recursal/Fanatic-Fandom huggingface dataset:
Liquidate Resources

General Kingdom

**Source** *Kingmaker Adventure Path pg. 532*

**Prerequisites** Economy 14

Your kingdom's economy can liquidate resources in an emergency when funding runs out. The first time during a Kingdom turn in which you are forced to spend RP as the result of a failed skill check or a dangerous event, and that expense reduces you to 0 RP, you may instead reduce your RP to 1 and treat the expense as if it were paid in full. At the start of your next Kingdom turn, roll 4 fewer Resource Dice than normal.

## Traits

**General:**

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

**Kingdom:**

A kingdom gains feats as it increases in level. Some feats are general-purpose abilities that apply all the time. Others grant benefits to specific kingdom activities or events or allow kingdoms to perform special activities. Each time a kingdom gains a feat, players can select any feat whose level does not exceed their kingdom's level and whose prerequisites their kingdom satisfies.
Mage Armor

Abjuration

**Source** *Core Rulebook pg. 348* 3.0

**Traditions** arcane, occult

**Spell List** elemental

**Bloodline** wyrmblessed

**Deities** Arshea, Demon Bringers, Kazutal, Keepers of the Hearth, Lymnieris, Milani, Valmallos, Wadjet

**Lesson** lesson of protection

**Cast**  somatic, verbal

**Duration** until the next time you make your daily preparations

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing *mage armor*, you use your unarmored proficiency to calculate your AC.

**Heightened (4th)** You gain a +1 item bonus to saving throws.

**Heightened (6th)** The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.

**Heightened (8th)** The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.

**Heightened (10th)** The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
Inoculation

GeneralHealingSkill

**Source** *Advanced Player's Guide pg. 207* 2.0

**Prerequisites** trained in Medicine

You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.

## Traits

**General:**

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

**Healing:**

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

**Skill:**

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

The **Iobarian** peoples are a human ethnicity originating from northwestern Casmaron and northeastern Avistan, specifically the nations of Brevoy, Mendev, and the ruins of Iobaria. Descended from Ulfen explorers, Iobarians are seen by many in Avistan and Garund as humans from Casmaron who are neither Keleshite nor Casmar. Those who claim to be "true Iobarians" are typically those who follow the fractious leaders of Iobaria's ruined cities and believe in a still-unified realm. Others, perhaps up to eighty percent of Iobaria's population, instead live in small hamlets and claim no allegiance beyond their blood, tending towards isolation out of fear of resurgent plagues, a spirit of independence, and a desire not to swear allegiance to unworthy nobles.

Iobarians share their lands with many monstrous creatures, and use two terms found in no other language to classify other beings: "kodlak" and "kodlok". Kodlak refers to humanoids who assume animal forms, like lycanthropes, while kodlok is used to describe creatures with innate animal traits, like centaurs and harpies. Only Iobarian humans make this distinction, and being a kodlak or kodlock could be a path to power or a death sentence, depending on the location and faith of the Iobarian.
Illusory Creature

AuditoryIllusionOlfactoryVisual

**Source** *Core Rulebook pg. 345* 3.0

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Range** 500 feet

**Duration** sustained

You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.

The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it.

**Heightened (+1)** The damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan).
Merchant Runner

Apprenticed to wealthy merchants, these young runners act as intermediaries between craftspersons and merchants. They are the first to become aware of new products and windfalls. They also have a carefully cultivated relationship among the purveyors of a settlement. For encounters involving negotiation or mercantile skill, a merchant runner is a 6th—level challenge. A merchant runner might have an additional Lore skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than Mercantile Lore.

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

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

## Merchant Runner Tradesperson 1

N Medium Human Humanoid

**Perception** +8

**Languages** Common

**Skills** Deception +12, Diplomacy +14, Settlement Lore +12, Mercantile Lore +12, Performance +10, Society +10

**Str** +2, **Dex** +0, **Con** +0, **Int** +2, **Wis** +2, **Cha** +4

**Appraising Eye** The merchant can use Mercantile Lore to Recall Knowledge about items, including determining their value. They can also attempt to Identify Magic using Mercantile Lore and can do so without first knowing whether the item is magical.

