recursal/Fanatic-Fandom huggingface dataset:
Swamp Ward

While not officially part of Rockport, the Swamp Ward is by far the largest part of Rockport in both area and population. Its sprawl and number of occupants dwarf the Stone Ward and Wood Ward combined. Also known as the Trash Ward, its inhabitants are the poorest and also the most diverse. As the orc-built Rockport began to gain acceptance as a city-state by other nations, members of many "monstrous" races began to make their way to its walls. Some were goodly members that did not fit in with the traditionally evil ways of their kind, some were outcasts for other reasons looking to make their way or be accepted and still others found opportunity in the chaos of the strange, chaotic mix of beings trying to coexist here.

The Swamp Ward is not recognized by the government of Rockport as being a part of the city but has accepted its presence and the population tolerates its members. However, none of its inhabitants are officially citizens of Rockport and thus do not enjoy any of the rights or privileges associated with that status. Members of Rockport's Guard are sometimes dispatched to keep order but their presence in minimal.

## Districts

Eastwall
Goblintown
Lizardfolk Boroughs
The Sloughs
Troll Barge
Westwall
Recovery Officer

Recovery Officer is a rank and title within a shipping guild. The recovery officer is in charge of overseeing recovery efforts for guaranteed shipments which have been lost before reaching their destination from the officers city. They do this by hiring and coordinating bounty hunters and salvage crews.

Recovery officers have a lot of authority within their guild. They have full discretionary access to the guild treasury for their territory and answer directly to the Guildmaster. They have the authority to deputize bounty hunters, charter salvage crews and also handle internal investigations within the guild.

## Known Recovery Officers

Pharenn Ashbough - White Dawn Shipping Guild Recovery Officer for Rockport
Slime Eel

Slime eels are a species of long, eel-like fish that live in salt water. Their name comes from their ability to produce and excrete copious amounts of milky and fibrous slime. Slime eels live in burrows and scavenge for detritus and dead animals, into which they burrow and eat from the inside out.

Rockport Slime Eels
Slime eels can be found in the salt marshes around Rockport, including The Seep. They are the only known animal native to and able to survive the mineral rich waters north of the Salt Line. Prior to the founding of Rockports, their numbers were fairly small with individuals living within The Seep and venturing out to scavenge for food but since the city has been built, the city's refuse has allowed their numbers to explode and allowed large numbers of slime eels to feed and reproduce freely without leaving the safety of The Seep.

## Uses

1. Food
- Fish
- Slime
2. Fibers
3. Leather
Verdure Plant Statistics

Although living, Plants are objects. A plant makes attacks as a creature and has the following statistics:

- Hit Points equal to Verdure Level x Cha Mod

- Armor Class equal to 10 + BMB + Cha Mod

- Hardness equal to Cha Mod

- Plants are considered to be attended by the verdure and thus use the verdure's saves

- Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.

- Plants are not subject to death from massive damage

- Plants take half damage from energy attacks

- Plants take half damage from ranged weapons (unless the weapon is a siege engine or something similar)

- Plants are immune to nonlethal damage and to critical hits
Fertile Bomb

Your bombs release seeds and powerful alchemical fertilizers creating and enhancing plant growth. If no plant growth exists in the target square or splash radius, it becomes covered with lush greenery. If there is already plant life in the area, the it growth becomes exaggerated and wild, turning those squares into difficult terrain. Plant creatures in the target square are healed 1d4 points of damage plus 1d4 points of damage for every odd numbered alchemist level you possess. Non -plant creatures are unaffected by this bomb but may be affected by the difficult terrain it creates.
Verdant Metamagic

You have learned to channel the power of your bear fruit ability into your spells to modify and enhance them.

**Prerequisites:** Bear Fruit class feature, any metamagic feat.

**Benefit:** When you select this feat, choose a metamagic feat that you know. This feat applies only to that metamagic feat. As a free action, you may take the energy from your bear fruit ability and use it to apply the selected metamagic feat to spells that you know. You must expend one use of your bear fruit ability for each level increase required by the metamagic feat you're using. The spell slot for the Spell does not change.

**Special:** A verdure may use this feat to apply the selected metamagic feat to their spell blossoms. This feat may be selected multiple times. Each time you take this feat, select a different metamagic feat to which it will apply.
Jezebel

Jezebel is an Elf Hunter played by Tanya.

## Game Statistics

Female Elf Hunter 2
[Alignment] Medium Humanoid (Elf)
**Init** +3; **Senses** Lowlight vision; Perception +x

DEFENSE

**AC** xx, touch xx, flat-footed xx (+x armor, +x Dex)
**hp** xx
**Fort** +x, **Ref** +x, **Will** +x
**Defensive Abilities** xxx

OFFENSE

**Speed** 30 ft.
**Melee** xxx
**Ranged** xxx

STATISTICS

**Str** xx, **Dex** xx, **Con** xx, **Int** xx, **Wis** xx, **Cha** xx
**Base Atk** +x; **CMB** +x; **CMD** xx
**Feats** xxx
**Skills** xxx
**Languages** Common, Elven, ?
**SQ** Lowlight vision

## Equipment & Property

Breastplate,
Backpack,
Waterskin,
Hemp Rope,
Good Meal,
Flint & Steel
Brightwater

Brightwater is a half-elven city-state in the northern coast of the Sundered Sea.

## Government

Brightwater's government is run by a pair of councils.

