recursal/Fanatic-Fandom huggingface dataset:
Librarian

Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice; once for public record, and again to record how events truly unfolded. A librarian typically knows four to six additional languages, often including Elven and Draconic. A librarian is a 3rd-level challenge for encounters involving research.

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

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

# Librarian Creature -1

NMediumHumanHumanoid

**Source** *Gamemastery Guide pg. 240*

**Perception** +7

**Languages** Common

**Skills** Academia Lore +11, Arcana +9, Library Lore +13, Nature +8, Religion +8

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

**Methodical Research** (concentrate) When Searching through stacks of books, a librarian can find the answer to almost any question. This allows the librarian to use Library Lore in place of other lore skills, given enough time. The GM determines the DC of the check and the amount of time it takes (typically, a librarian can attempt three or four checks during 1 day of downtime).

**Items** dagger, writing set

**AC** 13; **Fort** +2, **Ref** +3, **Will** +7

**HP** 6

**Speed** 25 feet

**Melee**  book +4 [-1/-6] (nonlethal), **Damage** 1d4 bludgeoning **Melee**  fist +3 [-1/-5] (agile, nonlethal), **Damage** 1d4 bludgeoning**Ranged**  book +5 [+0/-5] (nonlethal, thrown 10 feet), **Damage** 1d4 bludgeoning
Infused Reagents

You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
Mobility

Rogue

**Source** *Core Rulebook pg. 184* 3.0

You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Feather Fall

Abjuration

**Source** *Core Rulebook pg. 337* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Deities** Adanye, Ma'at, Ylimancha

**Cast**  verbal; **Trigger** a creature within range is falling

**Range** 60 feet; **Targets** 1 falling creature

**Duration** 1 minute

You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.
Longspear

**Source** *Core Rulebook pg. 280* 3.0

**Favored Weapon** Lubaiko

**Price** 5 sp; **Damage** 1d8 P; **Bulk** 2

**Hands** 2

**Category** Simple

**Group** Spear; **Traits** Reach

This very long spear, sometimes called a pike, is purely for thrusting rather than throwing. Used by many soldiers and city watch for crowd control and defense against charging enemies, it must be wielded with two hands.

## Traits

**Reach:**

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Spear**: The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.
Greta Gardania

The daughter of one of the most prominent families in Stios, Greta Gardania traces her lineage to one of Stios' founders, Rennold Gardania. From a very young age Greta passionately aspired to public service, tirelessly studying the town’s civic history and diving into every text she could find about the philosophy and strategies of governance.
Flask of Fellowship

Conjuration Magical

**Source** *Secrets of Magic pg. 184* 1.1

**Price** 25 gp

**Usage** held in 2 hands; **Bulk** L

This is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest together.

**Activate** Make an Impression; **Effect** If you share drinks from a *flask of fellowship* as part of your Make an Impression action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of—wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your Diplomacy check.

The GM can disallow the flask's use if it doesn't make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the *flask of fellowship* are entirely social; they won't intoxicate anyone, nor alleviate serious thirst.
Expeditious Excavation

EarthTransmutation

**Source** *Gods & Magic pg. 107* 2.0

**Traditions** arcane, primal

**Spell List** elemental

**Deities** Kabriri, Magrim, Sairazul

**Cast**  somatic, verbal

**Range** touch; **Area** cube of dirt 5 feet across or smaller

You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) up to the size of a 5-foot cube. Any Medium or smaller creature standing atop the earth when the spell is cast must attempt a Reflex save or Acrobatics check.

**Success** The creature is unaffected and can choose to either descend the pit without damage or move to the nearest available space of its choice.

**Failure** The creature falls prone in the nearest available space of its choice, or falls into the pit if it prefers.

**Critical Failure** The creature falls into the pit excavated by the spell and lands prone, taking falling damage as normal.

**Heightened (+2)** The spell can excavate an additional 5-foot cube of earth. If you excavate all four 5-foot cubes beneath a Large creature, it must attempt a Reflex save or Acrobatics check, as above.
Drain Life

Uncommon Necromancy Negative Sorcerer

**Source** *Core Rulebook pg. 403* 3.0

**Bloodline** undead

**Cast**  somatic

**Range** 30 feet; **Targets** 1 living creature

**Saving Throw** basic Fortitude

You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target's Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. Each time a creature fails this save it becomes drained 1 up to a maximum drained level equal to your character level. The temporary Hit Points last for 1 minute.

