recursal/Fanatic-Fandom huggingface dataset:
War Scholar (Legendary Magus Archetype)

A war scholar has forgone some of their magical ability to study the martial arts known as spheres in an effort to bolster and augment their warrior training.

#### **Proficiencies**

A war scholar are proficient with simple weapons, as well as light armor. In addition, if this is this character’s first level in any class, he may select a martial tradition of his choice. A war scholar can cast spells in light armor without suffering the normal arcane spell failure chance. If he gains proficiency with medium armor, this extends to arcane spell failure suffered from medium armor as well. This modifies weapon and armor proficiencies.

#### **Combat Training (Ex)**

A war scholar is considered an adept practitioner, gaining spheres and talents as appropriate. War scholars use Intelligence as their practitioner modifier.

This ability replaces the legendary magus arcana gained at level 6 and all of the legendary magus’ bonus feats.
Withered Jungle

**Withered Jungle** is a new item added in 1.18 with 2 varients. Withered Jungle cannot be made into anything because "The wood is so withered, anything that you could make with it would either be useless or fall apart instantly." They were added in Update 1.18. Every varient of every kind of Withered Log has a unique texture.

## Withered Jungle Log

**Withered Jungle Log** is a darker, greener version of the Jungle Log. It is only found in the the Long Forgotten Forest. The only possible craft with this item is to turn 1 Jungle Log to 4 Jungle Planks.

The block was first introduced in Minecraft 1.18.

## Withered Jungle Planks

**Withered Jungle Planks** are a darker, greener version of the Jungle Plank. It is only found in the the Long Forgotten Forest. The only possible way to obtain this block in survival is to craft it out of the Withered Jungle Log, only found in the rare Long Forgotten Forest.
Phlanus Biome

The **Phlanus Biome** is an Overworld Overground Biome callled the Phlanus Biome. It's a rare biome where the Illusioner's Homestead spawnes. It looks like a mix with a Villager house and a Witch's hut made with Withered Dark Oak (a new block in the 1.18 Update, the Destroy and Rebuild Update) and dark oak. The Phlanus Biome is made of Blocks of Amethyst, Amethyst Clusters, and Overgrown Purpur Blocks (another new block). It is the best place to find the new Amethyst Ore.
Amethyst Ore

**Amethyst Ore** is a new ore added in The Minecraft 1.18 Update: Destroy and Rebuild. It only spawns in the Phlanus Biome. It drops Amethyst Gems when broken. The only way to obtain it in survival is to mine it with Silk Touch.

This is the table for the time it takes to break the ore with the basic tools with no mods or enchantments. and whether you obtain Amethys Gems or not,

Hand: 180 seconds, no drops

Wooden Pickaxe: 120 seconds, no drops.

Stone Pickaxe: 90 seconds, no drops.

Iron Pickaxe: 25 seconds, drops.

Gold Pickaxe: 5 seconds, drops.

Diamond Pickaxe: 10 seconds, drops.
Withered Dark Oak

**Withered Dark Oak** is a new item added in 1.18 with 2 varients. Withered Dark Oak cannot be made into anything because "The wood is so withered, anything that you could make with it would either be useless or fall apart instantly." Every varient of every kind of Withered Log has a unique texture.

## Withered Dark Oak Log

**Withered Dark Oak Log** is a darker, greener version of the Dark Oak Log. It is only found in the the Long Forgotten Forest.

   The block was first introduced in Minecraft 1.18.

## Withered Dark Oak Planks

**Withered Dark Oak Planks** are a darker, greener version of the Dark Oak Planks. It is only found in the Phlanus biome, making the Illusioner's Homestead.
Natural Explorer Spells List

Level: Natural Explorer 1

Casting Time: 1 minute

Components: V, S, M

Range: Touch

Target: One trap

Duration: Permanent until discharged

Saving Throw: Fortitude partial; Spell Resistance: no

You create a trap that occupies one square. When a creature other than yourself enters the square, a foul smell is released. Any creature within 15 feet of the trap must make a Fortitude save or be nauseated for 1 round. Even if successful, the creature is still sickened for 1 round.

### Blessed Lands of Compassion and Hate, Lesser

School: Necromancy;

Level: Natural Explorer 1

Casting Time: 1 standard action

Components: V, S, M (portrait of a close friend)

Range: Medium (100 ft + 10 ft/level)

Area: 6 contiguous 5-foot squares plus two 5-foot squares/ level

Duration: 1 round/level

Saving Throw: None; Spell Resistance: no

You bless the land with your own feelings of compassions for your allies, and hatred against your enemies. Select four 5-foot squares, plus an additional 2 squares for every caster level. These squares must be adjacent to at least one other square and may form lines or circles or any sort of shape but must be continuous. For the duration of the spell, these selected squares are considered blessed. Anything touching the surface of the squares is affected by this spell (meaning that this spell does not work against flying creatures, creatures that are swimming above the floor, or creatures that can hover above the floor.)

Allies that begin their turn on one of these squares heal for 1 + 1 per 3 caster levels, as if targeted by a cure or inflict spell (whichever would heal them). Enemies that begin their turn on these squares instead suffer that much damage as if targeted by a similar effect, only whichever one would damage them.

