recursal/Fanatic-Fandom huggingface dataset:
Magical Focus

**Aura** faint evocation; **CL** 5th; **Slot** none; **Price** 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight —

### DESCRIPTION

The material or divine focus for a spell can be enchanted to enhance spells in a similar way that weapons can be enhanced. A spellcaster wielding this focus can add a material focus component to their spell (if they are arcane or psychic) or a divine focus component (if they are divine). This is in addition to other components, including any existing focus (unless the *magical focus* is eligible to be a focus component for the spell, such as with a holy symbol *magical focus*).

Only an enhancement bonus can be applied to a *magical focus*, not special weapon properties. The enhancement bonus to attack only applies if the spell being cast actually requires an attack roll. The enhancement bonus to damage only applies once to the damage of the spell (spells that target more than one creature only apply this bonus damage to one creature affected by the spell).

Holy symbols, and items that are eligible to be a wizard's bonded item can be *magical foci*.

CONSTRUCTION REQUIREMENTS

**Feats** Craft Wondrous Item; **Spells** *magic weapon*; **Special** creator’s caster level must be at least three times the focus's bonus; **Cost** 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Everfull Ammunition Pouch

**Price** 10,350 gp Masterwork; **Slot** none; **CL** 5th; **Weight** 2 lbs.; **Aura** faint conjuration

DESCRIPTION

This pale leather pouch has a clasp that can be attached to a belt or bandolier or worn directly on an article of clothing without risk of falling off. The wearer can reach into the pouch to draw a piece of masterwork ammunition as normal, though the creator must choose what type of ammunition is used when the pouch is made. As ammunition, the user can draw as many masterwork ammunition per round as he has attacks. The pouch always feels as if it has a handful of ammunition in it, and if opened and counted, it seems to be about a dozen. However, the shifting and moving of the ammunition in the pouch make it hard to be sure. ammunition taken from the pouch disappear after one round.

The pouch is treated as a masterwork projectile weapon for purposes of casting spells, and the ammunition drawn from the pouch takes on the effect of the spell bestowed. Weapon enhancements can be applied to the pouch, and effect all ammunition drawn from it. These enhancements cost the same as standard weapons.

CONSTRUCTION REQUIREMENTS

**Cost** 5175 gp; **Feats** Craft Wondrous Item; **Spells** *Abundant Ammunition*
Eldritch Focus

**Aura** faint evocation; **CL** 5th; **Slot** none; **Price** 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight --

The Eldritch Focus allows a Warlock to concentrate the power they harness and further increase its damage and accuracy. While wielding the Eldritch Focus the Warlock gains an enhancement bonus equal to the item's bonus to both attack and damage when applicable to their Eldritch Blast and Invocations.

Only an enhancement bonus can be applied to a magical focus, not special weapon properties.

Items gained by the Fetish class feature or eligible as a Wizard's bonded item can become Eldritch Foci.

**Feats** Craft Wondrous Item; **Spells** magic weapon; **Special** creator's caster level must be at least three times the focus's bonus; **Cost** 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Frei Swiftfoot

Template:Infobox character

**History**

Born in a land of constant snow and ice to loving parents, Frei's past is fairly average. Due to her lupine traits she was often bullied by the other kids of the small fishing village that she grew up in.

    Always desiring more material wealth, once Frei's magically powers awakened, she decided she would soon set off on adventure, as well as open her own store.

**Appearance**

A rather short Aasimar with pure white hair, and the fluffy ears and tail of a wolf, she prefers to dress herself in fine silks, though does not often wear dresses, instead wearing a jacket over a blouse and shorts underneath.

    She wears some of her long hair in a long braid and has a crystal earring hanging from her left lupine ear.

**Personality**

Very shy, and very quiet, Frei wants friends but finds it hard to approach people, though she tries her best while running her shop.

    Very stoic, she rarely voices any complaints and is quick to blame herself for any strife that occurs. When she first arrived, she was plagued by nightmares seemingly of another world, though those have since ceased. She is cautious around flames, and terrified of a fiery death.

**Relationships**

Garion: Her beloved husband, who she doesn't think she deserves, but is thankful that he has returned to stay

Weiming: A friend, more of Garion than herself, who has visited often, and is the one who performed the marriage of Frei and Garion in her store

Tethealla: A strange elf who broke into her store and tried to blame her and insulted her cooking

Jozef: A kind one-armed patron likewise from the northern regions

Old heckler: some guy who was really rude during the beginning of her and Garion's relationship who suffered some severe upcharges

**Aspirations**
She seeks ever more wealth, and a happy family with Garion
Beast Hunter

*Some hunters don’t seek to kill their prey. These individuals specialize in weapons and tools used for capture, and often work as bounty hunters, slave catchers, and monster hunters.*

**Weapon and Armor Proficiency:** The beast hunter is not proficient with heavy armor, or tower shields. The beast hunter gains proficiency with the bola, lasso, mancatcher, and net.

**Tight Catch (Ex):** At 2nd level, the DC for Escape Artist or Strength checks made to escape or break out of a beast hunter's lasso, mancatcher,bola, or net increases by +1. Additionally, the beast hunter gains a +1 bonus to opposed Strength checks she makes when using lassos and nets. These bonuses increase by +1 for every four levels beyond 2nd.

