recursal/Fanatic-Fandom huggingface dataset:
(Archive) Ultynia Gnash

## Background

### *A Simpler Time*

Under moonless sky and hopeless faith, Ultynia entered this world along with her brood mates. Her parents knew she was to do great things, as the last child of a brood was destined, and with faith and love they raised her well.

She did not disappoint them. At an early age she began to devour knowledge, akin to a starving wolf devours a fresh kill, and quickly picked up a talent for healing. She would help the clerics and priests of the church treat any who came, regardless how minor the injury. She truly seemed to enjoy helping people, but only if people knew what she really had in mind.

As she grew, she became less religious, less devout, and began to experiment. She would take an ill man and extract the disease from him, only to test and inject it into another; She would offer a tonic to help with pain, though the side effects of such she would study; She would even desecrate the recently deceased just to find out what truly happened to them. She was uncaring, cold, and meticulous in her research, and so long as she didn't let such things become common knowledge, the church let her work.

## Appearance

Standing at a fairly average three and a half or so feet, Ultynia is, like most ratfolk in her family, near black in fur coloration, except for several splotches of reddish fur on her back, stomach, and limbs. Her tail is also fairly average for a ratfolk. While her eyesight is not poor, she prefers to wear eyeglasses, as they both protect her eyes from particles while working, and give her eyes a bit more focus.

## Personality

Ultynia is a fairly cold individual, looking at this in a clinical fashion: How useful is this? What kind of tests can I run on this? Is it really worth my time?

She does, however, try to play the kind doctor when she needs to deal with people. While it is not her true, normal personality, it is genuine, as she truly does enjoy helping people heal.
Elven High Magic

*Your study of the esoteric magical arts have been mixed with your more usual magical teachings; synthesized into a form of magic higher than both.*

**Prerequisite(s):** 1 Occult ritual known; ability to cast 6th level spells; Spellcraft 12 ranks; 12 ranks in Knowledge (Arcana) for arcane casters, Knowledge (Religion) for divine casters, Knowledge (Nature) for druidic casters, or Knowledge (History) for psychics; training from someone else with this feat

**Benefit(s):** Learning or developing Occult Rituals or Elven High Spells talks half as much time. In addition, you learning Occult Rituals or Elven High Spells requires a Wisdom or Charisma check in place of an Intelligence check to learn the ritual if you use either of these ability scores to determine your spellcasting DCs and bonus spell slots. If have spellcasting from multiple classes that use different ability scores, use the ability score associated with the class associated with the type of magic (for example, if you have both levels of Sorcerer and Cleric, you would use Wisdom Checks for Divine Elven High Spells, and Charisma for Arcane Elven High Spells, or either for Occult Rituals). Finally, you receive a +4 bonus to the ability checks to learn them at the end of the research process.

In spite of its name, Elven High Magic is not limited to Elves, it was simply developed by the elves of Caeth Shaeras. It can be learned by anyone that can find a teacher and understand the fundamentals. Indeed, this kind of magic may have been developed all around the cosmos, but the scholars of Caeth Shaeras have no record of its use outside their hallowed halls.

Elven High Spells function as Occult Rituals with the following exceptions:

* Unlike Occult Rituals, Elven High Spells require the actual ability to cast spells.
* Elven High Spells use the primary caster's actual caster level.
* A caster must have the Elven High Magic feat to learn and cast the spells.
* Unlike Occult Rituals, Elven High Spells are either arcane, divine, or psychic spells depending on the specific spell. Unless otherwise specified, Elven High Spells's type are determined by the spellcasting class feature used to qualify for the Elven High Magic feat.
(Archive) Ranli Jeggare

## History

   Born to two famous adventurers from Korvosa, Ranli was raised into the adventuring lifestyle. She was the first born and only daughter of Gazara and Gellius Jeggare. The family didn't really stay in anyone one place for long. Always on the quest for more adventure, treasure, and knowledge.

Ranli was four when she received her first weapon and started her training. Her mother had decided it was time when one of her tantrums had cause claws to grow and her eyes to glow bright red. Much to her father's dislike Ranli had her first fight and win by age six. It was under her mother's and aunt's watchful gaze but was still shocking to the Sylph Wizard. Her childhood and teenage years followed much of the same pace.

There was one place Ranli could go home that her family visited often. Deep in the Cinderlands was the home of the Skoan-Quah. The Shoanti tribe had adopted her parents and in effect their family as well. On her sixteenth birthday Ranli participated in the Skoan-Quah rite of passage. She had entered a large maze of caves laces with fear and illusion traps with the goal of reaching the center. When she emerged with a vulture skull they gave her the name "Fear Eater".

Since, Ranli continued to worth with her family. Locating and clearing lost ruins for their treasure and knowledge. She was in one such job when she fell into a pit trap and washed up on Reach's shores.

## Appearance

Ranli is a half orc of light coloring. She inherited her mother's tusks and muscular build which was toned down by her father's litheness. Long think black hair that is swept to one side with the left side of her head shaved to stubble. Ears adorned with piercing and large hoops poke out at a point. Her eyes are round and black as well, unless angry. In which they turn a deep dark red. A speckle of freckles adorn the bridge of her nose and cheeks.

