recursal/Fanatic-Fandom huggingface dataset:
The Loa

At the dawn of time, before the age of the Gods, there was only Tor-Haddam, the creator. Among his first living creations were the Loa- the pristine, ideal forms of all life that were to come, and from these, each species of animal came forth and multiplied. Tor-Haddam awakened the Loa by breathing into their nostrils the breath of life. For millennia, they presided over the face of the primeval material plane until The One Who Was Not Created came. When Tor-Haddam split into the pantheon of Gods, the Loa faded and became demigods of a sort, returning to the deep, uncharted and forgotten places of the earth to wait, and sleep. Vanishing avatars of a bygone age, they hover in forgetful mists over the surface of world, touching it with the fading essence of their dreaming will, making their presence known and felt in near imperceptible ways. It is thought that for every animal, there is a Loa. The Grippli are most aware of the Loa, acknowledging them with the burning of candles and incense, and whispering to them of the contemporary world, while listening to echoes of wisdom from the past. It is unknown how many Loa have fallen silent and gone mythical, and how many yet linger into the third age.

Some even believe that in everything resides a minor Loa.. from the smallest cookfire, or trickling stream, to the largest volcano and rushing river. They believe that by acknowledging and honoring these Loa, a measure of understanding, and in some cases control can be reached with the essence of the world itself.

Divine casters who choose to follow an ideal instead of a deity draw their power from the Loa who are sympathetic to their philosophy.  All domains are available to those who identify with the Loa. The Loa do not have favored weapons.
The Green Fragment

Gorumi struck a mighty blow to the Enemy's head, taking away much of his strength, but in return, the Enemy struck Gorumi's heel, driving him into a blind rage. Gozreh brought forth the raw creative power of Yarn manifested in the elemental forces of nature in order to contain the Enemy within the vortex of a great storm, but in so doing, the Enemy brushed his mind and drove him insane... splitting his consciousness into Gozreh the living force of nature, and Gozer, the destroyer.

> This is all that remains of a larger text written by a scholar from the Glass Emirates.  It is on display at the great library of Agate behind protective barriers of glass and magic
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Malignant Recovery

## DETAILS

**School** necromancy [soul]; **Level** sorcerer/wizard 1; **Prereq Spell Focus:** Necromancy

### CASTING

**Casting Time** 1 standard action

**Components** V, S

### EFFECT

**Range** touch

**Targets** creature touched

**Duration** instantaneous

**Saving Throw** Fortitude partial; **Spell Resistance** yes (creature must be willing)

## DESCRIPTION

A touch from your hand, which glows with a dark miasma, heals the target’s physical injuries at the cost of his life force. The touch channels negative energy that heals 1d8+1 point per caster level. The touched creature also takes 1 point of constitution damage in order to fuel the spell. At level 6, the spell deals d2 constitution damage, then d3 at level 11 and d4 at level 16.  Additionally, the creature is traumatized for 1 round per 2 caster levels(rounded up) due to intense pain. (The character takes a –1 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). A successful fortitude save negates the constitution damage, but not the traumatized condition. If the creature is undead, or is healed by negative energy, they do not take constitution damage and are not traumatized.

This spell can only be used on a willing creature, and has no effect if the creature is unwilling. Unconscious or otherwise disabled creatures may still negate the spell if they choose.
Colloidal Wolfsbane

## Description

Colloidal Wolfsbane is an alchemical poison crafted with, among other things, the berries from the  belladonna (wolfsbane) plant and quicksilver. When ingested, this highly toxic compound enters the bloodstream and begins burning away all blood cells infected with lyssanthropy. The stronger the infection, the more damage the burning inflicts.  If the victim survives the process, there is a chance their natural immune system can take care of the rest of the infected cells and cleanse their system of lyssanthropy. The victim must choose to fail the initial saving throw, but may resist the effects of all subsequent saving throws with a successful fortitude save.  1 minute after the poison has run its course, the victim may make a final Fortitude saving throw. If successful, they are cured of lyssanthropy.

## Details

Type poison (ingested); Save Fortitude DC = The lyssanthropy infection’s DC

Onset 1 minute; Frequency 1/minute for 6 minutes

Effect 1d3 Con damage; Cure none

Cost 150 gp
Order of the Golden Phalanx

> A cavalier who belongs to this order has either undergone military officer training, or has experience in structured warfare and tactics.  He seeks to bring about victory through teamwork and discipline.
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### Edicts

United we stand, divided we fall.  The cavalier lives and dies by the efforts of his team, and when the cavalier attacks an enemy, he is shaken on his next turn unless one of his allies has targeted that enemy with an attack, spell or effect by then.

### Challenge

Whenever an order of the golden phalanx cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. (this bonus does not apply to the cavalier himself) This bonus increases by +1 for every four levels the cavalier possesses.

### Skills

An order of the golden phalanx cavalier adds Perform to his list of class skills. An order of the golden phalanx cavalier adds half his level to intimidate checks made to demoralize an enemy.

## Order Abilities

A cavalier that belongs to the order of the golden phalanx gains the following abilities as he increases in level.