**Hobnobber** The market runner's network of contacts make them among the first to be aware of any news in the settlement.

**Items** crossbow (10 bolts), padded armor

**AC** 13; **Fort** +1, **Ref** +2, **Will** +10

**HP** 19

**Speed** 25 feet

**Melee**  fist +5 [+1/-3] (agile, nonlethal, unarmed), **Damage** 1d4+2 bludgeoning

**Ranged**  crossbow +5 [0/-5] (range increment 120 feet, reload 1), **Damage** 1d8 piercing
Focus Gaze

(concentrate, divine, enchantment, fear, mental, visual) The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Unnerving gaze. In addition, if the creature was already frightened, on a failed save, the evangelist is concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune until the start of the evangelist's next turn.
Green-Eyed Adept

These adepts have unlocked only the most minor mysteries of the wilderness. A few are chosen by accomplished practitioners for further training. Others volunteer to join a cabal by passing an initiation ritual.

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

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Adept Mystic -1

Uncommon, Small Gripilli Humanoid

**Perception** +4 Low-Light Vision

**Languages** Common

**Skills** Arcana +3, Diplomacy +3, Nature +7, Occultism +5, Scribing Lore +5, Society +3

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

**Focused Thinker**(concentrate) The adept focuses inward to muster knowledge and wisdom. While in this state of concentration, they gain a +2 status bonus to checks to Recall Knowledge, but take a -2 penalty to Perception. They can end their focused state with a single action, which has the concentrate trait.

**Wind Web Gripilli**

**Items** robes, Rungu, scroll case, writing set

**AC** 14; **Fort** +2, **Ref** +4, **Will** +6

**HP** 8

**Speed** 25 feet

**Melee**  Rungu +6 [+2/-2] Shove, **Damage** 1d6 bludgeoning

**Ranged**  Rungu +6 [+1/-4] ( thrown 30 feet), **Damage** 1d6 bludgeoning

**Primal Spells Known** DC 14; **Cantrips** **(1st)** *detect magic*, *Gouging Claw, Spout*
Giant Scorpion

These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species.

**Recall Knowledge - Animal (Nature)**: DC 18

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

NLargeAnimal3

**Source** *Bestiary pg. 285*

Perception +9; darkvision, tremorsense (imprecise) 60 feet

**Skills** Athletics +11, Stealth +7

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

**Imbuing Materials** Poison

**AC** 19; Fort +12, Ref +9, Will +7

**HP** 45

**Attack of Opportunity**  Stinger only.

**Speed** 40 feet

**Melee**  pincer +11 [+7/+3] (agile, reach 10 feet), **Damage** 1d8+6 slashing plus Grab; stinger +11 [+6/+1] (reach 10 feet), **Damage** 1d6+6 piercing plus giant scorpion venom

**Constrict**  1d6+4 bludgeoning, DC 20

**Giant Scorpion Venom** (poison) **Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d10 poison damage and enfeebled 1 (1 round); **Stage 2** 2d10 poison damage and enfeebled 1 (1 round); **Stage 3** 2d10 poison damage and enfeebled 2 (1 round)
Lady of Dreams

**Source** *Core Rulebook pg. 438* 3.0

The night didn’t know beauty until Desna came into existence. While the other gods toiled away to create the world, she set her sights on the heavens, placing each star in the sky. After surveying her artistry, she hung the brightest star high in the north and made it her home. Her first gift to mortals was this beacon of hope, a twinkling sign in the dark sky that they could turn to when lost or unsure of themselves. Desna provides safe passage through the darkness to all, should they choose to follow.

**Category** Gods of the Inner Sea

**Edicts** aid fellow travelers, explore new places, express yourself through art and song, find what life has to offer

**Anathema** cause fear or despair, cast *nightmare* or use similar magic to corrupt dreams, engage in bigoted behavior

**Areas of Concern** dreams, luck, stars, and travelers

**Follower Alignments** NG, CG, CN

## Devotee Benefits

**Divine Ability** Dexterity or Charisma

**Divine Font** *heal*

**Divine Skill** Acrobatics

**Favored Weapon** starknife

**Domains** dreams, luck, moon, travel

**Alternate Domains** star, void

**Cleric Spells** 1st: *sleep*, 4th: *fly*, 5th: *dreaming potential*

## Divine Intercession

Desna favors those who follow their hearts and whims without bringing harm to others.

