recursal/Fanatic-Fandom huggingface dataset:
Fey Robber

Gnome cultures typically offer minimal observances for the departed. Gnomes don't possess reservations against recovering treasure that has been buried with a body that has no further use of them.

**Recall Knowledge - Humanoid (Society)**: DC 15

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

## Fey Robber Criminal 1

NE Medium Fey Gnome Humanoid

**Perception** +5

**Languages** Common

**Chameleon Gnome** When this gnome is in an area where thier coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the single action to make minor localized shifts designed to help you blend into your surroundings. This grants you a +2 circumstance bonus to Stealth checks until your surroundings shift in coloration or pattern.

**Fey Fellowship**

**Skills** Crafting +6, Deception +2, Intimidation +2, Society +6, Stealth +7, Underworld Lore +6

**Str** +1, **Dex** +2, **Con** +2, **Int** +3, **Wis** +2, **Cha** -1

**Infused Items** A fey robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations.

**Items** formula book, shovel, alchemist's tools, dagger, holy water, studded leather armor

**AC** 17; **Fort** +7, **Ref** +7, **Will** +5

**HP** 18

**Speed** 25 feet

**Melee**  shovel +6 [+1/-4], **Damage** 1d6+1 bludgeoning

**Ranged**  alchemical bomb +7 [+2/-3] (range increment 20 feet, splash), **Effect** varies by bomb
Irrigation

**Source** *Kingmaker Adventure Path pg. 524*

**Requirements** You control a hex adjacent to a river or lake that itself does not contain a river or lake.

You send excavators to build waterways, canals, or drainage systems to convey water from areas that have natural access to a river or lake. Spend RP as determined by the hex's most inhospitable terrain feature (see the Building on Rough Terrain sidebar on page 519). Then attempt a basic check.

**Critical Success** The hex gains a river or lake terrain feature (or you change the effects of a previous critical failure at Irrigation in this hex into a failure); work with your GM to determine where these features appear in the hex. In addition, your workers were efficient and quick, and you regain half the RP you spent building the waterways.

**Success** As success, but without regaining any RP.

**Failure** You fail to build workable systems or to restore a previous critical failure, and the hex does not gain the river or lake terrain feature.

**Critical Failure** As failure, but your attempts at Irrigation are so completely useless that they become breeding grounds for disease. Gain 1 Unrest. From this point onward, at the start of your Kingdom turn's Event phase, attempt a DC 4 flat check. This flat check's DC increases by 1 for each hex in your kingdom that contains a critically failed attempt at Irrigation. If you fail this flat check, your kingdom suffers a Plague event in addition to any other event it might have. You can attempt this activity again in a later Kingdom turn to undo a critically failed Irrigation attempt.
Hideous Laughter

EmotionEnchantmentMental

**Source** *Core Rulebook pg. 343* 3.0

**Traditions** arcane, occult

**Bloodline** fey

**Deities** Bes, Kofusachi, The Lantern King

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 living creature

**Saving Throw** Will; **Duration** sustained

The target is overtaken with uncontrollable laughter. It must attempt a Will save.

**Critical Success** The target is unaffected.

**Success** The target is plagued with uncontrollable laugher. It can't use reactions.

**Failure** The target is slowed 1 and can't use reactions.

**Critical Failure** The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects.
Giant Rat

Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot flt in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.

Although its bite alone is not lethal except to the very young or very old, the giant rat carries the filth fever common to rodents around the world—a pestilence more than capable of ravaging rural communities.

