recursal/Fanatic-Fandom huggingface dataset:
Realm of the Mammoth Lords

(Region)

**Realm of the Mammoth Lords** is a far northwestern region of Avistan west of the demon-infested Worldwound.

## Lore

A realm of megafauna inhabited by humans almost as savage as the pre-historic beasts surrounding them, the **Realm of the Mammoth Lords** is a land in Avistan's far-north that spells doom for those who take it lightly.

## Government

The **Realm of the Mammoth Lords** has no central government and its
leadership is very different from the sort the soft inhabitants of the
civilized south are used to. The people of the land divide themselves
into large family-based tribes. While some tribes stay in these small
family clusters, most chose to form larger followings.
 A following is when two or more tribes join together to follow a
particularly powerful warrior or leader. These followings only occur
around leaders who have proved themselves through acts of great courage,
 strength, or guile. When one of these leaders dies (often attempting
another epic feat to impress his or her followers) these followings
either elect to follow a new hero (who must have achieved similarly
spectacular feats), split into their original family tribes, or try to
join the following of another hero. A leader's death causes all of these
 things to happen, with each tribe deciding by itself what it wants to
do.

## Geography

The **Realm of the Mammoth Lords** sits in the far north of Avistan wedged against the vast, icy nothingness of the *Crown of the World*. To its east lies the demon-infested wasteland of the Worldwound, while it shares its western border with icy queendom of *Irrisen*.
 Stuck between these two hostile, supernatural powers, it is no wonder
that the Realm spawns such hardy folk. The majority of the land is
covered in cold, harsh tundra and boreal forest, across which roam herds
 of huge creatures long extinct in other lands

## Inhabitants

The **Realm of the Mammoth Lords** is the last nation where Kellids
 still live as their ancient traditions dictate, free from the influence
 of other countries or powers. The only other Kellid nation that has
maintained a similar way of life is Numeria, but even there its people are commanded by the *Black Sovereign*, who all but completely turned his back on the Kellid way when he fell in with the foul arcanists of the Technic League.
 The nation of *Sarkoris* used to be a Kellid kingdom that was very
similar to the **Realm of the Mammoth Lords**, but now is nothing more than a
 demon-haunted wasteland, the Worldwound.
Narlmarches

## Tuskgutter

The **Narlmarches**, also known as the *Narlmarch Woods*, is part of the Greenbelt district and bifurcate the Stolen Lands.
 **The Narlmarches** spreads across the lowlands of the region and feature
craggy hills, lazy streams, deep ravines, and a great variety of trees,
including oak, beech, and rushleaf.
The region hosts a rich variety of wildlife as well, with elk, rivercats (a cousin to the bobcat, with a strange sort of mossy-fur), black bears, many large rodents, boars, and brush thyclacines. Stranger still are the giant owls, will-o'-wisps, owlbears, and aggressive vegetation. Gangs of trolls range the southern edge of the forest, closer to Lake Candlemere,
 and the ruins of many bandit hideouts dot the landscape as well,
leading to rumors of long lost riches and fantastic treasures.
Scroll Savant

A **Scroll Savant** is a wizard archetype in Pathfinder: Kingmaker that focuses on the better casting of *scrolls*. A **Scroll Savant** can be of any arcane school.

## Scroll Focus

At 1st level, instead of gaining a bonus metamagic feat, a **Scroll Savant** adds half his class level (minimum 1) as a bonus on Use Magic Device checks. He will always take a 10 on Use Magic Device checks to cast a spell from a *scroll* if 10 is sufficient for a successful skill check.

## Scroll Specialization

At 5th level, instead of gaining a bonus metamagic feat, a **Scroll Savant** calculates the Difficulty Class (DC) for any spell a *scroll* contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

## Scroll Mastery

At 10th level, instead of gaining a bonus metamagic feat, a **Scroll Savant** can use his own caster level instead of the item's caster level when using a *scroll*.

## Metamagic Bonus Feats

At level 15 and level 20, a Scroll Savant gains a bonus metamagic feat similar to other wizards.
Silver Mount

The jagged metallic peak that is the **Silver Mount** is the largest of the *fallen starships* that crashed in Numeria during the legendary *Rain of Stars* thousands of years ago. The edifice is honeycombed with chambers and is heavily guarded by servants of the Technic League. This scarred monolith looms over the capital city of Starfall and the strange knowledge and technology found therein is the source of much of the *Black Sovereign's* (and Technic League's) power.
 Even though **Silver Mount** is closely guarded by the Technic League and
the soldiers of the *Black Sovereign*, certain brave scholars and
adventurers continue to try and enter the structure in the hopes of
discovering untold wealth or technology from beyond this world.