The Big Council consists of representatives from all of the state recognized guilds from Brightwater and its surrounding lands. Most governmental tasks are handled by this council.

The Small Council consists of representatives from only the most powerful and influential guilds. They handle the most important state tasks. They also oversee the Big Council and have the ability to override its decisions.

## Society

Guilds dominate the social and economic dynamics of Brightwater. There are also a large number of Prominent Houses in the city. While most children tend to enter the same guild as their parents, talent and inclination dont always go hand in hand so members of the same house can be found among several or even many different guilds. The interplay of families and guilds creates a complicated and dynamic web of relationships among the citizens of Brightwater.
Kuleaf

Kuleaf is a parasitic vine which grows on some trees in the mangrove swamps west of Rockport . It is prized for its leaves, which are dried and sold as Kuleaf Tea.
Kuleaf is difficult to find as the leaves of the vine are almost identical to the leaves of the host tree. Those that gather the leaves to make tea, guard it's locations very carefully.
Technology

## Welcome to the Technology Department

We in the Tech department are extremely confident that we can help fill your question about and for all things tech. We love to study all the very different types and styles of Blue Prints, Muilt-tools, and keeping your Exosuit looking and working its best. Our team has spent many testers lifes and limb so you don't have to find out the hard way.

## Exosuit

* Jet Pack

* Life Support

* Hazard Protection

* Storage

* Technology

## Muilt-Tools

Your Muilt-tool is not just for Mining, it has so many other uses. Being attacked by the wildlife, just switch to the Bolt Caster, and take it down. Looking for elements near by, just use the scanner and presto, you can find them.

* Muilt-tool Catalog
* Muilt-tool Components
* Muilt-tool Upgrades
Orc Battlemaster

# Orc Battlemaster (CR 6)

XP 2,400
CE Medium humanoid (orc)
**Init** +0; **Senses** darkvision 60 ft.; Perception +12

DEFENSE

**AC** 18, touch 10, flat-footed 18; (+6 armor, +2 shield)
**hp** 75 (10d8+30)
**Fort** +9, **Ref** +2, **Will** +5

OFFENSE

**Speed** 40 ft.
**Melee** orc double axe +12/+12/+7/+7 (1d8+6)
**Ranged** orc hornbow +6 (2d6+6)
**Special Attacks** superior two-weapon fighting

STATISTICS

**Str** 23, **Dex** 10, **Con** 15, **Int** 10, **Wis** 10, **Cha** 11
**Base Atk** +6; **CMB** +14; **CMD** 23
**Feats** Iron Will, Orc Weapon Expertise (Defender), Power Attack, Reverse Feint, Toughness
**Skills** Handle Animal +8, Perception +12;
**Languages** common, orc

SPECIAL ABILITIES

**Superior Two-Weapon Fighting (Ex)**
When wielding an orc double axe, an orc battlemaster does not take a penalty on attack or damage rolls for attacking with two weapons.

FEATS

**Iron Will**
You get a +2 bonus on all Will saving throws.
**Orc Weapon Expertise (Defender)**
Whenever you wield a weapon that has “orc” in its name, you gain a +1 shield bonus to your AC (or +2 if wielding a two-handed weapon).
**Power Attack**
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
**Reverse Feint**
As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it gains a +4 bonus on its attack roll. Whether or not the opponent successfully hits, you may attack it as an immediate action with a single melee attack, gaining a +2 bonus on your attack roll.
**Toughness**
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Venus' Maw

**Cost** 24 gp **Weight** 20 lbs.
**Damage** 1d6 (small), 1d8 (medium) **Critical** 20/x2 **Type** bludgeoning, piercing & slashing
**Category** two-handed **Proficiency** exotic
**Weapon Group** clubs
**Special** grapple

This strange and very rare weapon is actually a living plant. A carnivorous plant, similar to a venus flytrap is cultivated to immense size and coaxed into a shape useable as a weapon. With the trap open, it almost resembles a green battle axe. However, the wielder strikes with "the flat" of the weapon and when the venus' maw hits, the trap closes like a bear trap.
Springsky

Springsky is a tan she-cat with dull yellow eyes.

## Quotes

"*Springsky: Springcloud! Leafstorm! Wait! I'm not chasing either of you!
 Leafstorm: I don't care if you chase me or not. I'm staying with ShadowClan no matter what. And it's all your fault, you measly piece of fox-dung!*"
—Springsky and Leafstorm just as Leafstorm is running away *The Black Ocean*, chapter 43

## References

1. ↑  Revealed in *Hawkmeadow*, chapter 19
Nidorum

The nidora (singular nidorum) are an order of elven artisans and academics devoted to the study of spirits and the creation of sacred incense. By studying spirits and learning their preferences, nidora are able to customize incense to more effectively appease them. These incense are utilized by the obtinea for use at public shrines as well as by individuals for personal and professional purposes. A nidorum can often be found serving as a high ranking advisor for their house or for an elven leader.

## See Also

Elven Religion
Obtinea
Stathra
Orc Earthshaker

# Orc Earthshaker CR 14

XP 38,400
NE Medium humanoid (orc)
**Init** +7; **Senses**  darkvision 60 ft., tremorsense 30 ft.; Perception +23; Aura antimagic stone (30 ft.)