**Recall Knowledge - Animal (Nature)**: DC 13

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

# Giant Rat Creature -1

NSmallAnimal

**Source** *Bestiary pg. 276*

Perception +5; low-light vision, scent (imprecise) 30 feet

**Skills** Acrobatics +5, Athletics +2 (+4 to Climb or Swim), Stealth +5

Str +1, Dex +3, Con +2, Int -4, Wis +1, Cha -3

**AC** 15; Fort +6, Ref +7, Will +3

**HP** 8

**Speed** 30 feet, climb 10 feet

**Melee**  jaws +7 [+3/-1] (agile, finesse), **Damage** 1d6+1 piercing plus filth fever**Filth Fever** (disease) The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. **Saving Throw** DC 14 Fortitude; **Stage 1** carrier with no ill effect (1d4 hours), **Stage 2** sickened 1 (1 day), **Stage 3** sickened 1 and slowed 1 (1 day), **Stage 4** unconscious (1 day), **Stage 5** dead
Elemental Zones

Evocation

**Source** *Secrets of Magic pg. 104* 1.1

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Range** 120 feet; **Area** 20-foot radius burst

**Duration** 1 minute

Select an elemental trait: air, earth, fire, or water. *Elemental zone* gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for air, bludgeoning for earth, fire for fire, and bludgeoning or cold for water. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell).

The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type.

**Heightened (+2)** The status bonus increases by 1.
Iron Gut

Transmutation

**Source** *Gods & Magic pg. 108* 2.0

**Traditions** arcane, primal

**Cast**  material, somatic

**Duration** 1 hour

Your mouth, esophagus, and stomach become incredibly elastic and tougher than metal. For the duration of the spell, you can reach down your throat to store or retrieve a single object of light or negligible Bulk in your stomach, as though your stomach were a backpack or other container. Storing and retrieving an item in this way requires an Interact action. The object must be small enough to reasonably fit within your stomach. It is very difficult for other creatures to notice that you are hiding an object in this way; passive observers can’t possibly notice and you gain a +4 circumstance bonus to your Stealth checks to Conceal the Object unless the searcher specifically searches your mouth and stomach. If at the end of the spell’s duration you still have an object stored in your stomach, it is violently expelled, dealing 1d6 damage to you.

**Heightened (3rd)** The duration increases to 8 hours.
Illusory Disguise

IllusionVisual

**Source** *Core Rulebook pg. 345* 3.0

**Traditions** arcane, occult

**Bloodlines** hag, genie

**Deities** Hastur, Likha, Mahathallah, Nivi Rhombodazzle, Norgorber, Sivanah, The Lantern King

**Cast**  somatic, verbal

**Duration** 1 hour

You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.

Casting *illusory disguise* counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.

**Heightened (2nd)** The spell also disguises your voice and scent, and it gains the auditory and olfactory traits.

**Heightened (3rd)** You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.
Hefty Hauler

General Skill

**Source** *Core Rulebook pg. 262* 3.0

**Prerequisites** trained in Athletics

You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Mine-Sealed Recruit

Recruits into the Under-Blooded Phalanx Troops

**Source** *Gamemastery Guide pg. 232*

**Perception** +7; (8 to find concealed objects) Darkvision

**Languages** Common, Dwarven

**Skills** Athletics +7, Intimidation +5, Legal Lore +3

**Rock Dwarf** You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.

**Stonecunning** You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.

If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn’t gain the circumstance bonus, and it takes a –2 circumstance penalty..

**Quick Coercion**

Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha -1

**Items** Club, crossbow (10 bolts), clan dagger, sap, scale mail, signal whistle

**AC** 18; Fort +7, Ref +5, Will +5

**HP** 20

**Resistance**

**Attack of Opportunity**

**Speed** 15 feet

**Melee**  Club +9 [+4/-1], **Damage** 1d6+4 bludgeoning **Melee**  sap +9 [+5/+1] (agile, nonlethal), **Damage** 1d6+4 bludgeoning

**Ranged**  crossbow +7 [+2/-3] (range increment 120 feet, reload 1), **Damage** 1d8 piercing
Giant Maggot

Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of human children, ravenous young who voraciously consume any flesh in the immediate vicinity—typically starting with the body upon which they were born.

