recursal/Fanatic-Fandom huggingface dataset:
Streetfighter

Streetfighters seek the challenges of the back alleys as a way of testing themselves and their experience in the wilder world.

#### Requirements

**Base Attack Bonus:** +5

**Skills:** Bluff 2 ranks , Intimidate 2 ranks , Knowledge (local) 2 ranks

**Feats:** Combat Expertise , Improved Feint

#### Class Features

Weapon and Armor Proficiency: Streetfighters gain no proficiency with any weapon or armor.

Always Ready (Ex): A streetfighter knows that an attack can come from any quarter, and that an innocuous conversation can turn into a deadly fight in an instant. Accordingly, he gains a +1 competence bonus on initiative checks. This bonus increases to +2 at 3rd level and to +3 at 5th level.

Streetwise (Ex): A streetfighter knows how to survive in dangerous urban areas; he gains a +2 competence bonus on Gather Information and Knowledge (local) checks.

Stand Tough (Ex): A streetfighter’s toughness has been honed by years of hard living and dirty fighting. Starting at 2nd level, a streetfighter can stand tough once per day. When he would be damaged in combat (from a weapon or some other blow, but not from a spell or special ability), he can attempt to shake off the damage.To do this, he must attempt a Fortitude saving throw against a DC equal to the number of points of damage dealt. If the save succeeds, he takes no lethal damage from the blow, instead taking nonlethal damage equal to half the amount of damage the blow would have dealt. If the save fails, he takes damage normally. A streetfighter need not be aware of the impending attack to use this ability. Starting at 4th level, a streetfighter can use this ability twice per day.

Sneak Attack (Ex): Beginning at 3rd level, a streetfighter deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player’s Handbook. If a streetfighter gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Uncanny Dodge (Ex): At 5th level, a streetfighter cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do so. See the barbarian class feature, page 26 of the Player’s Handbook. If a streetfighter already has un�canny dodge from a different class, he gains improved uncanny dodge instead. See the barbarian class feature, page 26 of the Player’s Handbook.
Sigma 'Hoon' Hecatondies

WIP

'Stop laughing! I'm the strongest dragon you'll ever meet and will beat you up! BOW BEFORE ME!'

## Family

Unknown: I never knew my mother nor did I know my father.

## Friends

-None: Friends hold a powerful beast like me back!! If I let someone get into my scales they'll find my weak spot and take me down easier!

## Enemies

-Everyone that isn't herself: Anyone can be your enemy! Be prepared to beat them all!!

## Aspirations

Find people Stronger than me: I love a good challenge and hope that there is always someone who is stronger than me so that I can best them in combat and slowly climb.

https://cdn.discordapp.com/attachments/308319278720090115/541032667429470269/tumblr\_p9b71wBuvs1qhq98mo1\_1280.png [Human Form]
NPC
Velvet Thumper

"I always try my best no matter what"

## History

Velvet is a hopple who grew up in a small home in a village. her father abused her as a kid and killed her mother after a few years of her memory. She was scared and shy as a child and it stuck with her after a tramatic event. A noble came to her town to check in on it and after getting drunk he cornered her and tried to rape her which led to her stabbing him in the side. The noble in turn to keep it from ever happening again burned her village to the ground and killed everyone. Near death Velvet was found by some shady merchants who took care of her and helped raise her a bit. In turn she helped with an ability to see happiness of death of people she made clothes for and told them of any dangers to avoid. after a while amongst them she decided to go on her own and try doing the same work which led to her having a horse and cart she used to travel

## Appearance

velvet is a 3 foot 6 inch tall hopple with pink and white fluffy fur. Her figure is curvy with a 32HH inch bust, 17 inchwaist, and 35 inch hips. She wears a bright pink, white, and black silk dress with a silk scarf in public or when fighting she wears a silk scarf and full body drider silk armor. On her back is a crossbow while on her hip is a rapier. And as a hidden surprise she has an 11 inch male hopple anatomy on her.

## Personality

velvet is an open minded girl that speaks her mind and sometimes is sneaky. She is shy and scared a lot when people get near her cause of abuse and near death experiences.

## Lovers

Velvet doesn't know anyone that much yet.

## Fears

velvet fears death, being alone, being a nobody, and people

## Hobbies

Velvet likes to sew, listen to music, read, and look at cute girls

## Aspirations

Velvet wishes to make a legacy as the best merchant around be it legal or illegal. SHe wishes to have a big family with lots of kids later and be very rich.
NPC
The Rosco Estate

## Noble Villa (Value 12660gp)

### *Description*

This compound is surrounded by stone walls that have a walkway for guards to patrol on. The front entrance is a Gatehouse with an iron portcullis and iron door that leads to a Gauntlet.

Past the militant exterior is a plush interior that is well maintained and organized.