#### Warcry (Ex)

At 2nd level, when the cavalier demoralizes an opponent using Intimidate, the penalties a cavalier’s target takes for being demoralized increase by 1. At 8th level and every 6 levels thereafter these penalties increase by an additional 1.

#### Lead by Example (Ex)

At 8th level, an order of the golden phalanx cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet, including himself. This bonus lasts for 1 round. This ability can be used once per day.

#### Rally the Troops (Ex)

At 15th level, the cavalier can take a standard action and speak words of encouragement to his companions. This functions as a blessing of fervor spell with a caster level equal to the cavalier’s level, and may affect up to one ally per level within 30 feet of the cavalier. This ability can be used once per day.
Viking Weapons

## Viking Shield

> Viking shields are round, heavy wooden shields. Instead of arm straps, they have a wooden cross beam in the back that you can grip. The dome shaped metal embossment allows you to grip close to the shield with enough room for your knuckles. The shield is aerodynamic and can be flung long distances to finish off fleeing enemies.
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## Viking Axe

> Viking axes have wide crescent heads useful for hooking onto opponents’ legs, weapons and body. The edge is curved and sharp and can pierce through armor easily. Viking axes are perfectly weighted for throwing as well.
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## Viking Spear

> Viking spears have long points suitable for slicing, decapitating or piercing through an enemy cleanly. The grip and weighted butt allows for long distance throwing, while the shorter, hardened wooden haft is useful for parrying enemy attacks and resisting enemy blades.
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Half-Giant

#### Giant Senses:

All a half giant’s special sense ranges double (for instance, if the base creature has darkvision 60’, the half giant’s darkvision improves to 120’)

#### Natural Armor:

A half giant’s natural armor improves by +4

#### Titanic Vigor:

A half giant doubles all hit points gained from class levels. (this does not double hit points based on feats, favored class bonuses or constitution modifiers)

#### Colossal Reach:

A half giant’s threat range increases by 5’.

#### Massive:

A half giant suffers a -1 size penalty to AC and attack rolls, but gains a +1 size bonus to CMB and CMD.

#### Powerful Charge:

A half giant gains the powerful charge special ability dealing twice its weapon’s base damage on a successful attack. (as in the vital strike feat)

#### Trample:

A half giant gains the trample special ability (d8 + 1 ½ times Strength modifier damage)
Half-Celestial

### **CR +2**

Most half-celestials are born of a mortal who loved a good outsider, but powerful holy magic can also create one.

#### Stats:

A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

#### Type:

The creature's type changes to  outsider (native)

#### Speed:

A half-celestial has wings. Unless the base creature has a better fly speed, the half-celestial can fly at twice the creature's base land speed (good maneuverability).

#### Darkvision:

A half celestial gains darkvision +60 ft.

#### Natural Armor:

A half celestial’s natural armor improves by +1

#### Celestial Immunities:

immunity to disease and +4 racial bonus on saves vs. poison

#### Celestial Resistances:

Half-celestials gain acid, cold, and electricity resist 10

#### Spell Resistance:

A half-celestial gains SR equal to 11 + level

#### Smite Evil:

Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level. The smite persists until target is dead or the half-celestial rests.

#### Spell-Like Abilities:

A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its level. Unless otherwise noted, an ability is usable once per day.

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Phylactery Bound

#### Prerequisites:

create a phylactery, ability to cast arcane or divine spells, any evil alignment

#### Type:

Undead (As an undead creature, a phylactery bound creature has no constitution score and uses its charisma modifier to determine bonus hit points)

#### Elemental Immunity:

Phylactery bound creatures are immune to cold and electricity

#### Fear Aura:

Creatures in a 60-foot radius that look at the phylactery bound creature must succeed on a will save or become shaken for a number of rounds equal to the phylactery bound creature’s level. A creature that successfully saves cannot be affected again by the same phylactery bound creature’s aura for 24 hours. This is a mind-affecting fear effect.

#### Paralyzing Touch:

A phylactery bound creature’s touch attack deals 1d8+½ its level negative energy damage. Any living creature a phylactery bound creature hits with this attack must succeed on a fortitude save or be paralyzed for a number of rounds equal to the phylactery bound creature’s level. Remove paralysis or any spell that can remove a curse can free the victim with a DC equal to 10+the base creature’s casting stat modifier+½ its level.

#### Undead Immunities:

A phylactery bound creature possesses all undead immunities.

#### Rejuvenation:

When a phylactery bound creature is destroyed, its phylactery immediately begins to rebuild its body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the phylactery bound creature wakens fully healed (albeit without any gear it left behind on its old body).
Shadow

### **CR +⅓**

You have caught the attention of a powerful denizen of the plane of shadows who has replaced your shadow with its own

#### Type:

The base creature's type changes to outsider, and it gains the augmented subtype.

#### Special 3:

Shadow Blend: In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.

