled or some other seemingly accidental
death.

Even if someone were foolish enough to risk the wrath of its
assassins, **Daggermark** is still far from undefended. It has the largest
army in all the River Kingdoms and the city itself boasts both an inner
 and outer wall. The most powerful and prestigious members of **Daggermark**
 society live within the inner wall (called *Dagger Keep* by the locals), including the ruler, *Martro Livondar*.
 Rule of the city is more complicated than it appears: while *Marto*
Livondar *in theory controls the city, he would not be able to do so*
without the dwarven warrior *Jallor Clovesh* who controls the army. In addition, if *Livondar* were ever to lose the favor of *Lady Smilos*, the head of the assassins' guild, or *Tragshi*, head of the poisoners' guild, it is unlikely he would survive more than a week.

## Inhabitants

**Daggermark** is one of the main, albeit small, halfling settlements in the *Inner Sea Region*, being a beacon for freed slaves due to the River Freedoms enjoyed. Many halflings use their size and stealth to advantage as members of the city's *Assassins' Guild* and *Poisoners' Guild*.
Chaos Domain

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

Your touch infuses life and weapons with chaos, and you revel in all things anarchic.

## Granted Powers

***Touch of Chaos (Sp):*** You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Chaos Blade (Su):*** At 8th level, you can give a weapon touched the anarchic special weapon trait for a number of rounds equal to ½ your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

## Prerequisite Deities

* Cayden Cailean
* Desna
* Calistria
* Gorum
* Groetus
* Gyronna
* Lamashtu
* Rovagug
Agile (Special Item Traits)

*Agile* weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an *agile* weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.
Centipede

(Creature)

**Centipedes** are arthropods with long, segmented bodies,
numerous legs and powerful jaws armed with powerful poison. While many
species are small and harmless to humanoids,
 other varieties grow to very large sizes and can be dangerous
predators. **Centipede** coloration is often varied, some bearing dull
colors and other coming in brighter shades.

## Variants

Numerous types of **centipede**, ranging from minuscule vermin to
towering, powerful hunters, exist throughout Golarion; the smallest
varieties, such as house and sewer **centipedes**, are relatively harmless;
others, such as *hissing* and *giant whiptail **centipedes***, reach and surpass
 the dimensions of many humanoids; still others, such as *great forest*
**centipedes** *and* titan **centipedes***, reach truly staggering sizes and can be*
 very dangerous animals. *Whip **centipedes***are a peculiar variety, as, while they're known to grow to over seven
feet in length, they are no more than a few inches in diameter and are
harmless fungus eaters.

Centipedes are the sacred animals of the *demon lord Cyth-V'sug.*
Cayden Cailean

(Deity)

**Cayden Cailean** is one of the *Ascended*: those who achieved godhood by passing the *Test of the Starstone*.
 Because of the way in which he passed the *Test*, he is also known as the
 "*Lucky Drunk*", "*Drunken Hero*", or the "*Accidental God*".

## Dogma

Your goals as a **Caydenite** are simple. You're not out to change the world, at least not in the way that usually implies. You want the freedom to explore, and to enjoy your life and your friends. The problem is that too many people, monsters and gods want to control how you live. Whether it's a brutal tyrant cracking down on dissent, or a night-crawling vampire feeding on the innocent, Golarion has no shortage of life-destroying enemies, and far too often your goals detour from a simple appreciation of life to a short-termed iron-willed mission to rectify and injustice.

## Relations

**Cayden Cailean** makes a point of avoiding trouble with his peers as
much as possible, although he responds to challenges quickly, and has
little patience for the less-benign divine powers. **Cailean'**particularly favors Desna, Sarenrae, and Shelyn, and has been known to keep the company of Calistria from time to time. He finds Erastil, Abadar, Gozreh, and Irori tolerable to be around, but difficult to agree with on certain matters. Torag shares the *Lucky Drunk*s love of ale, and the two have been known to compare human and dwarven brews on occasion.

## History

Before he successfully completed the *Test of the Starstone*, the man known as **Cayden Cailean** was a Taldan sellsword and freedom fighter working out of Absalom.
 He strongly believed that no man should hold power over another, and
went so far as to leave jobs unfinished rather than violate his
principles. His refusal to compromise his ideals was as well known as
his love for drink, and the combination of the two resulted in a
less-than-favorable reputation among potential employers. Ultimately,
however, the latter would lead to the man's ascension to the pantheon.