## Staff

House Troupe Organization mans the Estate: (2) Elite Soldiers Teams; (2) Lackey Teams & Steward Team

Guarded by (14) Drones

## Arrangement

*Third Floor:* Sitting Room, (3) Bedrooms, Office, Vault (secret room DC30)

*Second Floor:* Escape Route (secret room DC30), Lodging, Storage

*Ground Floor:* Bath, Kitchen, Lavatory, Laundry, Sitting Room (furnished) with attached Bar, Trophy Room,

*Grounds:* (2) Courtyards, Garden, Stall, Statue

*Basement:* Alchemy Lab*;* Bedroom (furnished), Office, Forge, Sewer Access (has superior lock and iron grating), Storage

*Extra:* Storefront is attached to exterior wall by entrance. 4 Defensive Walls have been upgraded to stone and have a Guardpost so guards can patrol on top of the 10' wall (DC 20 to climb). Exterior doors are iron with superior locks. Front Gatehouse has iron portcullis and has been upgraded so it leads to a Gauntlet.

## Benefits

+1 bonus on initiative checks and on Perception checks against intruders

Defenders get improved cover

+5 bonus on Fortitude saves to resist contracting a disease while in the settlement

+1 bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks to influence or learn about guests

+1 bonus on Diplomacy checks you make to gather information in the settlement

Can house 2 Large Mounts

Indoor plumbing

Sleeps 18

Alchemist’s lab: +2 on checks for 3 people

Forge: +2 on checks for 3 people

## Capital

Gold +185

Goods +102

Influence +110

Labor +59

Magic +25

## Notes

In *Storage:* Good Lock; (6) Cestus

New Construction complete 07/18

Animal Pen, Armory, Artisan’s Workshop, Bath, Cell, Dojo, Farmland, Greenhouse, Grotto, Infirmary, Lavatory, Reservoir System, War Room
S'bhevi

## History

S'bhevi a beta whom became nunh. This unconventional rise to power was unprecedented, as not only did this woman challenge the Nunh Priomh of the Sig'Galla Clan and managed defeat him, but choose to outright slay him him in single combat. She is the first beta ever to rise to power in Akere in over a hundred years, and since day one she has been tested for it. Paranoid and determined to not be killed or made a beta again she controls all the power in her settlement with an iron fist, and does not allow her houri any influence over the tribe. She wields a massive two-handed sword crafted of adamantine, which many say was the key to her personal victory over the last nunh. How she acquired it or how she learned to fight is still a mystery.

She is now the youngest among the Nunh Priomh and only maintaining her power by her sheer force of will.

## Appearance

While her temperament is no tundra blossom her looks are that of a winters rose. Fiery red hair, Ice blue eyes, and a fair complexion. She has a body that most Houri would kill for to despite the strength is hides. The only distinguishing marks she has beyond her beautiful features is the scar on the back of her neck, from having the beta tattoo that was forcefully inscribed upon her flayed off. She also has scars across her back from being lashed.

## Personality

Paranoid to say the least. She is also very territorial with other Nunh, preventing them from entering her territory for any reason. Outsiders are barely tolerated, but as the laws of the land decree they are off limits to her wraith, she usually has her guards keep a close eye on them until they leave. She is intolerant of anything she can perceive as a slight against her, and tends to be very defensive.

## Loves

Power, wealth, and women in that order. Negotiating with her will usually result in her wanting magical items, some form of wealth, or a new addition to her harem to gain her favor. She is also known to be a weapon collector, and has a respectable collection she has gathered sense coming into power.

## Fears

Being killed,stripped of her power, or being forced to be a beta again. She also has issues with trusting others, and believes any male or beta may be biding their time to take her down.

## Family

She was a daughter to one of the former Nunh's of the Sig'Galla clan. It is believed the Nunh she killed for power was one of her older half-brothers. Her mother is unknown.

## Friends

She is to paranoid to hold any lasting friendship, and her Houri are simply their to please her. She has been known to sleep with female outsiders of other species outside of her harem in exchange for her favor, but this is more of a matter of dominating outsiders and bolstering her own ego.

## Enemies

* Nunh A'zehrun
* Nunh D'zahje
* Nunh O'razuh
* Nunh D'zifah
* Sadhbh
* Grand Raj Tadgh
Purple Dragon Knight

Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers.

#### Requirements

**Base Attack Bonus:** +5

**Alignment:** Lawful good, neutral good, lawful neutral, or neutral

**Skills:** Diplomacy 1 ranks or Intimidate 1 ranks , Ride 1 ranks , Perception 1 rank

**Feats:** Mounted Combat , Negotiator

**Special:** Membership in the Purple Dragons

#### Class Features

**Weapon and Armor Proficiency:** Purple Dragon knights gain proficiency with tower shields.

**Heroic Shield (Ex):** A Purple Dragon knight can use the aid another action to give an ally a +4 circumstance bonus to Armor Class instead of the normal +2.