#### Special 4:

Resolute Defenses (The character gains energy resistance and DR as noted below)

cold/electricity resist: 5
DR 3/magic
Silver Wounding

**Price** +3 bonus

**Aura** moderate evocation; **CL** 10th; **Weight** —

### DESCRIPTION

This special ability can only be placed on melee weapons. A silver wounding weapon deals 1d4 point of bleed damage and suppresses fast healing when it hits a lycanthrope for as long as the lycanthrope continues to take the bleed damage. Multiple hits from a silver wounding weapon increase the bleed damage. Bleeding lycanthropes take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage.

### CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, bleed; **Cost** +3 bonus
Lizardfolk Pantheon

Holy Symbol: Salamander and Lizard biting each other’s tails

Domains: Scalykind, Fire, Water, Strength, Knowledge

The Twin God, Totec is the chief deity of the lizardfolk. He takes two forms, that of a fierce fiery lizard, and that of a wet salamander who is the keeper of all knowledge. It is said that the royalty and high priests of the lizardfolk are direct descendants of the bloodline of Totec, mandating their right to rule.

### Xochi NG.

Favored Weapon: sickle.

Holy Symbol: Ear of Maize

Domains: Good, Community, Charm, Plant, Liberation

The deer-headed goddess, Xochi is the goddess of life, crops and fertility. She is the protector of the Sublime Clutch, and her stone avatars watch over the unborn in their eggs.

### Tezca NE.

Favored Weapon: terbutje.

Holy Symbol: 8-rayed sun inside a 12-rayed sun

Domains: Sun, Death, War, Evil, Nobility

The winged, eagle-headed goddess of the sun, Tezca is the most feared deity in Lizardfolk culture. Tezca grants victory in battle, dominance over lesser races, and power to rule, but at a high price. Tezca demands the blood of sentient beings in exchange for her favor. In the larger ziggurat observatories, the blood of war captives continually flows like rivers from the pinnacles.

### Quetzal LN.

Favored Weapon: Javelin.

Holy Symbol: Reptilian Eye

Domains: Scalykind, Weather, Air, Law, Healing

The feathered serpent, Quetzal is the chief enemy of Tezca, and constantly strives to shield the earth from the sun goddess with storm clouds, washing away the blood of war with his healing rains. His clergy are against sentient sacrifice in all its forms and seesk to outlaw this barbaric practice.

### Nazca CN.

Favored Weapon: spear.

Holy Symbol: Jaguar’s Claw Print

Domains: Chaos, Animal, Rune, Magic, Repose

The jaguar god, Nazca presides over the wild jungles that guard hidden secret powers over life and death. He is above the laws of the living, and ushers newly dead souls to the afterlife, sorting the good from the wicked and sending both to their just rewards. His worshippers are counted among the most fierce in battle, losing themselves in blood frenzy, and exulting in their base instincts as they bring more souls to their master to sift.

### Xiuhtec N.

Favored Weapon: flail.

Holy Symbol: Skeletal Serpent Biting its own Tail

Domains: Death, Repose, Healing, Decay, Venom

Father of Totec, Xiuhtec is the Gila-headed god of cycles. His head is strong and healthy, but his body decays toward his skeletal tail. Some speculate that Xiuhtec is himself dead… giving his body and divine essence to form his children, the contemporary Lizardfolk pantheon.  Others say his will is carried out through his children, which are merely aspects of himself. He is the most mysterious and perhaps misunderstood of the pantheon, never having a clergy nor a central place of worship, but there are records of secret societies and mystery cults dedicated to Xiuhtec in the first and second ages.  Most lizardfolk ignore Xiuhtec entirely, and those who don't, fear him, for to speak his name is to draw the attention of fate and the ending of cycles into one’s life.
Resolute

### **CR +1/3**

Your deeds have gained the attention of a powerful outsider who has imbued you with a portion of its strength to battle chaos

#### Special 3:

Smite Chaos 1/day as a swift action. (it adds its charisma bonus to attack rolls, and a damage bonus equal to its level against chaotic foes; smite persists until the target is dead or the resolute creature rests).

#### Special 4:

Resolute Defenses (The character gains energy resistance and DR as noted below)

acid/cold/electricity resist: 5
DR 3/chaotic
Call of the Koi

**School** conjuration (summoning) [see text]; **Level** koi priest 3

**Components** V, S, F/DF (the scale of a koifish)

**Effect** one summoned creature

**Duration** 1 round/level (D)

**Saving Throw** none; **Spell Resistance** no

### DESCRIPTION

This spell summons an extraplanar gold tanami koifish. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. This spell otherwise functions as summon monster III
Sarenrae

## Sarenrae, The Merciful

Sarenrae teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends to the cruelties born in the hearts of mortals, Sarenrae's doctrines preach swift justice delivered by the scimitar’s edge. To this end, she expects her faithful to be skilled at swordplay, both as a form of martial art promoting centering of mind and body, and so that when they do enter battle, their foes do not suffer any longer than necessary.When Korverion reascended to the sky-throne, he regained his divinity and domains, but as a reward for her faithfulness, he granted a portion of his power to Sarenrae along with the domain of good. Sarenrae now serves as one of Korverion's lieutenants alongside of Iomedae. She has a small clergy of clerics and battlepriests, but mostly presides over orders of Paladins of goodness since she can only grant up to level 4 divine spells.