**Cailean** never planned to become a god, but when a drunk friend challenged him to take the *Test of the Starstone*, an equally inebriated **Cailean** accepted, forgetting that only two mortals, Aroden and Norgorber,
 had passed the test. Legends abound regarding the challenges **Cailean**
faced at the *Starstone*, but no one knows the truth of what happened.
Regardless, after three days had passed, the sellsword -- to everyone's
surprise -- emerged as a deity.
**Cayden Cailean** has lived his immortal life much as he did his
mortal one. He holds freedom and adventure in high regard, and opposes
tyranny and oppression on principle. He willingly accepts challenges
when they are issued, although not as a point of honor; he sees no shame
 in retreating when necessary. One instance of note is the fall of the
*devil Salicotal*, who grew infuriated with **Cailean** during a duel of dares, and attacked -- only to be defeated at the hands of the god.
Calendar

**Absalom Reckoning**, or **AR** for short, is the most commonly used calendar in Avistan and Garund and possibly all of Golarion. In Absalom Reckoning, the day of the month is always listed first, followed by the month and the year and generally suffixed with the letters "AR".

It originates with the founding date of Absalom on 1 Abadius, 1 AR. In Absalom Reckoning, each day on Golarion has 24 hours, each week has seven days, and each year has 52 weeks. A year is also divided into 12 months, although once every eight years an extra day is added to the end of Calistril to make up for the slight variance in the planet's orbit around the sun. The next leap year will be 4712 AR.

## Days of the week

Although most days of the week are assigned for work, a few also have other meanings in most Inner Sea region cultures.

* **Moonday**: Generally a work day with some religions holding ceremonies at night and the first day of the week.
* **Toilday**: A work day.
* **Wealday**: A work day.
* **Oathday**: A work day on which it is often considered advantageous to sign contracts and oaths.
* **Fireday**: A work day that is most often the market day.
* **Starday**: A work day.
* **Sunday**: Generally a day of rest and one devoted to religious observances.

## Months of the year

Each of Absalom Reckoning's months are associated with a specific deity.

## Seasons

The Inner Sea region has four seasons: winter, spring, summer, and fall (or autumn). The months of Kuthona, Abadius, and Calistril are considered to fall in winter. Spring falls during Pharast, Gozran, and Desnus, while summer occurs during Sarenith, Erastus, and Arodus. Finally, Rova, Lamashan, and Neth are considered fall.
Combat Mobility

You can easily move through a dangerous melee.

**Prerequisites**: Dex 13, Dodge.

**Benefit**:
 You get a +4 dodge bonus to Armor Class against attacks of opportunity
caused when you move out of or within a threatened area. A condition
that makes you lose your Dexterity bonus to Armor Class (if any) also
makes you lose dodge bonuses.

 Dodge bonuses stack with each other, unlike most types of bonuses.
Dirty Trick

You are skilled at pulling dirty tricks on your foes.

**Prerequisites**: Int 13, Combat Expertise.

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

You can attempt to hinder a foe in melee as a standard action. If your attack is successful your target takes a penalty. The penalty is limited to one of the following conditions: Blinded, entangled, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts for 1 additional round.
Asmodeus

(Deity)

**Asmodeus** is the most powerful of the nine *archdevils* that inhabit *Hell*
 and the only one of *Hell's* rulers to claim full divinity. It is he who
is credited with the penning of the contract of creation, within which
his followers believe is hidden the means for their patron's eventual
rise to supremacy

## Dogma

When you worship **Asmodeus**, you worship your innate potential. You seek knowledge, wealth, treasures, respect, and above all - *power*. Doing so echoes the core tenet of the Asmodean church, which is that power does as it will, and the most powerful are those who exercise their will the most effectively. You push for discipline, order, and control over yourself. How you demonstrate your mastery is your choice, but your life is an unending quest for power.

## Relations

Of the evil deities, the *Prince of Darkness* is the most respected and
trusted by his divine peers, though they realize his aid is not to be
sought or accepted lightly.

