recursal/Fanatic-Fandom huggingface dataset:
Ventriloquism

AuditoryIllusion

**Source** *Core Rulebook pg. 381* 3.0

**Traditions** arcane, divine, occult, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Duration** 10 minutes

Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.

**Heightened (2nd)** The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.
Thirsty Carp

The Thirsty Carp is the quietest and quaintest of Engleher ’s taverns. A sign depicting a carp with his fins up in a boxing pose hangs above the door of this two-story wooden structure, but within, the calm demeanor of its patrons leads some to wonder if this might be the one tavern in Mifob   never to host a barroom brawl. The Carp’s current proprietor is a matronly Dwarf   named Brelda Feldspar , a stoic but shrewd businesswoman who took over the bar after her son Dalas  , the previous owner, vanished without a trace. A few locals saw the red-bearded Dalas walking out of town with a hooded stranger. Over a year has passed, and Brelda suspects that her son is gone for good.
Trick Magic Item

Single Action

GeneralManipulateSkill

**Source** *Core Rulebook pg. 268* 3.0

**Prerequisites** trained in Arcana, Nature, Occultism, or Religion

You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.

**Success** For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.

**Failure** You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.

**Critical Failure** You can’t use the item, and you can’t try to trick it again until your next daily preparations.

## 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.

**Manipulate:**

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

**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.
Wamasa Farmhand

The Tian-Sing live in the southeastern corner of Tian Xia, in the great archipelago known as Minata or the Wandering Isles. Their skin is darker than most other Tian peoples, and their hair often has a reddish tint. Green eyes are also much more common among the Tian-Sing than in the rest of the continent. Popular female names include Indah, Nirmala, and Udara, while among the men, Budi, Kusuma, and Suryo are common.

### Tian-Yae

The Tian-Yae are descended from the people of the Shory Empire in Yjae. They have inherited the darker skin and straight hair of their ancestors, and are strongly attuned to air magic
Wish

Divination

**Source** *Core Rulebook pg. 385* 3.0

**Traditions** arcane

**Cast**  material, somatic, verbal

You state a wish, making your greatest desire come true. A wish spell can produce any one of the following effects.

* Duplicate any spell from the arcane list of 9th level or lower to which you have access.
* Duplicate any spell from another spell list of 7th level or lower to which you have access.
* Produce any effect whose power level is in line with the above effects.
* Reverse certain effects that refer to the *wish* spell.

The GM might allow you to try using *wish* to produce greater effects than these, but doing so might be dangerous or the spell might have only a partial effect.
Warhammer

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

**Favored Weapon** Azathoth, Dwarven Pantheon, Kerkamoth, Kostchtchie, Lady Nanbyo, Magrim, The Laborer's Bastion, Torag, Trudd

**Price** 1 gp; **Damage** 1d8 B; **Bulk** 1

**Hands** 1

**Category** Martial

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

This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it’s always capable of delivering powerful bludgeoning blows.

## 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.

## Specific Magic Weapons

Dwarven Thrower, Sky Hammer, Storm Hammer
Thoughtful Gift

ConjurationTeleportation

**Source** *Advanced Player's Guide pg. 226* 2.0

**Traditions** arcane, divine, occult

**Cast**  somatic

**Range** 120 feet; **Targets** 1 willing creature

You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the target's hand, if they have a free hand, or at their feet if they don't. The target knows what object you are attempting to send them. If the target is unconscious or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails.

**Heightened (3rd)** The spell's range increases to 500 feet.

**Heightened (5th)** As 3rd level, and the object's maximum Bulk increases to 1. You can Cast the Spell with 3 actions instead of 1; doing so increases the range to 1 mile and you don't need line of sight to the target, but you must be extremely familiar with the target.
Sense Motive

Concentrate Secret

**Source** *Core Rulebook pg. 471* 3.0

You try to tell whether a creature's behavior is abnormal. Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.

**Critical Success** You determine the creature’s true intentions and get a solid idea of any mental magic affecting it.

**Success** You can tell whether the creature is behaving normally, but you don’t know its exact intentions or what magic might be affecting it.

**Failure** You detect what a deceptive creature wants you to believe. If they’re not being deceptive, you believe they’re behaving normally.

