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Character Creation information of Pathfinder: Kingmaker will be covered on this page.

 

Character Creation

 

 

 

Human

The physical characteristics of humans are as varied as the world’s climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans’ skin color assumes a darker hue the closer to the equator they live. At the same time, bone structure, hair color and texture, eye color, and a host of facial and bodily phenotypic characteristics vary immensely from one locale to another.

Cheekbones may be high or broad, noses aquiline or flat, and lips full or thin; eyes range wildly in hue, some deep set in their sockets, and others with full epicanthic folds. Appearance is hardly random, of course, and familial, tribal, or national commonalities often allow the knowledgeable to identify a human’s place of origin on sight, or at least to hazard a good guess. Humans’ origins are also indicated through their traditional styles of bodily decoration, not only in the clothing or jewelry worn, but also in elaborate hairstyles, piercing, tattooing, and even scarification.

 

Dwarf

Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarven man.

 

Halfling

Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading the bottoms of their feet to become roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet.

 

 

Gnome

Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Despite their small frames, however, gnomes are extremely resilient, and not as weak as many of their foes assume. Though their diminutive stature reduces their ability to move quickly, gnomes often train to take advantage of their size, especially when fighting foes much larger than themselves.

 

Elf

Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. The coloration of elves as a whole varies wildly, and is much more diverse than that of human populations. However, as their coloration often matches their surroundings, the elves of a single community may appear quite similar. Forest-dwelling elves often have variations of green, brown, and tan in their hair, eye, and even skin tones.

 

Half-elf

Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is normally dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. Their eyes tend to be human-like in shape, but feature an exotic range of colors from amber or violet to emerald green and deep blue. This pattern changes for half-elves of drow descent, however. Such elves are almost unfailingly marked with the white or silver hair of the drow parent, and more often than not have dusky gray skin that takes on a purplish or bluish tinge in the right light, while their eye color usually favors that of the human parent.

 

 

Aasimar

 

 

 

 

Classes in Pathfinder: Kingmaker is a factor that determines your character's abilities, attributes and how they will develop as they increase in level. In Pathfinder: Kingmaker, each class will have some archetypes, serve as the sub-class. Some of the classes have certain requirements, you can only choose them after you reached a certain level.

Prestige Classes are a sort of advanced class that requires the character reach level 5 before taking prestige class levels and each have their own prerequisites.

 

Basic Class

 

Cleric

 

Druid

 

Fighter

 

Magus

 

Monk

 

Paladin

 

Ranger

 

Rogue

 

Wizard

 

 

 

Prestige Classes

 

 

 

 

Abilities in Pathfinder: Kingmaker are covered on this page. A character's attributes are the six primary statistics defining his or her nature, and are determined during character creation. 

Each attribute represents a particular aspect of the character, and has a significant impact on his or her capabilities in combat and during interactions. Attributes can be seen as the character's inherent abilities, in contrast with Skills which indicate how well a character has learned to perform a specific action. Unlike skills, attributes cannot be permanently improved after character creation, although certain wearable and consumable items can provide temporary bonuses.

Attributes

 

 

Strength

Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat, such as fighters and some rangers. Strength also sets the maximum amount of weight your character can carry.

A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures (such as incorporeal creatures) do not possess a Strength score and have no modifier at all to Strength-based skills or checks.

 

Dexterity

Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling.

A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

 

Constitution

Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.

 

Intelligence

Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways.

A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks. Creatures of

animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3.

 

Wisdom

Wisdom describes a character’s willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics, and it is also important for rangers. If you want your character to have acute senses, put a high score in Wisdom.

Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.

 

Charisma

Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance. It is the most important ability for bards. It is also important for clerics, since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.

Stats

Armor Class (AC)

Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you.

Your AC is equal to the following:

10 + armor bonus + shield bonus + Dexterity modifier + other modifiers

Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC (see Table: Armor and Shields).

 

Touch AC

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 mage armor and bracers of armor.

 

Flat Footed AC

Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC. If you don’t have a Dexterity bonus, your AC does not change.

 

Base Attack Bonus (BAB)

Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, his base attack bonus improves. When a creature’s base attack bonus reaches +6, +11, or +16, he receives an additional attack in combat when he takes a full-attack action (which is one type of full-round action—see Combat).

 

Caster Level

A spell’s power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she’s using to cast the spell.

In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target’s spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check).

 

Combat Maneuver Bonus

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

CMB = Base attack bonus + Strength 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.

 

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. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards 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.

 

Damage Reduction (DR)

 

Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable. Sometimes damage reduction represents instant healing. Sometimes it represents the creature’s tough hide or body. In either case, other characters can see that conventional attacks won’t work.

The numerical part of a creature’s damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of

damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact. Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction. If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.

 

Fortitude

Fortitude saves measure your ability to stand up to physical punishment or attacks against your vitality and health. 

Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and level, and an associated ability score. Apply your Constitution modifier to your Fortitude saving throws.

 

Reflex

Reflex saves test your ability to dodge area attacks and unexpected situations. 

Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and level, and an associated ability score. Apply your Dexterity modifier to your Reflex saving throws.

 

Will 

Will saves reflect your resistance to mental influence as well as many magical effects.

Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and level, and an associated ability score. Apply your Wisdom modifier to your Will saving throws.

 

 

 

 

 




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