## History

In addition to forging the contract of creation, then accepted by all
 the gods and rumored to contain a secret that will one day lead to its
author's rise to power above his fellow deities, **Asmodeus** played a key
role in the defeat and imprisonment of Rovagug. The *Rough Beast* was sealed away in the *Pit of Gormuz*, the only key to his prison kept by the *Prince of Darkness* himself.
Breath Weapon

Some creatures can exhale a cone, line, or cloud of energy or other
magical effects. A breath weapon attack usually deals damage and is
often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + ½ breathing creature’s racial HD + breathing creature’s Con
 modifier; the exact DC is given in the creature’s descriptive text). A
creature is immune to its own *breath weapon* unless otherwise noted. Some
 *breath weapons* allow a Fortitude save or a Will save instead of a Reflex save. Each *breath weapon* also includes notes on how often it can be used, even if this number is limited in times per day.
Arcane Bloodline

*Your family has always*
been skilled in the eldritch art of magic. While many of your relatives
were accomplished wizards, your powers developed without the need for
study and practice.

**Class Skill**: Knowledge (any one).

**Bonus Spells**: *magic missile* (3rd), *invisibility* (5th), *dispel magic* (7th), *dimension door* (9th), *break enchantment* (11th), *true seeing* (13th), *banishment* (15th), *power word stun* (17th), *clashing rocks* (19th).

**Bonus Feats**: Combat Casting, Improved Initiative, Iron Will, Metamagic (Reach), Skill Focus (Knowledge [Arcana]), Spell Focus, Greater Spell Focus, Spell Penetration.

**Bloodline Arcana**: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Metamagic (Heighten) feat.

**Bloodline Powers**: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

* ***Arcane Bond***: At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known. This ability does not allow you to have both a familiar and a bonded item.

* ***Combat Casting Adept***: At 3rd level, you get a +2 bonus on concentration checks made to cast a spell or use a spell-like ability. At 9th level, your concentration check bonus increases to +3, and at 15th level it increases to +4. At 20th level this is replaced by *arcane apotheosis*.

* ***New Arcana**:* At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
* *School Power*: At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

* ***Arcane Apotheosis***: At 20th level, your body surges with arcane power. All your concentration checks made to cast a spell or use a spell-like ability automatically succeeds.
Crushing Blow

Your focus allows you to smash your enemy’s defenses.

**Prerequisites**: Improved Unarmed Strike, Stunning Fist.

**Benefit**: You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target’s AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to *Crushing Blow*.
Blindsight

Some creatures possess blindsight, the extraordinary ability to use a non-visual sense (or a combination senses) to operate effectively without vision. Such senses may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.

* Blindsight does not subject a creature to gaze attacks.
* Blinding attacks do not penalize creatures that use blindsight.
* Blindsight negates displacement and blur effects.
Greenbelt

(Stolen Lands Central Area)

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

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

## Notable locations

* Candlemere
* Kamelands
* Narlmarches
* Tuskwater
* Rivers of the Greenbelt

## Inhabitants

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

### Notable inhabitants

* *Oleg Leveton* and his wife *Svetlana* operate a trading post on the border of Rostland.
* *Bokken*, the Alchemist.
* *Stag Lord**, a* bandit leader with ambitions on the land.
Knowledge (World) (Skill)

This skill represents a character's knowledge about people, systems that makes civilization run, and historical events that makes societies what they are today.

Your character's **Knowledge (World)** skill enables you to create or detect forgeries, decipher writing, identify monsters (humanoids) and recall knowledge about geography, history, people and places.

The skill is Intelligence-based.
Crane Wing

You move with the speed and finesse of an avian
hunter, your sweeping blocks and graceful motions allowing you to
deflect melee attacks with ease.

**Prerequisites:** Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.

**Benefit**: When fighting defensively with at least one hand
free, you gain a +4 dodge bonus to AC against melee attacks. If a melee
attack misses you by 4 or less, you lose this dodge bonus until the
beginning of your next turn.

If you using the total defense
 action instead, you can deflect one melee attack that would normally
hit you. An attack so deflected deals no damage and has no other effect
(instead treat it as a miss). You do not expend an action when using
this feat, but you must be aware of the attack and not flat-footed.
Aasimars

The **Aasimar** are one of the races in *Pathfinder: Kingmaker*.