**Critical Failure** You get a false sense of the creature’s intentions.
Unconscious

**Source** *Core Rulebook pg. 622* 3.0

You're sleeping, or you've been knocked out. You can't act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.

If you're unconscious because you're dying, you can't wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.

If you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.

If you're unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.

* You take damage, provided the damage doesn't reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.
* You receive healing, other than the natural healing you get from resting.
* Someone shakes you awake with an Interact action.
* There's loud noise going on around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their Stealth DCs. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.
* If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest.
Object Reading

Divination

**Source** *Advanced Player's Guide pg. 222* 2.0, *Pathfinder #147: Tomorrow Must Burn pg. 74*

**Traditions** occult

**Deity** Cosmic Caravan

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 object

You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast *object reading* on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or gain a piece of information about another emotional event in the applicable time frame.

**Heightened (2nd)** You can learn about an event that occurred within the last month.

**Heightened (4th)** You can learn about an event that occurred within the last year.

**Heightened (6th)** You can learn about an event that occurred within the last decade.

**Heightened (8th)** You can learn about an event that occurred within the last century.

**Heightened (9th)** You can learn about an event that occurred within the entirety of the object’s history.
Witchcraft

## Witch Spellcasting

Using your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

### Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

### Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.
Yoletcha

A bugbear named Yoletcha has built herself quite a lair here, using bunk bed frames and bedding to build a central structure. She is proud of her home, filthy as it is, with garbage littering its outskirts like a moat. Unless the PCs make significant noise entering this area, Yoletcha is sitting in her fort arranging the spoils of a recent hunting trip into gruesome if fairly neat piles. The fort’s “walls” are such that the PCs cannot see her inside of it, nor can they hear her, since she’s sorting quietly. This could allow the PCs to sneak up on Yoletcha with a successful Stealth check, or it might allow Yoletcha to hear the unsuspecting PCs and take them by surprise eventually. If the PCs’ attempts to open the eastern doors from outside have alerted her, though, Yoletcha is ready for a fight and uses Stealth for initiative. As soon as she hears the PCs moving about the area, or if they poke their heads inside her home, Yoletcha charges out of the fort and attacks.

NEMediumGoblinHumanoid
**Source** *Bestiary pg. 47*

Perception +7; darkvision, scent (imprecise) 30 feet
**Languages** Common, Goblin
**Skills** Acrobatics +6, Athletics +7, Intimidation +4, Stealth +6
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0
**Items** bastard sword, javelin (3), leather armor

**AC** 17; Fort +9, Ref +8, Will +5

**HP** 34

**Speed** 25 feet

**Melee**  bastard sword +10 [+5/+0] (two-hand d12), **Damage** 1d8+4 piercing

**Melee**  fist +10 [+6/+2] (agile, nonlethal), **Damage** 1d4+4 bludgeoning

**Ranged**  javelin +8 [+3/-2] (thrown 30 feet), **Damage** 1d6+4 piercing

**Bushwhack**  The bugbear thug *Strides* up to 10 feet and attempts to *Grapple* a creature they’re *undetected* by. If they succeed, they also deal fist damage to that creature.

**Mauler** The bugbear thug gains a +3 circumstance bonus to damage rolls against creatures they have *grabbed*.
Wash Your Luck

AbjurationCantripFortune

**Source** *Secrets of Magic pg. 140* 1.1

**Traditions** divine, occult

**Cast**  somatic, verbal

**Duration** 1 minute

Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck.

Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to *wash your luck* for 10 minutes.
Woodland Stalker

As is reflected in the many depictions of an elk-headed god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who is able to make an ally of the terrain.

**Perception** +20; Low-Light Vision

**Languages** Common

**Skills** Forest Lore +16, Medicine +18, Nature +20, Stealth +20, Survival +20

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

**Forager** While using Survival to Subsist, if the Stalker rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 16 additional creatures that eat about as much as a human, or 32 creatures on a critical success.

**Forest Walker** The hunter ignores the effects of difficult terrain from a forest environment. They can Sneak through underbrush without the need to attempt a Stealth check as long as the hunter moves no more than 5 feet at a time and is not within 10 feet of an enemy at any point during their movement.