This ability replaces bravery.

**Far Catch (Ex):** At 3rd level, a beast hunter is able to catch creatures at a greater distance. Increase the range increment for bolas, lasso, mancatcher and net he wields by +10 feet. This increases by another +10 feet at 11th level. The trailing rope on lassos and nets are likewise extended.

This ability replaces armor training 1.

**Effective Catch (Ex):** At 7th level, when a foe entangled within the beast hunter’s net or lasso attempts a concentration check to cast a spell, the DC of the concentration check is increased by +5. Additionally, a creature tripped by a beast hunter's bola attack must use a full-round action to stand.

This ability replaces armor training 2

**Big Game Hunter (Ex):** At 11th level, the beast hunter is adept at catching unusually sized creatures. She may use lassos, nets, bolas and mancatchers on creatures one size larger than normal without penalty. She may use lassos, nets,b olas ,and mancatchers on creatures two sizes larger than normal without penalty at 15th level. Additionally, using the mancatcher, the beast hunter is able to pin a creature caught in the weapon.

This ability replaces armor training 3 and 4.

**Bring Them Down (Ex):** At 19th level when a creature is entangled or grappled by a beast hunter’s weapon they must make an immediate Fortitude saving throw or gain the dazed condition for 1 round. A creature must make this save again at the beginning of their turn each round they are entangled or grappled, with failure meaning they are dazed for that round. The DC is 10 + ½ the beast hunter’s level + his Dexterity modifier.

This ability replaces armor mastery.
Advanced Telepathy (Tonkin)

*You have learned to cast your thoughts further with your telepathy.*

**Prerequisite(s):** Tonkin, limited telepathy.

##### BENEFIT

Your limited telepathy’s range has doubled, allowing you to communicate with any creature within 60 feet, regardless if you share a common language or not.

**Normal:** A tonkin’s limited telepathy’s range is 30 feet and must share a common language to understand.
Zone of Truthsight

**School**: divination; **Level**: cleric/oracle 9, druid 9, psychic 9, shaman 9, sorcerer/wizard 9, witch 9 Elemental School void 9

**CASTING**

**Casting Time** 1 standard action
**Components** V, S, DF

**EFFECT**

**Range** close (25 ft. + 5 ft./2 levels)
**Area** 20-ft.-radius emanation
**Duration** 1 min./level
**Saving Throw** Will negates; **Spell Resistance** yes

Creatures within the emanation of this spell are treated as if they were under the effects of True Seeing. This effect ends if they leave the zone.
**Permanency**, CL 18, 60,000 GP
Elijah Earnhardt

=== "*There's alot of nasty creatures out in the world, life's hard enough as it is for good people,*
*so someone's gotta help them"* ===

## Biography

Born in one of Varisia's more nomadic cities to a family of adventurers, Eli's life was destined for a more rough and tumble lifestyle than most would expect, even for people like him. Trained by his parents in swordplay it seemed as if the path of a standard warrior would be his calling, but upon his first job of helping to guard a caravan, an innate energy flowed from him into the form of kinetic fire. After this revelation, Eli delved head first int trying to understand his abilities, and from there lead him to the path of a more magically inclined career of monster hunting of magical beasts and other arcane creatures. His journey for understanding his powers and magic of other forms has lead him to traveling far and wide for knowledge, and chances to hone his skills as a hunter. Coming to Nibiru he has found many friends to ally with, and is slowly coming to terms with the losses long his road of the adventures that lead him to this mythic city.

## Appearance

Eli is a light tanned human of average height, and lean but athletic build with light brown hair and dark blue eyes. A notable feature would be a scar that goes from the brow of his left eye down to the bottom of his jaw, and a winding tattoo from the bottom of his left wrist, twisting up to his shoulder. His casual wear is that of standard garb for a varisian, pants and a jerkin and robe with a mix of orange and blues with a small red and blue scarf around his neck. When adventuring or hunting he dons a custom set of mithral full plate and blue cloak, armed with a blackened messer sword alongside his kinetic fire. Normally carries an adventuring backpack and bandoleer.

##### Personality

Often times ties to put on a friendly and approachable demeanor. Curious and ready to meet new people and hear their stories. However when it comes to work, Eli is very serious, concise and straightforward and to the point.
Serene Valley

### Description

Serene Valley is a small settlement nestled into the recently named Flintlock mountains; at the southeast corner of Nibiru. Currently, it consists of a few hundred houses, some larger mansions, a swiftly growing market, and finally; a large Inn known as Harlow's Haunt: serving as both the primary arrival point for most of the town's visitors, as well as the town hall.

### Economy

A large portion of the income the town acquires comes from trade; exporting food and livestock raised in the local farmlands, as well as lumber from the abundant woodland surrounding it. Plans for mining are currently in the works once a proper survey can be completed, though initial checks have revealed a solid vein of silver thus far.

Aside from raw materials; the craftsmen of Serene Valley are swiftly becoming renowned for their abilities; producing mundane, yet ornate weapons, armor, and jewelry that has found several buyers in Abrogail.

By far one of the biggest export from Serene Valley is specially brewed "Dead-Eye" Whisky. A recipe concocted by Ma Harlow; this strong spirit starts with a crisp taste of apple, before burning like hell; making it good for shooting or sipping; and making for a cheap, easy drunk.