## Aspects

Alignment: NG

Holy symbol: Angel

Favored weapon: Scimitar

Domain: Good
Primal

### **CR +1**

Some primal creatures owe their nature to fey ancestors interbreeding with mortal beings, while others began life as ordinary creatures and were infused with fey essence through the magic of learned spellcasters or the influence of ancient powers of nature. As a rule, primals rarely dwell in civilized lands, both by preference and because the conditions that give rise to the fey rarely occur in urban surroundings. If not already born into realms of primeval wild or areas touched by great fey powers, primals soon seek them out.
Though more prone to mischief than mayhem, primals run the gamut from inimical to sprightly in behavior. Those inclined toward play and jest take a dim view of interlopers lacking in good humor. Such foul-tempered intruders risk humiliation at best if they insult the primal, and much worse if they raise arms against them. More aggressive primals still possess a well-developed though sadistic sense of humor. Such wicked primals use their inborn powers to lure outsiders to their doom, rather than into mere inconvenience.

#### Type:

A primal retains its original type and gains the fey type as well.

#### Fey Claws:

A primal gains 2 primary claw attacks that deal 1d6 damage each.

#### First World Taint:

The damage dealt by a primal’s natural attacks resists all magical healing (though it can be healed normally through rest). A creature attempting to cast a cure spell or a heal spell on a creature damaged by a primal’s natural attacks must make a successful caster level check (DC 12 + 1/2 the primal’s HD + the primal’s Constitution modifier), or the spell has no effect on the injured creature.

#### Instinctual Skills:

A primal gains +2 to acrobatics, bluff, climb, fly, sense motive, stealth and swim.  A primal gains +4 to knowledge:nature, perception, and survival.

#### Primordial Tongue:

A primal gains Sylvan as a bonus language.

#### First World Sight:

A primal gains Darkvision 60’ and Low-Light Vision

#### Charmed Life:

A primal gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects
Rations

**Clear Skies Cove** is a melting pot of many races, and each race adds the flavor of their traditional foods to the mix.  These special rations can be purchased, and when eaten in the morning, provide different effects that last the entire day.  You can only be affected by one type of ration per day, and the choice must be made in the morning before the weather is determined.

## Cook (kitchen)

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Lord of Fire

Antipaladins are known as the hand of evil, but those among their dark ranks who swear fealty to The Sacred Ember take on a more extreme purpose, to feed the hunger of the elemental plane of fire with the souls of all living things. These lords of fire are feared across the realms, where even the barest whisper of their name inspires dread. In accordance to Baal’Am, a Lord of Fire may be LE or CE.

#### Aura of Combustion (Su)

At 3rd level, a lord of fire radiates an aura that accelerates combustibles. All creatures within 10 feet take a -4 penalty to saves against fire effects and become vulnerable to fire.  Creatures who are immune to fire lose this immunity instead of becoming vulnerable to fire. Creatures who have fire resistance have that resistance decreased by 5.

This ability replaces *aura of cowardice*.

#### Cruelty (Su)

At 3rd level, a lord of fire gains the *cruelty class feature* of the *antipaladin*. This functions just like that class feature with the following exception.

At 3rd level, he can select the following *cruelty* in place of the *sickened* cruelty.

Immolated: The target immediately catches on fire and continues to burn for 1d6 fire damage per round on the target’s turn. A successful reflex save extinguishes the flames.

At 9th level, he can select the following *cruelty* in place of the *nauseated* cruelty.

Cremated: The target immediately catches on fire and continues to burn for 2d6 fire damage per round on the target’s turn. Beginning on the target’s next turn,  the fire also automatically spreads to any of its allies who come within 10’ of the target (no save). A successful reflex save extinguishes the flames. The lord of fire must have immolated *cruelty* before selecting this *cruelty*.

#### Elemental Domination (Su)

At 11th level, a lord of fire can expend two uses of his *smite* good to make one creature with the cold or fire subtype within 30 feet into his thrall, as *dominate person*. The target receives a *Will* save to negate this effect, with a DC of 10 + 1/2 the lord of fire’s level + the lord of fire’s *Charisma* modifier. If the creature fails its save, it obeys whatever commands the lord of fire makes. The duration of this effect is permanent, but the target receives a new saving throw each day to end the effect.

A lord of fire cannot have more than one thrall in this way at a time. If he ever dominates another creature, the previous thrall is immediately freed from this effect. This ability replaces *aura of vengeance*.
Templar

> Templars are the enforcers of the church, pledging their loyalty to their deity.  Although not as fanatical as a paladin, nor as devout as a cleric, their chosen deity still takes notice of their actions and rewards them with their favor.
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#### Annointed (Ex)

At 1st level, the templar formally pledges his loyalty and service to his deity. The templar also chooses to champion the causes of 2 domains associated with his deity.  Once chosen, this decision cannot be changed without retraining. (The templar does not get any benefit from these domains other than his divine intervention ability)

#### Acolyte (Ex)

At 3rd level, a templar gains the service of a loyal *acolyte* who accompanies him everywhere he goes.  The *acolyte* functions similarly to a cohort and arrives with only a set of clothing, a wooden holy symbol,  and the power of their faith in their deity. Unlike a cohort, the *acolyte* does participate in combat and may be targeted by enemies. The *acolyte* levels up when the templar does and remains 2 levels beneath him.