DEFENSE

**AC** 29, touch 12, flat-footed 27 (+2 Dex, +17 natural)
**hp** 195 (17d8+119)
**Fort** +13, **Ref** +7, **Will** +13
**DR** 5/—; **Immune** acid, electricity, disease, mind-affecting, poison; **Resist** sonic 20; **SR** 25

OFFENSE

**Speed** 40 ft., burrow 20 ft., climb 40 ft.
**Melee** 2 shards +23/+23/+23/+23 (3d8+11 & grab)
**Special Attacks** breath weapon (90-foot line, 14d8 acid damage, DC 24 half, once every 1d4 rounds\*), grind (1d8+11), earthquake
**SQ** Powerful build

STATISTICS

**Str** 32, **Dex** 15, **Con** 23, **Int** 5, **Wis** 16, **Cha** 22
**Base Atk** +12; **CMB** +25 (+29 grapple); **CMD** 37 (49 vs. trip)
**Feats** Awesome Blow, Hamatula Strike, Great Fortitude, Improved Grapple, Improved Initiative, Multiattack, Power Attack, Toughness, Weapon Focus (shards)
**Skills** Climb +19, Perception +23;

Languages Common, Orc;

SPECIAL ABILITIES

**Breath Weapon (Su)** By expending a charge from its antimagic stone, an orc earthshaker can breath a line of acid. This acidic breath weapon has no effect on inorganic or undead material. If the breath weapon deals damage to a living fleshy creature, the acid creates a transparent cloud of foul-smelling vapor that fills that creature’s space and persists for 1 round. Any creature in or passing through the cloud must make a DC 24 Fortitude save or be nauseated for 1d4 rounds. This cloud is a poison effect. The save DCs are Constitution-based.

**Earth Spirit's Blessing (Su)** The orc earthshaker is blessed by a spirit of earth and carries some of it's essence. Rocky and gem-like growths cover the earthshaker's body granting them a natural armor bonus equal to their hit dice. Large, sharp shards protrude from the arms, with which the earthbreaker may attack dealing 3d8+11 damage. These shards are treated as natural weapons.

**Earthquake (Su)** As a full-round action that does not provoke attacks of opportunity, an orc earthshaker can plunge its arms into the ground. At the start of the next round, it creates an effect identical to an earthquake spell (CL 17th). An earthshaker can maintain this zone of trembling earth indefinitely, as long as it continues to take full-round actions to maintain the effect.

**Grind (Ex)** After making a successful grapple check, an orc earthshaker can crush an opponent, dealing 1d8+11 bludgeoning damage. This damage is in addition to any other effects caused by a successful check, including additional damage.

**Antimagic Stone (Su)** A glowing crystal or gem grows from the orc earthshaker's chest, thrumming with stolen power. This stone is the source of the earthshaker's spell resistance. The stone emanates an aura in a 30-foot radius that acts as a targeted greater dispel magic (CL 17th) against the highest caster level magical effect that comes within its radius each round. Every effect dispelled in this way adds a charge to the stone.
Reign

Reign is a Gnome Verdure played by Haleigh.

## Notes

**Family:**

Parents: Alive

Like many Gnomes, Reign's parents are wanderers who are constantly on the move. Periodically they will settle somewhere of which they are particularly fond but only for a short time. Within a few years, their wanderlust drives them on again to somewhere new.
Honey

Honey is the female badger animal companion of Jezebel.

## Tricks

Attack
Come
Defend
Down
Guard
Heel
1 Trick to Select

## Game Statistics

N Small Animal
**Init** +1 **Senses** Low-light vision; Perception +5

DEFENSE

**AC** 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
**hp** 22 (3d8+9)
**Fort** +5, **Ref** +4, **Will** +2

OFFENSE

**Speed** 30 ft., burrow 10 ft.
**Melee** bite +3 (1d3), 2 claws +3 (1d2)
**Special Attacks** Blood Rage (Ex): When Honey takes damage in combat, on her next turn she can fly into a rage as a free action. She gains +2 Constitution and +2 Strength, but takes a –2 penalty to her AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. She cannot end her rage voluntarily.

STATISTICS

**Str** 10, **Dex** 13, **Con** 15, **Int** 2, **Wis** 12, **Cha** 6
**Base Atk** +2; **CMB** +1; **CMD** 12 (16 vs. trip)
**Feats** Toughness (1 feat to select)
**Skills** Escape Artist +5, Perception +5; (2 Skill Points to spend)
**Racial Modifiers** +4 Escape Artist
Broadscale Tribe

The Broadscale tribe is a tribe of lizardfolk native to the swamps near Rockport and currently residing there. The tribe relocated to Rockport after the Stargazer Plague ravaged their population as well as that of other lizardfolk tribes in the area. The Broadscales were the least affected of the Lizardfolk tribes in the area and currently have the largest remaining population. They reside primarily in the Broadscale Borough, a neighborhood within the Lizardfolk Boroughs of Rockport's Swamp Ward.
Dragon Rider

IN PROGRESS... Dragon Rider is a saurian druid played by Eli.