You decide who is considered an enemy or ally at the time the spell is cast. You may not change this choice once the spell is cast. Any new creature that enters the spell’s effect area must be decided to be an ally or enemy as soon as you realize they are present and are immune to its effects until then.

### Blessed Lands of Compassion and Hate, Greater

School: Necromancy;

Level: Natural Explorer 3

Casting Time: 1 standard action

Components: V, S, M (portrait of a close friend)

Range: Long (400 ft + 40 ft/level)

Area: 10 contiguous 5-foot squares plus four 5-foot squares/level

Duration: 1 round/level

Saving Throw: None; Spell Resistance: no

This spell functions as Lesser Blessed Lands of Compassion and Hate, except that you mark 10 squares, plus an additional 4 per caster level. Additionally, the healing is increased to 1d8 + 1 per 2 caster levels, and the damage is increased to the same amount. This spell may be made permanent through permanency. To do so, you must be at least caster level 11th and expend 7,500 gold as part of the casting of permanency.
Solemn Traveler (Legendary Gunslinger Archetype)

To some legendary gunslingers, it isn’t enough to simply exist, they must stand for something. Solemn travelers are those few who heed a higher calling, taking it upon themselves to act as mortal vessels for a greater purpose, whatever that may be.

#### **Traveler’s Path (Ex)**

A solemn traveler must choose one aspect of her alignment, using it to determine her class features. She may choose chaos, evil, good, or law, but not neutral. A true neutral character cannot select this archetype. A solemn traveler gains an aura as though she was a cleric of her solemn traveler level (see detect evil for details), detecting as her chosen alignment.

#### **Mount (Ex)**

At 1st level, the solemn traveler gains mount class feature of a cavalier of her level. At 11th level, a solemn traveler’s mount gains a template based on her chosen alignment:

**Chaos**: Entropic

**Evil:** Fiendish

**Good:** Celestial

**Lawful: Resolute**

At 15th level, the solemn traveler’s mount gains spell resistance equal to the solemn traveler’s level + 11 (the solemn traveler can choose to ignore this spell resistance when casting spells on her mount). This ability replaces the dead eye, bleeding shot, and perfect aim deeds, uncanny dodge, and improved uncanny dodge.

#### **Traveler’s Presence (Ex)**

At 2nd level, a solemn traveler gains a morale bonus to Intimidate checks equal to 1/2 her solemn traveler level.

This ability replaces eagle eyes.

#### **Focused Traveler (Sp)**

At 2nd level, a solemn traveler gains one of the following spell-like abilities at-will depending on her chosen alignment:

**Chaos:** detect law

**Evil:** detect good

**Good:** detect evil

**Lawful:** detect chaos

This ability replaces slinger’s quirk.

#### **Traveler’s Judgement(Su)**

At 3rd level, a solemn traveler gains the judgement ability as though she was an inquisitor of her solemn traveler level, although rather than having a specific amount of uses per day, she must spend 1 grit point to use this ability. At 11th level, whenever the solemn traveler uses her judgement ability, she selects two different judgements instead of one. Doing so still only cost 1 grit point. As a swift action, she can change one of these judgments to another type.

This ability replaces the ricochet shot, dead shot, and lighting reflexes deeds and the gritty offense gained at 10th and 20th level.

#### **Traveler’s Terror (Su)**

At 5th level, a solemn traveler radiates an aura which causes all creatures within 20 feet of him to take a -2 penalty to fear effects. In addition, all creatures within her aura lose any immunity to fear effects they possess. At 15th level, this penalty increases by 2 and the area of the solemn traveler’s aura increases to 50 feet.

This ability replaces the gritty offense gained at 5th and 15th level.
Ceryn

**Alignment:** NG

**Pantheon:** Racial Deities

**Areas of Concern:** Fertility, seasons, animals

**Domains:** Animal, Earth, Good, Plant, Strength

**Subdomains:** WiP

**Favored Weapons:** Longbow, Dagger, Knobkerrie

**Symbol:** Golden stag

**Sacred Animal(s):** Deer, duh

**Sacred Color(s):** Gold/Green

**Obedience:** Hunt an animal of some sort and offer it’s corpse as an offering to Ceryn after which go forward and plant grain in any form of dirt or water if possible for it to grow in water. Gain a +4 sacred bonus on Survival checks.

**Lore:** God of the hunt among the elves. Ceryn is both the beast, and the hunter, watching over the constant struggle of both to survive, and the respect the victor shows to the fallen at the end of the hunt.

Ceryn was born a very powerful Fey, with an ever-changing form, between Fey and animal. They would shift aspects of their body to different animal parts to fit their hunt best. Ever since their creation, they have been prowling the First World as part of the Wild Hunt, hunting different beasts and prey, eventually growing bored of the ever-changing world they were a part of.

When they saw Ayael bringing fey to the material plane, they followed, intrigued by what she might do. After seeing her push fey to mix their nature with mortals and create the elves, they were very intrigued and curious about it and decided to follow these newborns. It wasn’t long before the elves were abandoned by their parents, and Ceryn took them under their wing to teach them how to survive in this new wild world. Seeing as they had no claws or fangs, Ceryn taught them the way of the bow and the knobkerrie, teaching them how to take from nature but only taking what they needed. They also taught them to respect nature and always give and take, not only take from it, to keep the balance.