**Recall Knowledge - Animal (Nature)**: DC 14

**Unspecific Lore**: DC 12

**Specific Lore**: DC 9

**Source** *Bestiary 2 pg. 120* 2.0

Perception +3; no vision, tremorsense 30 feet

**Skills** Athletics +4

Str +2, Dex -1, Con +3, Int -5, Wis +1, Cha -5

**AC** 13; Fort +9, Ref +3, Will +3

**HP** 18; **Immunities** visual

**Regurgitation  Trigger** The giant maggot takes damage; **Effect** The giant maggot regurgitates its rancid, foul meal. All creatures in a 5-foot emanation must succeed at a DC 16 Fortitude save or become sickened 1 (or sickened 2 on a critical failure). The giant maggot can't use Regurgitation again until it spends at least an hour feeding on a corpse.

**Speed** 10 feet

**Melee**  mandibles +6 [+1/-4], **Damage** 1d8+2 piercing plus Grab

**Gnaw Flesh**  **Requirement** The giant maggot has Grabbed a creature; **Effect** The giant maggot deals 1d8+2 slashing damage to the grabbed creature as it chews the creature's flesh (DC 19 basic Reflex save).
Giant Bat

While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions.

**Recall Knowledge - Animal (Nature)**: DC 16

**Unspecific Lore**: DC 14

**Specific Lore**: DC 11

# Giant Bat Creature 2

NLargeAnimal

**Source** *Bestiary pg. 39*

Perception +11; echolocation (precise) 40 feet, low-light vision

**Skills** Acrobatics +8, Athletics +8, Stealth +8

Str +4, Dex +2, Con +3, Int -4, Wis +3, Cha -2

**Echolocation** A bat can use its hearing as a precise sense at the listed range.

**AC** 18; Fort +9, Ref +8, Will +7

**HP** 30

**Wing Thrash**  **Trigger** An adjacent enemy damages the giant bat. **Effect** The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature.

**Speed** 15 feet, fly 30 feet

**Melee**  fangs +10 [+5/+0], **Damage** 1d10+4 slashing**Melee**  wing +10 [+6/+2] (agile), **Damage**
Gale Blast

Double Action

Air Cantrip Evocation

**Source** *Secrets of Magic pg. 108* 1.1

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Saving Throw** Fortitude

Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes bludgeoning damage equal to your spellcasting ability modifier, with a Fortitude save.

**Critical Success** The creature is unaffected.

**Success** The creature takes half damage.

**Failure** The creature takes full damage and is pushed 5 feet away from you.

**Critical Failure** The creature takes double damage and is pushed 10 feet away from you.

**Heightened (+2)** The damage increases by 1d6.
Filth Fever

(disease) The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 dead
Holholtz Manor

Whistledown Cutters is a successful lumber company thanks to the cunning business sense of its owner, Mora Holholtz. She’s invested funds to bolster Engleher's educational services, a shrewd move that’s made her admired by Engleher’s parents. Many have been pushing Mora to run for mayor the next time elections come along, but for now, the half-elf is happy raising her family and building her business’s legacy.

## Loyalty Boons

Mora Holholtz (NG half-elf lumber magnate 4, Friendly, Perception DC 17, Will DC 19). If Inkleholtz Manor supports the heroes, Alymora offers them work in a classroom she maintains in town. This allows the heroes to Earn Income using Lore associated with one of the four disciplines that the Inkleholtzes hope to foster in the local children: literature, mathematics, science, and history
Grappling Hook

**Source** *Core Rulebook pg. 290* 3.0

**Price** 1 sp

**Hands** 1; **Bulk** L

You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.
Explosive Entry

Double Action

Archetype

**Source** *Guns & Gears pg. 133*

**Archetype** Demolitionist

**Prerequisites** Demolitionist Dedication; master in Engineering Lore

You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course! You Set Explosives on a door, window, container, or heavy gate. When the explosives detonate, you can attempt an Engineering Lore check to Force Open the target. If a bomb would add an item bonus to attack rolls, add that item bonus to your Engineering Lore check. Since you're blasting your way in, you can't avoid breaking the object or structure. If you roll a critical success, you get a success instead.

## Traits

**Archetype:**

This feat belongs to an archetype.
Mimic Undead

Necromancy

**Source** *Secrets of Magic pg. 115* 1.1

**Traditions** divine, occult

**Cast**  somatic, verbal; **Requirements** You're a living creature.

**Duration** 10 minutes

You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against *mimic undead* to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to Impersonate any other sort of undead. Mindless undead usually don't have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way.
Ghast

Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.