### Population and Lifestyle

Serene Valley has a very mixed population, and any and all are welcomed to come and build a peaceful life for themselves; provided they don't make trouble for the other residence. Citizens are afforded nearly any rights and freedoms they might wish, as long as it is within reason; and doesn't infringe upon another's personal rights; with one exception; everyone is expected to contribute to the safety of the settlement should the need arise

### Geography

Serene Valley is flanked on all sides except the north by large mountains, and access to the settlement is only possible through either Travel through the northern forests, or through the Teleportation Circle in Abrogail. A sizable river runs through the town; coming from a large lake nearby; dubbed Cascade Lake; which provides an abundance of fish, and a fresh supply of drinking water to the town.

### Leadership

Ruler: Wyatt Harlow

Consort: Trixie Harlow

Barrister:

Councilor: Cinder Allflame

Grand Diplomat:

Heirs: Abagail and Zachariah Harlow

High Priest: "Dove"

Judge:

Magister: Haku

Marshal: Arashiha Noroiko
Chest of Ice

**Price** 2,000 (portable) 50,000 gp (standard); **Slot** none; **CL** 3rd (portable) 13th (standard); **Weight** 10 lbs (portable) 500 lbs (standard).; **Aura** moderate abjuration

DESCRIPTION

This porcelain chest measures 3 feet on each side and has a small steel lever that can be locked with a simple key.  A cold breeze continually flows out of a chest of ice when opened. When objects are placed in the chest they no longer spoil or age.  Food does not rot, and severed body parts are protected as if by a gentle repose spell.

A standard chest of ice can hold up to 50 lbs of items and weighs 500 lbs when empty.  A portable chest of ice can only hold 2 lbs of items, but weighs only 10 lbs when empty.

CONSTRUCTION REQUIREMENTS

**Cost** 1,000 gp (portable) 25,000 gp (standard); **Feats** Craft Wondrous Item; **Spells** *Preserve*

Thanks to the lovely people in Fiends Reach for this creation:

☀Chest Of Ice[1]
Raid Session Rules

1. Must have two gms to run the session. One to play the monster and one to play the arena encounters. One of these gms must be a Game Master (Not trial).
2. All raids must be approved by an administrator before it can be ran.
3. A raid session can not kill a player. It can knock them out but they are “respawned” as soon as the event ends either by death or reset. This acts as if the player has rested for 8 hours.
4. Players can knowledge check the monsters but not the raid itself until at least one other group has completed the raid. Then the player can do a gather information check to get information on what the raid mechanics do. The DC would start high then lower based on the number of times it had been successfully completed.
5. The raid mechanics or arena actions will have two turns a round. One turn at the top of the round to show the start of the effect and one at the bottom of the round for the actual trigger of the effect. The triggering of the effect, even if it takes several rounds to go off, ALWAYS happens at the end of the round. Give your players a chance to react.
6. If the monster or adds that spawn also have secondary actions, IE will enrage or dash across the map after it growls, then it two will need multiple turn orders. The turn order at the end of the round is ALWAYS when the action is triggered. Once again, give your players a chance to react.
7. The boss and spawned enemies will not take attacks of opportunity.
8. Gold and experience rewards are the same as normal except failure would only get half rewards.

## Note to Players

Sessions will be longer than normal. They will have 5-10 players depending on the design of the raid or dungeon. COHORTS WILL NOT BE ALLOWED. You will need heals of some sort. You will need a “tank” of some sort. Some mechanics will just be unavoidable.
Homely Hookah

**Aura:** moderate transmutation

**CL:** 4th

**Slot:** none

**Price:** 16000 gp

The Homely Hookah is a bottle with a porous stopper, typically made of beautiful crystal and decorated with gems and gold, resembling a hookah. It contains a small extra-dimensional space that can be inhabited comfortably, functioning like a Rope Trick spell with unlimited duration. With a command word, the holder and a willing guest or object they touch will be enveloped by a cloud of smoke and pulled inside the space. The same command word can be spoken by anyone inside the bottle to be ejected by it in a similar cloud of smoke. The owner of the bottle can also will anyone inside to be ejected, which can be opposed with a Will save (DC 15).

The bottle has an AC of 14, 15 HP, and 8 hardness. If the bottle is broken, any creatures or objects inside the bottle's extra-dimensional space will immediately appear in or beside the bottle's space.

**Requirements:**

**Feats**: Craft Wondrous Item **Spells**: Rope Trick, Obscuring Mist **Special:** Creator must be a sylph or djinni
Reincarnated Medium

*Reincarnation is an integral part of a Samsaran’s identity. But sometimes, the past doesn’t want to let go of the future. Some Samsarans that die improperly multiple times over keep attempting to override their current incarnation. Though, this does allow the new incarnation to use shards of who they used to be.* (Samsaran Only)

**Intrapersonal Possession:** Reincarnated mediums do not channel the power of the wild legends that dot the astral plane, rather he channels who he used to be. This takes less coaxing of strangers to help him and more knowing himself. As such he uses Wisdom rather than Charisma for all Medium abilities. This ability replaces their Key Ability Score

**Curse of the Self (Ex):** A reincarnated medium’s past lives aren’t ready to leave themselves behind quite yet. They either act as mentors or harriers to their current incarnation, aiding and hindering as they see fit. The reincarnated medium gains the possessed oracle curse using his Medium level as his Oracle level for the purposes of curse progression. This ability replaces Taboo.