Ceryn has a very strong connection with the wild hunt to the point that it’s thought that she may have even been a monarch of the hunt at one point. Her forming seemingly shifting and change upon each different encounter.

After taking care of the Elves for so long, Ceryn started to want to impart their essence into this wonderful world. Thus, they also mixed their essence with mortals and animals, mixing the two together, which gave the world the first Rougarous, but also the first Lycanthropes, which in turn eventually diluted to Skinwalkers.

**Divine Fighting Technique:** See Erastil’s Distracting Shot *(but instead it is for NG Rangers).*
Vritra

**Alignment:** LE

**Pantheon:** Major Deities

**Areas of Concern:** Tyranny, Chromatic Dragons, Slavery, Torture, Conquests

**Domains:** Death, Destruction, Evil, Law, War

**Subdomains:** Undead, Torture, Corruption, Devil, Kyton, Tyranny, Slavery, Blood

**Favored Weapon:** Spiked Chain, Spiked Gauntlet, Dragon Pistol

**Symbol:** Skeletal dragon head with a spiky crown, in the middle of a pentagram

**Sacred Animal(s):** Drake

**Sacred Color(s):** Blue

**Obedience:** Using a sapphire-bladed knife, inscribe symmetrical cuts into the flesh of another creature—preferably an unwilling sentient being you own or hold dominion over. The blade may be solid sapphire or forged of metal and edged with serrated sapphire fragments. Devout priests of Vritra take pride in crafting elaborate daggers made entirely of sapphire. Drain the victim’s blood into a bowl of bone made from the skull of a sentient humanoid. The amount of blood drained is up to you; you don’t have to drain so much that you make the creature weak or too useless to serve you. Use the bowl of blood to draw a large pentagram on the ground. Kneel within the pentagram and concentrate on the glory you will bring to Vritra’s name. Gain a +4 profane bonus on saving throws against electricity effects.

**Lore:** Many stories exist about Vritra. Many portray him as a mortal cursed into a dragon, but in fact, it was quite the opposite.

Vritra has always been thought to be a blue dragon, but there has been some debate between spoilers due to a certain glean of Vritra’s scales as well as abilities not generally held by a blue dragon.

Through his blood, Vritra acquired the power of shapeshifting, using it to eat the young spawn of a noble King and taking its place, turning into such a babe. After time passed, he eventually became king of the realm and started terrorizing his citizens, imposing harsh taxes and controlling his nation with an iron fist, torturing publicly and killing anyone who dared resist his rule. It didn’t take long for Vritra to expand his horizons and cast his gaze upon other nations, and thus Vritra started invading different neighbors, assimilating them through violence and tyranny, eventually gaining so much in power that he became a demi-god. His reign of terror continued up until he faced Siegfried’s nation.

On a battlefield against the giant man of iron, Vritra was forced to turn back to his dragon form to face Siegfried in battle, and after a fierce battle with the man, Vritra was defeated, losing a large part of his divine power as the hero bathed in the dragon’s blood. Siegfried thought he was done with the beast, so he buried it and left. Contrary to what Siegfried thought, Vritra wasn’t fully defeated.

Through the power he acquired over the years, Vritra had a contingency in place in case he died, which turned him into a powerful dragon lich.

**Divine Fighting Technique:** See Zon-Kuthon’s Flensing.
Rumslinger (Legendary Gunslinger Archetype)

Some gunslingers rely on a rugged sense of determination and duty to drive them through their battles. Others yet command a sense of charm and swagger that lends an air of mystery about them. But some gunslingers get by on a full tankard of ale and a wobbling swagger all their own. While few in number, those who have taken to the bottle and the bullet and come out stronger on the other side are a sight to behold.

The following are class features of the rumslinger archetype:

#### **Drunken Grit (Ex)**

At 1st level, a rumslinger can drink a tankard of ale or strong alcohol and gain one point of grit. The act of drinking is a standard action that does not provoke attacks of opportunity. The gunslinger can gain a maximum number of drunken grit points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). These drunken grit points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken grit point, the gunslinger can spend 1 point of drunken grit as a swift action to move 5 feet without provoking attacks of opportunity. The gunslinger only recovers grit by drinking.

This ability replaces grit.

#### **Drunken Deeds (Ex)**

A rumslinger gains access to a handful of unique deeds that replace some of the standard gunslinger deeds.

##### **Wobbling Shot**

At 7th level, a rumslinger can spend 1 point of drunken grit as a swift action to roll twice on an attack roll and choose the higher of the two results. At 12th level, the gunslinger may spend 2 drunken grit points to roll three times on an attack roll. At 17th level, the gunslinger may spend 4 drunken grit points to gain the benefit of true strike instead of rolling multiple times on the attack roll. The gunslinger must have at least 1 drunken grit point to use this ability.

This deed replaces dead shot.

##### **Drunken Courage**

At 11th level, a rumslinger may spend 1 point of drunken grit to become immune to fear effects for 1 hour.

This deed replaces expert loading.

Firewater (Su)

At 2nd level a rumslinger can imbibe the most volatile chemicals—and survive—in order to get drunk. The gunslinger may consume a flask of alchemist fire instead of alcohol to fuel his drunken grit. In addition, the rumslinger gains a +1 bonus on Fortitude saves to resist poison. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

This ability replaces nimble.