**Recall Knowledge - Undead (Religion)**: DC 16

**Unspecific Lore**: DC 14

**Specific Lore**: DC 11

## Ghast Creature 2

CEMediumGhoulUndead

**Source** *Bestiary pg. 169*

Perception +8; darkvision

**Languages** Common, Necril

**Skills** Acrobatics +10, Athletics +7, Stealth +10, Survival +8

Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +3

**AC** 18; Fort +6, Ref +10, Will +8

**HP** 30 (negative healing); **Immunities** death effects, disease, paralyzed, poison, unconscious

**Stench** (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

**Speed** 30 feet, burrow 5 feet

**Melee**  jaws +11 [+6/+1] (finesse), **Damage** 1d6+5 piercing plus ghast fever and paralysis**Melee**  claw +11 [+7/+3] (agile, finesse), **Damage** 1d4+5 slashing plus paralysis**Consume Flesh**  (manipulate) **Requirements** The ghast is adjacent to the corpse of a creature that died within the last hour. **Effect** The ghast devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once.**Ghast Fever** (disease) **Saving Throw** Fortitude DC 16; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 3d8 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 3d8 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a ghast the next midnight**Paralysis** (incapacitation, occult, necromancy) Any living creature (including elves) hit by a ghast's attack must succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.**Swift Leap**  (move) The ghast jumps up to half its Speed. This movement doesn’t trigger reactions.
Javelin

**Source** *Core Rulebook pg. 282* 3.0

**Favored Weapon** Kurgess

**Price** 1 sp; **Damage** 1d6 P; **Bulk** L

**Hands** 1; **Range** 30 ft.

**Category** Simple

**Group** Dart; **Traits** Thrown

This thin spear is well balanced for throwing but is not designed for melee use.

## Traits

**Thrown:**

You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Dart**: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Juvenile Companion Transformation

PolymorphTransmutation

**Source** *Secrets of Magic pg. 113* 1.1

**Traditions** primal

**Cast**  somatic, verbal

**Range** touch; **Targets** your companion

**Duration** 10 minutes

You transform your companion into its juvenile form, such as a cub, foal, kitten, puppy, or piglet, making the target appear harmless. It becomes Tiny (if it was larger), and its reach is reduced to 0 feet. All of its Speeds are halved (to a minimum Speed of 5 feet), and it gains weakness 5 to physical damage. In all other ways, its abilities and statistics are unchanged.

If your companion uses a hostile action, *juvenile companion* ends. This spell has no effect on a companion that doesn't have a juvenile form.

**Heightened (2nd)** The duration increases to 1 hour.
Heal

**Source** *Core Rulebook pg. 343* 3.0

**Traditions** divine, primal

**Bloodlines** angelic, psychopomp

**Cast**  Single Action to Triple Action

**Range** varies; **Targets** 1 willing living creature or 1 undead

You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

**(somatic)** The spell has a range of touch.

**(somatic, verbal)** The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.

**(material, somatic, verbal)** You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

**Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Lucky Number

ContingencyDivination

**Source** *Secrets of Magic pg. 113* 1.1

**Traditions** arcane, divine, occult

**Cast** 10 minutes (material, somatic, verbal)

**Duration** until the next time you make your daily preparations

When you Cast this Spell, roll 1d20 and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to *lucky number* until the next time you make your daily preparations.

**That's My Number!**  (divination, fortune) **Trigger** You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; **Effect** You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received.
Friendly Attitude

**Source** *Core Rulebook pg. 620* 3.0

This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC. A creature that is friendly to a character likes that character. The character can attempt to Make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn't cost it much to fulfill. If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.
Magical Crafting

GeneralSkill

**Source** *Core Rulebook pg. 263* 3.0

**Prerequisites** expert in Crafting

You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Glaive

**Source** *Core Rulebook pg. 280* 3.0

**Favored Weapon** Baphomet, Shelyn

**Price** 1 gp; **Damage** 1d8 S; **Bulk** 2

**Hands** 2

**Category** Martial

**Group** Polearm; **Traits** Deadly d8, Forceful, Reach

This polearm consists of a long, single-edged blade on the end of a 7-foot pole. It is extremely effective at delivering lethal cuts at a distance.