Ranli is normally adorned in light clothing over top the mithral chain shirt her father purchased for her. Hidden underneath is the large Shoanti tattoo given to her after completing her rite. It is an intricate tribal design filled with geometric symbols of a wolf, skull, and a large vulture that sits on her right shoulder. Names in Shoanti that represent her family and ancestors are linked together with hidden lines and shapes.

## Personality

Ranli is a cheerful person typically. She takes life with a smile and a laugh, doing her best to bring cheer to those closest to her. Those she deems worthy and needing of it gains her protection and gains it quickly. She's quick to step between them and danger.

Her fury is usually reserved to battle. However, those that insult her or her loved ones are quickly shut down. Normally with a greatsword through their body. Deeper emotions, like love and true fear escape her.

## Aspirations

Ranli arrived in the Reach and quickly realized she no longer had her parents' fame to contend with. Realizing a long buried dream she acquired funds to start Reach Adventurers Guild. It is her dream that it become a prominent and sought after adventurers guild in the reach. A place for people to gather and acknowledge their dreams.
Book of Infinite Pages

**Price** 7,500 gp; **CL** 12; **Aura** strong conjuration; **Slot** none; **Weight** 1 lbs

### DESCRIPTION

By using similar technology to a *bag of holding* and *robe of infinite twine,* a *book of infinite pages* can create and store infinite paper. When needed the book will create a standard piece of paper at the end of the book. The inside of the cover functions similarly to a *bag of holding* or *portable hole,* allowing one to have all paper in the book stored between its two covers, without damaging or changing any writing on them. No other items can be stored in this book. The entire book is only about an inch think including the the durable cover and lock. The book is opened to a specific page when asked. Any paper removed from the book becomes ordinary paper.

A *book of infinite pages* can not be used as a spellbook or formulae book (or any other book meant to store magical writings). The book is waterproof and durable but not unbreakable. If the book is destroyed then all the pages inside it are lost.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item; **Spells** *teleport* or *planeshift*; **Cost** 3,750
(Archive) Shrine of Abadar

“With each turn of every tiny wheel, civilization spreads to cover the world, and order and prosperity flow forth.” - The Order of Numbers

## Location

This small shrine lies within the temple district, within a stone’s throw from the administrative ward. Dwarfed by the more established religions of Fiend’s Reach, a small number of followers meet here to give thanks to Adabar and pray for his favor.

## History

The religion of Abadar, the Judge of the Gods, was not found in the temple district until recently. A small stone shrine has been erected by a saltborn dwarven cleric who appeared from the sea not too long ago. The shrine is attracting interest and new followers particularly from merchants and lawyers.

## Description

An ornate stone shrine is located in the Temple District near the Administrative Ward. Carvings of cities, keys, and scales filled with coins or gemstones adorn the exterior. Two paved paths lead to wooden doors on either side of the building.

The interior of the building contains two rooms. Elaborate stained glass windows of predominantly yellow color bathe the interior of both rooms with a soft, golden light.

The first room contains a raised statue of a golden colored key emblazoned with a city image on its head. Paintings on the walls depict merchants entering cities, a bearded man in golden armor armed with a crossbow, a double headed eagle, and a large vault being tended to by people of various races dressed in golden robes. The floor is made of a dark stone tile.

A single step ascends into the second room which features a stone altar. A balanced merchant scale of golden color rests upon the altar. The altar, floor, and side walls all have the same light grey color. The back wall is made of wood and seems temporary as if it will be removed in a later renovation.

An acolyte holds mass daily at 10 am. He is often found at the shine in the afternoons to discuss matters of faith, give guidance to visitors, lead private prayer sessions, or provide spell casting services.

Laypeople assist the acolyte with his duties, collect donations, sell items of religious significance, keep the shrine tidy, and assist visitors with questions when the acolyte is not available.

A dwarven saltborn follower of Abadar brews beer which is blessed by the priests and sold as holy beer. It has a strong, dark character and a high alcohol content.

## Items

* Magical healing (1d6 channel) – 10 gold pieces
* Cure Light Wounds Spell (1st Level) – 10 gold pieces
* Endure Elements Spell (1st Level) – 10 gold pieces
* Artistic Handwritten Copy of The Order of Numbers – 50 gold pieces
* Artistic Handwritten Copy of The Manual of City Building– 100 gold pieces
* Decorative Scale Adorned with Symbols of Abadar – 4 gold pieces
* Incense – 7 silver pieces
* Holy Water – 25 gold pieces
* Everburning Torch - 100 gold pieces
* Pint of Holy Beer in a glass bottle - 2 gold pieces and 2 silver pieces
* Stein Refill of Holy Beer - 2 silver pieces
Dragoon Clip

**Price:** 50 gp

This metal clip has chambers built into it that can hold up to 3 Alchemical Cartridges, It can fit into either a Dragoon Pistol, or Dragoon Rifle, and each chamber can be reloaded separately. Loading a new clip into a Dragoon Firearm functions like a Dragoon Cartridge Taking a full Round action, or a Standard Action with the rapid reload feat. However to reload the individual Cartridges into the clip is a process that takes about a minute to perform per clip, as it must be opened, the remains of the Fired cartridges cleared out and replaced with new ones, then secured closed. Spells and effects that generate or magically place ammo into a firearm **can** work with the Dragoon Clip. But, due to existing debris of Fired Cartridges, increase the Misfire chance by **5** and is **NOT** recommended.