#### **Rain of Fire (Su)**

At 20th level, a rumslinger can hurl a bottle of alchemist’s fire into the air out to a maximum distance of thirty feet and cause it to explode in a fireball with a single shot. The explosion creates a column of fire ten feet high and ten feet wide that inflicts 20d6 points of fire damage. A successful Reflex saving throw (DC 10 + 1/2 the gunslinger’s level + the gunslinger’s Wis modifier) halves the damage. Using this ability is a full-round that consumes 4 drunken grit points. The gunslinger must be wielding a loaded firearm to use this ability.

This ability replaces true grit.
Illusioner's Homestead

The **Illusioner's Homestead** is a cross between a Villager's house and a Witches' Hut . By which, I mean, imagine a loft house, but instead of a 2 story house, it's 1 story but twice as long. It also has the posts that hold the house up like on a witch Hut. It spawns in the rare Phlanus Biome. It is made out of Withered Dark Oak Planks, Dark Oak Planks, Withered Dark Oak Logs, and Dark Oak Logs. It is likely to replace the Witches' Hut entirely in the future. This is the home of the Illusioner.
Cartographer's Guild

This organization want only one thing, and it's not map the whole world, starting with the island Yartar is located on. Their goal is to rediscover the old world and map it all, and share this knowledge freely with everyone. Thus, they're willing to pay quite a handsome price to any adventurers bringing back maps drawn of the places they've visited, paying them based on the quality of the maps.

It is said that a very old and extravagant retired adventurer finances most of their operations, also earning gold by selling this information to factions first, revealing these maps openly to the public about a fortnight later.
Mowarch

**Alignment:** CN

**Pantheon:** Major Deities

**Areas of Concern:** Battle, Strength, Weapons, Wrath, War

**Domains:** Chaos, Destruction, Glory, Strength, War

**Subdomains:** Protean, Rage, Hubris, Legend, Ferocity, Fist, Blood

**Favored Weapon:** Earthbreaker, Bastard Sword, Breech-Loader

**Symbol:** A vertically-fractured mountain

**Sacred Animal(s):** Elk, Bison, Gar

**Sacred Color(s):** Brown, Grey

**Obedience:** Kneel in the middle of a current or old battlefield where signs of war are clear. Meditate on how best you can bring down a foe or provoke a group into conflict. If you should be attacked while conducting your obedience, slay the creature who dared test your might. Gain +4 sacred or profane bonus on Strength checks and Strength-based skill checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

**Lore:** Born in the frozen wastelands of Dakamore, Mowarch was born of a giant mother and a human father. He was born as a very tall human but with the strength of a frost giant, quickly becoming stronger than any humans of his tribe while he was but a babe. Mowarch claimed the leadership of his tribe when he was a teen, and by his adulthood, he had already conquered half of the frozen north of Dakamore, unifying it under his rule and conscripted any male youth that could hold a weapon, keeping the women safe so they could produce his future army as the males were trained into the art of war. He led his troops to conquer all of the frozen wastelands and started to lay waste to the more fruitful valleys around, claiming their food and women, assimilating them under his rule and enslaving anyone who resisted, sending the slaves as shock troops in his wars, fixing two issues in one go.

Some people thought Mowarch was conquering out of a lust for power, but those people were wrong. Mowarch just enjoyed the rush of battle, the chaos of war, seeing conflicts and strife and causing it. He lived in war, and also died in war. But contrary to most people, once he died, people kept worshiping him almost like a god, and his soul attained godhood, continuing warring in the Maelstrom.

**Depiction:** Mowarch wielded an earthbreaker, each end of the hammer adorned with a skull from worthy opponents. He wears the flayed flesh and bone of worthy enemies, as well as trophies made from the worthy that have fallen around him. Mowarch's back is riddled with impaled weapons from the many ambushes and betrayals he was victim to that helped teach him the ways of war. His body is covered in many scars, earned throughout all of his battles.

**Divine Fighting Technique:** See Rovagug’s Thunder. *(Except the Optional Replacement is for CN barbarians. The Advanced Benefit is instead for Earthbreakers & Bastard Swords. It may also be used when using Deadly Aim with the Breach-Loader)*
Non-Faction Organizations

### Cartographer's Guild

True Neutral. An organization that promotes free access to the maps of the world, they pay anyone who provide them with accurate maps of uncharted lands handsomely.

### The Red Sands

Lawful Neutral. This organization is a mercenary band known for their loyalty on contracts they take, never betraying their employers for as long as their contracts last. Currently employed by the Leviathan's Pearl to guard their territories.
Legendary Barbarian New Feats

Prerequisite: Rage form class feature.

Benefit: You gain one additional rage form.

Special: You can gain Extra Rage Form multiple times. Its effects stack.

Prerequisite: Rage class feature.

Benefit: You can rage for 3 additional rounds per day.

Special: You can gain Extra Rage multiple times. Its effects stack.

Note: The Extra Rage feat normally grants 6 additional rounds per day. Because the legendary barbarian earns fewer rounds of rage, the legendary feat only provides 3 additional rounds per day.

#### **Throw Halfling**

You may toss your enemies about like javelins.