Should the *acolyte* be killed, he can be returned from the dead as normal or the templar may petition his deity or church for a new *acolyte* after atoning for his dereliction of duty for failing to protect them (see atonement). The new *acolyte* arrives in 1 month and is 2 levels below the templar’s current level.

Should the templar commit an act which violates the teachings of his deity, the *acolyte* leaves his service immediately until such time as the templar atones for his sins (see *atonement*).

This ability replaces Squire

#### Divine Intervention (Ex)

At 5th level, a templar may call out to his deity for aid by expending one use of his challenge ability as a swift action. In addition to the normal functionality of the banner, his deity grants a *divine intervention* chosen from one of his domains, which lasts a number of rounds equal to the templar’s charisma modifier and affects all within the radius of his banner ability. If the templar uses this ability while his previous divine intervention is still active, the previous divine intervention ends immediately. At 8th level and every 3 levels thereafter, the templar is granted an additional *divine intervention* effect when he uses this ability, up to a maximum of 6 different effects at level 20.

Should the templar commit an act that violates the teachings of his deity, he loses this ability until such time as he atones for his sins (see *atonement*).

This ability modifies Banner and replaces Deadly Charge, Mighty Charge, and Greater Banner.
Losing a Limb

## One Arm

A character who has lost an arm incurs the following penalties:

### Skills:

-10 penalty on Climb, Craft, Disable Device, Escape Artist, Ride, Sleight of Hand, Swim, and Use Magic Device skill checks
### Combat Maneuvers

CMB -10 penalty on grapple checks;
CMD -10 penalty vs Grapple
### Spells

Have a 20% chance to lose spells with somatic components.
-5 on concentration checks to cast spells with somatic components
### Weapons

Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
## Both Arms

A character who has lost both arms incurs the following penalties:

### Skills:

-20 to swim and ride checks
Cannot make  Climb, Craft, Disable Device, Escape Artist, Sleight of Hand or Use Magic Device checks
### Combat Maneuvers

Cannot make Grapple checks
CMD -20 vs Grapple
### Spells

Cannot cast spells with somatic components
Cannot channel energy
### Weapons

Cannot attack with hand-held weapons or use objects
## One Leg

A character who has lost a leg incurs the following penalties:

### Skills

-10 penalty on Acrobatics, Climb, Ride, Stealth, swim, escape artist Perform (dance).
### Movement

Cannot run, charge or take a 5’ step
Speed is reduced to half
### Combat

Cannot use stances
Cannot bull rush or overrun
CMB takes a -10 penalty to grapple and Trip
CMD takes a -10 penalty vs bull rush, overrun, grapple and trip
### Defenses

-4 reflex saves, lose the benefit of improved evasion
-2 penalty to AC
## Both Legs

A character who has lost both legs incurs the following penalties:

### Skills

-20 Acrobatics, Climb, Swim, Stealth and Escape Artist
Cannot use Ride or Perform (dance)
### Movement

Cannot run, charge or take a 5’ step
Can only move 5’ as a full round action
### Combat

Cannot bull rush or overrun
CMB takes a -20 penalty to grapple and trip
CMD takes a -20 penalty vs bull rush, overrun, grapple and trip
### Defenses

-8 reflex saves, lose the benefit of evasion and improved evasion
Always considered flat-footed and prone
Canis Circle

> “Mark of the moon
> I shall not hide
> Silver and crimson
> Darkness denied”
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On the western frontier of Dunland, the lumber industrial city of Pinecrest stands guard on the edges of the Needlewood.  Deeper, past the Needlewood and beyond the Stonesong River, lies an ancient forest known as The Howling where only the elder druids dare tread.  It is said they go to appease the soul of the forest itself, to keep it from reclaiming the city.

There grow the massive giants which were saplings in the second age of the world.  Deep within The Howling, it is said that a dark and primal presence lingers on into the third age.  Legends of fell beasts abound in Pinecrest.  Some say they are merely stories told by the Grand Maw, the druids of Pinecrest, in order to keep civilization from plundering The Howling, and yet there are unnerving first-hand accounts that seem to lend credence to the tales and bedtime stories.  Some even believe that the spirits of the restless Suttar empire of the first age linger on, inhabiting new physical forms.  Whatever the truth, the Canis Circle, a special task force of the Grand Maw,  stands guard against these beasts, making sure they do not stray out of The Howling.  It is said, they maintain a mystical pool of liquid moonlight in the caverns beneath The Imminent Grove from which they draw the strength to contend with these… lycanthropes.  The Canis Circle has become one of the preeminent experts on lycanthropy in Tibaeria, and they have opened up their grove in an unprecedented move, in order to train non-druids in the craft of lycanthrope capture, and possible eradication should they be found outside of their natural ranges, wherever those may be.  These specially trained forces are the Vigilants and the Trackers.