**Heightened (+1)** The damage increases by 1d4.

Wights gain Drain Life as an innate divine spell effect on their claws or certain "blessed" weapons
Lord of the Hunt

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

*Nethys Note: no description has been provided of this deity*

**Category** Elven Gods

**Edicts** Hunt and kill demons and undead, maintain the health of the forest, provide for your community

**Anathema** Take more than needed from the wilderness, hunt an animal for sport, aid Treerazer or his minions

**Areas of Concern** hunting and the moon

**Follower Alignments** NG, CG

## Devotee Benefits

**Divine Ability** Dexterity or Wisdom

**Divine Font** *heal*

**Divine Skill** Survival

**Favored Weapon** longbow

**Domains** darkness, moon, nature, secrecy

**Cleric Spells** 1st: *pass without trace*, 2nd: *invisibility*, 3rd: *animal vision*
Grothlut

Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torsos are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, perhaps as the last remnants of their shattered human consciousness pleads to be free from their horrid warped form.

Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation all but stamps out the human consciousness. Others disagree, arguing that warping the creature’s mind makes it all the more useful, since its stupidity makes it pliable and easy to herd. Drow typically use grothluts as guardians that slowly patrol the edges of their enclaves. Once in position, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more-valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts’ exploded organs and flesh.

**Recall Knowledge - Aberration (Occultism)**: DC 18

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

## Grothlut Creature 3

NMediumAberrationMindless

**Source** *Bestiary pg. 158*

Perception +5; darkvision

**Skills** Athletics +11

Str +4, Dex -2, Con +4, Int -5, Wis +0, Cha -3

**AC** 19; Fort +11, Ref +5, Will +7

**HP** 50; **Immunities** acid, mental

**Disgusting Demise** (acid, poison) When the grothlut is reduced to 0 Hit Points, its digestive organs rupture, unleashing alchemical acid and poison upon all creatures in a 30-foot emanation. Each creature in the area must succeed at a DC 19 Fortitude save or take 2d6 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure).

**Piteous Moan** (aura, auditory, emotion, mental, occult) 60 feet. Each non-grothlut creature that enters or starts its turn within the area must succeed at a DC 17 Will saving throw or become sickened 1 (sickened 2 on a critical failure). The creature then becomes temporarily immune for 1 minute. The grothlut can activate or deactivate the aura by using a single free action that has the concentrate trait. A grothlut usually does not begin moaning until it senses the presence of a non-grothlut creature, and it usually stops once it doesn’t sense any more such creatures.

**Speed** 20 feet

**Melee**  claw +11 [+7/+3] (agile), **Damage** 1d10+8 slashing**Ranged**  digestive spew +7 [+2/-3] (acid, range increment 15 feet, splash), **Damage** 2d6 acid damage plus 1d6 splash acid damage
Forlorn

Elf

**Source** *Core Rulebook pg. 40* 3.0

Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

## Traits

**Elf:**

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Improved Dueling Riposte

Fighter

**Source** *Core Rulebook pg. 151* 3.0

**Archetype** Duelist\*

**Prerequisites** Dueling Riposte

\* This archetype offers Improved Dueling Riposte at a different level than displayed here.

Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from Dueling Parry.
Formula Book

**Source** *Core Rulebook pg. 293* 3.0

Formulas are instructions for making items with the Craft activity. You can usually read a formula as long as you can read the language it’s written in, though you might lack the skill to Craft the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.

You can buy common formulas at the Price listed on Table 6–13, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else’s formula book. If you have a formula, you can Craft a copy of it using the Crafting skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!

If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to Craft the item. If you succeed, you Craft the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you’re left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you’d normally be able to salvage.

The item’s disassembled parts are worth half its Price in raw materials and can’t be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like Crafting it from scratch; you use the disassembled parts as the necessary raw materials.