**Veil of the Past (Su):** At 3rd level, using his connection to his past lives, the reincarnated medium can obfuscate his alignment. When he performs his seance at the beginning of the day, he can choose to be detected as an alignment within one step of his own. This counts as taking an action towards that alignment. This ability replaces Haunt Channeler and Location Channel.

**My Body, Myself:** At level 7, the reincarnated medium has learned more about how to handle being his own person, even amidst the vortex of his many previous incarnations. He gains a +4 bonus to mind-affecting effects. For every 5 levels beyond 7, he gains an additional +1, capping at +6 at level 17.

**Reincollect:** Once a day at 13th level, and one additional time for every 3 levels beyond 13th, the reincarnated medium can ask his previous lives about events they have been present for or had heard of. This ability functions as Ancestral Memory and replaces Ask the Spirits.

**Path of Rebirth (Sp):** At 18th level, a Medium can spend a full-round action to cast Reincarnate as a spell-like ability upon one of his allies that participated in his seance that day; except that human is replaced with Samsaran on the table. Doing so allows the spirit he is channeling to gain an additional 2 points of influence over him. This ability replaces Spacious Soul.
Shizuru's Lesser Goodbowl

**Aura:** strong conjuration; **CL** 12th; **Weight** —; **Slot** none; **Price** 5,400 gp

**DESCRIPTION**

This mystical bowl was originally said to have been originally created for the Goddess Shizuru of the Minkai. Many replicas of it now exist with the distinguishing feature being the gold sheen and the ability to fill the bowl to brimming with three different rice dishes at a command word.

Regular Rice bowl: Nothing, just say the command word.
Fried rice bowl: Coat the base of the bowl with oil and say the command word
Ochazuke: Fill the base of the bowl with tea and say the command word

Once filled in this way, the rice will dissipate after 4 hours if left uneaten and immediately if poured out or wasted. The rice provides no magical benefit when consumed except for satiation.

**CONSTRUCTION REQUIREMENTS**

**Feats** Craft Wondrous Item, Major Creation; **Cost** 2700 gp
Thrower (Fighter Archetype)

*It takes more than just a strong arm to use throwing weapons, such as the javelin or the throwing axe. It takes precise aim and delicate control. Some fighters excel at this and know how to make a throw really count. A thrower has the following class features.*

**Eye for Distance (Ex)** At 3rd level, the thrower reduces range penalties he suffers with thrown weapons by 1.  At 7th level, the penalty a thrower suffers when throwing weapons not designed to be thrown, is reduced from -4 to -2.

This ability replaces armor training 1.

**Supple Wrist (Ex)** At 7th level, the thrower is able throw weapons further and more accurately. Weapons thrown by the thrower have their ranges increased by 10 feet. At 11th level, the range increases once more by 10 feet.

This ability replaces armor training 2.

**Strong Arm (Ex)** Starting at 11th level, the thrower adds his full Strength modifier to attack and 1 ½ times his Strength modifier to damage with thrown weapons. If the weapon is thrown with both hands he adds double his Strength modifier.

This ability replaces armor training 3.

**Trick Throw (Ex)** At 15th level, the thrower may make some combat maneuvers against opponents within the first range increment of the thrown weapon. He may attempt any of the following maneuvers: Bull Rush, Dirty Trick, Disarm, Sunder, or Trip.

This ability replaces armor training 4.

**Return to Sender (Ex)** At 19th level, the thrower may catch a thrown weapon and return the attack as an immediate action. The weapon does not need to be aimed that him but the original target must at least be adjacent. The thrower must have at one hand free to do this.

This ability replaces armor mastery
Stoneburn Rage

By going on a psychedelic trip from the fumes of the Stoneburn Mines, you have learned their caustic power.

**Prerequisites**: Cha 15; bloodrage class feature, elemental focus class feature, or Varisian Tattoo (evocation).

**Benefit**: When casting an evocation spell, or kinetic blast that deals acid damage, you can deal +1 point of acid damage per die.

If you do, you must succeed at a Fortitude save (DC = 15 + the spell or blast’s level) or become fatigued. You cannot use this feat while fatigued or if you cannot become fatigued.

If you are raging (such as when using bloodrage or affected by the rage spell), this damage increases to +2 points per die and you roll twice when attempting the Fortitude save and take the better result. This feat does not otherwise grant you the ability to cast spells while raging.
File Of Natural Weapon Sharpening

**Cost**: 300gp

**Slot**: Slotless

**Effect**: By spending an hour you can apply the masterwork quality to all of your natural attacks by sharpening and maintaining your teeth, hooves, claws, horns, ect. This bonus ends after 24 hours. This effect can only work on natural weapons that have either slashing or piercing damage, and only one attack per file.

**Craft**: DC 10 craft tool
Golden Thorn (Ioun Stone)

Price:18,000gp CL:12th

Each golden thorn is attuned to a specific type of bardic performance upon creation. When the wearer of a golden thorn begins a bardic performance, any numerical bonus provided by the attuned song increase by 1. Bonuses provided by this ioun stone do not stack with multiple stones of the same type, though multiples may be used at once, provided they are attuned to different bardic performances.