Prerequisites: Wield Halfling

Benefits: When you make a successful grapple check on an opponent at least two sizes smaller than yourself that you are already grappling, you may throw your opponent like a thrown splash weapon. Make an attack roll at your full BAB, treating the opponent as an two-handed improvised weapon of the same size as the grappled opponent. On a hit, any damage you deal to the target is also dealt to the grappled opponent. The grapple opponent is thrown to the square adjacent to the target that is closest to you and lands prone.

#### **Transferrable Improvisation**

Your training with other weapons carries over to your improvised attacks.

Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +6.

Benefit: If you possess any feats which require you to select a weapon (Such as Dazzling Display, Improved Critical or Weapon Focus), treat improvised weapons as if they are also the selected weapon as long as the improvised weapon could have been selected instead.

#### **Wield Big Halfling**

You can pick up creatures nearly your own size to and attack with them.

Prerequisites: Wield Halfling, base attack bonus +11.

Benefits: You may wield creatures smaller than yourself. If you have the Throw Halfling feat, you may throw any creatures smaller than yourself.

#### **Wield Halfling**

You may pick up and wield smaller enemies as a weapon.

Prerequisites: Str 15, base attack bonus +6.

Benefits: When you make a successful grapple check on an opponent at least two sizes smaller than yourself that you are already grappling, you may swing your opponent like a club. Make an attack roll at your full BAB, treating the opponent as a two-handed improvised weapon of the same size as the grappled opponent. On a hit, any damage you deal to the target is also dealt to the grappled opponent.
Sedona

**Alignment:** NE

**Pantheon:** Major Deities

**Areas of Concern:** Undead, Ice, Cold, Dangerous magic, Taboo, Witchcraft, Hatred, Cyclops

**Domains:** Death, Destruction, Evil, Magic, Water

**Subdomains:** Undead, Plague, Hatred, Torture, Daemon, Fear, Arcane, Rites, Ice

**Favored Weapon:** Scythe, Sanpkhang, Crystal Chakram

**Symbol:** Exploding mountain with a single eye floating in the middle

**Sacred Animal(s):** Spider, Bat

**Sacred Color(s):** Ice blue, White

**Obedience:** Spill the blood of a living creature onto snow-covered ground; the creature must remain alive during the entire obedience, and must die within a minute of the obedience’s end. Gain a +4 bonus on all saving throws against cold.

**Lore:** It is said that prior to the coming of the mortals, the world was covered in eternal ice. Everything was frozen still, with nothing moving or living. When deities started to appear, they created life and warmed the world, causing it to change and causing vegetation and animals to start dotting the world’s surface. As the deities’ influence kept growing, the world’s ice disappeared more and more, until no ice remained except in one spot, at the very North of the world, a single mount of ice remained. Because of the destruction of this realm of ice, it is said that the mountain woke up and a mighty cyclops came out of it, shattering the ice down and covering the northern mountain chain in its remnants.

This cyclops was later known as Sedona, a cyclops that had been frozen in ice for so long that many believe that she was covered in ice since the birth of the world. Others claim that before the time of humans, elves and dwarves, a great cyclops empire ruled the world and eventually collapsed due to magical experiments that went wrong, destroying their empire and also covering the world in ice. No one truly knows what once was.

When Sedona noticed how the world was changing, she decided to reshape her part of the world to her vision of how the universe should be. She rose dead cyclops into undead champions and sent them to fight other mortals, raising them as well to continue to spread her vile intentions, her corruption and her influence. This time period was known as the Great Darkness, a time when undead would attack mortals when they were still just grasping the world as it is. That is when Abadeus intervened and taught them cities, structure and law, protecting them behind fortifications. Even with Abadeus’ intervention, mortals were not faring well against her armies, until Dormadu rose from the ranks of mortals, using the power of the sun and regrouping the different races to face the enemy together. With her power alone, she turned the tides and crushed the Sedona’s armies one by one, until the giant was cornered with her back against the remnants of her mountain. There, the two of them fought a battle to the death, both of them ending up mortally wounded. That is when the gods intervened, so moved by their battles, that they were both ascended to godhood.

**Divine Fighting Technique:** See Urgathoa’s Hunger.
Chasseur (Natural Explorer Archetype)

The chasseur is a skilled rider who forms a special bond with their mount, whether that be a mule, horse, or griffon.

#### **Companion Mount (Ex)**

At 1st level, the chasseur must choose an animal companion as his natural gift and must choose an animal companion that can serve as a mount.

The chasseur adds 1/2 his level (minimum 1) to Handle Animal and Ride checks involving his animal companion mount, and may push his mount as a free action rather than a move action. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. The mount does not gain the share spells special ability.

The natural explorer’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should the mount die, the natural explorer may find another mount to serve him after 1 week of mourning.

This ability modifies natural gift. explorer talents that modify an animal companion modify the mount instead.

#### **Explorative Hunter (Ex)**

A mount benefits from the natural explorer’s explorative hunter ability when attacking the natural explorer’s hunting focus. Whenever the legendary charges while riding his mount, the mount gains the benefit of the natural explorer’s explorative hunter feature, even if the creature charged is not their hunting focus.

This modifies explorative hunter.

#### **Skilled Rider (Ex)**

At 4th level, the chasseur gains Mounted Combat as a bonus feat if he does not possess it already. At 8th level, while the chasseur is mounted, the chasseur receives a +3 shield bonus to AC. At 12th level while the chasseur is mounted, the chasseur receives a +4 circumstance bonus on it's saving throws.