## Traits

**Deadly d8:**

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a *greater striking rune* and three dice if the weapon has a *major striking rune*. For instance, a rapier with a *greater striking rune* deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

**Forceful:**

This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

**Reach:**

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Polearm**: The target is moved 5 feet in a direction of your choice. This is forced movement.
Experienced Professional

GeneralSkill

**Source** *Core Rulebook pg. 261* 3.0

**Prerequisites** trained in Lore

You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Jump

Move Transmutation

**Source** *Core Rulebook pg. 347* 3.0

**Traditions** arcane, primal

**Deities** Gogunta, Irori, Kabriri, Sun Wukong

**Cast**  somatic

Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.

**Heightened (3rd)** The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.
Flame Wisp

Evocation Fire

**Source** *Secrets of Magic pg. 106* 1.1

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Duration** 1 minute

Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damage. If you Cast a Spell with the fire trait while you have fewer than three wisps, a new wisp appears.

**Heightened (+2)** The damage increases by 1d4.
Kanmar

For more than 4,000 years, Absalom (pronounced AB-sah-lahm) has been the City at the Center of the World, a metropolis-sized showcase of the greatest treasures in all Golarion. The importance and influence of Absalom upon the Inner Sea and the whole of Golarion can not be overstated. The city not only holds a key strategic position for both commercial and military endeavors in the region, but encompasses the site of the ascension of four deities and claims to have been founded by none other than the Last Azlanti, the god Aroden. It is not without reason that the passage of time throughout the Inner Sea region is counted in Absalom Reckoning.

**Large city**

Included Locations

* Sextant Lodge
* Spire of Nex
Grease

Conjuration

**Source** *Core Rulebook pg. 342* 3.0

**Traditions** arcane, primal

**Deity** Trelmarixian

**Cast**  somatic, verbal

**Range** 30 feet; **Area** 4 contiguous 5-foot squares or; **Targets** 1 object of Bulk 1 or less

**Duration** 1 minute

You conjure grease, with effects based on choosing area or target.

* **Area** All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.
* **Target** If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Flat-Footed

**Source** *Core Rulebook pg. 620* 3.0

You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others—especially conditions—can make you universally flat-footed against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”
False Priest

Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic.

**Recall Knowledge - Humanoid (Society)**: DC 19

**Unspecific Lore**: DC 17

**Specific Lore**: DC 14

## False Priest Mystic 4

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 229*

**Perception** +10

**Languages** Common

**Skills** Acrobatics +10, Athletics +8, Deception +12, Performance +12, Religion +8, Society +6

**Str** +0, **Dex** +4, **Con** +3, **Int** +0, **Wis** +2, **Cha** +4

**Items** wooden religious symbol, alchemical tools (used as "blessed items" to fool marks), backpack, cloak, collection of fake relics, hand crossbow (20 bolts), rapier, studded leather armor

**AC** 21; **Fort** +11, **Ref** +12, **Will** +10

**HP** 51

**Speed** 25 feet

**Melee**  rapier +12 [+7/+2] (deadly 1d8, disarm, finesse), **Damage** 1d6+8 piercing

**Ranged**  hand crossbow +12 [+7/+2] (range increment 60 feet, reload 1), **Damage** 1d6+4 piercing

**Deceiver's Surprise** On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are flat-footed to the false priest.

**Fickle Prophecy**  (emotion, mental) The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first.

**Sneak Attack** The false priest deals an extra 1d6 precision damage to flat-footed creatures. This increases to 2d6 against creatures flat-footed due to the false priest's Feint or deceiver's surprise.