Construction Requirements: 12th level, Bardic Performance class feature Feats: Craft Wondrous Item; Cost 9,000 gp.
Bracer's of Reduction

**Aura** faint transmutation; **CL** 3; **Slot** wrists; **Price** 24,000 gp; **Weight** 1 lb.

DESCRIPTION

When worn, these tight fitting leather bracers cause a Medium or Large wearer to instantly shrink one size category as *reduce person*. These bracers have no effect on Small or smaller creatures, nor Huge or larger ones (except the elegant fashion statement).

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, Reduce Person; **Cost** 12,000

All equipment worn or carried by a creature is similarly reduced by the spell. Melee weapons affected by this spell deal less damage (see Table: Small/Medium Weapon Damage). Other magical properties are not affected by this spell. Any *reduced* item that leaves a reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of reduced items are not increased by this spell.

Multiple magical effects that increase size do not stack.
Motive for Dummies

**Price:** 10,000gp; **Slot:** slotless; **CL:** 12; **Weight:** --; **Aura:** strong divination

A book meant for the less keen of the social motives around them. The cover depicts a crudely drawn party with the book's title written in bold, red letters across the top. After reading this book for a minimum of 1 hour the reader gains a +5 competence bonus to Sense Motive. Once the book is read, the magic disappears from the pages and it becomes a normal book.

**Feats:** Craft Wondrous Item, bestow insight, **Cost** 5,000gp
3rd party Approved Spells

The below options have been approved for characters in Nibiru. No application is necessary (unless otherwise stated). 3rd party options should be linked to their respective d20PFSRD or other page but also printed below in case there are changes made for use in Nibiru. If ever there's a conflict in wording, use the rules printed here.

Anything marked with "**Playtest**" may be revoked at any time due to an unfavorable conclusion of the playtest (in which case, any characters that took the now banned content will be able to retrain the option instantly for free, or refunded gp).

### Level 0

Inform wizard/sorcerer 0, psychic 0

Secluded Recliner magus 0, wizard/sorcerer 0

Summon Popcorn cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0

### Level 1

Pleasant Dreams paladin 1

Level 2

Pleasant Dreams cleric/oracle 2, psychic 2
Rooftop Ruffian (Unchained Rogue Archetype)

## Rooftop Ruffian

### Nimble Shingles (Ex):

At 1st level, a rooftop ruffian becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light armor or no armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof.

This replaces Trapfinding

### Rooftop Runner (Ex):

A Rooftop Ruffian adds 1/2 his or her Rogue level on Acrobatics checks to jump or soften a fall. Whenever he attempts an Acrobatics check to soften an intentional fall, they reduce the falling damage taken by an additional 1d6 for every increment of 10 by which the Acrobatics check result exceeds the DC (a 2d6 reduction at DC 25, 3d6 at DC 35, and so on).
At 11th level, the Rooftop Ruffian reduces the DC of any Acrobatics checks to soften a fall by 5.

This replaces Trap Sense.

### Plunging Sneak:

When a Rooftop Ruffian can fall at least 10ft before making a melee sneak attack, their sneak die become d8’s. In all other scenario; they become 1d4’s.

This ability is identical in all other ways to sneak attack and modifies that ability.

### Craterfall Dive:

Beginning at level 8th, whenever the Rooftop Ruffian can fall at least 10 feet before making a melee sneak attack, the effects of any Debilitating Strike de-buffs are increased by +1

This ability replaces the Rogue Talent unlocked at 8th level.

### Death from Above:

At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage from above. Each time the rogue deals melee sneak attack damage, after falling at least 10 feet, she can choose one of the following four effects: the target can be Knocked Unconscious for 1d6 hours, paralyzed for 2d6 rounds, have all worn items gain the broken condition, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier, with an additional +1 for each 10 feet the Rooftop Ruffian was able to plummet. (To a maximum DC bonus of +5 from falling). Once a creature has been the target of Death from Above, regardless of whether the save is successful, that creature is immune to that rogue’s plummeting strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

This ability replaces master strike.
Equalize

**School:** evocation; **Level** Summoner (White Necromancer) 2, Wizard (White Necromancer) 3

**Casting Time:** 1 standard action

**Components:** V, S, M (a vial of (un)holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area), DF

**Range:** close (25 ft. + 5 ft./2 levels)

**Area:** 20-ft.-radius emanation

**Duration:** 2 hours/level

**Saving Throw:** none; Spell Resistance yes

This spell imbues an area with necromantic magic. Energy Channeled to heal within this area gains a +1 profane bonus for every dice rolled. Every undead creature entering a equalized area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the equalized area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+2 Energy Channeled to heal within this area gains a +1 profane bonus for every dice rolled, +2 profane bonus and +2 hit points per HD for undead created in the area).

Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
Amulet of Elemental Fury

**Aura** faint evocation; **CL** 5th; **Slot** neck; **Price** 2000 gp (+1), 8000 gp (+2), 18000 gp (+3), 32000 gp (+4), 50000 gp (+5); **Weight** --

### DESCRIPTION

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with kinetic blasts, infusions, and wild talents. Unlike an *amulet of mighty fists*, this amulet cannot grant melee or ranged weapon special abilities to kinetic blasts, regardless of what type of weapon they can be applied to. An *amulet of elemental fury* cannot have an enhancement bonus higher than +5.