## Table 6-13: Formulas

\*Formulas for all 0-level common items from this chapter can be purchased collectively in a basic crafter's book.
Magic Fang

Transmutation

**Source** *Core Rulebook pg. 349* 3.0

**Traditions** primal

**Deities** Angazhan, Apsu, Barbatos, Dahak, Lamashtu, Rowdrosh, Ydersius, Zevgavizeb

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 willing creature

**Duration** 1 minute

Choose one of the target's unarmed attacks. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a *+1 striking* unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one.
Methodical Research

(concentrate) When Searching through stacks of books, a librarian can find the answer to almost any question. This allows the librarian to use Library Lore in place of other lore skills, given enough time. The GM determines the DC of the check and the amount of time it takes (typically, a librarian can attempt three or four checks during 1 day of downtime).
Garrison Army

Army Downtime

**Source** *Kingmaker Adventure Path pg. 567*

**Requirements** The army is in the same hex as a Refuge, Settlement, or Work Site.

You move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, Settlement, or Work Site. If you're garrisoning the army in a Refuge hex, attempt a basic Defense check. If you're garrisoning the army in a settlement, attempt a basic Politics check. If you're garrisoning the army in a Work Site hex, attempt a basic Engineering check. This check's DC increases by 5 if the hex is not part of your kingdom, or by 10 if the location is part of an enemy kingdom.

**Critical Success** The army becomes fortified until it is deployed. Additionally, the efficiency of the garrisoning reduces this army's Consumption by 2 (to a minimum of 1) until it is deployed.

**Success** The army becomes fortified until it is deployed.

**Failure** The army becomes fortified until the next Kingdom turn begins, at which point you must use this activity again to maintain the fortified condition.

**Critical Failure** Your army clashes with local citizens, abuses their authority, lets their watchful readiness slack, and/or provokes confrontations where they are not needed. It does not become fortified, and you cannot attempt to garrison that army at this location again for 4 Kingdom turns. Increase Unrest by 1.
Magical Shorthand

GeneralSkill

**Source** *Core Rulebook pg. 264* 3.0

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

Learning spells comes easily to you. If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Investigate Haunting

Archetype

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 81*

**Archetype** Ghost Hunter

**Prerequisites** Ghost Hunter Dedication

You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to Recall Knowledge about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts.
Hand Adze

**Source** *Ancestry Guide pg. 138* 2.0

**Price** 5 sp; **Damage** 1d4 S; **Bulk** L

**Hands** 1

**Category** Martial

**Group** Axe; **Traits** Agile, Forceful, Grippli, Sweep, Thrown 10 ft.

This is a smaller version of an adze, useful for more delicate woodworking or projects in cramped spaces. Gripplis use the hand adze for crafting and as close quarters weapons.

## Traits

**Agile:**

The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

**Forceful:**

This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

**Grippli:**

Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.

**Sweep:**

This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

**Thrown 10 ft.:**

You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Axe**: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its *potency* rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.
Glad Hand

GeneralSkill

**Source** *Core Rulebook pg. 261* 3.0

**Prerequisites** expert in Diplomacy

First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Ghost Charge

Alchemical Bomb Consumable Positive Splash

**Source** *Advanced Player's Guide pg. 253* 2.0

**Usage** held in 1 hand; **Bulk** L

**Activate**  Strike

These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.

## Ghost Charge (Lesser)Item 1

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 3 gp

**Bulk** L

The bomb deals 1d8 positive damage and 1 positive splash damage, and the target is enfeebled 1 until the start of your next turn.

## Ghost Charge (Moderate)Item 3

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls. The bomb deals 2d8 positive damage and 2 positive splash damage, and the target is enfeebled 1 until the start of your next turn.

## Ghost Charge (Greater)Item 11

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 250 gp

**Bulk** L

You gain a +2 item bonus to attack rolls. The bomb deals 3d8 positive damage and 3 positive splash damage, and the target is enfeebled 2 until the start of your next turn.