## Studying Silver Mount

An early survey of the chambers and artifacts found inside Silver Mount is recorded in the book *A Thread of Silver*.
 Despite great effort on the part of the Technic League, copies of the
book have made their way out of the country, and are prized for their
insight into Numerian technology (especially robots).
 The League has been known to hire assassins to kill any owners of the
book, for fear that they might reveal closely guarded secrets.
The Lantern King

The Lantern King is a character in Pathfinder: Kingmaker.

## Lore

**The Lantern King** is one of the Eldest, a divine fey creature of tremendous power said to be able to reshape the very fabric of the First World on a whim. He is known for his capacity as a trickster god mixing caprice and mischief in god-like capacity within a realm already full of such practice. His sense of humor is vast, both in its breadth and its potential for harm, and his pranks, even well-intentioned ones, are not always pleasant or convenient. However, those that have spent a long time in his presence note that behind the Lantern King's mischief is a cunning, cosmic-level schemer influencing numerous major events across the Great Beyond.

## Appearance

The Lantern King resembles a foot-wide ball of golden light surrounded by a circlet made out of glyphs. When expressing a point or emotion, he often changes colour. Because of this resemblance, he is sometimes suspected to be the progenitor of will-o'-wisps or the original model for lantern archons, but the fey lord derisively laughs off such claims. He speaks in a booming, merry baritone which is the only indicator of his gender. The Lantern King is also capable of taking the forms of other creatures, including other Eldest, to cause mischief.

## Home

The Lantern King has no permanent abode. He wanders freely through the fields and forests of the First World, bending reality and changing lives wherever he goes, and is often blamed when a traveller is led astray.
Selective Channeling

You can choose whom to affect when you channel energy.

**Prerequisite**: Cha 13, channel energy class feature.

Whenever you channel positive energy to heal the living or channel
negative energy to heal the undead, you do not affect enemies. When you
channel positive energy to damage undead or channel negative energy to
damage living, you do not affect allies.

**Normal**: You can heal enemies and damage allies that enter the area of effect of the channel energy.
Mithral (Special Item Traits)

*Mithral* is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well.

Most *mithral* armors are one category lighter than normal for purposes of movement and other limitations. *Heavy* armors are treated as *medium*, and *medium* armors are treated as *light*, but *light* armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing *mithral* full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from *mithral* are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
Abjuration (Arcane School)

The abjurer uses magic against itself, and masters the art of defensive and warding magics.

## Resistance

You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

## Protective Ward

As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3+ your intelligence modifier.

## Energy Absorption

At 6th level, you gain an amount of energy absorption equal to 3 times
your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

## Arcane Abjuration Spells

* **Level 0:** *Resistance*
* **Level 1**: *Protection from Alignment, Shield, Stunning Barrier*
* Level 2: *Resist Energy, Protection from Arrows, Protection from Alignment (Communal)*
* **Level 3**: *Dispel Magic, Protection from Arrows (Communal), Protection From Energy, Resist Energy (Communal)*
* **Level 4:** *Protection from Energy (Communal), Remove Curse, Stoneskin*
* **Level 5**: *Break Enchantment, Dismissal, Stoneskin (Communal)*
* **Level 6**: *Dispel Magic (Greater)*
* **Level 7**: *Banishment*
* **Level 8**: *Mind Blank, Protection from Spells*
* **Level 9**: *Mind Blank (Commmunal)*
Perception (Skill)

**Perception** is a wisdom-based skill that represents a character's acuity which enables them to notice fine details, see danger coming, and discern when people are lying or otherwise behaving in a suspicious manner. Your character's **Perception** skill enables you to read secret messages, get hunches, notice creatures and details, search locations, sense motives, and so on.

## Common Uses

### Notice Someone/Something

**Perception** has a number of uses, the most common of which is an opposed check versus an opponent’s Stealth
check to notice the opponent and avoid being surprised. If you are
successful, you notice the opponent and can react accordingly. If you
fail, your opponent can take a variety of actions, including sneaking
past you and attacking you. Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the
environment, and how noticeable the detail is. The following table gives a number of guidelines.

**Pinpoint Sound**: If you exceed the Perception DC to hear a sound by 20, you pinpoint the source of the sound, learning the exact space the sound came from.

