recursal/Fanatic-Fandom huggingface dataset:
Sayia Sidhe

Template:Character Information**History**

Orphaned in the desert country Osirion, Sayia learned to use her wits for survival. Fighting the other orphans in the slums, Sayia learned to handle her own. Things were tough for her, but she learned. One day walking through the market place, Sayia pickpocketed a coin purse from a nobleman. Running through the streets before he noticed her. Sayai ran head first into another Catfolk, this one a male. Staring at the yellow eyes of the Catfolk blocking her way. He introduced himself as Scath. He too was orphaned.

Together the duo depended and trusted one another. While shopping in the market place, Sayia found a crossbow. She had never used a weapon before, her hands, never a weapon. Sayia snatched the crossbow before the merchant even noticed it was missing.

She practiced shooting the crossbow at apples and jars. One day a mysterious man took notice of her shooting skills and made her an offer that would change her life forever. He asked her to kill a man for money. Sayia did not hesitate, her Scath was hungry and in need of the large sum.

After the assassinations, Sayia and Scath plotted a new way to take care of themselves. Sayia practiced with the crossbow and became a master at it. The mysterious man, impressed with her work, spread the word among the rogue of the city.

Soon Sayia found herself with a steady line of work. Her and Scath started to travel the world on new adventures. Soon the two poor orphans found themselves swimming in gold.

One day she had the urge to travel to a new continent of unknown origin. Hoping for new adventures,

**Appearance.**

Sayia has midnight black fur and bright blue eyes, She wears her signature brown cloak, pants and armor. Sayia is never without her crossbow. She is slender build, no more than 110lbs. Standing at 5'0".

**Friends**

Her main companion is Scath, she has also made a friend named Georgia and Flint.

**Personality**

Sayia is a silent always calculating her next move before she does something. Sometimes, she likes to go to the inns and relax a little bit. Sayia enjoys a good sense of humor and a funny joke.

**Aspirations**

Sayia lives for the adventures and spice of life. She carries little and has no aspirations besides making gold.
Gargoyle

**+2 Strength or +2 Dexterity, +2 Constitution, –2 Charisma**

Gargoyles are either strong or both agile and tough, but also a bit aloof.

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

**Normal Speed:** Gargoyles have a base speed of 30 feet.

**Darkvision:** Gargoyles can see in the dark up to 60 feet.

**Freeze:** A Gargoyle can hold itself so still it appears to be a statue. A Gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.

**Long Sleep:** Gargoyles do not age while they sleep. They can sleep for long periods of time—months, years, or even centuries. Most Gargoyles prefer to slumber only when perched high on sturdy and familiar buildings. They are able to determine the conditions under which they wake from this sleep, such as being called by name or when threatened. During this sleep, they appear to be a stone statue (see Freeze above).

Gargoyles do not need to sleep regularly, but many choose to do so to avoid aging more rapidly. They are not immune to sleep effects. Gargoyle spellcasters need to meditate for 4 hours before preparing spells, and can only achieve the state of mind needed to do so once per day.

**Natural Armor:** Gargoyles’ stony hides grant them a +2 natural armor bonus. Recognize Gargoyle: Gargoyles get +4 on their perception checks to detect a gargoyle using the freeze ability to resemble a statue.

**Gargoyle Stubbornness:** Gargoyle get a +2 racial bonus on saving throws to resist enchantment spells but, when affected, suffer the effects of the enchantment for double the normal duration. Gargoyles must roll a save to resist enchantment spells that are harmless or beneficial such as heroism and rage regardless of their intentions.

**Languages:** Gargoyles begin play speaking Common and Terran. Gargoyles with high Intelligence scores can choose from the following: Dwarven, Giant, Gnome, Goblin, Orc, and Undercommon.

*Adapted from In the Company of Monsters by Rite Publishing*
Orꓘ Bloodline

### Feats

Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Toughness, Widen Spell

### Spells

Burning hands (7th), Bull's strength (10th), Fireball (13th), Wall of Fire (16th)

## Bloodline Powers

### Stillborn Terror

At first level the bloodrager may make an intimidate check to demoralize the target struck as a swift action after a successful melee attack. This ability may be used as free action at 8th level.