**Rallying Cry (Su):** Up to three times per day as a free action, a knight can utter a powerful shout that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their speed by 5 feet until the knight's next turn. Traditionally, this mind-affecting ability is used when a formation of soldiers is about to charge.

**Inspire Courage (Su):** This ability, gained at 2nd level, has the same effect as the bard ability of the same name. The knight makes an inspirational speech, bolstering her allies against fear and improving their combat abilities. To be affected, an ally must be able to hear the knight speak. The effect lasts for as long as the ally hears the knight speak and for 5 rounds thereafter. While speaking, the knight can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 2nd level, a knight may use this ability once per day; at 4th level, she may use it twice per day.

**Fear (Su):** Once per day as a standard action, a knight of 3rd level or higher can evoke a fear effect (DC 10 + the knight's class level + the knight's Cha modifier) as the spell fear, using her class level as the caster level. Her allies are immune to the effect.

**Oath of Wrath (Su):** Once per day as a free action, a knight of 4th level or higher can select a single opponent within 60 feet and swear an oath to defeat him. For the duration of the encounter, the knight has a +2 morale bonus on melee attack rolls, weapon damage rolls, saving throws, and skill checks made against the challenged target. The effect is negated immediately if the knight uses a fullround action to move away from the challenged opponent.

**Final Stand (Su):** Once per day, a 5th-level Purple Dragon knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight's class level + her Charisma modifier and lasts an equal number of rounds.

**Multiclass Note:** A paladin who becomes a Purple Drag on knight may continue advancing as a paladin.
Quake Cannon

**Aura** strong evocation **CL** 20th
**Slot** none; **Price** —; **Weight** 1,000 lbs.

### Description

The cannon consists of a pivoting chair designed for a Medium creature mounted atop a tripod that splays 10 feet in diameter. Attached to the front of the chair is a 12-foot-long, hollow mithral cylinder wound with a fine braid of incredibly thin copper wire and set at a variable angle to allow it to be aimed like a siege weapon. At the cylinder’s end is a small clamp designed to hold a large crystal through which the cannon’s beam travels, acting as a focal lens.

Once per week, the *quake cannon*can be activated to create an *earthquake*effect (as the spell) centered on any point within 50 miles. Activating the cannon takes 10 minutes, and a diamond worth at least 10,000 gp must be used as the device’s focal lens. This diamond is expended in the process of firing the weapon.

If an eidite gem worth at least 5,000 gp is instead used as a focal lens, the *quake cannon*does not create an earthquake at the targeted location, but instead fires an ultrasonic pulse that affects only clockworks within the same area of effect as the cannon’s normal *earthquake*effect. Any constructs with the clockwork subtype in the affected area must succeed at a DC 25 Will save or be overwhelmed with electromagnetic impulses and ultrasonic disruptions. Clockwork creatures that fail their saving throws against this effect become confused for 1 minute. During this time and for 24 hours afterward, affected creatures are compelled to move toward the *quake cannon*as fast as they can. This is a sonic effect.

### Destruction

The crystallized heart of a shaitan that has never left the Elemental Plane of Earth must be used as a focal lens. Doing so centers the device's *earthquake* effect on the *quake cannon*itself and destroys the device, but not before it activates one last time.
Wonderworker

Wonderworkers sacrifice some of their spellcasting ability to grow closer to the ideal of goodness they revere.

#### Requirements

**Alignment:** Any good

**Base Save Bonus**: Will +5.

**Feats**: One exalted feat, plus either Favored of the Companions, Knight of Stars, or Servant of the Heavens.

**Spells**: Able to cast 3rd-level arcane or divine spells, or to manifest 3rd-level psionic powers.

#### Class Features

**Weapon and Armor Proficiency**: Wonderworkers gain no proficiency with any weapon or armor.

**Bonus Exalted Feat**: At every level, a wonderworker gets a bonus exalted feat. These bonus feats must be drawn from among those identified as exalted feats in Chapter 4: Feats.

**Bonus Spells per Day**: For each level of wonderworker that a spellcasting character attains, he gains bonus spells to the number of spells per day he normally casts. These bonus spells can be added to whatever levels of spells the wonderworker can currently cast, but no more than one can be added to the character's highest current spell level. Arcane spellcasters (bards, sorcerers, and wizards) receive fewer bonus spells than divine spellcasters (clerics and druids), as shown on the table above.

For example, a 9th-level cleric who takes a single level in wonderworker can give himself one bonus 5th-level spell (his highest as a 9th-level cleric), and one bonus spell in one other level, 0 through 4th. A 9thlevel wizard who takes a level in wonderworker gains only one bonus spell, which she can give herself in any level, 0 through 5th.