**Woodland Elf** You're adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed. You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind.

**Nimble Elf**

**Items** +1 Striking composite longbow, dagger, +1 leather armor, shortsword

AC 28; Fort +18, Ref +20, Will +18

HP 155

Speed 35 feet

**Melee** dagger +21 (agile, finesse, versatile S), Damage 1d4+11 piercing; shortsword +21 (agile, finesse, versatile S), Damage 1d6+11 piercing

**Ranged** composite longbow +21 (deadly 1d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+11 piercing

**Deadly Aim** (Single-action) The Woodland Stalker makes a ranged Strike against their hunted prey at a –2 penalty. They gain a +4 circumstance bonus to damage on that Strike.

**Hunt Prey** (concentrate) The poacher designates a single creature they can see and hear, or one they're Tracking, as their prey. The poacher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the poacher hits the designated prey in a round, they deal an additional 1d8 precision damage. The poacher also ignores the penalty for making ranged attacks within their second range increment. These effects last until the poacher uses Hunt Prey again.

**Nature’s Edge** Enemies are flat-footed to Woodland Stalker if they’re in natural difficult terrain or on natural uneven ground.
Woodland Hunter

**Perception** +9; Low-Light Vision

**Languages** Common

**Skills** Crafting +4, Deception +4, Nature +7, Stealth +8, Survival +7

Str +2, Dex +4, Con +1, Int +0, Wis +3, Cha +0

**Forager** While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 4 additional creatures that eat about as much as a human, or 8 creatures on a critical success.

**Snare Crafting** The poacher can use the Crafting skill to create the following snares: alarm snare, hampering snare, marking snare, and signaling snare. The poacher can create four snares each day without paying for the materials, using 3 Interact actions to set up each snare.

**Woodland Elf** You're adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed. You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind.

**Nimble Elf**

**Items** club, composite shortbow (20 arrows), padded armor, snare kit

AC 19; Fort +7, Ref +10, Will +7

HP 30

Speed 35 feet

**Melee** club +8, Damage 1d6+5 bludgeoning

**Ranged** composite shortbow +8 (deadly 1d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+3 piercing

**Hunt Prey** (concentrate) The poacher designates a single creature they can see and hear, or one they're Tracking, as their prey. The poacher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the poacher hits the designated prey in a round, they deal an additional 1d8 precision damage. The poacher also ignores the penalty for making ranged attacks within their second range increment. These effects last until the poacher uses Hunt Prey again.
Witchlight Novice

While in a dismal forest or remote swamp, These young druids caught sight of a string of lights bobbing through the trees. Following them further when the lights retreated a few paces. Will-o'-wisps, rushlights, corpse lanterns—whatever they're called—such evil creatures lead people to their doom. With a supreme effort of will, they broke free from the alluring enchantment, and resolved to never let the strange lights of remote wildernesses claim them again. Channeling their fear and anger into their animal instincts; these druids manifest this connection to the wild in tooth and claw.

**Recall Knowledge - Humanoid (Society)**: DC 13

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Witchlight Novice Forester 1

N Medium Humanoid

**Perception** +10

**Languages** Common, Druidic

**Shield Block**

**Terrain Expertise** +1 Survival in Swaps and Underground.

**Wild Empathy**

**Skills** Athletics +4, Intimidation +4, Nature +6, Stealth +4, Survival +7, Wisp Lore +6,

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

**Items** Leather Armor, Longspear, Holly and Mistletoe

**AC** 15; **Fort** +10, **Ref** +4, **Will** +4

**HP** 20

**Speed** 25 feet

**Melee**  sickle +5 [+1/-3] (agile, trip), **Damage** 1d4+2 slashing

**Ranged**  rock +3 [-2/-7] (thrown 10 feet), **Damage** 1d4+2 bludgeoning

**Primal Spellcasting DC** 17 **Spell Attack** +7 **1st** (2) **Cantrips** Acid Splash, Dancing Lights, Light, Puff of Poison, Tame

**Wild Order Spells** Wild Shape (Pest Form), Wild Morph (1d6 Slashing Claws)
Zebub

Zebubs serve as Hell's messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful—not only to other devils, but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs' whims. While arrogant and deceitful, zebubs lack the cunning and confidence of most devils, and thus their schemes often focus on satisfying self-serving or self-destructive ambitions. Zebubs form from the souls of childish and craven mortals, reshaped by the archdevil Baalzebul in the frozen, filthy wastes of Hell's seventh layer, Cocytus.