### Modifiers

* **Race**: Elves, half-elves, gnomes, and halflings receive a +2 racial bonus on *Perception* checks.
* Creatures with the scent special quality have a +8 bonus on *Perception* checks made to detect a scent.
* **Familiars**: Wizard familiars provide a +2 bonus on *Perception* checks.
* **Alertness** feat: You get a +2 bonus on *Perception* checks.
Spell Specialization

*Select one spell. You cast that spell with greater than normal power.*

**Prerequisites**: Int 13, Spell Focus.

**Benefit**: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

 Every
 time you gain an even level in the spellcasting class you chose your
spell from, you can choose a new spell to *replace* the spell selected
with this feat, and that spell becomes your *specialized spell*.

**Special**: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
Skeleton

(Creature)

A **skeleton** is simply the bones of any creature with a skeletal structure given unnatural life through basic necromantic magic. Many are mindless automatons, while others possess enough of their lost intelligence to wield weapons and wear armor.

### Skeletal Champions

Some **skeletons** retain their intelligence and cunning, making them
formidable warriors. These *undead* are far more powerful than their
mindless kin, and many gain class levels.
Stealth (Skill)

This skill represents a character's ability to avoid detection, allowing the character to slip past foes or strike them from an unseen position. This skill covers hiding and moving silently.

Your character's **Stealth** skill enables you to avoid being noticed which can facilitate precision *Sneak Attacks* such as the Rogue ability.

This skill is Dexterity-based and subject to *Armor Check Penalty*.
Nugrah

**Nugrah the Decrepit** is a druid living in the Stolen Lands region of the River Kingdoms and the father of the man known as the Stag Lord. He raised his son alone after his wife—whom Nugrah had married against he laws of his druidic cabal—died in childbirth. He was banished from his order not for marrying, however, but for attempting to bring his dead wife back from the dead, an attempt that failed because she declined to return to her body in disgust.

Blaming his son for his problems, Nugrah treated him as an animal, leaving him for dead a number of times, including once after dousing the boy in acid. When the boy grew into the powerful Stag Lord, however, he overtook his aging father, and now exerts the same torment upon his sire as was dealt to him in his youth.
Move Actions

With the exception of specific movement-related skills like Mobility, most move actions don’t require a check.

### Move

Each character has one Movement Action they can perform each round, which allows the to move a distance up to their Movement Speed. The "base" speed of most medium-sized creatures not encumbered by armor is thirty feet during a combat round - smaller creatures move slower, as do creatures wearing heavier armor.

### Stand Up

Standing up from a prone position requires a move action and provokes attacks of opportunity.
Maps

Maps provided to familiarize yourself with the lore and the areas surrounding the Stolen Lands and beyond.

## Gallery

Map with all in-game locationsIn-game regional map of the Stolen Lands areaStolen Lands larger regional map (tabletop game)Greenbelt area of the Stolen LandsThe Slough area of the Stolen LandsThe Nomen Heights area of the Stolen LandsThe Glenebon Uplands area of the Stolen LandsRiver KingdomsRiver Kingdoms and Stolen LandsBrevoyNumeriaMap of MendevMap of the WorldwoundRealm of the Mammoth Lords MapGalt national mapTaldorAbsalom and the wider worldAndoranFive Kings Mountains - Dwarven homelandKyonin - the elven homelandIobaria, CasmaronAvistan continental mapInner Seas MapGreater Inner Seas Map of Avistand and Garund (HD)Garund and the Inner SeasCasmaron and surrounding continentsGolarion World Map
Sarain

**Sarain** is a small village in the River Kingdom of Pitax, close to the border with Mivon. **Sarain** is famous for its *vineyards* and, before the arrival of Castruccio Irovetti, the *Liacenza* family had overall control over most of the wine-making business of the area. It is currently under *Mivoni* control.
Skill Focus

Choose a skill. You are particularly adept at that skill.

**Benefit**:
 You get a +3 bonus on all checks involving the chosen skill. If you
have 10 or more ranks in that skill, this bonus increases to +6.

**Special**: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Rapid Shot

You can make an additional ranged attack.

**Prerequisites**: Dex 13.

**Benefit**: When making a full-attack action with a ranged
weapon, you can fire one additional time this round at your highest
bonus. All of your attack rolls take a –2 penalty when using *Rapid Shot*.

\_\_

In the core pen-and-paper rules, the feat Point-Blank Shot is required. In Pathfinder: Kingmaker (v.2.0.8), characters may choose Rapid Shot at level 1 and without the Point-Blank Shot feat.
Tartuccio

T**artuccio** is a non-player character and an early-game antagonist in *Pathfinder: Kingmaker*.