A grafted grove has been transplanted to Clear Skies Cove to combat lycanthrope on Perelandra. Their mission is to destroy all lycanthropes, and to cure lyssanthrope… forcibly if the afflicted will not submit to treatment of their own free will. There is a bounty on lyssanthropes.  The Canis Circle will pay a 150g bounty to anyone who captures and returns a lyssanthrope, and 100g to anyone who provides information that leads to the capture of a lyssanthrope.

Vigilant

Tracker
Korverion

## Korverion, The Sunlord

> Mural depicting Korverion found on the ceiling of the Cathedral of the Pristine Firmament, painted by the mid second-age artist Don Cesare de Iglesias
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Korverion's personality is somewhat complex. He is a warrior god above all, with an intense hatred of undead and lycanthropes especially. He is always in the forefront of battle, striking down foes with fire and light and in hand to hand combat. He expects fealty and loyalty, and gives undying faithfulness and love in return. Those who worship him see him as a great captain who commands respect... one who is worthy of pledging their lives to.

He also is the father god... protector of his people, a teacher, and giver of good things. He espouses generosity and grace. He loves both justice and mercy. He is not rigid, in that he doesn’t uphold the abstract concepts of law or goodness for their own sake, but he holds his people accountable for what they are given. For those with great understanding or strength, he demands much. Those who hold hospitality, honor, bravery, charity, devotion and wisdom in high regard are favored of Korverion.

The rulers of Dawnsvale witnessed Korverion descending to earth like a shooting star, leaving streamers of white hot burning magnesium in his wake in the First Age in order to battle Norgorber in hand to hand combat to defend the Temple of the Sky, which is present day Agate. He struck him down upon the northwestern mountains, routing the armies of darkness that night. It was also revealed that he even struggled with Desna, his lover, who sought to hold him back from battle because she feared for his life after receiving a prophecy given to her by Norgorber in disguise. He threw her off, casting down a third of the stars in the sky in order to save his people. Ultimately, he sacrificed himself to seal away the enemy of creation: Rovagug.

In the beginning of the 3rd age, the rulers of Dawnsvale destroyed Redjack, the Herald of Rovagug,  allowing Korverion to ascend back to godhood, scattering the divine essence of Rovagug across the void. It is said that Korverion is the living will of the creator god, Tor-Hadam.

> This is what modern scholars believe Korverion would have actually looked like before he ascended to godhood, taking into account historical records and religious writings
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## Aspects

Alignment: LG

Holy symbol: Zia

northern rays: spring, summer, autumn, winter

western rays: morning, noon, evening, night

southern rays: childhood, youth, middle age, old age

eastern rays: strong body, clear mind, pure spirit, selfless devotion

Favored Weapons: Solar Mace, Chakrum

Domains: Sun, Fire, Glory, War, Healing, Protection

Holy and Religious Texts: Lovesong of Night and Day,  Book of Rituals, The Skysong
St. Thorric

## St. Thorric, Patron Saint of Clear Sky Coves

St. Thorric the Crabslayer is the patron god of Clear Skies Cove.  He is one of the few mortals to have ascended to godhood. His portfolio is varied and includes civic duty, cooperation, self-perfection, mining, prospecting, and favorable weather.  Many miracles have been credited to St. Thorric and his mighty warpick pre-ascension, including calling forth a spring of sweet water by striking a boulder with the weapon at the site of what is now St. Thorric’s Shrine.  He single handedly drove the titanic crab hordes from the cove and cast them into the bottomless sea, constructing the crab shrine north of the city as a sign of the promise between himself and mankind, that never again would all life be threatened with annihilation at the claws of the crustaceans. He is credited with cursing the barren mountains of the south, striking them in anger with his divine warpick, causing rich veins of precious metals and gemstones to erupt through solid bedrock where now stands the city of Thorricsdelve. It was said that St Thorric did not die, but wrestled with the great void loa Cancer who in recognition of his strength and purity,  took him to the heavens where he delved into the very constellations, chiseling the mana of creation from the void and taking godhood into himself as was ordained from the foundation of the world.

## Aspects

Alignment: LG

Holy Symbol: Broken Crab

Favored Weapon: Warpick

Domains: Weather, Earth, Travel, Strength, Law, Community

### Holy and Religious Texts:

Genesis

The Gospel According to Sheffuu

The Gospel According to Alisdair

The Gospel According to Diego

The Gospel According to Sheik’Tah

Song of Belban

The Epistle of Slynt
Gladiator Arena

People from all over Tibaeria have come to Dragonfly Island in search of a new life, riches, or glory to add to thier name. Many have found the Trial of Champions to call their name. Most compete as gladiators in order to bring honor and glory to their sponsors. Others are slaves or prisoners, pardoned by thier sponsors fighting to gain their freedom. Either way, they fight all the same to become the Champion.