This piece of equipment is invented by Gunn MCintosh. Contact him (Discord title @Cyros#8697) to purchase one. Alternatively, you may make 3 DC 25 Knowledge (engineering) or Craft (alchemy) checks over 3 weeks of downtime to invent this new item.
Marian (The Chipped Cup)

**Queen Marian** is a character on TCC's *Once Upon a Time*.

## Biography

### Background

Maid Marian falls in love with the thief Robin Hood and conceive a child together. However, Marian is forced into a marriage with King Midas, and the daughter that she dies giving birth to is believed to be Midas' child as well.

## Family/Relationships

* **King Midas** (husband)
* **Marigold** (daughter)
* **Robin of Locksley** (lover)

## Trivia

* She is based on Maid Marian from the stories of *Robin Hood*.
Cora (The Chipped Cup)

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   **Queen Cora**, formally known as the **Queen of Hearts**, is a character on TCC's *Once Upon a Time*.

## Biography

### Background

Cora becomes the Queen of Hearts and rules Wonderland. Although she wants her daughter to follow in her footsteps, Cora considers her daughter a "disappointment". One day, the Queen of Hearts has a thief named Will Scarlet arrested for stealing some tarts at a royal ball, prompting Will's daughter Rose to seek an audience with Cora. Cora complies and Rose asks her to release Will. Instead, Cora offers to let Rose live with her in the royal palace, and Rose agrees. Cora starts teaching Rose how to use magic, and becomes a mother figure of sorts. However, Rose learns enough magic to find out the identity of her real mother. Upon finding out that her mother is Queen Eva, Rose leaves Cora and Wonderland to meet her.

## Family/Relationships

* **King of Hearts** (husband)
* **Jack** (daughter)

## Trivia

* Cora is based on the Queen of Hearts from the story *Alice's Adventures in Wonderland*.
Father Cortés' Church

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## Information

Father Francisco Cortés' church, officially named "La Iglesia de los Mártires" is a small building located in a garden within the citadel Hope's Redoubt. Previously located in Tortuga, it was moved due to Cortes responsibilities in Hope's Redoubt. It is a small temple, especially compared to the g the only known place of worship of the Trinity known within the Reach.

## Appearance

Father Cortés' church is a simple building, made primarily from stone to Father Cortés' design. On the outside, its grey, almost white facade has few decorations; it possesses several, arched, Gothic windows, as well as a singular, central, round stained glass window, depicting a golden cross. Rising above the rest of the structure, a bell tower, topped with a cross, stands.

Further down, the entrance to the church consists of three Gothic arches. The central one has before it a small statue of an older man in a cassock, wearing a sad smile, with a small inscription denoting him as Cortés' teacher, and as a pious, virtuous man. These arches lead towards a set of wooden, double doors, which open inwards to reveal a clean, austere, and well lit inside.

Inside, lines of pews are lined aside a central aisle, with six columns holding up the ceiling, three on each side. Each column has a sconce on its two sides, all holding continual flames. The side walls of the church all hold images, painted into the stone, each one depicting one of the basic tenets of the faith.

At the far end of the church lies the Altar. In contrast to the austerity of most of the church, the Altar is a more impressive array of carved marble and silver decorations, enshrining small marble busts of men and women, all members of Cortés' church, many of whom he had to personally bury. Taking the center of the altar is a large, wooden statue of a man with splayed out wings of silver, holding a golden fire within his half outstretched hands. This is the traditional depiction of the Trinity. The Wooden Body, alive yet mortal. The Silver Wings of the Spirit, ethereal and Immortal. The Fire of the Mind, passed on from ages past.

## Services

#### Readings

Every day, from 7:00 to 8:00, Cortés holds readings from his holy book to anyone who will listen, passing on the knowledge of his forebears to any and all, for everyone is welcome in his church. On the last day of every week, he will hold Mass at 12:00, where he will attempt to impart lessons to those who come and listen.

#### Spellcasting Services

Healing spells of up to third level will be provided at no cost to any hurt person who comes to his church. Other spells, of up to 3rd Level Inquisitor, are provided for half the cost a scroll of the same spell.
Acronyms

* Some extremely common acronyms are defined at http://www.d20pfsrd.com/basics-ability-scores/glossary/ and may not be listed here.
* HR Hope's Redoubt
* DP Dragon's Peak
* VR Vahalla's Rest
* FR Fiend's Reach
* VMC variant multiclassing
* TwF two weapon fighting
* TwW two weapon warrior (fighter archetype)
* 2hF 2 handed fighter (another archetype)
* PoW path of war
* TwR two weapon rend
* BfT brownfur transmuter (arcanist archetype)
* VS vital strike
* MVS mythic vital strike
* PA power attack
* ECL: Effective Character Level
* CL Caster Level
* CR: Challenge Rating
* BDF: ~~Big Dumb Fighter~~ Brave Dashing Fighter
* FRA: Full Round Attack
* DPR: Damage Per Round
* UMonk/URogue/USummoner/UBarb: Unchained variants of the attached classes
* SA Sneak Attack
* ABP Automatic Bonus Progression
* BAB Base Attack Bonus
* RAW Rules As Written
* RAI Rules As Intended
* /rd (per round, like 3 bleed damage /rd )
* /day Per Day
* Su Supernatural
* Ex Extraordinary Ability
* SLA Spell Like Ability
* Sp Spell Like Ability
* PP Prestige Points
* TIFKANOEEG Technology is for Kobolds and No One Else Engineering Guild
* IC In Character
* OOC Out Of Character