## Lore

**Aasimars** are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil. **Aasimar** heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents.

Most societies interpret aasimar births as good omens, though it must be acknowledged that some **aasimars** take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. **Aasimars** look mostly human except for some minor physical trait that reveals their unusual heritage. Typical **aasimar** features are hair that shines like metal, unusual eye or skin color, or others.

## Racial Traits

* **Size**: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
* **Base Speed**: Aasimars have a base speed of 30 feet.
* **Light Halo:** Ability to manifest *halos*, a light becomes centered on their head. Aasimars gain +2 circumstance bonus on saving throws against becoming blinded or dazzled.
* **Celestial Resistance:** Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

### Aasimar Heritages

* **Uncertain Heritage:** +2 racial bonus to Wisdom and Charisma, +2 racial bonus on Persuasion and Perception, and can use the *Searing Light* spell once per day.
* **Angelkin (Angel-blooded):** +2 racial bonus to Strength and Charisma, +2 racial bonus on Lore (Religion) and Use Magic Device, and can use the *Lesser Restoration spell once per day.*
* **Emberkin (Peri-blooded):** +2 racial bonus to Intelligence and Charisma, +2 racial bonus on Lore (Religion) and Knowledge (Arcana), and can use the *Burning Arc* spell once per day.
* **Idyllkin (Agathion-blooded):** +2 racial bonus to Constitution and Charisma, +2 racial bonus on Lore (Nature) and Perception, and can use the *Summon Nature's Ally III* spell once per day.
* **Lawbringer (Archon-blooded):** +2 racial bonus to Constitution and Wisdom, +2 racial bonus on Persuasion and Perception, and can use the *Hold Person* spell once per day.
* **Musetouched (Azatha-blooded):** +2 racial bonus to Dexterity and Charisma, +2 racial bonus on Persuasion and Mobility, and can use the *Glitterdust* spell once per day.
* **Plumekith (Gurada-blooded):** +2 racial bonus to Dexterity and Wisdom, +2 racial bonus on Mobility and Athletics, and can use the *Invisibility* spell once per day.
Clustered Shots

*You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.*

**Prerequisite:**
Base Attack Bonus: +6, Point-Blank Shot, and Precise Shot

**Benefit:**
When you use a full attack to make multiple ranged weapon attacks
against the same opponent, total the damage from all hits before
applying that opponent's damage reduction.
Armor Focus

*Your familiarity with a specific type of armor increases the amount of protection you receive from it.*

**Prerequisite:** Base Attack Bonus: +1

**Benefit:** Select one type of armor. The AC bonus granted by the selected armor increases by 1.

**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 armor.
Ekundayo

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

> "*The name's Ekundayo, Ekun for decent ones. Used to be a carpenter in the Bristlehill village. Trolls attacked. Killed everyone but me. Will show them that was a mistake.*"
> ― Ekundayo[[source]]
>
>

## Lore

**Ekundayo**, or *Ekun* for friends, isn't too talkative. Even after earning his trust, one would need a lot of patience to learn something about his past. An experienced Ranger, a former mercenary, a devout worshipper of the dwarven god Torag... A soul on the verge of despair. When you meet him, he has nothing left to lose and only hopes to live long enough for a bloody revenge. Will you let his hatred consume him — or will you give him a new hope, a new place in life, a new home to fight for?

*Ekun's* family came from the South, from the hot deserts of *Thuvia*, but he's never seen the land of his ancestors. His true motherland is Absalom — the great city in the center of the world, where one can meet people of every known nation, every religion, and every creed. After the death of his parents, he went to seek his fortune in the northern continent of Avistan, where he traveled back and forth before ending up in the turbulent Stolen Lands.

In battle, **Ekundayo** relies on his trusty bow, sending death from afar, but he also can protect himself in close combat, armed with a sword. He has no need for heavy armor but handles shields well. A faithful hound accompanies him, always ready to help.

*Ekun* is a man of action, not a scheming diplomat. Should you decide to rely on his help in ruling the kingdom, you will benefit from his physical abilities and combat skills. He can do well protecting you and your people – or enforcing your orders, even the unpopular ones.

## Unlock

**Ekundayo** can be found at the ruined Watchtower during the Troll Trouble questline in Chapter 2.