This replaces Trackless Hunter.

#### **Master Skirmisher (Ex)**

At 11th level, when your mount moves its speed or less, you can still take a full-round action.

This replaces evasion.

#### **Chasseur's Talents**

The chasseur adds the following to the list of talents he may choose his explorer talents from:

##### **Shared Spirit (Sp) (12th level)**

As a full-round action, the chasseur can grant his companion mount temporary hit points equal to his class level. These temporary hit points last for 24 hours, and while they last, and when his mount is within 30 feet of him, the chasseur can choose to reduce the damage from any attack (including special abilities) by up to half (rounded down) by taking the damage upon himself instead. This damage cannot be reduced by damage resistance.
Chef Rokon

**Chef Rokon**

[God of Perfectionism and Food]

**Alignment:** LG

**Pantheon:** Minor Deities

**Areas of Concern:** Fancy cooking, Preparation and study, Obsession, Sustainable fishing

**Domains:** Artifice, Glory, Good, Law

**Subdomains:** Archon, Honor, Hubris, Judgment, Toil

**Favored Weapons:** Traveling kettle, Fishing tackle, Khopesh

**Symbol:** A winking face, trapped between two slices of bread

**Sacred Animals:** Whatever is currently for dinner

**Sacred Color:** Steel gray

**Obedience:** Spend an hour cooking. Take a single bite of whatever you have made. If it’s the best version of that dish you’ve ever made, you may enjoy your success—otherwise you must give it away to the poor, the hungry, or throw it on the ground for the birds.

**Lore:** Once a mortal chef, Rokon often struggled financially, as he would often spend years tinkering with recipes, refusing to cook for anyone else until he perfected his technique. On the day he cooked his first perfect six-course meal, he was invited to prepare a special feast for the gods—after which, the entire pantheon agreed that he wouldn’t be allowed to return to the mortal world.

Chef Rokon’s followers strive to perfect a trade, whatever it is (though it’s usually cooking), in order to bring joy to the world—but will accept nothing short of perfection. His clergy are often somewhat tormented, as the god’s commandments to cook the best possible food are often at odds with his prohibition against using any ingredients or materials that were not harvested ethically, or whose origins might have resulted in violence or crime.

There are certain spice markets with Yartar where, if you visit at the right time of day, you can see a paladin of Chef Rokon standing in the shadows, shaking their head and sighing with anguish
Munavri Commoner

Munavari Commoner Age Table
(16-19 years)
(16-21 years)
(17-27 years)

Munavri Commoner Height and Weight
 Female

These pale humanoids, who hail from distant shores of strange subterranean oceans, have long warred against the encroaching Urdefhans. Munavris pilot violet-sailed, intricately carved ivory ships across the inky black depths of underground oceans and are adept at light-less navel battles. They sometimes find allies among the dark folk, but such pacts are far from universal and marked by distrust.

### Munavri Commoner Racial Traits

**Ability Score Racial Traits:** Descended from humans who were changed by the harsh lands in the depths of the earth, Munavri Commoners have exceptional abilities, but less so than their noble counterparts. They gain +2 Dexterity, +2 Wisdom.

**Type:** Munavri Commoners are humanoids with the munavri subtype.

**Size:** Munavri Commoners are Medium creatures and thus have no bonuses or penalties due to their size.

**Base Speed:** Munavri Commoners have a base speed of 30 feet.

**Languages:** Munavri Commoners begin play speaking Undercommon. Munavri Commoners with high Intelligence scores can choose from the following: Abyssal, Aklo, Aquan, Common, Draconic, Orc, or Sakvroth.

**Darkvision**: Munavri Commoners have darkvision 120 feet.

**Light Blindness:** Munavri Commoners have the light blindness universal monster ability.

**Advanced Object Reading (Su):** A Munavri Commoner can instantly learn how to use almost any device. Once per day, she can select one weapon, suit of armor, or spell trigger item on which she has cast *object reading*. For a number of minutes equal to her character level, she is considered proficient with that item or can make use of the spell trigger device as if she were a spellcaster of the appropriate class.

**Spell-Like Ability:** A Munavri Commoner can cast object reading 3 times per day (the caster level is equal to her character level).

**Telepathy:** A Munavri Commoner is able to mentally communicate with other Munavris (commoners and nobles) within 60 feet.
Trap House

The Trap House was built by Oliver Kos during the War of the Degenerates after his house was burned down. The Trap House, as the name implies, was a trapped house, as Oliver Kos' plan for the house was to lure Tater T0tter into it and blow him up with the house. However the war ended afterwards and the house was abandonned and has since been unused.

   After the Bronx Convention it was marked as a (war) monument.
Hexploration Explained

## Hexploration

Hexploration is something that we're really working on making up as a system that is fun and enjoyable as well as something that grants some level of benefits, we're currently working on making a new system that works in tandem of the Hexploration system but i'll give a basic rundown of Hexploration right now.

This is a way to explore the world as it progresses, the basic notes for people are as follows

- Hexploration is a use of downtime, meaning you use your stored downtime to adventure.

- XP & GP Rewards are Halved from that of a normal encounter.