* from https://www.reddit.com/r/Pathfinder\_RPG/comments/39tjug/acronym\_meanings/cs6flib/
	+ AMF - Anti-Magic Field (Also Anti-Magic Area)
	+ AoE - Area of Effect (Usually for damage/heal or buff/debuff effects that encompass an area)
	+ AoO - Attack of Opportunity
	+ APL - Average Player Level (For panning encounters)
	+ BDF - Big Dumb Fighter (Also Big Stupid Fighter)
	+ BBEG - Big Bad Evil Guy (Also Big Bad End Guy. Also BBG/BG for lesser bosses)
	+ CLW - Cure Light Wounds (also Cure Moderate/Serious Wounds)
	+ DC - Difficulty Class (Usually for saving throws and skill checks)
	+ DFL - Dead F\*\*ing Last (After rolling initiative)
	+ DOT - Damage Over Time (For effects that deal usually larger damage but over multiple turns)
	+ DR - Damage Reduction (An amount subtracted from damage taken unless surpassed in some way)
	+ MAD - Multiple Ability Score Dependency (For Character concepts)
	+ SAD - Single Ability Score Dependency (For Character concepts)
	+ TPK - Total Party Kill (When an encounter kills the entire party)
	+ WBL - Wealth By Level (How much net value a PC should be worth depending on their current level)
(Archive) Holy Moonlight Sword

**Aura** strong abjuration, conjuration, and evocation [good, shadow]; **CL** 10th; **Weight** 2 lbs.; **Price** 80,495 gp

### DESCRIPTION

This magical sword was wielded by one of the great hunters of the healing church.  This +1 redeemed undead bane Ludwig’s Holy Blade seems to be missing its usual scabbard.  When a hunter draws their palm across the flat of the blade, it begins to glow with haunting moonlight and transforms.  In its transformed state it functions as a +1 brilliant energy greatsword (as the transformed state of a Ludwig’s Holy Blade).

As a standard action, while the Holy Moonlight Blade is transformed, it can be swung to unleash a blast of moonlight as a ranged touch attack that deals 4d6 negative energy damage that can only harm living creatures (it does not heal undead).  Creatures struck by this blast must succeed at a Reflex save (DC 14) or be blinded for 1 round.

### CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, **Spells** gaseous form, continual flame, consecrate, holy smite, summon monster I, gloomblind bolts; Creator must be good; **Cost** 40,495 gp
A Call Beyond

**Aura** strong evocation; **CL** 18th

**Slot** none; **Price** 58,320 gp; **Weight** 1 lbs.

### Description

One of the distilled rites of the Choir.  This small parasite was a gift to those that reached for the cosmos but failed to make contact.

3 times per day, the wielder can hold this parasite above their head and call out to the cosmos.  A small rift to the outer cosmos is opened and arcane energies flow through, creating a burst of violent damage.  12 projectiles of force bloom out of the rift, dealing 1d8+2 damage each. Of these projectiles, only 3d4 of them can be directed at a creature within 30 ft.  The remaining projectiles crash in squares adjacent to the wielder. If there are valid targets adjacent to the wielder, each remaining projectile has a 25% chance of hitting an adjacent creature.

### Construction

Requirements Craft Wondrous Item, contact other plane, heavy magic strike; **Cost** 24,160 gp
Crystal Liver

**Price** 16,000 gp; **Weight** 2 lbs.; **Install** DC 25; **Implantation** 3

DESCRIPTION

A crystal lattice is installed in the kidneys and liver to help purge the body of toxins.  These toxins flow out through a copper tube into a small vial that protrudes from the creature’s lower back.  This vial must be emptied and cleaned regularly or else the crystal liver will function poorly or just stop working altogether.  A crystal liver provides a +4 competence bonus on saving throws against disease and poison. In addition, when the user attempts such a saving throw, she rolls twice and takes the higher result.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item; **Cost** 8,000 gp; **Spells** *neutralize poison, remove disease*
Dancing Duel (Combat)

*You can combine the force of your strikes with a precise blow to get into a better position.*

**Prerequisite**: Power Duel, Vital Strike, Acrobatics 6 ranks

**Benefits**: If you hit with a Vital Strike while using Power Duel Style, you can take a five foot step after successfully hitting your target. Until the beginning of your next turn, you count as being in both the space where you struck your target, and your actual space when determining flanking against that target.
Burrowers, Magical (Land Vehicle Modification)

**Price** 5,000 gp for Large vehicles, 10,000 gp for Huge, 20,000 gp for Gargantuan, 40,000 gp for each Location of a Colossal vehicle; **Slot** none; **CL** 11; **Weight** -; **Aura** strong transmutation

DESCRIPTION

Like mechanical burrowers, magical burrowers allow a land vehicle to dig through the earth.  Often a magical craftsman will make a magical burrower somewhat fanciful though; adding large scooping ‘arms’ or a mouth that opens and closes as if eating its way through the ground.  This works just as the mechanical burrowers, but allows a vehicle to move through solid rock as well as dirt.