A psion who adopts the wonderworker class receives bonus power points/day equal to one-half of the sum of his psion level and his wonderworker level. A psychic warrior/wonderworker receives bonus power points/day equal to one-third of the sum of her psychic warrior level and her wonderworker level. If a wonderworker has two spellcasting or psionic classes already, he must give the bonus spell or power points to a class in which he can cast at least 3rd-level spells or manifest at least 3rd-level powers. If more than one class meets that requirement, he must choose which previous class gains the bonus. He cannot split bonus spells or power points between two different spellcasting or psionic classes. For example, a 5th-level cleric/5th-level wizard takes one level of wonderworker. He can either take 2 bonus cleric spells or 1 bonus wizard spell, but he cannot take 1 of each.

Once a wonderworker has chosen how to apply his bonus spells or power points, they cannot be shifted.
Shackled

## Background

Shackled are humans that were bless by the goddess Besmara. She grants the children of faithful followers with her blessing, granting her children some abilities at sea that humans might not have. Many Shackled do not realize at birth that they are what they are, but as they age they may learn that they have been bless by Besmara.

## Physical Description

Shackled appear as humans do, however they always have a birthmark in the shape of the jolly roger. This birthmark may be big or small, some Shackled even having marks covering their back.

## Society

Shackled find their place in society as cut-throats and brigands. Many find their way to the sea, as they have an almost innate calling to it. But, those who can not make it to the crystal blue waves would find themselves content on land. Many who stay ashore make a living by making deals that heavily favor them, or by simply taking what they wish.

## Alignment and Religion

Due to their nature, nearly all Shackled are Chaotic. Those who find their calling leading to piracy would lead them down a path of evil, but many may find peace with neutrality or good.

Many Shackled worship the goddess who created them, Besmara. The extent of this worship varies, but typically is to a greater extent than that of the average pirate.

## Names

Male: Jeff, Cutlass, Dead-eye

Female: Jenefer, 'Lass, Dedia.

## Racial Traits

* Type: Humanoid (0 rp)
* Size: Medium (0 rp)
* Speed: 30 foot (0 rp)
* Ability scores: +4 CHA, +2 STR, +2 DEX, +2 CON, -2 INT. (4 rp)
* Languages: Common and Polygan. Those with high INT may choose from Aquan, Undercommon, Common Sign Language, infernal, and abyssal. (0 rp)
* Heart of the Sea: +2 racial bonus to profession (Sailor) and swim, and these are always class skills. Can hold breath twice as long as normal. spellcasters get a +4 racial bonus on concentration checks to cast underwater (4 rp)
* Body of the Waves: 30 foot swim speed, +8 swim due to this swim speed. (2 rp)
* Voice of the Wind: +4 bluff when lying (2 rp)
* Pirate's Luck: +1 luck bonus to all saves (2 rp)

## Racial Feats

Besmara's blessing to the Shackled may only manifest themselves later in life.

**Seasight**: You gain Deepsight 120 feet. This functions as darkvision, but only works underwater. This feat may be taken a second time, granting Fogsight. This allows you to see through magical and normal fogs, mists, and similar obscurement.

**Eyepatch**: If you wear an eyepatch for at least 1 hour, you can shift it to your other eye to grant darkvision 60 feet. This lasts until entering a light of a brightness greater than dim.

**Lucky Bastard**: Once a day after making a roll, but before the results are revealed, you may decide before the roll to add a d6 to the result.
Rycroft Auerbach

"I am here now, and so are you. This is our world now.""Then we had best make it a world worth living in."

Rycroft, in response to Thilleia

## Character Information

### Class

Feyspeaker DruidAlchemist

Knife Master Rogue

## Social Description

### Affiliation

Previously: The Grand Alchemical Guild of TopperdennCurrently: N/A

### Relatives

Three sisters, two brothers, two mothers; all living as far as he knows

## Misc. Information

### Will holder

N/A

NPC
Tou'ar Whiskers, The Hundred Blade Swordsman

"I will protect those i love through space and void"

## History

Whiskers grew up in a small burrow like village, at the age of 20 she started out on an adventure to find something new. She eventually found herself in the large city of Amatha where she meet the Neruth for the first time.

## Appearance

Whiskers has a very similar fur pattern to that of a tiger and long Golden Blond hair and large Emerald eyes.

## Loves

Adventure, A fair Fight, and Strawberries

## Fears

Cold iron, wild magic, and an area of dead magic

## Hobbies

Practicing her Kata, maintaining her blades, and painting

## Aspirations

to be the worlds greatest swordsman
NPC
Qila

## History

Nobility, the favored pawns and playthings of fiends fall often and from great heights. However fortune favored Qila as another did most of the tumbling for her.

Qila was born to the socially irrelevant Lord and Lady Castigon of a world even less noteworthy. Of importance to Qila's story however is the lie of her conception.

As played out in many legends before something monstrous grew from one of the household cats. Disappearances and unnatural phenomenon began to plague the house. Being a family of means of course the Lord Castigon employed a number of holy men and even adventurers to resolve the matter.