### Blood-tuned Magic

At 4th level, a bloodrager may add half of his bloodrager level to damage with spells that have fire descriptor once per day. This ability may be used an extra time per day at 8th level and every four levels after for a total of 5 times per day at level 20.

### Orcish Fortitude

At 8th level the bloodrager gains immunity to fear effects and the sickened condition, gains fire resistance 10 and loses light sensitivity, if they have it.

### Might of the Tribe

At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes –4 instead of –2. At 16th level, this bonus increases by 4 instead. At 20th level, it increases by 6 instead.

### Fireborn

At 16th level the connection to the fires of war grows ever stronger. When the bloodrager activates his Blood-tuned Magic, he may treat immunity to fire damage as fire resistance 30. Additionally the bloodrager’s melee weapons deal an extra 1D6 points of fire damage.

### Biggest Warboss

At 20th level the bloodrager gains immunity to fire and DR 20/Lethal. You have this benefit constantly, even while not bloodraging.
3rd Party Approved Feats

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

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

## Feats

### The Genius Guide to Feats of Metamagic

The metamagic feats found in this book can be found on d20pfsrd.org with enough searching. Only use the feats in this book.

### Kinetic Shapechanger (Playtest)

The feat kinetic shapechanger is available from the linked book. Its text is copied here for use in Nibiru only. Contents in brackets are changes for access in Nibiru.

*You’re skilled at drawing elemental power even while transformed into different creatures.*

**Prerequisite**: Ability to cast a [3rd level or racial spell-like ability] transmutation (polymorph) spell or the shapechanger subtype, gather power class feature.

**Benefit**: You can aim your kinetic blasts, use the gather power class feature, and make use of all kineticist class features you possess while under the effects of a polymorph effect, even if the creature whose form you assume lacks hands or prehensile appendages with which to aim your blast or gather power.

### Powerful Throwing

The feat Powerful Throwing is available from the linked page with the following changes.

**Benefit**: You can use your Strength modifier for both your attack and damage rolls with thrown weapons that do not target Touch AC. When attempting to target Touch AC, such as with Alchemist bombs or alchemical weapons (acid flasks, alchemist's fire, etc.), the user still uses their Dexterity modifier for attack rolls.

### Strange Revelation

You may apply this feat when you retrain one of your revelations.

### Technique Feats

All Technique Feats are available for use, *except* for Kami Technique, Kami Insight, Kami Ward, Titan Technique, Titan Grip, Titan Slayer.

#### Archon Technique

Now reads as follows:

The penalties to attack rolls for using a tower shield are reduced by 1, and you receive a +4 bonus to your CMD against attempts to sunder or disarm your tower shield. In addition, you treat tower shields as a heavy shield for the purposes of shield bashing and ability to use weapon spikes
Tiefling Tailspike

*Tiefling tailspikes are based on regular armor spikes, curved to look like wicked thorns, they are attached to the tip of a tieflings tail with straps*

**Benefit(s):** These exotic light weapons can be attached to the prehensile tail of a tiefling. The wielder can apply feats or effects appropriate to natural attacks to tail attacks. If used as part of a full attack action, attacks with the tailspikes are considered secondary attacks. It requires a full-round action to strap on or remove a tailspike.

 30 gp
MagicalAbyss Page

## Welcome

**Welcome to the M.A.S.S Builder Wiki!**
This is a Wiki for M.A.S.S. Builder, a new mech game. We're a collaborative community so anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Introduction

M.A.S.S. Builder is a Mecha-Action RPG. On September 13, 2019, its Steam Early Access was released. A demo of the game was available prior to its Early Access release.

Please keep in mind that all info on this wiki is from version Demo 0.0.3.

It was supported by more than 3,000 backers through its Kickstarter campaign.