## Lore

Tartuccio is a rather obnoxious gnome, secretively working as a Pitax spy for King Irovetti. He is driven off by the player party, then proceeds decieve a local tribe of kobolds into assisting in his work, by masquerading as a kobold shaman named Tartuk.
Staggering Critical

*Your critical hits cause opponents to slow down.*

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

**Benefit**: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

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

The following rivers are located in the Greenbelt region of the Stolen Lands:

* **Gudrin River:** The waters of this river are unusually clear; the river itself runs slow and deep, averaging 450 feet across and 150 feet deep at the deepest point.

* **Little Sellen River:** The offshoot of the *East Sellen* river that branches further east at Mivon is know as the *Little Sellen* for its relatively narrow width; this river averages 90 feet across and 20 feet deep.

* **Murque River:** This slow-moving river is bordered on both banks by strips of swampy land that effectively double the river’s 100-foot width. The river itself is only 10 feet deep, and its slowly-moving waters are think with algae and silt.

* **Shrike River:** Splitting from the *Little Sellen*, the *Skrike* is named for the numerous flocks of birds that nest along its length. Averaging 300 feet wide and sometimes reaching depths of 60 feet or more, the Shrike would make an excellent trade route between Brevoy and the southern lands, were it not for a pair of 30-foot-high waterfalls that make safe river travel impossible between the two points.

* **Skunk River:** The unfortunate combination of algae and bubbling geothermal hot springs along the *Skunk River* give it a distinctively unpleasant scent of rotten eggs. This river averages 100 feet wide and 30 feet deep.

* **Thorn River:** The banks of the *Thorn River* are thick with stinging nettles and tangles of sharp brambles. The river itself is relatively narrow, averaging 60 feet in width and 30 feet deep.
Melaku

**Melaku** is a pre-made playable character in *Pathfinder: Kingmaker*. He is a Paladin class warrior in a Melee role.

## In-Game Description

*Melaku the Deliverer is a human paladin of Iomedae, the goddess of justice. His two-handed sword is a formidable weapon on its own, but with Iomedaels blessing, it becomes a devastating tool of retribution used to bring the forces of evil to justice. Having witnessed too much of the world's malice, Melaku swore to newer lay down arms so long as there are innocents to save and wicked to smite.*
Sickening Critical

*Your critical hits cause opponents to become sickened.*

**Prerequisites**: Critical Focus, base attack bonus +11.

**Benefit**: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect’s duration.

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

Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a *touch attack* roll (either ranged or melee). When you are the target of a *touch attack*, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally. Some creatures have the ability to make incorporeal *touch attacks*. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal *touch attacks* work similarly to normal *touch attacks* except that they also ignore cover bonuses. Incorporeal *touch attacks* do not ignore armor bonuses granted by force effects, such as the *Mage Armor spell* and *bracers of armor magic item*.

### Touch Spells in Combat

Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

### *Ranged Touch Spells in Combat*

Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.

### *Holding the Charge*

If you don’t discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you cast another spell, the touch spell dissipates. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn’t provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.
Taldan

(People)

**Taldans** are a human
 ethnicity who are renowned for possessing great skill, intelligence,
and sophistication. They are the creators of one of the greatest empires
 Avistan has ever known and many modern nations owe their existence to the conquests of *the empire of Taldor*.
 This period of greatness is now a thing of the past and the **Taldan**
people know they are now just as well renowned for their decadent
indulgences as their empire crumbles around them.

## Appearance

**Taldans** are naturally gifted and generally possess a pleasant
appearance. Their skin is a natural bronze tone and their hair is
normally dark brown and naturally flowing. They gain their natural
appearance from their mixed ancestry of ancient *Azlanti* and *Keleshite* blood, though between the two they are proudest of their *Azlanti* heritage. Eyes tend to be on the smaller side, but are quite expressive with gray, green, or even unusual amber being common. **Taldans** always cloth themselves in only the latest and most fashionable
 clothes they can afford. The **Taldan** style is imitated across the Inner Sea region,
 but few can match the **Taldan** flair for high fashion. Men normally sport
 a well-trimmed, nicely groomed beard, while **Taldan** women who live in
their homeland wear large, elaborate wigs passed down the generations as
 family heirlooms.
Sellen

## Sellen River

The great Sellen flows from the far north into the Inner Sea in the south

The **Sellen River** is one of the most heavily traveled waterways in eastern Avistan
 and plays an incalculably important role in the trade and culture of
all the nations of central and northeastern Avistan. Originating in the Lake of Mists and Veils north of Brevoy, the **Sellen** flows south through Numeria and the River Kingdoms (where it branches into countless fingers winding through the marshy countryside), and along the borders of Kyonin*,* Galt, and Andoran, finally pouring into *Star Bay* and the Inner Sea at the Taldan port of *Cassomir*. It is easily one of the longest rivers on Golarion.