**Recall Knowledge - Fiend (Religion)**: DC 18

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

## Zebub Creature 3

LESmallDevilFiend

**Source** *Bestiary 2 pg. 72* 2.0

Perception +12; greater darkvision

**Languages** Celestial, Draconic, Infernal; telepathy 100 feet

**Skills** Acrobatics +10, Arcana +7, Deception +8, Religion +9, Stealth +10

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

**AC** 20; Fort +8, Ref +10, Will +8; +1 status to all saves vs. magic

**HP** 30; **Immunities** fire; **Resistances** physical 5 (except silver), poison 5; **Weaknesses** good 5

**Speed** 15 feet, fly 50 feet

**Melee**  mandibles +12 [+7/+2] (evil, finesse, magical), **Damage** 1d10+3 piercing plus 1d6 evil and Cocytan filth**Divine Innate Spells** DC 17; **5th** *dimension door*; **4th** *dimension door* (at will); **2nd** *invisibility* (at will; self only), *summon animal* (swarm creatures only); **Cantrips** **(2nd)** *message*

**Rituals** DC 17; **1st** *infernal pact*

**Cocytan Filth** (disease, virulent) **Saving Throw** DC 18 Fortitude; **Onset** 1d4 days; **Stage 1** enfeebled 1 (1 day); **Stage 2** enfeebled 2 (1 day); **Stage 3** enfeebled 3 (1 day)**Infernal Eye**  (divine, divination) The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can't ever recall those events again.**Sneak Attack** The zebub's Strikes deal an additional 1d6 precision damage to flat-footed creatures.
ShitPostStatus State Lore Wiki

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Hunter Deno

**Hunter Deno** is an American actress born and raised in Orlando, Florida. She portrays Olivia Davidson in the series, *Sweet L.A. Life: The New Generation*.

## Trivia

* Unlike her character, Hunter is heterosexual.
* Her *Sweet L.A. Life: The New Generation* character Olivia Davidson became the second character on the show to give birth. Olivia had a daughter Sienna born on --.
Xandem

Several years ago, a Ettercap named Xandem came to this room after entering the dungeon from the swamp. He found the illusory city a delight and fancied himself the “King of the Ghost City,” making

the room his lair. After being damaged by a trap in the outer hall, Xandem has taken to clambering along the upper reaches of the hall to avoid stepping in front of the traps as he comes and goes on hunting trips, timing them for the hours the river drake is out of her lair at the flooded cavern.

When the heroes first arrive, the web lurker is squatting atop the table, delighting in yet another examination of his web-caked city.
Weapon Potency Rune

EvocationMagical

**Source** *Core Rulebook pg. 581* 3.0

**Usage** etched onto a weapon

Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune.

You can upgrade the *weapon potency* rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices.

## Weapon Potency (+1)Item 2

**Source** *Core Rulebook pg. 581* 3.0

**Price** 35 gp

**Craft Requirements** You are an expert in Crafting.

## Weapon Potency (+2)Item 10

**Source** *Core Rulebook pg. 581* 3.0

**Price** 935 gp

The item bonus to attack rolls is +2, and the weapon can be etched with two property runes.

**Craft Requirements** You are a master in Crafting.

## Weapon Potency (+3)Item 16

**Source** *Core Rulebook pg. 581* 3.0

**Price** 8,935 gp

The item bonus to attack rolls is +3, and the weapon can be etched with three property runes.