## Aspects of Game play

### The M.A.S.S.

* General Information
* Skeleton
* Rex
* Spider
* Loot Tables
* Money mechanics

### Enemies

* Training Enemies
* Quarks
* Bandits

### Missions

* Training
* Patrol Operation
* Fusions Cells in the Snow
* Earning Changes
* Unexpected Coordination
* Empowering Void
* Logistics Obstacles
* Wrath of the Wastelands
* Suspicious Originator
* Researchers Data Recovery
* Tempestuous Sector
* Clashes of Metal
* The Sandstorm Glutton

### Hunting Grounds (HG)

* Desert Pathway Safety
* Snowfield Custodian
* Abandoned Valley Raid
* Depths of the Machineries

### Levels

* Battle Simulator
* Izmoil Canyon
* Voyheka Field
* Algerah Desert
* Nyuya Path
* Storm Creek
* Lake Meleza Dam
* Bhalistik Gorge
* Lenikov Expanse
* MWABVI Operation Platforms
* Oxley Power Plant
* Tazuq Dunes
* Kruzhina Expanse
* Grand Valley Base

### Weapons

* Close Combat
* Bullet Shooter
* Energy Shooter
* Bullet Launcher
* Energy Launcher

\*Note: At this time (March 2020) there are no stat based benefits to having more weight on weapons. More weight will slow your melee swing, increase burn rate and decrease acceleration.

### Shields

MASS units have a built in energy shield and can be equipped with a physical shield.

\*Note: At this time (March 2020) physical shields have no stat based benefits. Shields vary in weight and appearance and allow you to block with a one-handed melee weapon. Shields are automatically unequipped when using a rifle.

\*Note 2: Physical shields are not automatically equipped at the start of the game. Players must go into the weapons menu, scroll over to Shields and select the correct control prompt to equip a shield for the first time.

### Armors

* Vanguard
* Assault Mk.I
* Assault Mk.II
* Assault Mk.III
* Titan 001
* Titan 002
* Titan 003
* Blitz X
* Blitz EX
* Blitz EXS
* Kaiser S-R0
* Kaiser S-R1
* Kaiser S-R2
* Hammerfall MG-A
* Hammerfall MG-S
* Hammerfall MG-X
* Panzer S-UC
* Panzer L-UC
* Panzer H-UC

\*Note: At this time (March 2020) increasing weight by equipping different pieces of armor increases armor, but has no effect on melee swing time, acceleration, and increases burn fuel rate.

### Controller Maps

Controller Maps

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Eyes of the Eagle, Greater

**Aura** moderate divination; **CL** 5th; **Slot** eyes; **Price** 10,000 gp; **Weight** —

These lenses are made of special crystal and fit over the eyes of the wearer.

They grant a +10 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1d4 round.

**Feats** Craft Wondrous Item, clairaudience/clairvoyance; **Cost** 5,000 gp.
History of Abrogail

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

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

## Districts

### The Arcane District

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

### The Makers' District

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

### The Market District

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

### The Noble District

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

### The Private Docks

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

### The Public Docks

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

### The Residential District

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

### The Slums

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

### The Temple District

This district houses the city’s religious temples and libraries. Those seeking atonement or confession can find it here. It also has the only orphanage.
Inner Strength

*Your inner bestial nature remains through other effects that transform your form.*

**Prerequisites:** Skinwalker

**Benefit(s):** If you are effected by a polymorph affect while in your bestial form, you continue to gain the benefit of the ability score bonus(es) from your bestial form while polymorphed.
3rd party Approved Spells

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

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

### Level 0

Inform wizard/sorcerer 0, psychic 0

Secluded Recliner magus 0, wizard/sorcerer 0

Summon Popcorn cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0
Efficient Weapon Rack

**Aura** moderate conjuration; **CL** 9th; **Slot** —; **Price** 2,000 gp; **Weight** 5 lbs.

### DESCRIPTION

These pairs of typically leather straps look to be little more than an interesting fashion choice than any useful accessory, but are actually the focus for an extensive series of telekinetic weapon slings. While the material that the straps are made of varies based on the desires of the crafter, all *efficient weapon racks* function identically.