In Numeria, the **Sellen River** borders the capital city of Chesed,
 which was constructed on the Eastern side of its mouth. The river
branches near the border of Numeria with the River Kingdoms, and the
city of *Hajoth Hakados* is constructed at the border.

Fed by dozens of tributary rivers, high mountain lakes and
thousands of streams, the **Sellen** moves more water than all the other
rivers that touch the Inner Sea combined. For this reason it doesn't
show typical flooding and dry seasons like most rivers, but flows as faithfully as the sun rises.

In Taldor, the **Sellen** that flows south along the borders between Taldor and Andoran, goes through the *Verduran* Forest, meets a large tributary, which is called the *Verduran Fork River*, at the center of the forest, and ends its 1,200-mile journey into Inner Sea.

## Trade

Trade along the countless branches of the **Sellen River** provides the
lifeblood of most of the nations of central and northeastern Avistan.
Plying the waterways of what is known as the **Sellen** Passage, the river traders connect such inland nations as *Ustalav* and Brevoy with the warmer, more populous nations surrounding the Inner Sea.
Tiger Lords

(Tribe)

   **The** **Tiger Lords are a** tribe of Kellid barbarians along the borderlands of Brevoy, Numeria, and the Stolen Lands.

## Lore

The **Tiger Lords** are the Kellid tribe with the broadest range of travel, providing mercenaries to such places as the Realm of the Mammoth Lords in the west to Iobaria in the east. **The Tiger Lords** draw their inspiration from dire tigers and revere an immense *smilodon* named *Speartooth* as their totem.

## History

The **Tiger Lords** trace their lineage to an Age of Destiny-era band of conquerors that once swept from the Realm of the Mammoth Lords to southeastern Numeria behind the warlord *Armag*.

*Armag* led the **Tiger Lords** from the Realm of the Mammoth Lords across Numeria and into Brevoy, crossing the Rostland Plains before Iobarian *warlords* and Casmar *centaurs* halted his advance. *Armag*'s audacity and brutality drew the favor of Gorum, while his boasts that he could not be killed wrought the wrath of Pharasma upon him; the two gods waged a battle of influence using the
**Tiger Lords** and their enemies as proxies until *Armag's* death in battle
against a red dragon.

Gorum bound ***Armag'*s** soul into the sword *Ovinrbaane* and inspired **Tiger Lord** shaman *Zorek* to build *Armag*'s Tomb in what would become known as the Stolen Lands, all with the intent of keeping *Armag*'s spirit out of the *Boneyard* of Pharasma (Purgatory).

Around 4610 AR, the **Tiger Lords** were led by *Armag the Twice-Born*, a supposed reincarnation of *Armag* advised by the *Black Sisters*. This new *Armag* was driven back to Pitax by Baron *Hannis Drelev*, where *Armag the Twice-Born* struck an alliance with bandits for vengeance.

## Goals

**The Tiger Lords** raid and pillage their neighbors for resources and to prove their might.

## Structure

**The Tiger Lords** are led by a chieftain, selected or succeeded by combat.
Sunder Armor

You are skilled at damaging your foes’ armor.

**Prerequisite**: Str 13, Power Attack

**Benefit**: You can attempt to dislodge a piece of armor worn by your opponent. If
your combat maneuver is successful, the target loses its bonuses from
armor for 1 round.

For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round.
Repose Domain

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

You see death not as something to be feared, but
as a final rest and reward for a life well spent. The taint of undeath
is a mockery of what you hold dear.

## Granted Powers

***Gentle Rest (Sp):*** Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

***Ward Against Death (Su):*** At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric
 level. Living creatures in this area are immune to all death effects,
energy drain, and effects that cause negative levels. This ward does not
 remove negative levels that a creature has already gained, but the
negative levels have no effect while the creature is inside the warded
area. These rounds do not need to be consecutive.
Serpentine Bloodline

*Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.*

**Class Skill**: Stealth.

**Bonus Spells**: *hypnotism* (3rd), *delay poison* (5th), *summon monster* III (7th), *poison* (9th), *hold monster* (11th), *transformation* (13th), *summon monster* VII (15th), *frightful aspect*(17th), *polar midnight* (19th).