CONSTRUCTION REQUIREMENTS

**Cost** 2,500 gp for Large vehicles, 5,000 gp for Huge, 10,000 gp for Gargantuan, 20,000 gp for each Location of a Colossal vehicle; **Feats** Craft Wondrous Item; **Spells** *beast shape IV*
Burial Blade

**Cost**  483 gp **Weight** 14 lbs.

**Damage** 1d4[1d6] (small), 1d6[2d4] (medium); **Critical** 18-20/x2[20/x4]; **Range** -; **Type** S [P or S]; **Special** trick[trick, trip]; **Category** One-Handed[Two-Handed]; **Proficiency** Martial[Martial]; **Weapon** **Groups** heavy blades; hunter; Treated As scimitar[scythe];

DESCRIPTION

One of the simplest, but one of the most deadly of the hunter’s weapons is the first.  In its base form, this blade takes the form of a double edged scimitar, while the haft is folded and worn on the back.  By attaching the pommel to the haft and unfolding it, the blade takes the form of a fearsome scythe.
Book of Memories

Aura: moderate Divination; CL 12th
Slotless; Price 15,000 gp; Weight 1 lb.

**Item Description**:
This small journal is constructed out of dark leather, with gold thread embroidering the edges. Inside it's binding, 100 pages seem to flicker in and out of reality. When opened, the person who opened it may cast *Share Memory* on the book. In doing so, the caster may deposit a copy of one of their own memories into the book, filling one of the pages. After a page has had a memory deposited within it, the page solidifies into reality, taking on the appearance of normal parchment with a small sentence describing the memory within inscribed on it. By speaking a command word and opening the book to the desired page, a person may access that deposited memory per *Share Memory.* To cleanse a memory from the book an individual page must be targeted by the spell *Feeble-mind*, wiping the page clean with it going back to its original ethereal state.

**Crafting Requirements**:Craft Wondrous Item, Share Memory; Cost 7,500 gp.
Automated Crew

**Price** 2,000; **Slot** none; **CL** 3; **Weight** 5 lbs.; **Aura** weak conjuration

DESCRIPTION

This device is a small metal box with a series of wires that extend from 8 walls around the box. The wires can be drawn out and arranged around certain equipment by someone skilled in the use of said equipment. On command, the wires jump to life and begin performing a task. Commonly this is used to automate a vehicle to reduce the required number of crewmen needed to operate.  This automation can either be dedicated towards a vehicles engine or to a siege engine.

If the automation is dedicated towards the engine, reduce the number of crew members required by 1.  If this reduces the required number of crew members to zero, then the pilot can act as the head engineer (except in cases where the head engineer needs to be next to the engine, such as with repairs).

If the automation is dedicated towards a siege engine, it provides 1 full round action towards aiming and reloading the siege engine.  If this reduces the required number of actions to aim and load the siege engine to zero, then the siege engine can be set up to be fired by the pilot.  Multiple siege engines automated in this way can be fired at the same time as a full attack action by the pilot.

Multiple *automated crew* can be set up on the same vehicle and dedicated to the same or different purposes.  With a command, a captain of a vehicle (often its pilot) can change the dedication of an automation, causing the wires of the device to unravel from their current location, and setting themselves up at a new location.

CONSTRUCTION REQUIREMENTS

**Cost** 1,000 gp; **Feats** Craft Wondrous Item; **Spells** *unseen servant*
Eschew Esoteric Materials

*You can cast spells using fewer esoteric material components.*

**Benefit(s):** You can cast any spell with a non-esoteric material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

When you cast a spell that uses esoteric material components, you can spend components as though your caster level were 2 lower (with a minimum of the spell’s minimum caster level). This does not affect the cost of expensive material components.

**Special:** This feat counts as Eschew Materials for all purposes. Characters that normally receive Eschew Materials as a bonus feat may select any feat for which they qualify.
Faux Mage

*Your skill with magic staves is so great that some think that you are an actual spellcaster.*

**Prerequisite(s):** Use Magic Device 12, Imitation Mage

**Benefit(s):** When activating a staff using Imitation Mage, you may treat your ranks in Use Magic Device as your caster level. Use your Intelligence, Wisdom, or Charisma to set the DC of spells cast from staves (Intelligence for Wizards, Witches, and Psychics, Wisdom for Clerics, Druids, and Shamans, Charisma for Oracles and Sorcerers, etc.).

You may also select feats that have a caster level as their prerequisite if they modify spells, applying their benefits to spells cast using a staff in this way.

**Normal:** When you activate a staff with Use Magic Device but do not have a spellcasting class, you use the caster level of the staff and the minimum save DC for its spells.
Rumplestiltskin (The Chipped Cup)

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* Mr. Gold
* Rumplestiltskin
1/2**Rumplestiltskin**, also known as the **Dark One**, is a main character on TCC's *Once Upon a Time*. In Storybrooke, he is known as **Mr. Gold**. He is portrayed by Robert Carlyle.