An *efficient weapon rack* can hold up to 20 different weapons of any size, type, and weight. These weapons are not stored in an extradimensional space, instead displaying themselves in an array of the wearer's choosing, usually floating vertically in a geometric pattern. The orientation and alignment of weapons can be changed mentally by the wearer on a whim, taking no action. Once the owner has filled it, the weapon rack can quickly produce any item she wishes that is within the weapon rack, as if from a regular quiver or scabbard. The *efficient weapon rack* weighs the same no matter what’s placed inside it.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, **Spells** *Telekinesis*; **Cost** 1,000 gp
Inform

**Inform**

**School:** Divination

**Level:** wizard/sorcerer 0, psychic 0

**Casting Time** 1 standard action

**Components:** Verbal, Somatic

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

**Target:** one creature

**Duration:** one minute

**Saving Throw:** Will negates (harmless) **Spell Resistance:** No

The target of this spell gains a +1 competence bonus to a single intelligence based skill of your choice for 1 minute.This effect does not stack with itself. This is typically enough to inform your party’s stalker on why exactly their latest plan is a stupid idea.
Amulet of Elemental Fury

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

### DESCRIPTION

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

### CONSTRUCTION REQUIREMENTS

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

Your contemplations of the rune-etched columns of hoarfrost ice in the frigid north have unlocked secrets of icy pain.

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

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

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

If you are raging (such as when using bloodrage or affected by the rage spell), this damage increases to +2 points per die and you roll twice when attempting the Fortitude save and take the better result. This feat does not otherwise grant you the ability to cast spells while raging.
1st Party Race Changes

The following changes are made to how certain Paizo races work in Nibiru.

## Aasimar / Tiefling

Aasimars and Tieflings can select the variant heritages. They may also trade out their spell-like ability for one of the options presented in Table: Variant Aasimar Abilities and Table: Variant Tiefling Abilities respectively. If a player selects a ability score bonus, it replaces one of the ability score bonuses they are granted already (physical ability scores replace the physical ability score bonus, and mental replace the mental one granted by the base race). This eliminates the Fiendish Heritage feat.

Aasimar cannot take options 99 or 100; Tieflings cannot take option 100.

## Android

Add the following feature to the Android: **Type:**Humanoid (Construct Subtype)

The 3rd party favored class bonuses listed on this page are allowed for classes that are also approved for play with the exception of Shaman. Instead, they must select a shaman spell not a witch spell.

Androids are able to psychic cast spells.

Alternate Racial Traits:

**Nanite Affinity:** Android sorcerers with the Nanite bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces nanite surge.

**Anomaly:** Sometimes, a particularly volatile soul can overwhelm the technology of an android body, making the resulting individual subject to emotions, and greatly so. Anomalous androids suffer a –2 racial penalty on saving throws against all mind-affecting effects, emotion effects, and fear effects but can gain the benefits of morale bonuses and suffer no penalty on Sense Motive checks. Additionally, Bluff and Sense Motive are always class skills for them. This racial trait modifies constructed and replaces logical.

## Drow

Drow inquisitors can select the following favored class bonus

**Inquisitor** Add +1/3 to the number of rounds per day the inquisitor can use the bane ability. The inquisitor gains no benefit from this selection until they gain the bane ability at 5th level. (Source JBE:BoHRC)

## Kitsune

Kitsune who select the Keen Kitsune alternate racial trait use Intelligence to determine the DC of Kitsune Magic, as well as the Magical Tail feat.

All third party alternate racial traits by Everyman Gaming for Kitsune are approved except the following:

All variant heritages

Affable

Many kitsune are warmly cordial and easy to converse with. A kitsune with this racial trait gains a +1 racial bonus on any two of the following skills; Bluff, Diplomacy, or Knowledge (local). Alternatively they may choose only to gain a +1 racial bonus to one of the listed skills but also treat it as a class skill. This racial trait replaces agile.

Kitsune Chakra

Natural Finesse

Shifting Mind

## Kobold

Kobolds have access to an alternate stat array:

+2 DEX +2 WIS -2 STR

## Skinwalker

Skinwalkers have received extensive updates, which can be found here.
Test

## Occupational Background System:

Decide what occupation or hobby the character had before becoming an adventurer.