## Game Statistics

Male Saurian Druid 2
Medium monstrous humanoid
**Init** +6; **Senses** lowlight vision; Perception +2

DEFENSE

**AC** 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
**hp** 13
**Fort** +2, **Ref** +2, **Will** +3
**Defensive Abilities**+1 to saves vs enchantments & illusions

OFFENSE

**Speed** 10 ft., Fly 30 ft. (clumsy)
**Melee**Spear +2 (1)
**Ranged** Heavy Crossbow +7 (1)
**Spell-Like Abilities** (CL 2nd; concentration +7)
**1 / day** - Dancing Lights, Ghost Sound, Prestidigitation, Speak With Animals
**Bloodline Spell-Like Abilities** (CL 2nd; concentration +7)
**8 / day** - Laughing Touch
**Spells Known** (CL 2nd; concentration +7)
**1st (4 / day)** - Hypnotism (DC 17), Magic Missile, Shield
**0th (at will)** - Daze, Detect Magic, Detect Poison, Mage Hand, Ray of Frost
**Bloodline** fey

STATISTICS

**Str** 5, **Dex** 14, **Con** 14, **Int** 10, **Wis** 10, **Cha** 20
**Base Atk** +1; **CMB** -6; **CMD** 6
**Feats** Eschew Materials, Improved Initiative
**Skills** Fly +5, Perception +2, Spellcraft +5, Stealth +14
**Languages** Common, Sylvan
**SQ** Fairy Magic (+1 to illusion spell DCs)

## Equipment & Property

**Arms & Armor**
Spear
Heavy Crossbow

**Misc. Equipment**
Saddle
Food
x3 Waterskins
Bedroll
Blanket
Intuitive Cover

Your experience fighting in the wilderness has taught you to maximize the defensive potential of your environment.

**Benefit:** When fighting in a wilderness area, you may designate an opponent 30 feet or further from you at the beginning of your turn. You gain partial cover (20% miss chance) against ranged attacks from that opponent until your next turn.
Sylvestri

Sylvestri are...

## Standard Racial Traits

**Modified Plant Traits:** Sylvestri have a +2 racial bonus on saving throth against mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects), paralysis, poison, polymorph and stun effects. They are immune to sleep effects.

**+2 Wisdom, +2 Dexterity, -2 Constitution:** Sylvestri are intuitive and graceful but their bodies tend to be softer than most other creatures.

**Medium:** Sylvestri are medium creatures and have no bonuses or penalties due to their size.

**Normal Size:** Sylvestri have a base speed of 30 feet.

**Hydrated Vitality:** By submerging themselves completely within a body of natural salt water, fresh water or brackish water, a sylvestri may gain fast healing 2 for 1 round. Stagnant, poisoned or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Sylvestri can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

**Camouflage:** Sylvestri have a +4 racial bonus on Stealth checks while in a forested area.

**​​​​​​Languages:** Sylvestri begin play speaking Common and Sylvan. Sylvestri with high intelligence can choose bonus languages from the following:

## Racial Subtypes

**Anemone:** These Sylvestri are adapted underwater environments. They have the following alternative racial traits.

**Amphibious:** An anemone can breathe water as easily as air. This trait replaces hydrated vitality.

**Swim Speed:** Anemones have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks.
Stargazer Plague

The Stargazer Plague was a disease that devastated the lizardfolk tribes native to the swamps surrounding Rockport. The tribes were so heavily impacted that most of the survivors sought out help and came to Rockport and ended up settling in what is now the Lizardfolk Boroughs of Rockport's Swamp Ward.

## Symptoms

The most iconic symptom of the disease is a peculiar craning of the neck exhibited by those suffering from it, which makes it appear as though they are looking to The sky. The plague appears to affect the nervous system and other symptoms include:
- Difficulty moving
- Disorientation
- Depression
- Tremors
- Seizures
Plant Synchronicity

Your plants are extensions of your mind and body and as such, they hinder your movement no more than your own limbs.

**Prerequisite:** Plant class feature.

**Benefit:** You may occupy the same space as one of your plants.

 **Normal:** You cannot end your movement in the same square as another creature unless it is helpless.
Sure Footed

You know where to step to keep your footing even in overgrown and thorny areas.

**Benefit:** Your speed cannot be reduced to less than 10 feet when moving through difficult terrain caused by natural undergrowth such as thorns, briars, overgrown areas and similar terrain (meaning you may take a 5-foot step in such difficult terrain without provoking an attack of opportunity).
Owl

This page is specifically for the owl familiar of Tank.

For the standard animal owl, click here.

For general information about familiars, click here.

**Familiar Benefit:** Tank gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness.

## Game Statistics

N Tiny Animal ​
**Init** +3 **Senses** Low-light vision; Perception +10

DEFENSE

**AC** 16, touch 13, flat-footed 13 (+3 Dex, +1 natural +2 size)
**hp** 6 (2 HD)
**Fort** +2, **Ref** +5, **Will** +4

OFFENSE

**Speed** 10 ft., Fly 60 ft. (Average)
**Melee** 2 talons +6 (1d4-2)

STATISTICS

**Str** 6, **Dex** 17, **Con** 11, **Int** 6, **Wis** 15, **Cha** 6
**Base Atk** +1; **CMB** +1; **CMD** 9
**Feats** Weapon Finesse
**Skills** Fly +7, Perception +10, Stealth +15 (Needs to be audited. Familiars use the base animal rank or master's ranks in all skills but their own attribute modifiers)
**Racial Modifiers** +4 Perception, +4 Stealth
**SQ** Alertness, Improved Evasion, Share Spells, Empathic Link

Special Abilities

**Alertness (Ex):** While her familiar is within arm’s reach, Tank gains the Alertness feat.

**Improved Evasion (Ex):** When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

**Share Spells:** Tank may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. She may cast spells on her familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