## Ghost Charge (Major)Item 17

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 2,500 gp

**Bulk** L

The bomb deals 4d8 positive damage and 4 positive splash damage, and the target is enfeebled 2 until the start of your next turn.
Fanatical Frenzy

**Requirements** The cultist has taken damage and is neither fatigued nor already in a frenzy; **Effect** The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a -2 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.
Longbow

**Source** *Core Rulebook pg. 282* 3.0

**Favored Weapon** Cernunnos, Eiseth, Elven Pantheon, Erastil, General Susumu, Hshurha, Ketephys, Skode, Sky Keepers, Ylimancha

**Price** 6 gp; **Damage** 1d8 P; **Bulk** 2

**Hands** 1+; **Range** 100 ft.; **Reload** 0

**Category** Martial

**Ammunition** Arrows

**Group** Bow; **Traits** Deadly d10, Volley 30 ft.

This 5-foot-tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. You must use two hands to fire a longbow, and it can’t be used while mounted.

## Traits

**Deadly d10:**

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a *greater striking rune* and three dice if the weapon has a *major striking rune*. For instance, a rapier with a *greater striking rune* deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

**Volley 30 ft.:**

This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Bow**: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Hireling Manager

General

**Source** *Advanced Player's Guide pg. 206* 2.0

**Prerequisites** Charisma 14

You are able to find and secure better labor than most. When securing a hireling for a service, that hireling gains a +2 circumstance bonus to all skill checks. This circumstance bonus applies to both trained and untrained hirelings and has no effect on the cost of the service or labor provided.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Khono Scout

The original natives of most of Avistan before the spread of the Taldan Empire, the **Kellids** (pronounced KEHL-ids) represent what every resident of the continent thinks of when they refer to "barbarians". Sandwiched between an empire of orcs, marauding demons of the Worldwound, and the witch-haunted kingdom of Irrisen, Kellids are a pragmatic product of their harsh environment and direct descendants of a more savage age. Kellids in northern Avistan cling tightly to their traditional ways, while those in southern countries like Druma and Isger have largely integrated into the local Taldan or Chelaxian culture.
Goblin Pox

DiseaseNecromancy

**Source** *Core Rulebook pg. 341* 3.0

**Traditions** arcane, primal

**Deities** Apollyon, Ghlaunder, Urgathoa

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 creature

**Saving Throw** FortitudeYour touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.

**Critical Success** The target is unaffected.

**Success** The target is sickened 1.

**Failure** The target is afflicted with goblin pox at stage 1.

**Critical Failure** The target is afflicted with goblin pox at stage 2.

**Goblin Pox** (disease); **Level** 1. Goblins and goblin dogs are immune. **Stage 1** sickened 1 (1 round); **Stage 2** sickened 1 and slowed 1 (1 round); **Stage 3** sickened 1 and the creature can't reduce its sickened value below 1 (1 day)
Glade Guard

**Perception** +7; (8 to find concealed objects)

**Languages** Common

**Skills** Athletics +7, Intimidation +5, Legal Lore +3

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

**Quick Coercion**

**Whisper Elf** Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.

**Items** Elven Curve Blade, Composite Longbow (10 Arrows), sap, scale mail, signal whistle

AC 18; Fort +7, Ref +5, Will +5

HP 20

**Attack of Opportunity**

**Speed** 25 feet

**Melee** elven curve blade +9 (Finesse, Forceful), Damage 1d6+4 Slashing

**Melee** sap +9 (agile, nonlethal), Damage 1d4+2 bludgeoning

**Ranged** composite longbow +7 (Deadly d10, Propulsive, Volley 30 ft.), Damage 1d8+4 piercing

**Elven Weapon Familiarity**
Gather Information

Exploration

**Source** *Core Rulebook pg. 246* 3.0

You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.

**Success** You collect information about the individual or topic. The GM determines the specifics.

**Critical Failure** You collect incorrect information about the individual or topic.

### Sample Gather Information Tasks

**Untrained** talk of the town

**Trained** common rumor

**Expert** obscure rumor, poorly guarded secret

**Master** well-guarded or esoteric information

**Legendary** information known only to an incredibly select few, or only to extraordinary beings
Marking snare

CONSUMABLE MECHANICAL SNARE TRAP

**Price** 3 gp

This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to Track the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save.

**Success** The creature is unaffected.

**Failure** The snare marks the creature.

**Critical Failure** The snare marks the creature, and the creature is blinded until the end of its next turn.
Improved Communal Healing

**Source** *Core Rulebook pg. 123* 3.0

**Prerequisites** Communal Healing

You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your *heal* spell instead of yourself. You can also use Communal Healing when you target only yourself with a *heal* spell, though if you do, you must grant the additional healing to someone other than yourself.
Folksy Patter

Halfling

**Source** *Advanced Player's Guide pg. 46* 2.0

You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as “Danger assassin flee” or “Meet me moonrise”). Your intended listener can attempt a Perception check to discern the message (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally with Folksy Patter). Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply.