Choose two skills. They are both considered class skill. If either of the skills are class skills from a class they instead gain a +1 circumstance bonus to the relevant skill.

Choose one of the skills. This skill is considered a background skill for your character and can use background skill ranks.

Choose one feat that can be gained at level 1.

## Levelled Defense Bonus:

With experience, comes skill. As a character levels they gain the listed benefits to their AC as an untyped bonus determined by the type of armor they have on.

1. Armor provided by magical sources is considered none.

## Armor As Damage Reduction:

Armor and natural armor grant DR. To determine the amount of DR granted divide the base AC provided by the item by 2. Then subtract this amount rounded down from the base AC of the item to determine the item’s new AC. This DR stacks with any other source of the same type.
Alertness, Greater

**Prerequisites**: Alertness, Uncanny Alertness

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

**School:** evocation [force]; **Level** Bloodrager 3, Magus 3, Psychic 3, Sorcerer/Wizard 3, Mesmerist 3

**Scintillating Spheres**

**Casting Time:** 1 Standard Action

**Components** V, S, F (a tiny crystal orb, worth at least 500 gp)

**Range:** medium (100 ft. + 10 ft./level)

**Targets:** up to three creatures, none of which can be more than 20 ft. apart

**Duration:** 10 Min / Lv

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

The caster creates three orbs of magical energy; that orbit his or her head. These orbs persist until the spell ends; or the orbs are launched. As a free action during their turn; the caster may fire one or more of their active Orb(s) at an enemy creature. The Orbs can be fired unerringly, inflicting 1d8+2 [force] Damage on hit without need for attack rolls. (though they cannot target creatures with total concealment.) A creature can have multiple iterations of this spell active on themselves at once; and may direct any number of orbs with a single action; if desired.

For every two caster levels beyond 3rd, you gain an additional orb—four at 5th level, five at 7th, six at 9th, Etc.
Atropos

Template:Deity**Obedience:** Assemble a careful list of each major activity you will undertake in the day to come and keep a careful accounting of what you fail to accomplish and why.

As part of this, select three different specific checks you expect to perform that day, such as “a Perception check to find a hidden passage,” “a Reflex save to dodge a fireball” or “an initiative check to fight goblins.” Once during that day, you can gain a +4 insight bonus on one of these three specified checks.

### Boons - Monitor Obedience

1: **Fruitful Dreams (Sp)**: The worshipper’s dreams are filled with visions of the future; and provide insight into potential danger. If the worshipper is able to sleep for a minimum of 8 hours totally uninterrupted the night prior; they gain a +2 Insight bonus on all initiative checks made the following day. (Provided the worshipper was not caught flat-footed prior to rolling the check.) If the worshipper is interrupted or awoken in any way during the night; they instead experience horrible nightmares, and suffer a -2 penalty on initiative checks made the following day.

2: **Spring’s Grace (Su)** Once per day as a full-round action, you can revert to a youthful form, which grants you fresh insight and new perspective. You outwardly appear to become the minimum age for an adult of your race. In this form you temporarily ignore all penalties from old age. In addition, you gain a +2 Insight bonus to will saves, perception, and sense motive checks, and a -2 penalty to fortitude saves.

3: **Insight into Fate (Sp)** You can cast moment of prescience as an SLA 1/day, using HD in place of caster level.
Juicebox of Endless Inebriation

**Aura** moderate transmutation; **CL** 9th; **Slot** Shoulders; **Price** 12,000 gp; **Weight** 5 lbs.

**DESCRIPTION**

A Popular magical item among those who travel long distances between civilized places, especially those who worship Cayden Cailean. The Juicebox of Endless Inebriation sits in a back holster with the small box within easy reach on the breast. This small juicebox like container contains a small opening to the Elemental Plane of Alcohol, a little known demiplane, Theorized to have been created by a mad (and likely drunken) wizard. As a swift action, the wearer can sip from the contents and consume one alcoholic beverage.