## Biography

### Background

Rumplestiltskin becomes the Dark One, giving him immense dark power as well as immortality.

### Season 1

In Storybrooke, he becomes the mysterious Mr. Gold, who supposedly "owns" the town. He meets Emma Swan while collecting rent from Granny's Bed and Breakfast.

## Family/Relationships

* **Peter Pan** (father)
* **Maleficent** (mother)
* **Baelfire** (son)

## Trivia

* He is based on the imp from the fairytale *Rumpelstiltskin*.
Black Powder Bloodline (Sorceror Bloodline)

*Black powder has made its way into your family in one way or another, granting you a deeper connection with it than most. Your powers are unsubtle but spectacular, your heritage an explosive manifestation of arcane might.*

**Class Skill:** Knowledge (Engineering)

**Bonus Spells:** Alchemical Tinkering (3rd), Bullet Ward (5th), Pellet Blast (7th), Named Bullet (9th), Energy Siege Shot (11th), Greater Named Bullet (13th), Arcane Cannon (15th), Power Word Stun (17th) Power Word Kill (19th)

**Bonus Feats:** Amateur Gunslinger, Rapid Reload, Lightning Reflexes, Dodge, Snap Shot, Improved Initiative, Deadly Aim, Point Blank Shot.

**Bloodline Arcana:** Whenever you reduce an enemy to zero hitpoints with a firearm or confirm a critical hit with a firearm, your effective caster level increases by 1 for 1 round. This effect does not apply more than once per round.

**Bloodline Powers:** Your powers are like the weapons that inspire them; extremely deadly, yet prone to blowing up in your face.

**Bullets in the Blood (Ex):** At 1st level you gain proficiency with both one-handed and two-handed firearms, thanks to your instinctive understanding of firearms.

**Blast Dodger (Su):** At 3rd level, you may add your Charisma modifier to all Reflex saves made to reduce damage from area effect damage.

**Firearm Empathy (Su):** At 9th level, you reduce the misfire value of a firearm by an amount equal to your Charisma modifier (minimum 0).

**Bombardment (Sp):** At 15th level, you are able to bombard enemies with a rain of magically summoned cannon balls. This 30ft radius does 1d10 points of physical damage per 3 sorcerer levels, which ignores the hardness of objects, and a successful Reflex save halves this damage. The DC of this save is equal to 10 plus half your sorcerer level plus your Charisma modifier. You may use this ability a number of times per day equal to your Charisma modifier. It has a minimum range of 50ft and a maximum range of 200ft. For the purposes of overcoming damage resistance, these magical cannon balls count as being cold iron and silver, and at 17th level count as being adamantium.

**Master of Powder (Sp):** At 20th level, your mastery of gunpowder is supreme. You may choose to detonate any black powder that you are aware of within a 70ft radius; if this powder is being used or carried by a creature, they may resist with a Will save, with the DC equal to 10 plus your half your sorcerer level plus your Charisma modifier. If the powder is loaded into a simple firearm, then treat it as if it has misfired whilst having the Broken condition. You can select which sources of black powder will and will not detonate.
Accursed Brew

**Aura** strong evocation; **CL** 13th

**Slot** none; **Price** 4,550 gp; **Weight** - lbs.

### Description

This terrible elixir is crafted from the shrunken skull of a deep one hybrid.  In the unnamed fishing village plundered by the Byrgenwerth scholars, many of these skills were scraped and scratched searching for eyes on the inside.  By mixing foul waters from the same village into this tincture a terrible concoction is created.

Throwing an accursed brew causes the skull to detonate and create an area of hungry darkness filled with the gnashing teeth of the dead villager who was killed in creation of this item.  The skull can be thrown as a thrown weapon with a 10 ft range increment. Wherever the skull lands, it bursts forth creating a 10 ft radius spread of deeper darkness.  Creatures within the darkness take 3d6 points of force damage and 2 points of Constitution damage each round they remain within the darkness.  They continue to take 1d6 points of bleed damage each round after they leave the darkness until subject to a break enchantment, remove curse, or any form of magical healing.

Creating an accursed brew is an evil act, but utilizing one is not.  In fact, it could be argued that freeing the tormented madness within the skull is a moral imperative, but these waters are muddied when one considers the implication of encouraging their creation.

### Construction

Requirements Craft Wondrous Item, hungry darkness, bestow curse; **Cost** 2,275 gp
Ciel's Balsa Back

**School** Transmutation; **Level** alchemist 1, cleric/oracle 1, druid 1, psychic 1, ranger 1, sorcerer/wizard 1, summoner/unchained summoner 1

### CASTING

**Casting Time** 1 standard action

**Components** V, S, M/DF (a riverworn piece of balsa wood)

### EFFECT

**Range** close (25 ft. + 5 ft./2 levels)
**Targets** one creature
**Duration** 1 round/level
**Saving Throw** Fortitude negates; **Spell Resistance** Yes

### DESCRIPTION

For the duration of the spell the target is considered encumbered, as if they were carrying a heavy load. Reducing max Dex bonus to AC to +1, bestowing a -6 penalty to Str- and Dex-based skills, and lowering their speed to 20 for a medium creature, and 15 for a small creature. If they are wearing medium armor, they gain the fatigued condition for the duration of the spell. If they are wearing heavy armor, they gain the fatigued condition and take a -2 penalty to the save for this spell.