**Bonus Feats**: Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Metamagic (Reach), Skill Focus (Persuasion), Stealthy.

**Bloodline Arcana**: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

**Bloodline Powers**: The treacherous and yet hypnotic serpent’s blood that flows through you taints your magic with a sinuous and seductive grace.

* ***Serpent’s Fang (Ex)***: At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + ½ your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

* ***Snakeskin (Ex)***: At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses increase by +1.

* ***Den of Vermin (Sp)***: At 15th level, you may summon a host of insects. This power acts as *creeping doom*, but the swarms’ poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled. You may use this ability once per day.

* *Scaled Soul (Su)*: At 20th level, you can assume the form of a large Spirit Naga and back again (as *beast shape* III) at will. You also become immune to poison and paralysis. You may use serpent’s fang as often as desired, and you may choose to inflict damage to any ability score.
Magus Spells

## **0-Level Magus Spells (Cantrips)**

* Acid Splash
* Daze
* Light
* Ray of Frost
* Touch of Fatigue
* Disrupt Undead
* Flare

## **1st-Level Magus Spells**

* Burning Hands
* Color Spray
* Corrosive Touch
* Enlarge Person
* Expeditious Retreat
* Flare Burst
* Grease
* Magic Missle
* Ray of Enfeeblement
* Reduce Person
* Shield
* Shocking Grasp
* Snowball
* Stone Fist
* True Strike
* Vanish

## **2nd-Level Magus Spells**

* Acid Arrow
* Bear’s Endurance
* Blur
* Bull’s Strength
* Cat’s Grace
* Effortless Armor
* Frigid Touch
* Glitterdust
* Invisibility
* Mirror Image
* Molten Orb
* Scorching Ray
* Stone Call
* Web

## **3rd-Level Magus Spells**

* Beast Shape I
* Dispel Magic
* Displacement
* Fireball
* Haste
* Lightning Bolt
* Slow
* Stinking Cloud
* Vampiric Touch

## **4th-Level Magus Spells**

* Beast Shape II
* Controlled Fireball
* Dimension Door
* Dragon’s Breath
* Elemental Body I
* Enlarge Person, Mass
* Greater Invisibility
* Ice Storm
* Phantasmal Killer
* Reduce person, Mass
* Shield of Dawn
* Shout
* Stoneskin

## **5th-Level Magus Spells**

* Acidic Spray
* Baleful Polymorph
* Beast Shape III
* Cloudkill
* Cone of Cold
* Elemental Body II
* Fire Snake
* Vampiric Shadow Shield

## **6th-Level Magus Spells**

* Acidic Fog
* Bear’s Endurance, Mass
* Beast Shape IV
* Bull’s Strength, Mass
* Cat’s Grace, Mass
* Chain Lightning
* Disintegrate
* Dispel Magic, Greater
* Dragonkind I
* Elemental Body III
* Hellfire Ray
* Sirocco
* Transformation
* True Seeing
* Umbral Strike
Nomen Heights Waterfalls

### Crooked Falls

The Shrike River cascades over a series of waterfalls, each of which
drops down 10 to 30 feet. There are five cascades in all over the
course of a mile.

### Shrike Cascade

This is a single waterfall where the river plummets 50 feet over a
cliff, rendering the Shrike unnavigable to river traffic – although the
vista of the waterfall itself is quite breathtaking.
Stag Lord

## The Stag Lord

Bandit Leader

**The Stag Lord** resides in a fort in the southern part of the Kamelands, in the Stolen Lands.

He is reported to be a goliath in battle, an alcoholic, part beast,
possessed of other-worldly charisma, and controlled by a demon locked
beneath the fort. What is rumor and what is truth is unclear. What is
clear is that **The Stag Lord** is the one responsible for organizing the
bandits in The Greenbelt, and that he is a dangerous force.

**The Stag Lord** stands seven feet at the head, and wears a gruesome
mockery of a stag’s skull as a helm. The bandit king is seldom seen
sober, but his impressive bearing is undiminished. His body is covered
in scars, and his skin more closely resembles leather than flesh. He
wields a mighty composite bow. He prefers silent brooding solitude,
locked within his chambers (which he keeps at an outrageously high
temperature).