**Empathic Link (Su):** Tank has an empathic link with her familiar to a 1 mile distance. She can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. Tank has the same connection to an item or place that her familiar does.
Bloodsworn Orc

# Bloodsworn Orc CR 5

XP 1,600
NE Medium humanoid (orc)
**Init** +2; **Senses** darkvision 60 ft.; Perception +11

DEFENSE

**AC** 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
**hp** 65 (10d8+20)
**Fort** +9, **Ref** +5, **Will** +4
**Defensive Abilities** ferocity

OFFENSE

**Speed** 30 ft.
**Melee** greataxe +11/+6 (3d6+7/×3)
**Ranged** heavy crossbow +8 (2d8/19–20/×3)

STATISTICS

**Str** 21, **Dex** 15, **Con** 15, **Int** 10, **Wis** 13, **Cha** 8
**Base Atk** +7; **CMB** +13; **CMD** 25
**Feats** Cornugon Smash, Grudge Fighter, Hurtful, Intimidating Prowess, Power Attack
**Skills** Intimidate +14, Perception +11, Profession (soothsayer) +10 Sense Motive +5, Survival +6;

Languages Common, Orc

SPECIAL ABILITIES

**Ferocity (Ex):**
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

FEATS

**Cornugon Smash**

When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

**Grudge Fighter**

You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.

 **Hurtful**

When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

**Intimidating Prowess**

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

**Power Attack**

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Namespeaker

Namespeakers are dwarven monks whose lives are dedicated to the remembrance of members of their clan. Their primary duties include reciting the clan's book of names as well as updating it and making copies. Typically a namespeaker will also specialize in a particular part of history related to their clan, learning the related deeds and stories of their ancestors to be retold and thus remembered.
Verdant Synergy

Your verdure training has made you more adept with plant spells.

**Prerequisites:** Verdure level 1, ability to cast spells of 1st level or higher

**Benefit:** When casting a spell that utilizes, heals or enhances normal or magical plants (such as entangle or plant growth), you may stack your verdure levels with your levels in the class you are using to cast the spell for purposes of determining your effective caster level.
Bishop

Bishop is an Awoken Gunslinger played by Bryn.

## Game Statistics

Male Awoken Gunslinger (Musket Master) 2
NG Medium humanoid
**Init** +3; **Senses** See Invisibility at will; Perception +6

DEFENSE

**AC** 19, touch 14, flat-footed 15 (+4 armor, +1 shield, +3 Dex, +1 dodge)
**hp** 23
**Fort** +5, **Ref** +6, **Will** +2
**Defensive Abilities** Nimble (+1 dodge bonus to AC when wearing light or no armor)

OFFENSE

**Speed** 30 ft.
**Melee** Dagger +3 (1d4+1)
**Ranged** Musket +5 (1d12)
**Spell-Like Abilities** (CL 2nd; concentration +0)
**1 / day** - Major Image (DC 11)

STATISTICS

**Str** 12, **Dex** 17, **Con** 14, **Int** 14, **Wis** 14, **Cha** 7
**Base Atk** +2; **CMB** +3; **CMD** 16
**Feats** Gunsmithing, Rapid Reload (Muskets), Weapon Focus (Muskets)
**Skills** Acrobatics +8, Climb +5, Heal +4, Intimidate +2, Perception +6, Ride +7, Sleight of Hand +5, Survival +3, Swim +5
**Languages** Common + 2 others
**SQ** See Invisibility at will, Telepathy (30 ft.)
**Deeds** Steady Aim, Deadeye, Quick Clear

## Equipment & Property

**Arms & Armor**
Chain Shirt
Buckler
Musket
Dagger
Heavy Repeating Crossbow

**Misc. Equipment**
Backpack
Gunsmith's Kit
Powder Horn
Bandoliers (x2)
Rockport Wiki

## Welcome to the Rockport Wiki

This wiki is a place to store and organize the information about the world in which my homebrew Pathfinder game takes place.

If you are one of my players, feel free to browse around. The information here is designed to reflect the things you know or can easily find out and as you interact with more of the world, these pages will change and expand.

If you are not one of my players, what are you doing here? Welcome to you as well and hopefully you find something to help you, inspire you or at least kill a little time.

~ Jimmy

## Player Characters

* Aria
* Bishop
* Dragon Rider
* Jezebel
* Kalama
* Leafy
* Reign
* Tank

## Locations

### Main Locations

Rockport
Brightwater

### Other Locations

Shevana's Gate
Gurvan Dol Empire
## Religion

Gods & Spirits

Dwarven Religion

Elven Religion

Human Religion

Lizardfolk Religion

Orcish Religion

## Latest activity

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Quilled

**Aura** moderate transmutation; **CL** 9th; **Price** +4 bonus

DESCRIPTION

Armor with this special ability is studded with quills from some large beast such as a giant porcupine, howler or other similar creature. Any creature that strikes the wearer with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 points of piercing damage from the armor's quills and must make a Reflex save or a quill lodges in its flesh. The DC of this save is 10 + 1/2 wearer's level + wearer's dexterity modifier.

Any creature with a quill lodged in its flesh becomes sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim.

the wearer of a suit of quilled armor can cause it to loose a volley of quills as a standard action. The volley contains one quill for every five levels of the wearer to a maximum of 4 (make an attack roll for each quill). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the wearer's defensive abilities are unaffected.