When the source the haunting eventually was discovered it was not by chance. In his ignorance Lord Castigon hired unscrupulous cleric of a dark god. Making no attempt vanquish the creature the cleric instead conspired with it.

All at once the horrors of house Castigon stopped, and in their over abundance of gratitude the Lord and Lady failed to notice the charm placed upon them.

Some time after these events Lady Castigon would be compelled into an affair with a body servant. The horror returned when the servant revealed it's true nature.

Shamed, the Lady Castigon endured unspeakable things for a time. When it became clear she carried a child, and having no doubt of it's heritage she turned to the only god that would not expose her, the Mother of Beasts.

The fiendish plot bore fruit, Qila was born and with the Mother of Monster's blessing her parentage remained concealed. Being the firstborn she was loved raised in the way any Castigon would be. Until she matured.

Lady Castigon would bear no more children, until the day Lord Castigon died. This event was no surprise to either Ladies of the house as Qila's true father took his rightful place, and Lady Castigon's fate was sealed; living a nightmare.

What should have then become a wondrous time for Qila was cut short. Pulled from her perfect home into Dark Horizon with little more than the clothes on her back and a satchel full of narcotics.

## Personality

Qila has two demeanors. The first is a quiet introspective girl. She longs for nothing more than her books of grand fantasy and magic which she takes inspiration from.

The second is a sadistic beast. Here her fascination with fiction turns to lust for horror and tragedy among other things.

Regardless of either Qila is devout. More than ever now that she is lost; she makes daily prayers to Grandmother Nightmare.

#### Aspirations

Qila prays above all else to be returned to her father, and secondly for a blessing only Lamashtu can give. The awakening of her monstrous heritage.

She also seeks to improve her own eldritch abilities of course, to one day emulate the stories that drive her imagination wild.

## Allies & Enemies

Qila is not ignorant of those who would try to harm her over some sense of rigorousness. She maintains a practiced facade of innocence and harmlessness around them.

Any that would call the demon mother 'goddess is' an ally to her.
NPC
Nejiq

***"Live Free, Burn Bright, and Die Fulfilled!"***

 History

After the fall, Nejiq left his home of (insert desert location here) to help cleanse the world of the warriors from hell.

## Appearance

Nejiq keeps his armaments as audacious and extravagant as his bloodline fellows keep. Clad in jewelery usually held onto by those of more noble status, his skin seems as if it was gently forged with the purest bronze ingots. His hair, a muddle blonde/orange amalgam, seemingly waves unerringly.

## Family

Hasan - His human father

Nidu - His Ifrit Mother

## Aspirations

To rid the world of the demonic invasion, find a highly attractive woman...or two, and travel the world, leaving a blazing trail of excitement and passion in his wake.
Magical Trickster

Relying as much on her wits as on her spellcasting prowess, the magical trickster can sacrifice her spellcasting ability to gain even greater access to skill tricks.

#### Requirements

**Feats:** Any one metamagic feat.

**Spellcasting:** Ability to cast 3rd-level spells.

**Skill Tricks:** Any two.

#### Class Features

**Spellcasting:** At each level after 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a magical trickster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

**Bonus Trick:** At 1st level, and again at 3rd level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.

**Spontaneous Trickster (Su):** You can channel magical potential into using skill tricks more often, effectively "recharging" them. As a swift action, you can "lose" any spell slot or prepared spell of 1st level or higher to perform a trick that you have already used in the encounter.

**Bonus Metamagic Feat:** At 2nd level, you gain a bonus metamagic feat for which you meet the prerequisite.

**Metamagic Trick (Ex):** Beginning at 3rd level, you understand how to apply the principle of tricks to your spellcasting. Once per day you can apply the effect of any one metamagic feat you know to a spell as you cast it without altering the spell's effective level. The spell slot adjustment of the metamagic feat can't exceed four.

**Tricky Magic (Ex):** At 3rd level, you have mastered incorporating tricks into your spellcasting routines. On any round that you perform a skill trick, the save DC of the next spell you cast that round is increased by 1.
Shadowstriker

The elite group known as the shadowstrikers is the military arm of Pelor's Shadow Guard.

#### Requirements

**Base Attack Bonus:** +5

**Alignment:** Any good

**Skills:** Knowledge (religion) 1 ranks

**Feats:** Good Devotion , Healing Devotion , Law Devotion , Strength Devotion , Sun Devotion , or War Devotion

**Special**: Must worship Pelor or Heironeous.

#### Class Features

**Badge of Office (Ex)**: Upon your induction into the shadowstrikers, you were given a special holy symbol combining the symbols of Heironeous and Pelor. This item is crafted from gold, inlaid with platinum lightning motifs, and encrusted with sunstones. In areas where the Church of Heironeous or the Church of Pelor holds political power, this badge allows you access to prohibited areas and gives you the right to detain and question suspects in the pursuit of your deity's will.