**Craft Requirements** You are legendary in Crafting.
Titan Wrestler

GeneralSkill

**Source** *Core Rulebook pg. 268* 3.0

**Prerequisites** trained in Athletics

You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

## 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.
True Spark

**Source** *Gods & Magic pg. 128* 2.0

Ashava, the True Spark, embodies moonlight, dancing, and lonely spirits. Dancing is Ashava’s true love, and she encourages her followers to dance often. For some, she is little more than a patron of that art, but Ashava is also a guide, both in spirit and in the physical world. For the living, she leads the lonely out of their difficult times, her lights guiding lost wanderers back to safety. For the dead, her haunting moonlit dances lead lost and lonely spirits onward to their eternal judgment. She encourages her followers to steer those who are lost—whether in the wilderness or in their hearts—to where they need to go. Priests of Ashava are the dancing light that guides the way, but will-o’-wisps are anathema to Ashava, and her followers destroy these creatures wherever they are found.

The True Spark appears as a tall woman, flushed with the exertion of prolonged dancing. Her features are difficult to see unless under moonlight, when they instead become crystal clear. She wears a beautiful gown woven from starlight that always sways in motion, and she never appears to be standing still. On her brow she wears a wreath of many-colored moss. Some of Ashava’s followers include dancers, artists, the nocturnal, the lonely, the bereaved, lovers, and travelers.

**Category** Empyreal Lords

**Edicts** Dance even when there is no music, cast light in places of darkness, lead the lost

**Anathema** Intentionally mislead someone, desecrate graves, abandon a creature in darkness

**Areas of Concern** moonlight, dancing, and lonely spirits

**Follower Alignments** NG, CG

## Devotee Benefits

**Divine Ability** Dexterity or Charisma

**Divine Font** *heal*

**Divine Skill** Performance

**Favored Weapon** bladed scarf

**Domains** darkness, moon, repose, soul

**Cleric Spells** 1st: *soothe*, 2nd: *glitterdust*, 8th: *uncontrollable dance*
Wild Shape

**Source** *Core Rulebook pg. 401* 3.0

**Cast**  somatic, verbal

**Duration** 1 minute (or longer)

You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in *pest form*, which lasts 10 minutes. All other *wild shape* forms last 1 minute. You can add more forms to your *wild shape* list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to *wild shape*'s level. *Wild shape* allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls.

**Heightened (2nd)** You can also *wild shape* into the forms listed in *animal form*.
Ward Medic

GeneralSkill

**Source** *Core Rulebook pg. 269* 3.0

**Prerequisites** expert in Medicine

You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

## 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.
Veil Devotion

**Traditions** Arcane, Occult

**Cast**  somatic

**Range** 30 Feet; **Target** One Creature, spell, or Magic object

**Duration** Sustained

**Save** Basic Will

An infusion of Magical devotion overwhelms the natural devotion of a creature or object. The caster can make the target appear to posses one devotion trait they also possess. This surge of magic masks the existing devotion traits of the target and amplifies the desired devotion. This subjects the target to devotion based effects of the spells devotion and makes the target appear the casters devotion whenn under the effect of a detect devotion spell.

The target makes a will save against this spell. Objects compair thier DC against the Spell DC to determine effect.

**Critical Success** The Target is unaffected

**Success** The Target assumes The Devotion trait of the spell in addition to thier own devotion traits for as long as the spell is sustained.

**Failure** The Target assumes The Devotion trait of the spell and suppresses thier own devotion traits for as long as the spell is sustained.

**Critical Failure** The Target assumes The Devotion trait of the spell, suppresses thier own devotion traits and gains weakness to the spell's Devotion trait and rival traits equal to the spell caster's level for as long as the spell is sustained.
White Ward Rune

**White Ward Item 5+**

Usage etched onto armor

These symbols ward an Armor's bearer against White Aligned effects.

## White Ward

**ITEM 5**

Price 160 gp

The bearer gains a +1 status bonus to Armor Class and saving throws against creatures and effects of White alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by White Aligned summoned creatures.

## Greater White Ward

**ITEM 11**

Price 1060 gp

The bearer gains a +2 status bonus to Armor Class and saving throws against creatures and effects of White alignment. This bonus increases to +4 against effects from such creatures that would directly control the target and against attacks made by White Aligned summoned creatures.