**The Jig Is Up**  **Frequency** once per hour; **Trigger** The false priest critically fails a Deception or Performance check; **Effect** The false priest Strides.
Hydration

While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a –1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.
Flaming Sphere

EvocationFire

**Source** *Core Rulebook pg. 338* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Bloodline** diabolic

**Deities** Lubaiko, Nurgal, Ra, The Path of the Heavens

**Cast**  somatic, verbal

**Range** 30 feet; **Area** 1 5-foot square

**Saving Throw** Reflex; **Duration** sustained up to 1 minute

You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square.

Creatures that succeed at their save take no damage (instead of half).

**Heightened (+1)** The damage increases by 1d6.
Misdirection

Illusion

**Source** *Core Rulebook pg. 352* 3.0

**Traditions** arcane, occult

**Deities** Adanye, Chaldira, Erecura, Mahathallah

**Cast** 1 minute (somatic, verbal)

**Range** 30 feet; **Targets** 2 creatures or objects

**Duration** until the next time you make your daily preparations

You reshape the magic aura of one creature or object to resemble that of another. You designate one target as the primary target and the other as the secondary target. Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target. A creature reading the aura can attempt to disbelieve the illusion. You can Dismiss the spell from up to a mile away.
Haunt Investigator

Haunt Investigators are constantly on the move, whether within city walls or the wilderness, trailing rumors of restless spirits and haunted ruins. Often relying on stealth or deception as much as martial skill, Haunt Investigators employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows.

**Recall Knowledge - Humanoid (Society)**: DC 19

**Unspecific Lore**: DC 17

**Specific Lore**: DC 14

## Haunt Investigator Creature 4

N Medium Human Humanoid

**Perception** +14

**Languages** Common

**Skills** Athletics +9, Deception +10, Diplomacy +8, Intimidation +8, Stealth +12, Survival +10, Spirit Lore +10

**Str** +3, **Dex** +4, **Con** +1, **Int** +0, **Wis** +4, **Cha** +1

**Items** crossbow (10 bolts), falchion, studded leather armor

**AC** 21; **Fort** +9, **Ref** +12, **Will** +12

**HP** 60

**Speed** 25 feet

**Melee**  falchion +13 [+8/+3] (forceful, sweep), **Damage** 1d10+6 slashing

**Ranged**  crossbow +14 [+9/+4] (range increment 120 feet, reload 1), **Damage** 1d10+5 piercing

**Investigate Haunting** You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to Recall Knowledge about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts.

**Hunt Prey**  (concentrate) The Haunt Investigator designates a single creature they can see and hear, or one they're Tracking, as their prey. The bounty hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. This effect lasts until the bounty hunter uses Hunt Prey again.

**Precision Edge** The first time the Haunt Investigator hits their hunted prey in a round, they deal an additional 1d8 precision damage.

**Running Reload**  The bounty hunter Stride, Steps, or Sneaks, and then Interacts to reload.

**Occult Innate Spells** DC 21, attack +11; **Cantrips (1st)** Daze, Guidance
Ghost Hunter Dedication

Uncommon Archetype Dedication

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 81*

**Archetype** Ghost Hunter

**Prerequisites** trained in Occultism or Religion

You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. Pick Spirit Lore or Haunt Lore; you become trained in this skill. If you were already trained in both skills, you become trained in a new Lore skill of your choice.

Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait. You can cast these spells as innate occult spells. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma.

**Special** You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype.
Kinetic Ram

Evocation Force

**Source** *Dark Archive pg. 105*

**Traditions** arcane, occult

**Cast**  to  verbal

**Range** varies; **Targets** 1 or more creatures

**Saving Throw** Fortitude

Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell.

* The spell targets one creature within 15 feet.
* The spell targets one creature within 30 feet. The distance the target is pushed if it fails is doubled, and on a critical failure, the target is also knocked prone and takes 1d6 bludgeoning damage.
* The spell targets all creatures in a 5-foot emanation.
Gripilli Jinxer

Baneback gripplis with innate magical ability may find themselves drawn to vile magic dealing with poison, vermin, and ill luck. Those who revel in the dreadful legends surrounding their kind often worship evil gods or demons associated with poison, tattooing themselves with mystic symbols to gain powerful control over toxins.