## Gladiator Creation

```
As character creation except:

```

* Choose an NPC Class

* 15 point buy

* No Traits or Background feat/skills

Cost based on modifiers of each stat at the end of creation:

+1 modifier: 15G
+2 modifier: 40G
+3 Modifier: 90G
+4 Modifier: 200G
## Rules and Guidelines

The crowd is a big part of your success.  You may be presented the opportunity to make Perform Checks during combat which can raise or lower the crowd’s opinion of you.  If you can sway the crowd to your favor it may grant you bonuses against your opponent.

Gladiator fights are usually to the death.

Gladiators with higher favoritism may be granted life.

Going against the crowd’s opinion loses you 1 Gladiator Rep and negates the Gladiator Rep normally earned from that battle.

1 Gladiator Rep is awarded after a win in the arena.

1 Gladiator Rep is lost if you lose and are granted life.

20G X Gladiator Rep after the battle is the reward for the gladiator.

The more Gladiator Rep you start a battle with, the more favorable the crowd will view you.

Gladiators gain 1XP per victory in the arena.

## Level-Up and Improvements

Sponsors may purchase non-magical items and equipment for their gladiators.

If a gladiator levels up, you may level them up as an NPC class, or you may choose to spend RP to level up your gladiator as a PC class.

* Level 2: 10 RP

* Level 3: 20 RP

* Level 4: 30 RP

Champions and Competitors
Order of the Kaiju

> A cavalier who belongs to this order seeks to destroy the lairs of legendary monsters, be they sphinxes ambushing travellers on remote highways, rampaging beasts that threaten small villages, or even rumors of nightmare fairytale abominations that inhabit dark corners of the world. Some seek to save the innocent, some for the thrill of battle, and yet still others for fame, glory and riches.
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### Edicts

The cavalier pledges to be the first to enter battle with monstrous creatures.. And the last to retreat. Whenever an ally is reduced to below 0 HP by the target of the cavalier’s challenge or a creature that the cavalier threatens, the cavalier is shaken until the ally is healed to above 0 HP.

### Challenge

Whenever an order of the kaiju cavalier issues a challenge, he receives a +1 morale bonus on melee damage rolls against the target of his challenge if it is at least one size category larger than he is. This bonus increases by 1 for every 4 cavalier levels he has.

### Skills

An order of the kaiju cavalier adds Knowledge: Dungeoneering and Survival to his list of class skills. An order of the kaiju cavalier adds half his cavalier level to all knowledge checks made specifically to determine a creature’s special attacks, and to survival checks made to track a specific creature he has sworn to destroy.

## Order Abilities

A cavalier that belongs to the order of the kaiju gains the following abilities as he increases in level.

#### Monstrous Persistence (Ex)

At 2nd level, the cavalier learns how to dodge the attacks of his monstrous foes. He gains a bonus equal to his Charisma bonus on Fortitude and Reflex saves against abilities and spells that have an area of effect which originate from the target of his challenge.

#### Heroic Defiance (Ex)

At 8th level, the cavalier can steel himself against harmful energies. Once per day as a move action, he chooses one of the following: acid, cold, electricity, or fire. He gains energy resistance 5 against the chosen type for 1 minute. At 12th, 16th, and 20th levels, the resistance increases by 5, and the cavalier gains an additional daily use of this ability.

#### Practiced Reactions (Ex)

At 15th level, once per day when he challenges a large or larger creature, the cavalier can also prepare to interrupt the creature’s special attacks. The challenged target provokes an attack of opportunity from the cavalier whenever it activates an extraordinary or a supernatural attack (such as a breath weapon or gaze attack). If the cavalier deals damage with this attack, the creature must succeed at a Will save (DC = 10 + half the cavalier’s level + his Charisma modifier) or it fails to activate the special attack and loses the action it took to do so. The cavalier can perform three such attacks of opportunity over the course of a challenge.
Koi's Gills

**School** transmutation; **Level** koi priest 2

**Components** V, S, M/DF (koi scale)

**Target** 1 living creature touched

**Duration** 1 hour/level

**Saving Throw** Will negates; **Spell Resistance** yes

### DESCRIPTION

The target is able to breathe water, freely. However, it can no longer breathe air. This spell has no effect on creatures that can already breathe water.
Blood Thrall

#### Type:

Undead (As an undead creature, a blood thrall has no constitution score and uses its charisma modifier to determine bonus hit points)

#### Spider Climb:

A blood thrall is continually affected by a spider climb effect.

#### Natural Armor:

A blood thrall’s natural armor increases by 1

#### Darkvision:

A blood thrall gains darkvision to a range of 60’

#### Gaseous Form:

If reduced to 0 hit points in combat, a blood thrall assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. [It can normally travel up to 9 miles in 2 hours.] Additional damage dealt to a blood thrall forced into gaseous form has no effect. Once at rest, the blood thrall is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 1 hit point per round.)