## Major White Ward

**ITEM 18**

Price 20560 gp

The bearer gains a +3 status bonus to Armor Class and saving throws against creatures and effects of White alignment. This bonus increases to +5 against effects from such creatures that would directly control the target and against attacks made by White Aligned summoned creatures.
Wild Morph

**Source** *Core Rulebook pg. 400* 3.0

**Cast**  to  somatic, verbal

**Duration** 1 minute

You morph your body based on your training, choosing one of the following effects based on your wild order feats.

* If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals 1d8 piercing damage.
* If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
* If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
* If you have Soaring Shape, you can cast the spell as a two-action activity (  somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.

**Heightened (6th)** You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent poison damage on a hit.

**Heightened (10th)** You can choose up to three of the effects from the list. Wild claws deal 4d6 persistent bleed damage on a hit, and wild jaws deal 4d6 persistent poison damage on a hit.
Treat Disease

Downtime Manipulate

**Source** *Core Rulebook pg. 248* 3.0

**Requirements** You are holding healer's tools, or you are wearing them and have a hand free

You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease’s DC. After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease.

**Critical Success** You grant the creature a +4 circumstance bonus to its next saving throw against the disease.

**Success** You grant the creature a +2 circumstance bonus to its next saving throw against the disease.

**Critical Failure** Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.
Trini Sprizzlegig

A first-generation resident of Stios, Trini Sprizzlegig immigrated as a baby from her parents’ hometown of Brastlewark in Saol. Trini is a deeply kind and empathetic woman, if a little manic, and her propensity for helping others led her to earn a spot on the council. Perhaps one of its flightiest members, Trini nonetheless is one of its staunchest voices for helping those in need—and for welcoming adventurers from far-off locales or unusual backgrounds.
Summoner's Visage

Polymorph Transmutation

**Source** *Secrets of Magic pg. 135* 1.1

**Traditions** arcane, divine, occult, primal

**Cast**  somatic, verbal

**Range** touch; **Targets** your eidolon

**Duration** 10 minutes

You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to Deception checks to Impersonate you and can add its level to such checks even if it's untrained.

Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active.

You can Dismiss the spell.

**Heightened (4th)** The duration increases to 1 hour.
Threshold Watcher

**Source** *Gods & Magic pg. 132* 2.0

Yog-Sothoth is, along with Azathoth, one of the greatest of the Outer Gods. In appearance, he is said to be a congeries of iridescent spheres—brilliant, foaming bubbles that constantly expand and collapse in upon themselves. He has other manifestations, however, including the Lurker on the Threshold, a mass of black tentacles that endlessly writhe, reach, and grow, and a mysterious humanoid figure hidden behind a shimmering veil.

Yog-Sothoth embodies all of space and time; he exists in all places and in all moments simultaneously. Paradoxically, however, he is unable to manifest in the mortal universe unless summoned, a magical act that almost always results in untold destruction. He is known as the Key and the Gate, and magicians and cults research him in an effort to master time and space. Fortunately, his worship is not widespread, but some of those who have delved deep into his secrets describe him as an ambivalent figure, rather than a malevolent one, who guards cosmic secrets and makes them accessible to those who dare to ask for them. Yog-Sothoth reveals the true nature of the universe, but this is a thing that once seen cannot be unseen, and wise mortals turn aside from Yog-Sothoth’s offer of cosmic knowledge in favor of a more mundane existence.

**Category** Outer Gods and Great Old Ones

**Edicts** Gather knowledge of gates through space and time, curse or mutate unborn children

**Anathema** None

**Follower Alignments** CN, CE

## Devotee Benefits

**Divine Ability** Intelligence or Charisma

**Divine Font** *harm*

**Divine Skill** Occultism

**Favored Weapon** dagger

**Domains** knowledge, time, travel, void

**Cleric Spells** 1st: *fleet step*, 5th: *black tentacles*, 7th: *time beacon*
Toni

UNIQUE NEUTRAL TINY ANIMAL

 Perception
 Skills
 AC
 Saving Throws
 HP
 Speed
 Melee

**Share Senses**- Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute.

**Spell Delivery** If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn’t reach the target to touch it this turn, the spell has no effect.