CONSTRUCTION REQUIREMENTS

**Feats** Craft Magic Arms and Armor; **Spells** beast shape III; **Cost** +4 bonus
Lantern Flower

Lantern flowers are marine plants which grow beneath the waters of the Sullen Sea.

The plants themselves grow in beds along the sea floor. However, when they blossom, their bioluminescent flowers detach and float to the surface. These glowing blossoms attract migratory moths who use them for rest and nourishment while serving as pollinators for the flowers.

Once pollinated, the flowers develop into heavy, pitted fruits that sink back down to the bottom of the ocean. These lantern fruits are one of the few edible fruits known to grow in the ocean. They are difficult to cultivate and the location of their native habitats along with a short season, makes collection from the wild difficult and expensive. Thus, these fruits are very rare on land but can be found from time to time in the markets of Kishan or less frequently Jaballa . The glassy black pits can be found further abroad, where they are sometimes sold and used for decorative purposes. The flesh has a powerful sweet flavor reminiscent of cinnamon.
Thasitalia

The BMS  Thasitalia was a merchant vessel engaged in shipping goods between Brightwater and Rockport .

## Capture by Pirates

Sometime after leaving Rockport on 27.11 with trade goods bound for Brightwater, the Thasitalia was waylaid by orc pirates. The pirates took the ship for their own and crudely renamed it the Fat Lutz. The goods were brought to the pirate's cliffside hideout on the western coast of the Sundered Sea, which the pirates used as their base of operations. A group of adventurers operating on behalf of the White Dawn Shipping Guild was able to recover the Thasitalia and most of its stolen load. The orcs at the hideout and onboard the ship were all defeated and the ship as well as the remains of the goods it carried were returned to the guild at Rockport . The bodies of the Thasitalia's crew were not recovered and they are presumed dead.

## Crew

Halyon Everprime - Former Captain (Deceased)
Blooded Orc

# Blooded Orc CR 2

**XP 600**
CE Medium humanoid (orc)
**Init** +1; **Senses** darkvision 60 ft., Perception +5

DEFENSE

**AC** 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
**hp** 19 (3d10+3)
**Fort** +2, **Ref** +4, **Will** +1

OFFENSE

**Speed** 30 ft.
**Melee** falchion +6 (2d4+3 / 18-20)
**Ranged** javelin +3 (1d6+3)

STATISTICS

**Str** 16, **Dex** 13, **Con** 13, **Int** 10, **Wis** 10, **Cha** 9
**Base Atk** +2; **CMB** +5; **CMD** 16
**Feats** Sympathetic Rage, Weapon Focus (falchion)
**Skills** Intimidate +4, Perception +5, Stealth +7
**Languages** Common, Orc

SPECIAL ABILITIES

**Ferocity (Ex):**

An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Atomizer

**Price:** 40gp; **Weight:** 2 lbs.

DESCRIPTION

Atomizers are used to spray alchemical substances rather than throw them as grenades. Any splash weapon can be loaded into the atomizer as a standard action that provojes attacks of opportunity. Once loaded, the atomizer can be fired as a standard action producing either a 30 foot line or a 15 foot cone depending on its nozzle setting. Treat anything in the area of effect as if it had been hit with a direct hit by the loaded alchemical substance. Targeted creature's may attempt a DC 15 reflex save to halve any damage that would be dealt.
Orc Berzerker

# Orc Berzerker CR 3

XP 800
NE Medium humanoid (orc)
**Init** +3; **Senses** darkvision 6o ft.; Perception +8

DEFENSE

**AC** 18, touch 13, flat-footed 15 (+3 Dex, +3 armor, +2 shield)
**hp** 30 (4d10+8)
**Fort** +3, **Ref** +7, **Will** +5
**Defensive Abilities** ferocity

OFFENSE

**Speed** 50 ft.
**Melee** orc skull ram +8 (1d10+4 / x3 + bullrush)
**Special Attacks** blood rage

STATISTICS

**Str** 16, **Dex** 17, **Con** 14, **Int** 10, **Wis** 13, **Cha** 13
**Base Atk** +4; **CMB** +7; **CMD** 20
**Feats** Orc Weapon Expertise (Defender), Weapon Focus (orc skull ram)
**Skills** Intimidate +8, Perception +8, Stealth +10
**Languages** Common, orc

SPECIAL ABILITIES

**Blood Rage (Ex):**
When an orc berzerker takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.

**Ferocity (Ex):**
An orc berzerker remains conscious and can continue fighting even if its hit point total is below 0. The orc berzerker is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches a negative amount equal to its Constitution score.

**Orc Skull Ram**
Two-Handed Exotic Weapon
**Cost:** 15 gp
**Damage:** 1d10 ×3
**Weight:** 20 lbs.
**Type:** B
**Special:** Reach

This weapon consists of a wooden log with a shoulder strap to carry some of the weight. The name comes from the orc tradition of making the ram’s head out of a large skull. On a successful critical hit with a skull ram, you can attempt a combat maneuver check to bull rush your opponent as a free action.
Grimclaw Clan

The Grimclaw Clan is the ruling clan and one of the five founding clans of Rockport.