## Lore

The Stag lord is the son of Nugrah the Decrepit, a druid living in the Stolen Lands region of the River Kingdoms. Nugrah raised him alone after his wife—whom Nugrah had married against the laws of his druidic cabal—died in childbirth. Nugrah blamed his son for his problems and mistreated him brutally, leaving him for dead a number of times, including once after dousing the boy in acid. When the boy grew into the powerful *Stag Lord*, however, he overtook his aging father, and now exerts the same torment upon his sire as was dealt to him in his youth.
Quests

**Quests** are a large part of story and game progression in *Pathfinder: Kingmaker*. While there are an estimated 80 hours of gameplay available in the game, how the character responds during quests will determine their progression and actual gameplay time. Pathfinder: Kingmaker uses main quests to tell the story. Side quests are optional, but add more depth to the game if completed.

Below are a couple of good walkthroughs:

* Gamer Guides Walkthrough
* Neoseeker Walkthrough
Tors of Levenies

Rising from the eastern Kamelands, the **Tors of Levenies**
 are a towering mountain range, thrusting skyward as if created by some
terrible upheaval. On the western side, the **Tors** feature sharp cliffs
and escarpments, while on the east the mountains ascend gradually,
gently climbing to the summit.
Those who attempt to ascend from the east (thinking it easy) are
disappointed to find the path dotted with pits, valleys, ravines, and
tarns, making the ascent quite treacherous. A vast system of caves
honeycombs beneath the **Tors**, and adventurers who return from those
depths bring cautionary tales of wyverns,
 enormous *blind snakes*, and *poisonous stones*. Other still are tales of
enormous carvings and cave art, made by the hand of impossibly sized
artists.
Prone

The character is lying on the ground. A prone character may not act except to stand up using a move action. A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move action that provokes an attack of opportunity.
Panicked

A **panicked** creature must drop anything it holds and flee at top speed
 from the source of its *fear*, as well as any other dangers it
encounters, along a random path. It can’t take any other actions. In
addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A **panicked** creature can use *special abilities*, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of *fear* than shaken or frightened.
Protection Domain

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

Your faith is your greatest source of protection,
 and you can use that faith to defend others. In addition, you receive a
 +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

## Granted Powers

***Resistant Touch (Sp)*:** As a standard action, you can touch an
ally to grant him your resistance bonus for 1 minute. When you use this
ability, you lose your resistance bonus granted by the Protection domain
 for 1 minute. You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.

***Aura of Protection (Su)*:** At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

## Prerequisite Deities

* Torag
* Shelyn
* Abadar
* Nethys
Torag

(Deity)

**Torag** is an ancient god, and his dwarven followers credit him with the creation of the world, with the appearance of life an afterthought to the genius of his creation. He is a hard and proud patriarch, a distant father who nevertheless loves his children. He is a shrewd planner, a great maker of contingencies and lacunae in his plans, and he holds forethought as one of the principal gifts of life. He is a stout fighter, rarely given to rage, but when his anger awakens, the earth shakes and cities fall. Though he is often thought of as a dwarven god, he continues to gain traction among humans as well, and his human followers now outnumber the dwarven ones.

## Dogma

With every action, you hope to achieve your goals: the safety of your people, the conquering of an enemy, or the crafting of useful and sturdy tools for civilization. You believe in exploration and discovery, and in making your small mark on the world **Torag** has given you. This doesn’t mean that you are constantly driven and grim, but you believe that life is a precious gift, and every breath you breathe should have purpose to it. Sometimes that purpose is protecting your community, and sometimes it’s simply enjoying the company of your friends with a good ale. Still, you like to keep your hands and mind busy, and even during rest periods, you’ve generally got a small project to work on.

## Relations

The followers of other faiths are flighty, frivolous, and waste too much of their time on nonessential works. Of the gods of good, you are most likely to appreciate the attitudes of Erastil’s worshipers, who value community and family, and you salute the discipline of Iomedae’s followers. Oddly, though they are usually too happy-go-lucky, you find the faithful of Cayden Cailean relaxing—there’s something about their bonhomie that loosens you up a bit. Of course, they can take it too far, and your affection for them can quickly turn paternalistic and dismissive. You despise the cult of Rovagug and seek to smash it every turn, yet this strangely isn’t enough to make you comfortable around followers of Sarenrae—you appreciate their devotion to the cause, yet you can’t help but see their focus on forgiveness and veneration of the sun as weaknesses

## History

The dwarves
 believe that **Torag** created the world at his great forge, striking it
again and again with his hammer to get the shape he desired. As rocks
tumbled and the sparks flew, the dwarves were born, made of stone with
bellies full of fire.
Stunned

A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any) and thus makes the stunned creature vulnerable to Sneak Attack.