**CONSTRUCTION REQUIREMENTS**

**Craft Wondrous Item**, control water, enhance water; **Cost** 6,000 gp
Vital Defense

*While in a defensive stance, you are full of vigor and health.*

**Prerequisites**: Con 15, Defensive Stance class feature.

**Benefit**: Whenever you are in a Defensive Stance, the morale bonus to your Constitution increases by +2. Your stance does not end if you become unconscious. While unconscious you must still expend rounds of Defensive Stance per day each round.
Technique Master

*While combat techniques can be learned by many, few are as skilled with them as a technique master. He learns as many techniques as possible, fusing them into his own personal form that is wholly unique.*

#### Bonus Feats

At 1st level, 2nd level, and every four levels thereafter, a technique master may select a bonus technique feat or Combat Expertise. He does not need to meet the prerequisites of that feat. Starting at 6th level and every four levels thereafter, a technique master can choose to instead gain a wildcard technique slot. Whenever he enters one or more technique stances, he can spend his wildcard technique slots to gain feats in those techniques’ feat paths (such as Protean Twist) as long as he meets the prerequisites. Each time he changes techniques, he can also change these wildcard technique slots.

*This ability replaces the bonus feats a fighter gains at 1st, 2nd, 6th, 10th, 14th, and 18th levels.*

#### Technique Fusion (Ex)

At 3rd level, a technique master can fuse two of the techniques he knows into a more perfect technique. The technique master can have two technique feat stances active at once. Starting a stance provided by a technique feat is still a swift action, but when the technique master switches to another technique feat, he can choose one technique whose stance is already active to persist. He may only have two technique feat stances active at a time.

At 7th level, the technique master can fuse three technique at once. He can have the stances of three technique feats active at the same time. Furthermore, he can enter up to three technique stances as a swift action.

At 11th level, the technique master gains a dodge bonus to his AC equal to the number of techniques whose stances he currently has active.

At 15th level, the technique master can fuse four techniques at once. He can have the stances of four technique feats active at the same time.

*This ability replaces armor training.*

#### Perfect Technique (Ex)

At 19th level, a technique master can have the stances of five technique feats active at once, and can change those stances as a free action.

*This ability replaces armor mastery.*
Zone of Truthsight

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

**CASTING**

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

**EFFECT**

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

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

**Prerequisites**: Deific Obedience, Wisdom 15, Lesser Deific Providence, Knowledge (religion) 8

**Benefit(s):** You gain the 8th level domain power of the domain or subdomain you selected with Lesser Deific Providence.

Treat your cleric level as your character level determining the effect of this and the Lesser Deific Providence power.
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.
David Donnelly

**David Donnelly** is a crush of Erin Quinn. He plays in a band.

## History

David Donnelly was presumably born and grew up in Derry, Northern Ireland during the Troubles. He is roughly the same age as the girls and probably attends or just recently graduated from a boys Catholic school in Derry. He is first seen in Series 1 Episode 1 in Dennis' shop where Erin tries to flirt with him. David is absent from season 2, coinciding with the fact Erin has a new crush on John Paul.

## Relationships

### Romantic

It is found out in Erin's diary that David perused a relationship with Katya after the house party. It is also noted by Erin that both of them were pursuing a long-distance relationship with David planning to visit Katya
Addle

**Price** 25 gp; **Weight** —
**ABOUT**
These Orange-colored tablets greatly enhance the users focus and speed up cognition and reflexes. The downsides often include jitters, nervousness, restlessness, Incomplete thoughts, fast talking, and paranoia.
**DETAILS**
**Type** ingested; **Addiction** moderate, Fortitude DC 18
**EFFECTS**
1 hour; +5 Perception and +5 Sense Motive +1d4 Dex -2 to cha based skill checks
**DAMAGE**
1d2 Cha damage
Warrior of Holy Light (Alternate)

*Some paladins use their gifts to focus on the holy light that shines within their souls. With the gifts of purity and redemption, these paladins spend much of their lives helping others find the true path. Unleashing this power takes patience and comes at a steep price.*

**Holy Nimbus (Su)**

At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies.