- Overland Travel is just movement through a hex, you can move through 2 hexes per day as long as nothing precludes that (Difficult Terrain on a hex prevents you from moving through it as quickly or other effects that might be similar).

- Most of Shinomori is a Jungle Terrain, meaning that it does take 1 day to travel through each hex.

- The above overland travel rules assume you have a 30 foot land speed and are subject to change if you are grouped and going through with a group that has faster speeds or slower speeds (You would use the speed of the slowest person in your group, unless you wanna leave em behind).

- You may clear a hex to remove the chance of encountering creatures on the hex, which does take an 8 hour period which in most cases is a day.

- Hexes may have things inside of them that prevent them from being cleared without having been explored (Monster Nests).

- At the beginning of the IRL month (the 1st of each month) the cleared hexes adjacent to wild tiles (Those tiles that have not been cleared) at reverted to wild.

- You may explore a hex to see if there is anything of interest that you may not have easily seen while exploring through a hex (I.E. a DC 30 Perception Check to find a Gem hidden at the bottom of a small lake) by spending 8 hours exploring, these 8 hours in most cases are a day.

- A small note that not all hexes have things hidden inside of them like the above example's gem.

- Bounties, a new system to help push the hexploration along will be bounties that are put forward, which will involve venturing to locations as a group or solo if you're character is confidant in venturing out alone, or possibly hunting a creature or person in a square who may be hiding in a location with cryptic clues. (I.E. 'Venture to the east until you find a small cavern i'm not so sure how many days out it is... memory isn't exactly what it used to be.') These bounties will have their own rewards set by the person putting forward the 'Quest.'

- Players may also put forward bounties as a way to encourage or potentially put people they dislike in danger if they're so inclined though these don't have pre-determined rewards as the non-player ones do. (I.E. 'I would like it if people were able to venture south from Yartar and clear a path towards the Dragon Den that was recently discovered.')
Stamina Adherent (Legendary Fighter Archetype)

#### **Fighting Stamina (Ex)**

The stamina adherent gains a stamina pool with a maximum number of stamina points equal to his fighter level + his Constitution modifier. The stamina adherent can spend stamina points to use any combat tricks associated with combat feats he possesses. If the stamina adherent gains the Combat Stamina feat, he also gains the Extra Stamina feat as a bonus feat, even if he doesn’t meet that feat’s prerequisites. Gaining the Combat Stamina feat doesn’t grant the fighter second stamina pool, but does grant him the benefits of that feat and allows him to use his total HD + Constitution modifier to determine the size of his stamina pool. A stamina adherent chooses two less skills than normal to become class skills with the bonus skills class feature.

This ability modifies bonus skills.
Major Deities

### Achaekek

Lawful Evil, god of Assassinations and Divine Punishments.

### Ashwallah

Neutral Evil, god of Storms and Sea Serpents.

### Atlau

Lawful Good, god of Athletics and Justice.

### Chikabreek

Chaotic Neutral, god of Trickery and Thieves.

### Dak'ksit

True Neutral, primordial god of Kineticists and Ley Lines.

### Dormadu

Neutral Good, god of Redemption and Unity.

### Lazarus

Chaotic Neutral, god of Piracy and Freedom.

### Mowarch

Chaotic Neutral, god of Battle and Wrath.

### Nenrak

Chaotic Evil, god of Trickery and Sadism.

### Siegfried

Lawful Neutral, god of Honor and Knights.

### Sugra the Maker

Lawful Neutral, primordial god of Creation, Dwarves, Forge and Planes.

### Vadokan'han

Neutral Evil, god of Apocalypse and Explosions.

### Vritra

Lawful Evil, god of Tyranny and Chromatic Dragons.
Nenrak

**Alignment:** CE

**Pantheon:** Major Deities

**Areas of Concern:** Trickery, Sadism, Darkness, Night, ‘Accidents’

**Domains:** Chaos, Darkness, Evil, Madness, Trickery

**Subdomains:** Whimsy, Night, Moon, Fear, Insanity, Nightmare, Deception, Innuendo

**Favored Weapons:** Drow Razor, Shoanti Bola, Coat Pistol

**Symbol:** A moon split in half vertically, black on one half, white on the other, with a white grin on the black side (left), and a black pout on the white side (right)

**Sacred Animal(s):** Coyote

**Sacred Color(s):** Dark blue

**Obedience:** Push an elderly or disabled person down the stairs, but manage to shift the blame to some innocent bystander and get away with it. Gain a +2 profane bonus on bluff checks to lie and a +2 profane bonus on CMB to bull rush or reposition a foe.

**Lore:** Nenrak is the brother of Vadokan’han, both of them hanging in the sky. Ever since his birth, he has been hanging in the night sky, laughing at the misfortune of others, often pushing his followers to cause further misfortune to innocents and fragile people.

At one point in time, he tricked his brother to believe innocent mortals had committed a heinous crime, pushing him into a rage and flagelling them with disease and meteor showers, destroying many towns and killing many innocents, and afflicting mortals for a long time with the rampant diseases. Due to the nature of his powers, Vadokan’han could not recover from unjustly punishing mortals, which scarred him permanently. Once he found out the treachery, he punished Nenrak by using his unending rage against him, scorching half of Nenrak completely, leaving him completely black from one side, and leaving his other half pearly white. Ever since, his brother lost his justice stance and is just a raging pack of rocks floating in the sky, Nenrak just completely happy with the state of his brother.