**Luminous Weapon (Su)**: As a swift action, you can imbue your melee weapon with the power of the Shining One. When you do so, your weapon glows as if affected by a light spell and gains a bonus equal to twice your shadowstriker level on damage rolls against evil and/or undead creatures. You can use this ability a number of times per day equal to your Wisdom modifier (minimum once), and the effect lasts for 10 rounds.

**Smite Evil (Su)**: Beginning at 2nd level, you can smite evil once per day (see the paladin class feature, PH 44). Levels in paladin and shadowstriker stack for the purpose of determining smite evil attempts/day. Smite evil damage is equal to a character's combined paladin and shadowstriker levels.

**Sun's Blessing (Su)**: When you reach 2nd level, as a swift action, you can cause your weapon to flare with the fires of the sun. While a weapon is affected by both the sun's blessing and luminous weapon, it deals an extra 1d6 points of fire damage. Additionally, the blinding light spilling from the weapon counts as a daylight spell for the duration of the effect. The sun's blessing can be used once per day, and the effect lasts for a number of rounds equal to your shadowstriker level. You can gain an additional use per day of this ability for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you expend.

**Surge of Piety (Su)**: When you attain 3rd level as a shadowstriker, your touch becomes infused with positive energy. Any undead creature that touches you (by hitting you in melee or for any other reason) is shaken for 1 round or until it is no longer in physical contact with you—even if it normally can't be affected by this condition. Once per day as a fullround action, you can channel this energy into a single burst of positive energy, which manifests as a flash of bright, warm sunlight. This wave of energy deals 1d8 points of positive energy damage to every undead creature within 30 feet (no save). You can increase the damage this effect deals by 1d8 points (maximum +5d8) for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you expend.

### Advancement

 2nd
 3rd
Unseen Seer

Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her business in the same way that death is the assassin's business, and she uses her magic to help her gather other people's secrets while keeping her own.

#### Requirements

**Skills:** Sense Motive 1 ranks , Spellcraft 1 ranks , Perception 5 ranks

**Spellcasting:** Ability to cast 1st-level arcane spells, including at least two divination spells.

#### Class Features

**Spellcasting:** At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an unseen seer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

**Damage Bonus:** At 1st level, the extra damage you deal with your sneak attack, skirmish, or sudden strike ability increases by 1d6. If you have more than one of these abilities, only one ability gains this increase (choose each time you gain this benefit).

Your sneak attack, skirmish, or sudden strike damage increases by another 1d6 at 4th level, 7th level, and 10th level.

**Advanced Learning (Ex):** At 2nd, 5th, and 8th level, you can add a new spell to your spellbook or list of spells known, representing the result of personal study and experimentation. The spell must be a divination spell of a level no higher than that of the highest-level arcane spell you already know. The spell can be from any class's spell list (arcane or divine). Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

**Silent Spell:** At 2nd level, you gain Silent Spell as a bonus feat.

**Divination Spell Power (Ex):** At 3rd level, you gain a +1 bonus to your caster level when casting an arcane divination spell. This bonus improves to +2 at 6th level, and to +3 at 9th level.

This benefit comes at a cost: Your caster level for all other arcane spells is reduced by 1 at 3rd level. This reduction becomes 2 at 6th level and becomes 3 at 9th level. For example, a 4th-level rogue/1st-level sorcerer/6th-level unseen seer would have a caster level of 9th for her arcane divination spells, but only 5th for her nondivination arcane spells.

**Guarded Mind (Su):** Any successful unseen seer must learn to protect herself from magic that would reveal her identity. At 5th level, you become protected by nondetection (as the spell, but with a permanent duration). For the purpose of divinations attempted against you, your caster level equals your character level.
Ritualistic Arcane Tradition

A spherecaster who focuses his power through a magic circle to create, destroy, and so conjure many other arcane effects as they desire.

---Drawback---

#### Diagram Magic

In order to perform any magical effect, either you or your target must be entirely contained within the boundaries of a special diagram. Creating this diagram requires a full-round action for every 5 ft. square contained within the diagram. Once the circle has been drawn, make a spellcraft check as part of the full-round action to draw the final part of the circle against DC 15 + the maximum caster level of any effect to be performed within the circle to determine if it was done correctly. You may take 10 on this check even if in combat or stressed. You can increase the speed at which you draw the diagram but at greater risk of making a mistake. For every step by which you reduce the time required to draw the diagram, increase the spellcraft DC by +5 to a maximum of +20 to draw the circle as a free action, but doing so prevents you from taking 10 on the check.

The diagram need not be drawn with any special materials, and can be done with sprinkled salt, paint, blood, or anything else that may be on hand so long as it is clearly visible. If the diagram is disrupted (any amount of damage dealt to the surface it is carved upon, or sufficient force from water, wind, or any other effect that might disperse the material the diagram was created with) then any magic previously cast stays in effect, but no further spells may be used until a new circle is drawn. Spells and effects created by magic within the diagram and summoned creatures never disrupt it even if they would otherwise.