#### Slam:

A blood thrall gains a slam attack dealing 1D6 damage plus energy drain. (1 level, DC = 10 + 1/2 HD + Charisma modifier)

#### Blood Drain:

A blood thrall inflicts 1 point of constitution damage at the end of its turn if it establishes or maintains a pin.

#### Undead Immunities:

A blood thrall possesses all undead immunities.

#### Vampiric Weaknesses:

* Blood thralls cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the blood thrall—they merely keep it at bay. A recoiling blood thrall must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a blood thrall at bay takes a standard action. After 1 round, a blood thrall can overcome its revulsion of the object and function normally each round it makes a DC 30 Will save.
* Blood thralls cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
* Exposing a blood thrall to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape.
* Each round of immersion in running water inflicts damage on a blood thrall equal to one-half of its maximum hit points—a blood thrall reduced to 0 hit points in this manner is destroyed.
* Driving a wooden stake through a helpless blood thrall’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Order of the Hell Knights

> Established in the city of Domari Brun, cavaliers of this order seek to bring law and punish injustice to the lawless and chaotic continent of Perelandra.  Allied with the devils of hell and other lawful outsiders, these cavaliers are the bane of those who would infringe on their rightful rulership of the land.
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### Edicts

The cavalier must abide by the lawful rules of whatever land or principality he is in. He must intervene to prevent any act of violent lawlessness and report non-victim crimes he witnesses. Whenever an ally is threatened by a chaotic outsider, the cavalier becomes shaken unless he is threatening that or another chaotic outsider as well.

### Challenge

Whenever an order of hell knights cavalier issues a challenge, he gains a +1 bonus on saving throws against the spells and spell-like abilities of his target. This bonus increases by +1 for every four levels the cavalier possesses.

### Skills

An order of the hell knights cavalier adds Knowledge: Planes and Knowledge: Local to his list of class skills. The cavalier can add his charisma modifier to knowledge local checks when used to determine the rightful laws of the jurisdiction he is in.

## Order Abilities

A cavalier that belongs to the order of the hell knights gains the following abilities as he increases in level.

#### Oppress (Su)

At 2nd level, when the cavalier deals damage to an opponent, as a swift action he can learn that creature’s alignment on the lawful-chaotic axis. If he learns that a creature is neutral by using this ability, he gains a +1 morale bonus on attack rolls against it. If the creature is chaotic, he gains a +2 morale bonus instead. This bonus does not stack with itself. The cavalier can use this ability a number of times per day equal to his charisma modifier.

#### Subjugate (Ex)

Subjugate (Ex): At 8th level, whenever the cavalier confirms a critical hit with a melee weapon against a creature of chaotic alignment as determined by his oppress ability,  he adds his Charisma modifier to the total critical hit damage. Against neutral creatures, this bonus is reduced by half (rounded down). If the critical hit kills the creature or renders it unconscious, as an immediate action the cavalier can attempt an Intimidate check to demoralize all foes within 30 feet who can see him.

#### Banish (Ex)

At 15th level, the cavalier can make a single melee attack against an extraplanar creature as a standard action. If the attack hits and deals damage, the target must make a Will save (DC = 10 + the damage dealt) or be sent back to its home plane, as the dismissal spell. The cavalier can use this ability once per combat.
Counterpoised

### **CR +1/3**

Your deeds have gained the attention of a powerful outsider who has imbued you with a portion of its strength to battle extremists.

#### Special 3:

Smite Bias 1/day as a swift action. (it adds its charisma bonus to attack rolls, and a damage bonus equal to its level against LG, CG, LE and CE foes; smite persists until the target is dead or the counterpoised creature rests).

#### Special 4:

Resolute Defenses (The character gains energy resistance and DR as noted below)

acid/cold/fire resist: 5
DR 3/adamantine
Rune Skull Lore

> You have studied the tomes of magic in the library of Agate written by Vulfen, the necromancer archmage.
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## Details

### Prerequisites

Scribe Scroll, 1 rank in craft: bonecarving, Ability to cast spells of the necromancy school

### Benefit:

You may carve up to 3rd level necromancy spells onto skulls. Spells cast from these runeskulls use your caster level and DC and benefit from any feats you may have had (including metamagic feats if you so choose, which increase the spell's level as normal) at the time of the scribing but cost the same as a minimum level scroll. Skulls of spellcasters increase the CL of the runeskull by 1 as long as they could cast spells of the level you carve into them.

### Normal:

scrolls you scribe use the minimum DC and CL required to cast a spell of that level unless you increase the cost

## Craft

To craft a runeskull, you must follow the rules for scribing scrolls, including costs of materials and time to scribe the spell at minimum level.

1st level spells require the skull of a tiny creature and weigh .5 lbs each.

2nd level spells require the skull of a small creature and weigh 1 lbs each

3rd level spells require the skull of a medium creature, and weigh 2 lbs each.

In order to successfully scribe a runeskull, you must make a craft: bonecarving check DC equal to 15 plus twice the spell's level. (17 for level 1 spells, 19 for level 2 spells, and 21 for level 3 spells) Failure means you ruin the skull and lose any money and materials associated with the attempt.