**Divine Fighting Technique:** See Norgorber’s Silent Shiv (Optional Replacements are for CE rogues, slayers and ninjas)
Helpful Hints for Surviving in the Rising Tides

### Underwater Crossbows

https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Underwater%20light%20crossbow

https://www.aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Underwater%20heavy%20crossbow

### Potion Sponge

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Potion%20sponge

### Lifting Bag

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Lifting%20bag

### Bottom-Walker's Anchor

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Bottom-walker%27s%20anchor

### Potion of Touch of the Sea

This 50 GP potion gives you the ability to swim, that is it... Ooga Booga.

https://aonprd.com/SpellDisplay.aspx?ItemName=Touch%20of%20the%20Sea

### Spring-Loaded Wrist-Sheath

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Wrist%20sheath%20(spring%20loaded)

### Wand Bracer

http://spheresofpower.wikidot.com/adventuring-gear#toc22

### Smelling Salts

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Smelling%20salts

### Smokesticks

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Smokestick

### Palm Paws

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Palm%20paws

### Alchemical Pheremones

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Alchemical%20pheromones%20(simple)

### Badger Plush

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Badger%20plush

### Zip-line hook

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Zip-line%20hook%20(normal)

### Roperunner

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Roperunner

### Boline

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Boline

### Wrangler's Gloves

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Wrangler%27s%20gloves

### Barbed Vest

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Barbed%20vest

### Battle Mask

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Battle%20mask

### Arrow (Grappling)

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Arrow%20(grappling)

### Drowner's Helm

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Drowner%27s%20helm

### Armor Truss

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Armor%20truss

### Chameleon Pill

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Chameleon%20pill

### Rope Recaller

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Rope%20recaller
Schkbru

**Alignment:** CN

**Pantheon:** Racial Deities

**Areas of Concern:** Orc, Food, Economy

**Domains:** Chaos, Rune, Magic, Travel

**Subdomains:** Riot, Arcane, Rites, Trade

*\*Requires the Acolyte of Apocrypha trait.*

**Favored Weapon:** Quarterstaff

**Symbol:** Cloaked Orc with Tusks coming out

**Sacred Animal(s):** Orc Warcat

**Sacred Color(s):** Green

**Obedience:** Spend at least 1 hour fighting with an orc weapon (Greataxe and Falchion included) or thinking about orcs this will grant you true insight into ORK, granting a +8 to all knowledge checks related to ORKs or Lore ORK checks.

**Lore:** Orcs believe in being their knowledge, unpredictability and cunning in the face of the enemy. Schkbru also has some lesser known traits, power, strength and what it shows their god also shares this trait with them being not only brutal but also their outstanding and unmatched physical prowess.

Like all other Orcs, this legend walked among the orcs first as a mage of a small and unknown orc tribe. Serving as just another Wiseman of the mob of orcs known as mystics. They were indistinguishable from the rest, frail and sharp of mind, but just like any other, an unknown.

At first Schkbru was an unknown wandering orc that became the chief of an unknown tribe. This tribe ended up becoming the core to the largest tribe thought to exist in history. Becoming a chief not only of their own clan but of all clans forcing all others to bend the knee or die, most of which bent the knee due to their fear of flames that the new chief installed into them.

\*When choosing either Bru or Schk as a god, you can pick either name as no one really knows which is which. Just make sure to say what kind of god you worship, Bruschk (Warrior) or Bruschk (Mage). Rather than Schkbru or Schkbru\*
Demolition Soldier (Legendary Gunslinger Archetype)

Versed in not only the explosive nature of black powder but also bombs, demolition soldiers seek only to exist in a battlefield filled with the chaos of shrapnel and bullets. Geniuses capable of creating various explosives, the only limit to a demolition soldier’s abilities is her imagination.

#### **Bomb (Su)**

At 1st level, a demolition soldier gains the ability to create bombs as per the alchemist class feature. She can use a number of bombs each day equal to her class level + her Wisdom modifier and on a direct hit, a demolition soldier’s bomb inflicts 1d6 points of fire damage + additional damage equal to the demolition soldier’s Wisdom modifier. The damage of a demolition soldier’s bomb increases by 1d6 points at 4th level and every three levels afterwards to a maximum of 7d6 at 19th level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The DC of the demolition soldier’s bombs saves is equal to 10 + 1/2 the demolition soldier’s level + her Wisdom modifier. This ability replaces the deadeye and dead shot deeds and gritty offense.

#### **Gunsmith (Ex)**

A demolition soldier must select a pistol for her starting weapon.

#### **Bomb Mastery (Ex)**

A demolition soldier can select a discovery which affects bombs in place of a gun mastery, treating her demolition soldier level as her alchemist level for the purpose of qualifying for discoveries.

#### **Bomb Bullet (Ex)**

At 5th level, a demolition soldier gains the explosive missile discovery, although she can only use it with one-handed firearms. At 11th level, whenever the demolition soldier uses this discovery, she can make an additional attack with a -5 penalty. At 17th level, she can also infuse this second attack with a bomb.

This ability replaces the 5th, 11th, and 17th level gun masteries.