---Boon---

#### Easy Focus

When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.
Wild Plains Outrider

Wild plains outriders work tirelessly to keep the plains as safe as such remote places can be.

#### Requirements

**Skills:** Ride 6 ranks

**Feats:** Mounted Combat , Track

**Special:** Animal companion large enough to serve as a mount, or a paladin’s special mount.

#### Class Features

**Weapon and Armor Proficiency:** Wild plains outriders gain no proficiency with any weapon or armor.

**Animal Companion/Special Mount:** A wild plains outrider adds his outrider class levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion. Alternatively, he can add his outrider class levels to his effective paladin level to determine the capabilities of his special mount. However, he can only use one of these abilities. The choice must be made when the character enters the wild plains outrider class and can never be changed.

**Ride Bonus (Ex):** A wild plains outrider gains a competence bonus equal to his class level on all Ride checks, as well as on Handle Animal checks made in conjunction with his animal companion mount or special mount.

**Wild Plains Stalker (Ex):** A wild plains outrider knows how to move a mount stealthily through nearly any terrain. His mount uses the outrider’s skill ranks, rather than its own, to make Hide and Move Silently checks. The mount still uses its own size, Dexterity, armor check penalty, and other applicable modifiers when making such checks.

**Wild Plains Swiftness (Ex):** A wild plains outrider knows how to draw every bit of speed possible from a mount. At 2nd level and higher, a wild plains outrider (while mounted) increases his mount’s base speed by 10 feet. This increase affects every movement mode the mount has, including fly, climb, and swim speeds.

**Wild Plains Offensive (Ex):** Starting at 3rd level, a wild plains outrider can make a full attack with a melee weapon as long as his mount takes only a single move.

*Multiclassing Note:* A paladin can multiclass as a wild plains outrider without losing her ability to take additional levels in paladin.

### Advancement

 2nd
 3rd
Zilvra Aleran

"I won't become like my mother...I promise"

*Holding her right hand*

"We all will find our path."

## History

Conceived under a political alliance Between a human noble family and a drow house. The reason of this alliance is unknown to her and is only known by her father and mother. (Still working on her background)

## Appearance

Often keeps her silver hair short, to avoid it being grabbed during a fight, it's not like she is lazy at keeping it neat. She has a dark complexion hinting at her mother side of the family, also possessing pupilless eyes that are bright yellow in color. She has a slender and petite frame with small breasts.

She rather dress like a maid, as she had grown to like the style of the outfit.

## Personality

She possesses a very cheerful and optimistic personality ,and has taken up the vow of truth. She won't lie to anyone and will uphold her word.

She is only known to be slightly lazy, it's not like she would spend a whole day "mediating" in her bedroom.

## Loves

-Meditating under a clear full moon

-Spiders

-Anyone who has animal ears

-Candy

## Fears

-Dogs

-Failing to save another

-Demonic Brands

-Her Mother

## Hobbies

-Cooking

-Dancing

-Helping People

-Training

## Family

-Father-Kezmyr 6th Aleran

-Older -Brother-Kezmyr 7th Aleran

-Mother-Belarbreena of House Rasivrein

## Aspirations

To build a monastery to honor the Master of masters
Spellsword

The dream of melding magic and weaponplay is fulfilled in the person of the spellsword.

#### Requirements

**Base Attack Bonus:** +4

**Skills:** Knowledge (arcana) 3 ranks

**Spells:** Able to cast 2nd-level arcane spells.

**Special:** Must have defeated a foe through force of arms alone, without recourse to spellcasting.

**Feats:** Proficiency with all simple and martial weapons and with all armor (heavy, medium, and light).

#### Class Features

**Spells per Day:** At every odd-numbered level, a spell sword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

**Ignore Spell Failure (Ex):** Beginning at 1st level, a spell sword's hard work and practice at merging spellcraft with weaponplay starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 10%and gradually increases to 30%, as shown on the class table. A spellsword subtracts the given percentage value from his total spell failure chance, if any. For instance, a character wearing scale mail and carrying a small shield normally has a spell failure chance of 30%, but this drops to only 20% for a 1st-level spellsword.

**Bonus Feat:** At 2nd level, a spellsword advances his art, gaining a bonus feat. This bonus feat must be either a metamagic feat or one drawn from the list of bonus feats allowed to a fighter (see Table 5—1 on page 90 of the Player's Handbook).

**Channel Spell (Sp):** At 4th level, a spellsword can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spell sword successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold an other spell. A spellsword can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours.