### CONSTRUCTION REQUIREMENTS

**Feats** Craft Wondrous Item; **Spells** *Greater Magic Weapon*; **Special** creator's caster level must be at least three times the amulet's bonus; **Cost** 1000 gp (+1), 4000 gp (+2), 9000 gp (+3), 16000 gp (+4), 25000 gp (+5)
History of Abrogail

Abrogail - named after the current queen of Cheliax - is a port city established on the newly discovered continent Nibiru. First founded by Cheliax, the city's population swelled rapidly as other nations sent their own adventurers and explorers to the continent, ultimately reducing House Thrune's influence over it to negligible levels.

As a result, Abrogail is an entirely neutral and extremely cosmopolitan town.

## Districts

### The Arcane District

This district houses the city’s Arcane schools and libraries. A hub for all arcane casters to find more of their kind. It also houses the teleportation circle to Motoun and any future circles to be set up. Skweectun can be found under a rose bush. One need only to stand in front of it and declare, ‘Make me small’ to be shrunk down to fit inside the tiny city.

### The Makers' District

This district houses the city’s crafters and guild halls.

### The Market District

This district houses the city’s various stores, taverns, inns, brothels, and the city’s official arena.

### The Noble District

This district houses the city’s elite. If you purchased a nobility or royalty title or a noble villa you would live here.

### The Private Docks

These docks are used by the Market and Makers district. You must own a permit to dock a ship here.

### The Public Docks

These docks are available to the general public and the military. If you shipped in from somewhere else you arrived here.

### The Residential District

This districts houses the city’s housing as well as some taverns and inns

### The Slums

The lawless area of the city. The city’s paladins and law enforcement rarely travel here. Rundown and dirty, only the brave and reckless live here. There are a few bars and taverns.

### The Temple District

This district houses the city’s religious temples and libraries. Those seeking atonement or confession can find it here. It also has the only orphanage.
School Conformity (Evocation)

*Your extensive studies have allowed you to integrate even your innate powers in the context of arcane schools.*

**Prerequisites:** Int 19; Arcanist; Greater Spell Focus(evocation).

**Benefit:** The chosen supernatural ability from an arcanist exploit gains all the benefits of that a spell of the evocation school would get.

**Special:** This feat can be taken several times, as a feat or an arcanist exploit, affecting a different arcanist exploit each time.
Alertness, Greater

**Prerequisites**: Alertness, Uncanny Alertness

**Benefits**: You gain an additional +2 bonus to Perception and Sense Motive checks. This stacks with the bonuses granted by Alertness, and Uncanny Alertness. When making a Perception or Sense Motive check, you may roll twice and take the higher result. This ability may be used a number of times per day equal to 1/2 of your HD. (Minimum 1)
Noqual Viewing Glasses

**Aura** Enchantment; **CL** 8; Slot eyes; **Price** 1000 gp; **Weight** 1 lb.

These glasses are masterwork with extremely carefully made lenses and serve to dampen and negate the wearer's ability to detect magic through
the detect magic cantrip. They are produced by the Duskrose company and almost exclusively sold in their black (and regular) markets.

**Feats** Craft Wondrous Item; **Cost** 500 GP
Retirement Options

## **Retirement**

When you’ve played a character for a while it makes sense that you want to put them to the pasture. Whether it makes sense character, plot, or you’re just not feeling them anymore. **This can be done at any point but once you reach level sixteen** the following options and rewards become available.

Make sure to post requests in the character request forum.

### **Heroic End**

Did your character die in a heroic battle? Sacrificed themselves so that the party could succeed and live? This retirement choice is for you. Your heroic deeds forever remembered by your friends. Bards will sing your deeds and new adventurers idolize you.

* 25 RP per ECL
* Your character is written into Nibiru Lore to be remembered
* Discord Title: Hero of Legend

### **Expedition Leader**

Are you done with adventurer work and just want to wander the continent? Want to fill out the map? Want to lead a team into the wild? This retirement choice is for you. You character will explore Nibiru in a random direction at a hex a day, returning to the city once a month to restock. (Day chosen on day of retirement)

* 25 RP per ECL
* You become an NPC that you can roleplay in the city once an in game month
* An option to unretire the character upon repayment of RP rewarded
* Character receives a staff of Word of Recall to use once a month to teleport to and fro. (Returned if unretired)
* Discord Title: Explorer

### **Leadership**

Are you in a leadership position for a player city? Wish to retire from the constant adventuring to provide guidance to the masses? The Leadership option is for you. Your character will become an NPC you can control and continue to roleplay with.

* 25 RP per ECL
* You become an NPC that you can roleplay
* Still able to take leadership actions for player cities.
* Discord Title: Middle Management

### **Merchant**

Done with the adventuring but still want to provide a service to your fellows? Have a crafting skill you wish to still share? The Merchant retirement is for you. Your character will become an NPC you can control and continue to roleplay with, including taking downtime to craft items.