Clan Leader: King Grimclaw

Clan Totem: Zolokolokolchi

## Tribes

Grimclaw
Firetail
Treesplitter
Starthrower
Boartusk

## Families

Grimclaw
Cliffjumper
Firetail
Hammerfist
Longthumb
Treesplitter
Starthrower
Boartusk

## Members

King Grimclaw
Emilia Grimclaw
Dragordj Grimclaw
Jorh Hammerfist
Bakar Longthumb
Ogham Treesplitter
Hordar Cliffjumper
White Dawn Shipping Guild

The White Dawn is a shipping trade guild based in Brightwater and overseeing shipments on the Sundered Sea. The White Dawn holds the charter for administration of trade between Brightwater and Rockport as designated in their Trade Agreement. This charter has made them the most prominent and powerful trade guild operating in either city.

The White Dawn is a Sanctioned Guild of Brightwater. It holds 5 seats in the Big Council as well as a seat on the Small Council.

## Members

Pharenn Ashbough - Rockport Recovery Officer
Loriss Evensong - Warehouse Steward in Rockport
Aurum Sprigwind - Warehouse Steward in Rockport
Pharenn Ashbough

Pharenn Ashbough is an agent of the White Dawn Shipping Guild operating in Rockport . He serves as the Recovery Officer for the guild's Rockport operations. As such, he is responsible for hiring and administrating bounty hunters and salvage crews for the purpose of recovering guaranteed shipments which have been lost between Rockport and their destinations.

Pharenn has an office within the White Dawn Guild Hall in the Grimclaw District but can often be found in other parts of the Stone Ward visiting various guild warehouses, the docks or meeting with clients and agents.

## Game Statistics

Race: Half-Elf

Gender: Male

Class: Aristocrat
Dray Turtle

CR 2
**XP 600**
N Large Animal
**Init** +0; **Senses** lowlight vision, scent; Perception +9

DEFENSE

**AC** 15, touch 9, flat-footed 15 (+6 natural, -1 size)
**hp** 19 (3d8+6)
**Fort** +5, **Ref** +3, **Will** +1

OFFENSE

**Speed** 30 ft., swim 40 ft.
**Melee** gore +7 (1d8+9)
**Space** 10 ft.; **Reach** 5 ft.
**Special Attacks** trample (2d6+9, DC 17)

STATISTICS

**Str** 23, **Dex** 10, **Con** 14, **Int** 1, **Wis** 13, **Cha** 6
**Base Atk** +2; **CMB** +9; **CMD** 19 (23 vs trip)
**Feats** Endurance, Skill Focus (Perception)
**Skills** Perception +9, Swim +14
**Racial Modifiers** +8 Swim
**SQ** hold breath
Grabbing Vine

## Grabbing Vine (Spell)

**School** Conjuration
**Level** Druid 1
**Casting Time**1 move action
**Components** V, S, M
**Range** close (25 ft. + 5 ft. / level)
**Target** 1 non-creature surface or object
**Duration** instantaneous

**Description**

A vine springs from your hand and attaches itself to the target. It then retracts, pulling you to the target if it heavier than you or the object to you otherwise. If this causes you to be pulled to a vertical surface, you must make a climb check or immediately fall.
Obtineum

The obtinea are sacred keepers of shrines and spiritual sites. They ensure these sites are kept in their optimal states and stocked with offerings. This typically includes incense stocks for visitors to light. On days with significance to a given spirit, the obtineum caring for its shrine or site will include greater offerings and more of them. A spirit known to be fond of strawberries for example might have strawberry iconography at their shrine along with strawberry scented incense, fresh strawberries might be left on a holy day or if the spirit is prominent or powerful enough, a strawberry plant might be planted at the site.

See also: Elven Religion
Attendants of Inauspicious Penury

The Attendants of Inauspicious Penury are a holy order of priests and monks within the Church of Luck. They minister to the poorest of the poor with assistance both spiritually and materially. They operate food banks, labor pools, housing projects and more. They live lives of poverty themselves directly within the communities they serve preferring to build up these communities rather than themselves or their order. The main tenants of their order are generosity, cooperation and positive action.

Vow of Poverty: An Attendant seeks always to only keep what they need as well as to need less. They do not save anything including food or money and do not consider any property to belong to them. It is better to feed a hungry person today than to save food for tomorrow. Whatever resources they have available at any given time, they try to put to the best use available immediately.
RMS Cormorant

The RMS Cormorant was a shipping vessel engaged in shipping raw materials and food between Rockport and Brightwater. The Cormorant operated under a government contract and subsidy program created to get more Rockport citizens involved in trade operations with Brightwater and to ensure regular shipping of basic goods between the 2 states.

## Loss at Sea

While ferrying exotic lumber from Rockport to Brightwater, the Cormorant ventured too far from the coast during a storm and was lost to the sea. Only a single crewmember survived and was rescued the next day by fishermen from a nearby camp. He was suffering from cold sickness and muttered about a creature of some sort but could or would not provide details and succumbed to illness a couple days later. No wreckage was found and the incident was declared an act of nature. The government subsidy program under which the ship operated did provide a guarantee on the ship, which was paid to the family of its late captain but due to the relatively low value of the ship and ruling of natural disaster, no further investigation was done.

## Crew

Captain Bakar Longthumb
Galish Neckbreaker
Rockport

Rockport is a young orc city-state on the southern coast of the Sundered Sea.

## Organization

**Rockport** is divided into 3 wards, 2 of which are official parts of the city and a third that has grown around it.

Stone Ward : The main hub of Rockport's government and economy are centered in the Stone Ward. This part of the city is built around the docks and is itself divided into 5 districts; one for each of the founding clans.

Wood Ward : Surrounding the Stone Ward is the much larger wood ward. It is in this part of the city that most of Rockport's inhabitants make their homes.