*Ciel's balsa back* counters and dispels *ant haul*.

## Learning the Spell

Ciel developed this spell and can share it with others she is willing to teach.
(Archive) Luxira

"*It's not that she thinks you're terribly incompetent, it's more like she knows she could do it better."* – Neni

## History

To say Luxira was groomed for success would be an understatement. She is the product of good breeding within the higher circles of Kin'alei society and her genetics are far from faulty. With a combination of her own natural talents and the best arcane tutors money could provide, a position as one of the court mages was guaranteed. What no one expected was how quickly she would overtake her elders.

Competitive to the point of alienating most of her peers along the way, Luxira stepped over and elbowed everyone else out of her way to the top. She used a combination of arcane-augmented foresight, scrying for secrets, and simple social maneuvering to outplay any threats to her ascension to leadership.

But perhaps she aimed a little too high too fast. Despite gaining many followers who supported her in the courts, she also found herself on something of a watch list. The powerful were always wary of the ambitious after all. Luxira's over confidence blinded her to enemies, thinking herself too clever and powerful to be brought low. She had no plan for when things started to slip out of her control. In the end, it was a single, innocuous misstep that saw her exiled along with her conspirators.

## Appearance

With a hearty, pear-shaped body and a dimpled, heart-shaped face, Luxira actually has what many would consider to be the look of a commoner. Her "common" appearance is only made more apparent when compared to the slender bodies and narrow faces typical in the courts. She combats this with extravagant and luxurious clothing and impressively well kept hair that quite literally glitters like the night sky. Those loyal to her insist it's a naturally achieved look while naysayers insist it's glitter. Luxira stays mysteriously tight lipped on the matter.

luxsaluteluxgasmluxpatluxthink
## Personality

Luxira has always had a superiority complex but it's gotten even worse since her exile. Or perhaps her disdain for the filthy peasants that inhabit these lands is that much stronger than what she felt for her own kin. Whatever the case, many find it exceptionally hard to stomach her company for long.

If one can manage more than a passing greeting with her, they might actually uncover a witty young woman who has a soft spot for clever jokes. She's even a bit of a dreamer and is easily lost in a good story.

## Relations

Xander - I ship it.

Minori - Friend and employeer

Ashlynn - Put her on the right track

Penance - Tbh, little bit of a crush

Dr. Ghoul - Little voice inside her head she *probably* should have listened to

Neni - BFF
Battle Rally Fireworks

**Aura** strong transmutation; **CL** 16th; **Price** 5,600 gp; **Weight** 1lbs.

### DESCRIPTION

This 1 foot long tube of paper is filled with enchanted gunpowder. When the fuse is lit the rocket launches high up and creates a figure in the sky. This process takes a minute from lighting, but the image hangs in the sky for hours. The image is usually the face of a general or ruler, or the symbol of the royal family, but can be anything the creator desires. Whatever the image, it is always important and tied to a nation and her army.

If lit by the commander of an army before a battle, this firework conveys magic upon her army. The army benefits from the Magic Weapons resource for the duration of the battle.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item; **Spells** Aroden's Magic Army; **Cost** 2,800 gp
Sliptik

Un Sliptik est un véhicule volant à hélices.

Il permet le transport de personnes ou de marchandises selon la taille.

Il est utilisé partout sur Terre.

Au Pôle Sud, il fait parti des reliques que les résistants ont réussis à amasser au fur et à mesure, l'Omicron en possède donc des plus perfectionnés.

Jakaa apprend à en conduire grâce au moniteur Zack.
Caterpillar's Hookah

**Aura** Moderate Transmutation; **CL** 3rd;  **Slot** None; **Price** 6,000gp **Weight** 2lbs

### DESCRIPTION

This small but colorful hookah is imbued with special magic from Wonderland. When the user of a Caterpillar's hookah inhales a smokable drug he or she may as a standard action choose to blow the smoke out into a cloud of smoke that spans a 20 foot radius centered on the smoker. This must occur within two rounds of inhaling the smoke. This cloud acts as an obscuring mist spell as well as supplying the effects of the drug to all within it.

### CRAFTING REQUIREMENTS

Craft Wondrous Item; **Spell** Obscuring Mist, **Cost** 3,000gp
Beast Roar

**Aura** moderate evocation; **CL** 9th

**Slot** none; **Price** 2,250 gp; **Weight** - lbs.

### Description

This severed claw of a darkbeast serves as the focus of powerful talismanic magic to harness the strength of such beasts.  By crushing it the user lets out a furious roar that deals 9d6 force damage to creatures within 20 ft of the user and knocks them prone.  A successful Fortitude save (DC 17) halves this damage and prevents the knock down.

It’s a funny thing: the beast roar is meant to call forth the power of a darkbeast, but it’s the hunter’s vocal chords that let loose this awful roar.

### Construction

Requirements Craft Wondrous Item, burst of force; **Cost** 1,125 gp
Bracelets of Reduction

**Aura:** faint transmutation; **CL:** 3; **Slot:** Wrists; **Price:** 30,000 gp; **Weight:** 1Lb

### Description

These umblimished silver bracelets are worn simultaneously on the left arm. While wearing these the wearer is subjected to an effect as if under a permanent reduce person spell, however without the requirement that the wearer be humanoid. This effect ends if one or both of the bracelets are removed.