At 4th level, the Warrior of Holy Light gains a full Channel Energy pool of 3+ CHA daily uses, seperate from her daily usages of Lay on Hands. (Using his or her Paladin Level in place of a Cleric level)

The Warrior of Holy Light can spend a daily use of her Channel Energy ability to call upon the power of her faith as a standard action. A Paladin with the Quick Channel feat may instead activate this ability as a Move Action.

Activating a Holy Nimbus causes an aura of light to emanate from the Warrior of the Holy Light in a 30-foot radius. Effects such as magical darkness can suppress the visible light provided by this ability, but it’s other effects still persist within the radius.  All allies in this area (including the Warrior of the Holy light) receive a unique boon, chosen from one of the following categories, chosen upon activation. Only one boon may be active at a time, and the effect(s) persist for 1 minute after activation.

**Searing Light**: Allies gain a +1 Sacred bonus per 2 Die of Channel Energy to weapon damage rolls

**Spellbane Torch:** The Sacred bonus is replaced by SR = 10 +2 Per Channel Energy die the Paladin possesses.

**Shielding Lantern:** Allies gain a +1 Sacred bonus per 2 Die of Channel Energy to all Saving Throws

**Healing Warmth:** Allies gain Fast healing 1,  Per die of Channel Energy the Paladin possesses.

**Tempering Flame**: Allies gain Resist 2, to either Fire, Acid, Shock, or Cold damage, per die of Channel Energy the Paladin possesses.

**Brilliant Beacon:** Allies Gain a +1 Sacred Bonus on all Attack rolls per 2 Channel die the Paladin possesses.

**Guiding Light:** Allies gain a +1 Sacred Bonus on all Skill checks per Channel Die the Paladin possesses.

This Ability totally replaces a Paladin’s spellcasting, and as such, a Warrior of the Holy Light does not gain any spells or spellcasting abilities, and has no Caster Level.

*This ability replaces spellcasting.*
Gwyneth Llwynog

Gwyneth is an eccentric alchemical genius who obsesses over the improvement of her body through biological science and genetic manipulation. She believes that doing this will unlock the path for all mortals to improve and evolve as they desire - thus preventing the - as she believes - imminent death of all things mortal once life inevitably ceases to adapt to the changing world.

Gwyneth has always had a love for the academic pursuits - especially when it came to the science that directly affected the individual. Unsatisfied with the limits her old mutagens had on her (and a distaste for external potable elixirs and casks), Gwyneth decided to push the science of mutation and genetics further - creating a more specialized and powerful mutagen that could theoretically permanently alter her body in ways she desired (and could be changed whenever she felt like it conceptually).

Hours upon hours of self experimentation and solitude resulted in a somewhat split and slightly unhinged personality split between the reserved academic and the eccentric madwoman. What once was a scientific interest became an insatiable obsession, but fortunately for those around her, Gwyneth is not entirely insane and dangerous.... just somewhat maniacal. Most of the time, one will be face to face with Gwyneth's true self - the academic. However, when under severe pressure or in the presence of severe danger, the unhinged maniac may show herself and a love for the fight is born.

As a result, Gwyneth relishes fighting those "less evolved" than her, though she is not indiscriminate in those she fights - she is an intellectual after all.... even if a rather psychotic intellectual in the worst of cases. Gwyneth does not fight for fighting's sake despite her love for it. Rather, she sees a purpose in her combative abilities, and while she fights the chaos of change to be penultimate in desire, she is not stupid.

If one counts Gwyneth as an ally, then they generally have nothing to fear unless they piss her off severely. If one makes an enemy of Gwyneth..... suffice it to say that her mutations are both lethal and quite unsettling.
Chest of Ice

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

DESCRIPTION

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

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

CONSTRUCTION REQUIREMENTS

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

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

☀Chest Of Ice[1]
Sun Nectar Collection

**School** Transmutation; Level 6

**Casting Time:** 6 Hours

**Components** V, S, M, Focus ( 6 Silver Mirrors worth about 5000 Gp total)

**Skill Checks:** Knowledge (Arcana) DC 32, 3 successes; Knowledge (Religon) DC 32, 3 successes; Knowledge (Nature) DC 32, 3 successes