* 25 RP per ECL
* You become an NPC that you can roleplay
* Still able to take downtime to craft at 75% only
* Discord Title: Fat Cat

### **Retired**

Are you just done with adventuring? Just want to spend your days drinking at the bar? Or run a business? This retirement choice is for you. Your character will become an NPC you can control and continue to roleplay with.

* 25 RP per ECL
* You become an NPC that you can roleplay
* Discord Title: Arrow to the Knee

### **Story+**

Do you love the character and want to try something fresh? Or just give the character amnesia and start over? Or maybe its a mid life crisis thing? This retirement choice is for you. Restart your character today. You can only take this option once per character.

* 10 RP per ECL
* Restart your character free between level 1-3, your choice
* Starting gold set by WBL for your level
* Keep all of your downtime businesses and organizations
* Free advanced template upon approval
* Keep previously purchased template slots
* Discord Title: New Game+
3rd Party Magic Items

## Specific Magic Weapons

### Meat Cleaver of the Cannibal

**Aura** moderate necromancy; **CL** 13th **Slot** -; **Price** 12,302 gp; **Weight** 2 lbs

**Description** This +2 horse butcher Cleaver deals +1d6 bonus damage when attacking creatures of the same race as its wielder. If you reduce a creature of your race to 0 HP or lower using this weapon you become full as though you had eaten enough food for 1 day, provided you were hungry.

**Construction**

**Feats** Craft Magic Arms and Armor; **Spells** death knell or goodberry; **Cost** 6,151 gp

 Wondrous Items

### Dreamcatcher

**Aura** faint abjuration; **CL** 3rd; **Slot** none; **Price** 4,500 gp; **Weight** –

**Description** Crafted from a willow branch bent into a hoop with sinew or waxed thread woven into a web upon it, a *dreamcatcher* protects a sleeper from influenced dreams, whether of mundane or magic origin. It prevents the effects of *dreamwalker*, *night terrors*, *nightmare*, the dream haunting of a night hag, and similar sleep disturbances. It will also prevent natural nightmares from occurring. The *dreamcatcher* must be hung within 3 feet of the head of the sleeper’s bed or bedroll. If there is nowhere available to hang the *dreamcatcher* it may be placed beneath the sleeper’s pillow, but there is a 25% chance it will not work if it is not hanging.

**Construction**

**Feats** Craft Wondrous Item, *pleasant dreams*; **Cost** 2,250 gp.

### Emperor's Chopsticks

**Aura** weak divination; **CL** 10th **Slot** -; **Price** 1,500 gp; **Weight** - lbs

**Description** A pair of sharp iron chopsticks a foot long coated with silver. It is said that the silver tips turn a rusty brown if they come into contact with poison. Any food these unique chopsticks come in contact with is subject to a detect poison spell (Caster Level 10th).

**Construction**

**Feats** Craft Wondrous Item; **Spells** detect poison; **Cost** 750 gp

### Pouch of Magic Stones

**Aura** faint transmutation; **CL** 1st; **Slot** —; **Price** 1,200 gp; **Weight** 1 lb.

**Description** This leather pouch holds up to ten stones or sling bullets. The first ten stones or bullets retrieved from the pouch each day are imbued with the effect of a magic stone spell.

**Construction**

**Feats** Craft Wondrous Item; **Spells** magic stone; **Cost** 600 gp
Banned Content

The following first party options are either banned or restricted.

### Chained Summoner (Class)

The standard summoner class is not allowed in Nibiru. Instead, chose the Unchained Summoner.

### Flash Forward (Spell)

This spell is not banned, but can only be used once per round.

### Oozemorph (Archetype)

The interactions of this archetype are a disaster. Just don't.

### Signature Skill (Feat)

This feat takes away one of the few things the rogue has to its name and allows for builds to get ridiculous.

### Campaign Traits

These were made for specific AP's, and we are not any of those AP's. They also tend to skew the balance up.

### Banned Rituals

Divert Soul

Egoist's Militia

Invariability

Multiversal Knowledge

Unmaking Touch

####
Anastasia Yelizaveta

Anastasia and Mirage

## History

Many is the family in Irrisen that has found a strange babe abandoned upon their doorstep. More numerous still is the number whom have had a babe switched as they lay asleep. Anastasia belongs to the former group, having been abandoned as a bundle in front of a noble villa of a Jadwiga family descended from Queen Yelizaveta. Her adoptive mother, Zorina, saw this as an opportunity to expand the influence of her family and set about raising the child with the help of her husband, Gregori, and their oread servant, Malyshev.

Once Anastasia was old enough to walk and talk, she began to learn. Numbers and letters at first, then history and geography. Malyshev proved an adept tutor in mundane matters while Gregori and Zorina taught her in matters of politics and magic. From an early age, she was to be seen and not heard, and her sharp ears picked up many secrets her parents took advantage of.

As a teenager, her position within the family changed when Zorina bore a daughter. The witch had already born several sons, but now there was a clear line of blood succession, were Anastasia not there to muddy it up. As such, on her 17th birthday, Anastasia was sent off to Absalom with her trusted mentor Malyshev, to study, learn, and bring honor to the Yelizaveta name. Such was the plan, until their ship was waylaid by pirates. Malyshev was lost for a time, and the ship limped into Absalom having lost most of it's cargo, lucky to be afloat.