**Multiple Channel Spell (Sp):** A 10th-level spellsword can channel two spells into his melee weapon, using a move action to channel each one. Both channeled spells affect the next target the spellsword successfully attacks with his weapon, in the order the spells were placed into the weapon. As with the channel spell class feature, saving throws and spell resistance apply normally. Each time a spellsword uses multiple channel spell, two of his five channel spell uses per day are expended.
Notice Board

## History

One of the more civilian relics from the pre-rift era during the wars, these notice boards were once used to quickly and efficiently communicate rallying and emergency communications in cities as well as military camps. Their historical development was due primarily to keeping pace with the technological developments of other kingdoms and potentially unsurprising benefits that ease of mass communication can bring.

In more modern years, this has developed into being developed away from military usages in favor of more communal and mercantile purposes. Now used as a source of community information in addition to various requests from local parties that post their own rewards. Further encouraging the development of young adventurers and overall ease of civilian lifestyle.

## Description

These boards are not identical, but they obviously share a common blueprint. Each board is made of a frame approximately 5 feet tall and 10 feet wide. Over this frame is stretched a canvas made from some form of hide. Most are composed of wooden frames, but some are made of bone or stone. Those made of wood or bone often can be collapsed for easier transportation. Countless boards have been artfully carved with religious iconography, or arcane designs. A number of them have detailed poems about the esoteric tradition.

What they all do have in common though are two powerful abilities. The first is where these boards get their namesake. Any message pinned to one board appear on all other boards within the city, although others are more wide-spread than that. This is how news and job postings manage to get spread to the other boards. The second ability is much more subtle, and not nearly as well known.

Each board works as a beacon for teleportation magic. When teleportation spells are cast with a universal notice board as the target destination, they never fail. Instead of the normal chance that teleportation spells have to miss their target, they will always send the caster to within a few feet of the board. The one exception to this is when multiple boards are within the same general area. Instead, the spellcaster just ends up somewhere in the area of the boards.
Wayfarer Guide

The wayfarer guide focus on honing her skill at instantaneous magical transportation.

#### Requirements

**Skills:** Knowledge (arcana) 7 ranks , Knowledge (geography) 7 ranks

**Spell**: Able to cast *teleport*.

**Special**: A prospective wayfarer guide must join the Wayfarers Union (although she can later quit without losing previously acquired levels).

#### Class Features

**Weapon and Armor Proficiency**: Wayfarer guides gain no proficiency with any weapon or armor.

**Spells per Day/Spells Known**: At 1st and 3rd level, a wayfarer guide gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming a wayfarer guide, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

**Enhanced Capacity (Ex)**: A wayfarer guide can transport material more efficiently. When casting any spell with the teleportation descriptor that allows other willing creatures to be brought along, a wayfarer guide can bring along one additional Medium touched willing creature (carrying gear or objects up to its maximum load) per class level, subject to the same restrictions given in the teleport spell description. For example, a 9th-level wizard/2nd-level wayfarer guide can bring up to five other Medium or smaller creatures with her (instead of the normal limit of three creatures for an 11th-level caster).

**Improved Range (Ex)**: A wayfarer guide can travel greater distances when teleporting. When the character casts any spell with the teleportation descriptor, the maximum distance covered by the spell increases by 50%. For example, a 9th-level wizard/1st-level wayfarer guide can teleport up to 1,500 miles with a single teleport spell (instead of the normal limit of 1,000 miles for a 10th-level caster).

**Extra Teleportation**: Beginning at 2nd level, a wayfarer guide gains an extra 5th-level spell slot, which can be used only for a teleport spell.

**Enhanced Accuracy (Ex)**: At 3rd level and higher, a wayfarer guide becomes more skilled at arriving on target. When casting any spell with the teleportation descriptor that includes a random chance for determining the actual destination (such as teleport), a wayfarer guide can roll twice and choose the result she wants.
Velvet Victoria Von Volksvagen V

Why did I take up fighting? Because wizards run out of spells. Why did I take up wizardry? Because fighting can only go so far.

## Social Description

### Affiliation

President and founder of Velvet Corp, Hammer

## **History**

All that is known about Velvet is that he was in the middle of a scouting mission before he got dragged into Dark Horizon.

## **Loves**

-Eating fine food.

-Spell books.

## **Hobbies**

Adventuring, reading, meditating, making money.

## **Family**

Father: Volksvagen Velvet Von Vek VI

Mother: Victoria Vivi Von Velvet IV

Siblings: Velvet Victoria Von Volksvagen I-XII

## **Aspirations**

Make the best of the new place that he just got dragged into.

## **Assets**

### *House (820gp Value)*

Rooms: 1 Bath, 1 Bed, 1 Kitchen, 1 Lavatory, 1 Sewer Access

Total Earnings: GP +10, Goods +4, Or Influence +6

### ***Gardens***

20x Gardens

Earnings: GP +8 or Goods +8

### ***Team***

20x Sages

Earnings: GP +5 or Influence +5
NPC