**Range:** Touch

**Target:** a 20x20 field of grass & wildflowers

**Duration:** Instantaneous

**Saving Throw:** Will negates (harmless); Spell Resistance: No (harmless)

**Backlash:** The caster takes 10d6 points of positive energy damage and is blinded for 1d4 days.

**Failure:** The caster is permanently blinded; and cannot have their sight restored without use of Wish or Miracle

### EFFECT

The caster must begin this ritual at dawn, in an area within full view of the sun, be it a greenhouse, skylight, or outdoors. While in the field, the caster must tread carefully, as to not crush any wildflower(s) underfoot. Thereafter, the caster must carefully position the silver mirrors in a way as to bask the chosen area in the maximum amount of sunlight. After completing this, they proceed to carefully lie upon the grass, basking in the sun alongside the flowers (Preferably with some skin exposed) until it reaches it's peak at high noon. All accomplished while reciting druidic and arcane incantations alike, that both transmute the flowers, and alter the grass into perfect growing conditions.

Upon a successful ritual's completion, 2d6+2 Orchids will appear, Transmuted from their previous form as wildflowers into true Sun Orchids. These can be used as rare alchemical ingredients in crafting other items, or consumed raw. The latter option causes the consumer to reverse their age by 1 month per orchid; to a minimum of it's starting age as a young adult. All penalties to Strength, Dexterity, and Constitution the drinker may have suffered as a result of advanced age can theoretically removed with enough flowers, but all bonuses to Intelligence, Wisdom, and Charisma that result from advanced age would remain (although as the character ages again into middle age and beyond, he does not gain any of these bonuses a second time).
Fireplace of Comfort

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

DESCRIPTION

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

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

CONSTRUCTION REQUIREMENTS

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

Downtime Building Cost:

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

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

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

☀https://fiendsreach.fandom.com/wiki/Fireplace\_of\_Comfort
Ring of Divinity

**Aura** moderate (no school); **CL** 11th; **Slot** ring; **Price** 20,000 gp (Type I), 40,000 gp (Type II), 70,000 gp (Type III), 100,000 gp (Type IV); Weight —

DESCRIPTION

These unassuming plain bands grant a powerful boon to their wearers; imbuing them with the ability to retain more divine power from their chosen deity. Rings meant for evil wearers imbue the wearer with negative energy; and are forged from onyx. Good aligned versions that deal in positive energy are plain bands of opal. Bands for Neutral worshipers can be stylized as any standard ring, though most are plain silver.

The rings come in four varieties, all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are unaffected by the multiplier.

CONSTRUCTION REQUIREMENTS

Forge Ring; *Divine Power* **Cost** 10,000 gp (Type I), 20,000 gp (Type II), 35,000 gp (Type III), 50,000 gp (Type IV).
Greater Succor

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

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

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

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

## Biography

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

## Appearance

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

##### Personality

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

**Craft Magic Firearms**

You can create magic firearms

**Prerequisite:** Craft (Firearms) 5 Ranks and Gunsmithing Feat

**Benefit:** You can create magic firearms for yourself. Enhancing the firearms takes 1 day for each 1,000 gp in the price of its magical features. To enhance a firearm you must use up raw materials costing half of this total price.

The firearm to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic firearms if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

See magic item creation rules for more information.

The above ability would only apply to firearms you possess and disappears if the firearm leaves your possession, reactivating once it returns to you. These enhancements are considered magical for the purposes of determining the equivalent enchantment bonus on the weapon, capping at the normal +10 total enchantment bonus.

The crafter would replace caster level requirements with ranks in Craft (Firearms) equal to or above the requirements and may use Craft (Firearms) instead of Spellcraft for the purposes of making these checks.
Banned Content

The following first party options are either banned or restricted.

### Chained Summoner (Class)

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

### Flash Forward (Spell)

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

### Oozemorph (Archetype)

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

### Signature Skill (Feat)

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

### Campaign Traits

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

### Banned Rituals

Divert Soul

Egoist's Militia

Invariability

Multiversal Knowledge

Unmaking Touch

####