## Traits

**Halfling:**

A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Go Dark

(concentrate) The will-o’-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o’-wisp only hidden to all observers until it moves.
Gnoll Hunter

Gnoll hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down escaped slaves.

**Recall Knowledge - Humanoid (Society)**: DC 16

**Unspecific Lore**: DC 14

**Specific Lore**: DC 11

# Gnoll Hunter Creature 2

CEMediumGnollHumanoid

**Source** *Bestiary pg. 178*

Perception +7; darkvision

**Languages** Gnoll

**Skills** Acrobatics +7, Athletics +8, Intimidation +4, Stealth +7, Survival +5

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

**Items** battle axe, leather armor, shortbow (20 arrows)

**AC** 18; Fort +8, Ref +7, Will +7

**HP** 29

**Speed** 25 feet

**Melee**  battle axe +10 [+5/+0] (sweep), **Damage** 1d8+4 slashing**Melee**  jaws +10 [+6/+2] (agile), **Damage** 1d8+2 piercing**Ranged**  shortbow +10 [+5/+0] (deadly 1d10, range increment 60 feet), **Damage** 1d6 piercing**Pack Attack** A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies.**Rugged Travel** A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.
Mending

Transmutation

**Source** *Core Rulebook pg. 351* 3.0

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

**Spell List** elemental

**Cast** 10 minutes (somatic, verbal)

**Range** touch; **Targets** non-magical object of light Bulk or less

You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.

**Heightened (2nd)** You can target a non-magical object of 1 Bulk or less.

**Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.
Leather Armor

**Source** *Core Rulebook pg. 275* 3.0

**Price** 2 gp; **AC Bonus** +1; **Dex Cap** +4; **Check Penalty** -1; **Speed Penalty** —

**Strength** 10; **Bulk** 1; **Group** Leather; **Traits** —

A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.

## Armor Specialization Effects

**Source** *Core Rulebook pg. 275* 3.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

**Leather**: The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Hide

Hide woke in the Vrur steppe with no idea who he was or how he got there. He heard a pack of Gnolls approach; he tried to hide in a bush, but was easily found. Amused by the feeble attempt the Gnolls named him Hide. The pack appointed Jackal to take hide back to Uzrush

**Played by Brady**

**XP:** 180

## Hide

**Perception** +9; Keen Eyes

**Languages** Common, Halfling, Gnollic, Ignan

### **Skills**

Acrobatics +9, Athletics +4, Crafting +7, Deception +7, Diplomacy +7, Intimidation +7, Nature +9, Medicine +7, Occultism +7, Stealth +11, Survival +9, Thievery +9, Underworld Lore +9,

**Adroit Manipulation** If you roll a success on a Thievery check to Pick a Lock, you get a critical success instead.

**Bonded Animal** You forge strong connections with animals. You can spend 7 days of downtime regularly interacting with a normal animal (not a companion or other special animal) that is friendly or helpful to you. After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal. The animal is permanently helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal.

**Keen Eyes** You gain a +2 circumstance bonus when using the Seek action to find hidden or Undetected creatures within 30 feet of you.

**Lie to Me** Use deception or perception to detect a lie

**Mobility** move half your Speed or less, that movement does not trigger reactions

**Quiet Allies** you’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.

**Subtle Theft** a -2 penalty to attempt to observe you stealing

**Wildwood Halfling** ignore difficult terrain caused by plants

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

### **Items**

Adventurer's Pack, Arrows (17), Black Adder Venom, Dagger, Gremlin Tooth, Leather Armor, Shortbow, Spiderfang Spear ; Coin 8 sp, 12 gp **Bulk:** 3 (4 L) / 4 Encumbered/ 9 MAX

### **Saves**

**AC** 19; Fort +7, Ref +11, Will +9

**HP** 36/36

**Speed** 25 feet

**Melee**  Spiderfang Spear +9 [+5/+1] (Thrown 20ft ), **Damage** 1d6+2 Piercing; Dagger +9 [+5/+1] (Agile, Finesse, Thrown 10 ft, Versatile), **Damage** 1d6-1 Piercing