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a **stunned** opponent.
Shield Wall

You form a unified defense with those around you.

**Prerequisite**: Shield Proficiency.

**Benefit**: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally.

* If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
* If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.

 You keep these bonuses even if your ally loses his shield bonus due to making a *shield bash* attack.

 If an adjacent ally with this feat uses a *tower shield* to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.
Thousand Voices

Lying in the Stolen Lands, the **Thousand Voices** is one of the densest wildernesses in the River Kingdoms. It features a great variety of life, and an even greater number of mysteries.

Known also as the *Forest of Breath*, the **Thousand Voices** is
 a mysterious and strange place, with tall beech, white oak, hemlock,
and veined orger trees. Those who speak of it are quick to mention the tales of unexplained disappearances, ghosts, and winding paths which
encircle and confuse those who dare to walk the forest path. All who speak of the **Thousand Voices** give the same message: avoid it, where men
are unwelcome. Inhabitants of the forest include numerous fey and *fairy-folk*, said to live in the trees, and who defend the woods
against those who might cut or burn down the trees. Bandits speak of
even stranger things lying deeper in the wood: slow but *giant dragonsnails*, Trees That Weep, Ghogas the Tick Mother*, and the* ivy-covered Castle of Knives.

This plays in game as it is the only region in the Stolen Lands that cannot be claimed.
Pharasma

(Deity)

The Lady of Graves", **Pharasma**  is the goddess who shepherds Golarion's recently-departed souls to their final reward. Upon death, souls migrate via the *River of Souls* to *Pharasma's Boneyard,* also known as *Purgatory,* in the Outer Sphere, which sits atop an impossibly tall spire that pierces the Astral Plane.

## Dogma

**Pharasma** makes no decision on whether a death is just or not; she
views all with a cold and uncaring attitude, and decides on which of the Outer Planes a soul will spend eternity. **Pharasma** is also the *goddess* *of birth and prophecy:* *from the moment a creature is born, she sees* *what its ultimate fate will be, but reserves final judgement until that soul finally stands before her. As the *goddess** of death and rebirth*, she abhors the* undead *and considers them a perversion.*

## Relationships

**Pharasma** judges souls at the *Infinite Stairs*. **Pharasma** remains neutral in almost all aspects towards other deities. Iomedae still bears a slight grudge against her for not revealing Aroden's impending death, and fights broke out between the clergy of **Pharasma** and Aroden shortly after the latter's death for similar reasons. Urgathoa and her followers are the closest she has to an enemy. The god of accidental death, *Zyphus* has a fierce rivalry with the *Lady of Graves*, but it is not altogether clear if this feeling is mutual. **Pharasma** also has a mysterious connection to the minor *god of the end times*, Groetus, for he hangs in the sky above her *Boneyard* as a gibbous moon.

## History

**Pharasma** is counted among one of the original gods that opposed Rovagug. Sometime after, Urgathoa's escape from the *Boneyard* and return to the Material Plane brought *undead* and disease to the world.

The death of Aroden, the first of the *ascended gods*, at the end of the *Age of Enthronement* was extremely unexpected. His death was not prophesied, and once he died, most of the other prophecies in the world started to go awry as well. Many of **Pharasma's** priests have lost their faith or have gone mad as a result, but those who remain, are finding that **Pharasma's** hold over
 prophecy is becoming less important, while her domain over death, birth, and fate, are growing stronger. It is a time of change for **Pharasma** and her faith. Some legends say that **Pharasma** knew the death of Aroden was approaching, but chose not to tell her followers for reasons unknown.
Uncanny Dodge

Characters with Uncanny Dodge can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor lose their Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue or barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

### Improved Uncanny Dodge

Characters with Improved Uncanny Dodge can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Spell Focus

Choose a school of magic. Any spells you cast of that school are more difficult to resist.

**Benefit**: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

**Special**: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Mobility (Skill)

This skill represents a character's talent for balance and co-ordination, including aerial maneuvers, gymnastics and tumbling.

Your character's **Mobility** skill enables you to move near without provoking attacks of opportunity, keep your balance, escape from restraints, break your falls, squeeze through tight spots, and so on.

If you have 3 or more ranks in **mobility**, you get an extra +1 Dodge bonus to your Armor Class while fighting defensively.

The skill is Dexterity-based and subject to *Armor Check Penalty*.