### Construction Requirements

Craft Wondrous Item, **Spell** Reduce Person, **Cost** 15,000 gp
Centaur

Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.

Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.

## Racial Traits

Ability Score Racial Traits:  +4 Str, -2 Dex, +2 Con, (-2 Int or -2 Cha)

Type: Monstrous Humanoid

Vision: Darkvision 60 ft.

Size Large; Centaurs take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. Centaurs takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. They use weapon damage dice as medium creatures.

Speed: 40 ft.

Natural Armor: Centaurs receive a +2 natural armor bonus

Skilled: Centaurs always treat Perception and Survival as class skills

Feats: Centaurs gain Endurance as a bonus feat

Languages: Centaurs begin play knowing Reacher and Centaur. They may select additional languages for having a high intelligence modifier.

## Alternate Racial Traits

**Light Horse Centaurs:** Light Horse Centaurs receive +2 Strength, +0 Dexterity, and +2 Constitution. They also receive Run as a bonus feat. This replaces the physical ability score modifications and Endurance.
Beast Blood Pellet

This unspeakable pellet of dried blood and entropic resin heightens the user’s physical might at a price.

**Type** ingested; **Addiction** mild, Fortitude DC 14
**Price** 50 gp
**Effect** 1 hour; +1d4 alchemical bonus to Strength and Dexterity
**Damage** 1d2 Intelligence, 1d2 Charisma

**Special:** A character who becomes addicted to beast blood succumbs to the Scourge of the Beast corruption. [**Fiend's Reach Note:** Taking beast blood is a perfect in game excuse to apply for this corruption. Even if you become addicted to beast blood, you must apply to gain the corruption.]
Biker Leather

**Medium Armor**

**Cost** 200 gp; **Weight** 30 lbs.

**Armor Bonus** +6; **Max Dex Bonus** +3; **Armor Check Penalty** -4

**Arcane Spell Failure Chance** 25%; **Speed** 20 ft./15 ft.

Similar to an armored coat, this vest is made of a unique jet black leather and lined with plates of metal.  This leather coat is also lined with chainmail to provide greater defense where the plates do not cover. A set of biker’s leather would be incomplete without the iconic chaps that cover a biker’s legs in the same plates, chainmail, and jet black leather for added protection; especially in the event that the biker is knocked from the saddle of his constructed mount at full speed.
No Walking, No Problem!

## Sticky

**No Walking, No Problem!** is a game on HTwins.net that features Sticky. The story is that an unnamed purple blob steals sticky's ability to walk, and (s)he must get it back. But (s)he can only jump, so (s)he must find a way to manipulate the objects around them!

## Trivia

* The game was originally created as a game called Nate Jumps, a Stagecast .sim. In Nate Jumps, Sticky was named Nate.
GTTTATINT 3D

> "*A whole new 3D game based on the original GTTTATINT! platformer! Good ol' Sticky is now crossing a dangerously deteriorating bridge! Unfortunately, he can't swim! It's your job to keep that little guy from drowning!*"
> ― HTwins.net
>
>

**GTTTATINT 3D** is a variation of GTTTATINT.

In this variation, Sticky is crossing a slowly deteriorating bridge. You must use Powerups (optional) to help sticky cross the bridge without drowning in the blue bits.

## Trivia

* This variation may be based off of Run, on the website Cool Math Games.

* This variation isn't actually 3D, as it was created in a 2D software.
* Cary got a score of 222,146,803,216,843,000,000,000,000,000,000 (2.22146803216843 \* 10^32) on one of his videos.
* The game is called "ag3d" or "*awesome game 3d*" according to the URL, which is a reference to the original GTTTATINT.

1. ↑ https://www.youtube.com/watch?v=OAdrnePxulI.

The score in the video's title has 3 more zeroes than the true score.
Black Knights (The Chipped Cup)

**Black Knights** are characters on TCC's *Once Upon a Time*. They are soldiers that serve Queen Regina Mills in Misthaven.

## Biography

### Background

The Black Knights are formed when Regina takes over the White Kingdom following the death of King Leopold. Regina instructs them to find and kill Snow White, who becomes a fugitive of the law. After Snow takes back the kingdom, the Black Knights are all exiled.

## Trivia

* They are knights of the queen from the fairytale *Snow White*.
Henry Mills II (The Chipped Cup)

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This article is not finished and will undergo changes as the story develops.

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   **Henry Mills II** is a main character on TCC's *Once Upon a Time*.

## Biography

### Background

Henry is the son of Emma Swan, who gives him up for adoption. He is adopted by Regina Mills, the mayor of Storybrooke, who is unaware that Henry is the grandson of Snow White and Prince Charming.

## Family/Relationships

* **Neal Cassidy** (biological father)
* **Emma Swan** (biological mother)
* **Regina Mills** (adoptive mother)
* **Snow White** (maternal grandmother)
* **David Nolan** (maternal grandfather)
* **Rumplestiltskin** (paternal grandfather)
* **Rose Red**