Swamp Ward : Outside the official walls of the city lies Rockport's third ward. The swamp ward is not an official part of Rockport but is by far it's largest. Also known as the Trash Ward, this area is a large, motley shantytown and home to a variety of people of many species, including many monstrous races.

## Locations & Landmarks

Stock Camps
The Breaks
The Jags
The Rock
The Salt Line
The Seep (Kak'Chiwaht)
The Big Canal (Akhlot Gudjag)
Crocodile Gate (Zogak Kor'Chipakt)
Turtle Gate (Zogak Kor'Yat)
Frog Gate (Zogak Kor'Kwiyat)

## Factions

Founding Clans of Rockport
Crash Clans
Street Gangs
Orc Pirates
Swamp Ward Underground

## Exports

Furs, especially mink.

Kuleaf Tea

Longtongue Tea

Chilies

Rum

Tobacco

Laubakh

Obsidian
Wood
Basalt
Gems
Volcanic Ash

## Statblock

N Metropolis
**Corruption** +7; **Crime** +4; **Economy** +8; **Law** +9; **Lore** +5; **Society** -5
**Qualities:** Boom Town, Government Capitol, Prosperous, Strategic Location, Tourist Attraction, Tribal
**Danger** +10; **Disadvantages** Secluded

DEMOGRAPHICS

**Government** Overlord
**Population** 35,000 ()
**Noteable NPCs**

MARKETPLACE

**Base Value** 19,200 gp; **Purchase Limit** 110,000 gp; **Spellcasting** 8th
**Minor Items** Nearly All; **Medium Items** 4d4; **Major Items** 3d4
Skitter Template

For some plants, the best defense is certainly a good offense and no better way to mount an offense than to turn would be predators into their guardians. Skitters are the result of such a defense mechanism. They are created when creatures attempt to feed on plants that have developed a special defensive tissue, which when consumed, infects them like a parasite and consumes them in turn. This resulting skitter is more plant than anything else and is left with a drive to attack members of its own kind.

## Creating a Skitter

"Skitter" is an acquired template that can be added to any corporeal animal or vermin (referred to hereafter as the base creature).

**Challenge Rating:** Depends on Hit Dice as follows.

**Alignment:** Always neutral

**Type:** The creature's type changes to plant. It retains any subtype except alignment subtypes. It uses the base creature's abilities except as noted below.

**Armor Class:** The base creature's natural armor changes as follows.

 Small
 Medium
 Large
 Huge
 Gargantuan
 Colossal

**Hit Dice:** A skitter retains the number of hit dice the base creature had and gains a number of additional hit dice as noted in the following table.

 Small or Medium
 Large
 Huge
 Gigantic
 Colossal

**Saves:** Base save bonuses are Fort +1/2 Hit Dice + 2, Ref +1/3 Hit Dice and Will +1/3 Hit Dice.

**Defensive Abilities:** Skitters lose their defensive abilities and gain all the qualities and immunities granted by the plant type. In addition, skitters gain DR 5 / slashing.

**Speed:** Skitters retain all movement speeds. They can still fly but their maneuverability drops to clumsy.

**Attacks:** A skitter retains all of its natural weapons. If the base creature had no natural weapons, it gains a slam attack that deals damage as if it were one size category larger than its actual size.

**Special Attacks:** A skitter loses all of its special attacks that rely on the base creature's biology (such as poison) but retains all others.

**Abilities:** A skitter's strength increases by 2. The skitter has no Intelligence score and its Wisdom and Charisma scores beco m 10.

**BAB:** A skitter's base attack bonus is equal to 3/4 of its Hit Dice.

**Skills:** Skitters are mindless and have no skills. They lose all of the skill ranks and racial skill bonuses of the base creature if any.

**Feats:** A skitter loses all feats the base creature had and does not gain feats as it increases in Hit Dice. However, it does gain Toughness as a bonus feat.

**Special Qualities:** A skitter loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skitter gains the following special quality.

**Spore Burst (Ex):** When a skitter is destroyed, it bursts, releasing toxic spores into the surrounding air. Any creature adjacent to a skitter when it bursts must succeed at a Fortitude save or become sickened for 1 round. If the skitter has 10 or more Hit Dice, the victim becomes Nauseated for 1 round instead. The save DC for this effect is 10 + half the skitter's Hit Dice + it's Charisma modifier.
Inkwood Tree

Inkwoods are small, deciduous trees native to the swamps near Rockport prized for their rich, darkly colored wood. They reach 6 to 10 feet tall with gnarled trunks between 20 and 30 inches in diameter. The trunks are covered in a rough, dark gray bark that sometimes develops blue or purple hues as the tree ages. The opposite pinnately compound leaves are long and pendulous, giving the tree a "weeping" appearance. Flowers are produced in the Spring, shortly before new leaves develop. The small, white flowers grow in hanging clusters (racemes) and attract glass butterflies, which feed on the nectar and pollinate the flowers.

## Uses

The wood from inkwood trees is a dense hardwood whose color can range from dark gray or brown to almost black with older specimens sometimes having subtle blue or purple tones to it. Inkwood is dense enough to sink in water. It is highly sought after for small luxury items such as religious symbols, game pieces, personal items such as combs and hand mirrors as well as musical instruments. Although very expensive, demand for larger pieces has risen recently with finely carved chests and cabinets becoming popular among the elite of Brightwater.