**Ranged**  Shortbow +7 [+2/-3] **Damage** 1d6 Piercing

**Deny Advantage** As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

**Nimble Dodge** +2 Circumstance Bonus on a save against an attack you can see

**Sneak Attack** 1d6 Precision Damage

**Surprise Attack**

## Sessions

 **To the Cursed Fens** | Jartkiir
 **That Bloody Tower** | Khababar
 **Here's Mud in your Eye** | Mudhunters
Fungal Hyphae

FungusNecromancy

**Source** *Gods & Magic pg. 108* 2.0

**Traditions** primal

**Deity** Cyth-V'sug

**Cast**  somatic, verbal

**Duration** 1 minute

Thin hyphae grow from your feet and plunge into the earth, creating a symbiotic fungal network that attaches to plants within 30 feet and connects you to their root systems. You gain an imprecise tremorsense allowing you to sense anything directly touching plants within that distance. If you move, the hyphae snap and the spell ends.

**Heightened (4th)** You can control plants in the area to a small degree, allowing you to make Strikes with tree branches, exposed roots, or similarly solid plants. To do so, you use a Strike action, but you can Strike any creature you can detect with your tremorsense. These are melee spell attacks that deal 2d8 bludgeoning damage plus your spellcasting ability modifier. Unusual plants, such as thorny vines, might deal a different type of damage at the GM’s discretion. You can’t make any other attacks through these plants, or take any other actions through them, other than these Strikes.

**Heightened (6th)** As 4th level, but you can use other simple manipulate actions through the plants, including having a branch pick an object up or open a door, though more complex actions, such as picking a lock or disabling a trap, remain impossible.
Manage Trade Agreements

**Source** *Kingmaker Adventure Path pg. 529*

You send agents out to attend to established trade agreements. Spend 2 RP per Trade Agreement you wish to manage. Then attempt a basic check. If you Managed Trade Agreements on the previous turn, increase this DC by 5.

**Critical Success** At the start of your next Kingdom turn, you gain 1 bonus Resource Die per trade agreement, and 1 Commodity of your choice per trade agreement (no more than half of these Commodities may be Luxuries).

**Success** As critical success, but you must choose between gaining Resource Dice or Commodities.

**Failure** You gain 1 RP per trade agreement at the start of your next turn.

**Critical Failure** You gain no benefit, as your traders and merchants met with bad luck on the road. You can't Manage Trade Agreements for 1 Kingdom turn.
Harrow Reader

A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge.

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

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Harrow Reader Creature -1

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 228*

**Perception** +7

**Languages** Common

**Skills** Diplomacy +8, Fortune-Telling Lore +11, Occultism +7, Performance +10 (+11 when fortune-telling), Society +7

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

**Items** harrow deck, sickle

**AC** 13; **Fort** +3, **Ref** +6, **Will** +10

**HP** 9

**Speed** 25 feet

**Melee**  sickle +7 [+3/-1] (agile, finesse, trip), **Damage** 1d4+1 slashing

**Fated Doom** While harrow readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how to best survive. In the harrow reader's first encounter each day, they gain a +1 status bonus to their initiative roll, their attack rolls, and their AC.
Intimidating Glare

GeneralSkill

**Source** *Core Rulebook pg. 262* 3.0

**Prerequisites** trained in Intimidation

You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Gnoll Cultist

Gnoll cultists serve as their clans’ spiritual guides and conduits to the divine. As often as not, their influence drives entire gnoll civilizations to commit atrocious acts of violence and enslavement. The Mother of Monsters and Rough Beast are favored deities of gnoll cultists, and many gnolls believe their kind was in fact birthed from the womb of the Mother of Monsters. Some gnoll clans worship lesser-known demon lords or entire pantheons of sinister patrons.