## Occult Spells

 **2nd** |  | 2

Two more Spells Available
Trick Attack

[one-action] The tomb raider musters their guile to attempt a clever attack that catches their foe unprepared. The tomb raider chooses one of their weapons. The next attack with that weapon deals an extra 2d6 precision damage. In addition, the tomb raider can Interact to draw the weapon (or to reload it if they choose the hand crossbow).
Tugen Ludwig

Mayor Ludwig's Nephew

Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear—along with a healthy dose of suspicion.

**Recall Knowledge - Humanoid (Society)**: DC 18

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

Level 3 Courtier

Perception +11

**Languages** Common

**Skills** Deception +10, Diplomacy +10, Gambling Lore +8, Intimidation +9

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

**Lip Reader** After years of sticking their nose where it doesn't belong, the noble has learned to read lips from afar, with the effects of the Read Lips feat.

**Items** fashionable fine clothes, loaded dice, rapier, signet ring, silver flask

**AC** 18; Fort +6, Ref +10, Will +11

**HP** 45

**Speed** 25 feet

**Melee**  rapier +12 [+7/+2] (deadly 1d8, disarm, finesse), **Damage** 1d6+5 piercing

**Melee**  fist +12 [+8/+4] (agile, finesse, nonlethal), **Damage** 1d4+5 bludgeoning

**Noble's Ruse**  **Frequency** once per round; **Effect** The noble Feints. On a success, the noble Strikes the target.

**Sneak Attack** The noble deals an extra 1d6 precision damage to flat-footed creatures.
Paige and Callie

The friendship and brief relationship between Paige Turner and Callie McDaniel first began in season 3, 5, and 8 of Sweet L.A. Life and Sweet L.A. Life: Back Together. Paige fell in love with Callie since their first meeting and throughout the series, despite many male love interests of Callie, Paige had kissed her on multiple occasions.

## Notes

* Paige started to have feelings for Callie in -, after they shared a surprising kiss.
* Paige stated a few times that her feelings for Callie were the first time she actually fell in love with a woman.
* Their relationship developed as an arc from season 8 to season 10.
* They dated for a week, as said by Callie in season 10.
* Paige told Callie she loved her in --
* Their first kiss occurred in season 3.
* Paige is the only female character Callie has ever slept with.
Urdefhan Warrior

Medium Humanoid Urdefhan

**Source** *Bestiary 2 pg. 272* 2.0

**Perception** +9; greater darkvision

**Languages** Aklo, Daemonic, Undercommon

**Skills** Athletics +10, Intimidation +9, Religion +7, Survival +7

**Str** +3, **Dex** +1, **Con** +2, **Int** +0, **Wis** +2, **Cha** +2

**Items** composite longbow (20 arrows), rhoka sword, studded leather armor

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

**HP** 55 (negative healing); **Immunities** death effects, disease, fear; **Weaknesses** positive 5

**Necrotic Decay** (divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 3d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 17 basic Fortitude save).

**Attack of Opportunity**

**Speed** 25 feet

**Melee**  rhoka sword +12 [+7/+2] (deadly 1d8, two-hand 1d10), **Damage** 1d8+6 slashing

**Melee**  jaws +12 [+7/+2], **Damage** 1d6+6 piercing plus Wicked Bite

**Ranged**  composite longbow +10 [+5/+0] (deadly 1d10, propulsive, range increment 100 feet, volley 30 feet), **Damage** 1d8+4 piercing

**Divine Innate Spells** DC 17, attack +9; **2nd** *death knell*; **1st** *feather fall* (at will; self only), *ray of enfeeblement*

**Ravenous Attack**  The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Its multiple attack penalty doesn't increase until after both attacks.

**Wicked Bite**  **Requirements** The urdefhan damaged a creature with a jaws Strike on its last action; **Effect** The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 20 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.

* **Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).
* **Drain Vitality** (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).
Velstrac's Chain

A +1 Striking Spiked Chain with additional Persistant Bleed Damage and the Impaling Chain weapon Feature.

chain +17 [+12/+7] (disarm, evil, magical, reach 10 feet, trip), **Damage** 2d8+7 piercing plus 1d6 persistent bleed and impaling chain

**Impaling Chain** When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming grabbed by the chain. The creature is unable to recover from persistent bleed damage until it gets free (DC 25 Escape).