Anastasia proved herself well at the open testing for the Arcanamirium, and secured herself a position as a journeyman with the help of her familiar, Mirage. She cut contact with Zorina and Gregori and began searching for Malyshev. She found him eventually, being sold as a slave within the aptly named 'Misery Row.' She bought him without a second thought, freeing her mentor from his bonds.

Anastasia and Malyshev went on some adventures from there on. The last one was an attack against the very pirates who had taken Malyshev all those years ago. Vengeance was taken but Anastasia was heavily injured in the fight, and her arm had to be amputated to prevent the poison coursing through it from killing her.

Anastasia and Malyshev separated for a time, and Anastasia made her way to a new continent that had appeared, Nibiru.

## Since Arriving

Upon arrival in Nibiru, Anastasia quickly began participating within arenas in the city. Her spells proved handy, as her enchantments aided in the felling of foe after foe. Growing bored of such events, she turned her attention to a new city on the northern coast, and applied for a position as the Magister of Blackheart Bay, where she still serves.
Fireplace of Comfort

**Price** 2,040 gp; **Slot** none; **CL** 9th; **Weight** 7 lbs.; **Aura** moderate abjuration

DESCRIPTION

The mantle of this elaborate fireplace is constructed of fine sturdy pine wood.  The masonry is a classic dwarven ascetic, indicating the fine craftsmanship of the fixture.  When a fire is lit runes begin to glow upon the pine wood indicating various seasons. By simply running one’s hand along these glowing runes, a creature can change the effective climate of the room in which the fireplace resides.  Despite the actual heat of the flames, the room remains comfortably within the temperature ranges appropriate for the climate selected.

A single fireplace of comfort can heat or cool an entire house.  Multiple fireplaces can be installed strategically throughout a larger building to provide comfort to all within.

CONSTRUCTION REQUIREMENTS

**Cost** 1,020 gp; **Feats** Craft Wondrous Item; **Spells** *endure elements*

Downtime Building Cost:

**Create** 6 Goods, 6 Labor, 18 Magic (500 gp); **Time** 20 days; **Size** as original room

**Benefit(s)** Provide the benefits of endure elements to all occupants for up to 50 squares worth of rooms.

Thanks to the lovely people in Fiends Reach for this creation:

☀https://fiendsreach.fandom.com/wiki/Fireplace\_of\_Comfort
Mosi

## From The Depths of the Unknown

Not much is known about the continent known as Arcadia. Few visit, and fewer ever return. Yet from this mysterious land, was birthed Mosi, the Tiger Girl. Born amongst the wilds, this feral woman has lived off her instincts and brute strength her entire young life. An expert huntress and a powerful warrior, she's ventured forth to the Inner Sea region to search for stronger game to hunt.

## Who is Mosi?

Not much of her past is known before coming to the Inner Sea region. However, it would not be hard to tell that the wild young woman seems to stick out like a sore thumb. Brash and confident, she greets every problem with a 'never surrender' attitude. Every challenge met is just a new trial to conquer.

She believes in an eye for an eye, and do unto others as you would have done unto you. Mosi is quick to remind those who slight her of this outlook, too. However, this also serves to make her a fierce friend and ally. Unwilling to betray those close to her, unless the situation becomes absolutely dire.

## What's she look like?

Mosi stands at six feet and four inches tall. As a Skinwalker, she does have a natural form, but chooses to spend as much time as she can within her shifted form. In this form, she is muscular and broad shouldered, with blue-green eyes. Her sunkissed, tanned flesh have strange marks that almost seem like stripes sparsely across her form, though the markings on her face are hard to miss. Her hair is as white as freshly fallen snow, tied in a high ponytail and fashioned in a thick braid falling down her back. Two smaller braids fall down over her shoulders, decorated with golden clasps. When she grins, one can not mistaken the elongated, dangerous canines hidden behind those lush, full lips. Her ears come to a sharp point, with a long white and black-striped tail swaying just above her rump which she uses for balance. Bare-foot almost always, the woman is able to extend her fingernails and toenails into wicked, sharp claws that can rend flesh as easily as daggers.

She wears only scraps of clothing to offer some semblence of decency, however she seems to not really enjoy it. Often tugging at the seperate articles as if they are constantly bothering her.

## What to expect from her?

She does her best to fit in with the society around her, though often can be frustrated and struggles with finer social skills.

She follows the laws of the land, but only enough to keep herself out of trouble. Most of the time.

She keeps her word, generally.

She will put herself at great risk, if the reward for such is greater.

She's very playful, and enjoys to laugh and smile.

She's not flustered over intimate conversation, and seems quite open and liberal about such topics.

She views death as part of the natural cycle, revering those who are dead, though showing little remorse for them. Fervant prayers are given to those who meet particularly valiant ends.
Greater Succor

*Deadly wounds close before your will as easily as they were inflicted.*

**Prerequisites**: Channel Positive Energy or Lay on Hands class feature, WIS 17 or CHA 17, Succor, Character Level 7th

**Benefit**: Your effective class level for the purposes of calculating the effectiveness of your Channel Energy or Lay on Hands class feature is increased by 1/2 the number of levels you have in the classes that grants those features. This does not stack with the bonus granted from Succor. This is a supernatural ability.