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

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

## Gnoll Cultist Creature 3

Medium Gnoll Humanoid

**Source** *Bestiary pg. 179*

Perception +8; darkvision

**Languages** Abyssal, Common, Gnoll

**Skills** Intimidation +7, Medicine +7, Religion +10, Stealth +7, Survival +8

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

**Items** falchion, hide armor, wooden religious symbol

**AC** 19; Fort +8, Ref +6, Will +10

**HP** 45

**Speed** 25 feet

**Melee**  falchion +10 [+5/+0] (forceful, sweep), **Damage** 1d10+3 slashing**Melee**  jaws +10 [+6/+2] (agile), **Damage** 1d6+3 piercing**Divine Prepared Spells** DC 22, spell attack +10; **2nd** *darkness*, *harm* (x4), *spiritual weapon*; **1st** *command*, *fear*, *magic weapon*; **Cantrips** **(2nd)** *daze*, *detect magic*, *light*, *read aura*, *sigil*

**Pack Attack** A gnoll cultist deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll cultist's allies.**Rugged Travel** A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.
Laurus Bucco

Laurus spent years performing arduous physical labor. It has been a difficult life, but he somehow gets by.

**Recall Knowledge - Humanoid (Society)**: DC 15

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

## Laurus Bucco Tradesperson 1

N Medium Human Humanoid

**Perception** +7

**Languages** Common

**Skills** Acrobatics +6, Athletics +8, Lumber Lore +7, Nature +5, Survival +7

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

**Items** battle axe, climbing kit, hatchet, padded armor

**AC** 13; **Fort** +9, **Ref** +6, **Will** +7

**HP** 26

**Combat Climber**

**Hefty Hauler**

**Tandem Chop  Trigger** A creature or object within their reach is hit with a Strike by an ally using a weapon in the axe group; **Requirements** The logger is holding a weapon in the axe group; **Effect** The logger attempts a Strike against the same creature or object. If it hits, combine the damage with the damage from the triggering Strike for the purpose of Hardness, resistances, and weaknesses. A creature or object can only be the target of a single Tandem Chop per turn, regardless of the number of loggers in reach.

**Speed** 25 feet

**Melee**  battle axe +8 [+3/-2] (sweep), **Damage** 1d8+3 slashing

**Melee**  hatchet +8 [+4/+0] (agile, sweep, thrown 10 feet), **Damage** 1d6+3 slashing

**Ranged**  hatchet +6 [+2/-2] (agile, sweep, thrown 10 feet), **Damage** 1d6+1 slashing
Green-Eyed Blood Seer

Dulöltü Rarch recruited several Augurers into his following. These fortune tellers make there readings from smearing blood on flat surfaces.

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

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Green-Eyed Blood Seer Creature -1

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 228*

**Perception** +7

**Languages** Common

**Skills** Diplomacy +8, Fortune-Telling Lore +11, Nature +7, Performance +10 (+11 when fortune-telling), Society +7

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

**Items** Dagger

**AC** 13; **Fort** +3, **Ref** +6, **Will** +10

**HP** 9

**Speed** 25 feet

**Melee**  Dagger +7 [+3/-1] (Agile, Finesse, Thrown 10 ft., Versatile S), **Damage** 1d4+1 Piercing

**Fated Doom** While harrow readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how to best survive. In the harrow reader's first encounter each day, they gain a +1 status bonus to their initiative roll, their attack rolls, and their AC.
Haunting Hymn

Double Action

AuditoryCantripEvocationSonic

**Source** *Secrets of Magic pg. 109* 1.1

**Traditions** divine, occult

**Cast**  somatic, verbal

**Area** 15-foot cone

**Saving Throw** Fortitude

You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, it's also deafened for 1 minute.

**Heightened (+2)** The damage increases by 1d6.
Lose the Path

IllusionMentalVisual

**Source** *Secrets of Magic pg. 113* 1.1

**Traditions** occult, primal

**Cast**  somatic; **Trigger** A creature in range Strides.

**Range** 60 feet; **Targets** the triggering creature

**Saving Throw** Will

You surround a moving creature with lifelike illusions, shifting their perception of the terrain to subtly lead them off course. The target must attempt a Will save. Regardless of the result, the creature is immune to *lose the path* for 1 hour.

**Success** The creature is unaffected.

**Failure** The creature treats all squares as difficult terrain for its Stride.

**Critical Failure** As failure, except that you determine where the target moves during the Stride, though you can't move it into hazardous terrain or to a place it can't stand.