**Recall Knowledge - Humanoid (Society)**: DC 22

**Unspecific Lore**: DC 20

**Specific Lore**: DC 17

## Grippli Jinxer Creature 6

NE Small Grippli Humanoid

**Source** *Pathfinder #170: Spoken on the Song Wind pg. 83*

**Perception** +16; darkvision

**Languages** Common, Grippli

**Skills** Acrobatics +14, Athletics +12, Intimidation +12, Nature +14, Occultism +10, Stealth +14

**Str** +2, **Dex** +4, **Con** +2, **Int** +0, **Wis** +4, **Cha** +0

**Items** dart (8), staff

**AC** 23; **Fort** +12, **Ref** +14, **Will** +16

**HP** 95

**Hypnotic Tattoos  Trigger** A hostile creature targets the jinxer with a melee Strike; **Effect** Tattoos on the jinxer's body swirl and shift in mesmerizing patterns. The creature must attempt a DC 22 Will save.

**Critical Success** The creature is unaffected and is temporarily immune for 1 hour.

**Success** The creature is unaffected and is temporarily immune for 1 minute.

**Failure** The creature treats the jinxer as concealed until the end of its turn.

**Critical Failure** The creature treats the jinxer as hidden until the end of its turn.

**Speed** 25 feet, climb 20 feet; jungle stride

**Melee**  staff +14 [+9/+4] (two-hand d8), **Damage** 1d4+6 bludgeoning plus baneback poison

**Ranged**  dart +16 [+12/+8] (agile, thrown 20 feet), **Damage** 1d4+6 piercing plus baneback poison

**Occult Spontaneous Spells** DC 24, attack +16; **3rd** *blindness*, *fear*, *paralyze* (3 slots); **2nd** *dispel magic*, *summon animal* (giant cockroach, giant fly, or giant tick only), *vomit swarm* (3 slots); **1st** *bane*, *ray of enfeeblement*, *spider sting* (3 slots); **Cantrips** **(3rd)** *chill touch*, *forbidding ward*, *know direction*, *shield*, *telekinetic projectile*

**Baneback Poison** (poison) **Saving Throw** Fortitude DC 24; **Maximum Duration** 6 rounds; **Stage 1** 2d4 poison damage and stupefied 1 (1 round); **Stage 2** 3d4 poison damage and stupefied 2 (1 round); **Stage 3** 4d4 poison damage, stupefied 3, and flat-footed (1 round)

**Curse of Baneful Venom**  (necromancy, occult) The jinxer magically intensifies toxins in their foes. Creatures within 30 feet of the jinxer that are currently afflicted by a poison immediately attempt their next saving throw against the poison with a –2 status penalty, then are temporarily immune to Curse of Baleful Venom for 1 hour.

**Jungle Stride** Gripplis ignore difficult terrain in forests and jungles.
Kukri

The blade of this foot-long knife curves inward and lacks a cross guard at the hilt.

**Price** 6 sp

**Damage** 1d6 Slashing

**Bulk** L

**Hands** 1

**Group** Knife

**Traits** Agile, finesse, trip

**Agile:** The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

**Finesse:** You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

**Trip:** You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

**Knife:** The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.
Halberd

**Source** *Core Rulebook pg. 280* 3.0

**Price** 2 gp; **Damage** 1d10 P; **Bulk** 2

**Hands** 2

**Category** Martial

**Group** Polearm; **Traits** Reach, Versatile S

This polearm has a relatively short, 5-foot shaft. The business end is a long spike with an axe blade attached.

## Traits

**Reach:** Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

**Versatile S:** A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Polearm**: The target is moved 5 feet in a direction of your choice. This is forced movement.
Maul

**Source** *Core Rulebook pg. 281* 3.0

**Favored Weapon** Skyring

**Price** 3 gp; **Damage** 1d12 B; **Bulk** 2

**Hands** 2

**Category** Martial

**Group** Hammer; **Traits** Shove

Mauls are massive warhammers that must be swung with two hands.

## Traits

**Shove:**

You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Hammer**: The target is knocked prone.