**Source** *Gods & Magic pg. 21* 2.0

**Minor Boon**: For those at the end of a journey, Desna gifts a deep sleep. Once, after you rest, you completely recover all Hit Points, remove all negative conditions, and become free of any curses or diseases.

**Moderate Boon**: Desna twists fortune in your favor. Once per day, after determining the result of a check, you can reroll the check and take the new result.

**Major Boon**: Desna bestows you with a swirling cloud of lights that forms a pair of wondrous butterfly wings. These wings grant you a fly Speed of 40 feet and shine dim light to a range of 20 feet.

**Minor Curse**: You always seem to lose your way or have strange mishaps on the road that delay your travel. You (and thus any group that travels with you) travel at only 3/4 normal exploration Speed, before taking into account the terrain and other features that might slow you down further.

**Moderate Curse**: Misfortune follows you in your travels and requires acts of contrition or benevolence to keep at bay. You must always roll twice and take the worst result when attempting a check. This is a misfortune effect. You can express your remorse and ignore this effect for 1d4 rounds by spending an action, which has the concentrate trait. If you perform a truly selfless act of compassion, you ignore this effect for 1 day.

**Major Curse**: The stars rebuke you for your ways. You are sickened 4 and slowed 1 whenever you are exposed to starlight.
Greater Shadow

Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows.

**Recall Knowledge - Undead (Religion)**: DC 23

**Unspecific Lore**: DC 21

**Specific Lore**: DC 18

## Greater Shadow Creature 7

CEMediumIncorporealUndead

**Source** *Bestiary pg. 289*

Perception +14; darkvision

**Languages** Necril

**Skills** Acrobatics +16, Stealth +20

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

**AC** 24; Fort +11, Ref +18, Will +15

**HP** 75; **Immunities** death effects, disease, paralyzed, poison, precision, unconscious; **Resistances** all 10 (except force, *ghost touch*, or positive; double resistance against non-magical); **Weaknesses** light vulnerability

**Light Vulnerability** An object shedding magical light (such as from the *light* spell) is treated as magical when used to attack the shadow.

**Speed** fly 30 feet

**Melee**  shadow hand +18 [+13/+8] (finesse, magical), **Damage** 2d10+6 negative**Divine Innate Spells** DC 25; **2nd** *darkness* (at will)

**Shadow Spawn** When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the greater shadow that created it. This shadow spawn doesn’t have Steal Shadow. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.**Slink in Shadows** The greater shadow can Hide or end its Sneak in a creature’s or object’s shadow.**Steal Shadow**  (divine, necromancy) **Requirement** The greater shadow hit a living creature with a shadow hand Strike on its previous action. **Effect** The greater shadow pulls at the target’s shadow, making the creature enfeebled 2 (or enfeebled 3 on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature’s enfeebled value to 3 or more, the target’s shadow is separated from its body (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour.
Gentle Repose

Necromancy

**Source** *Core Rulebook pg. 340* 3.0

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

**Spell List** elemental

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 corpse

**Duration** until the next time you make your daily preparations

The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, *raise dead*), do not count the duration of *gentle repose* against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.

**Heightened (5th)** The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp).
Flicker

(emotion, enchantment, mental, visual) The flickerwisp churns and flits in the air around an adjacent creature's head, and its length flashes and sparkles in a bewildering array of distracting pulsations. The creature must succeed at a DC 18 Will save or become confused for 1 round (2 rounds on a critical failure). On a critical success, the creature is temporarily immune to Flicker for 24 hours.
Fireball

Evocation Fire

**Source** *Core Rulebook pg. 338* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Bloodlines** elemental, phoenix

**Deities** Angradd, Chohar, Dahak, Eiseth, Sarenrae, The Freeing Flame, The Prismatic Ray, Walkena

**Cast**  somatic, verbal

**Range** 500 feet; **Area** 20-foot burst

**Saving Throw** basic Reflex

A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.

**Heightened (+1)** The damage increases by 2d6.
Balance

[one-action] MOVE

**Requirements** You are in a square that contains a narrow surface, uneven ground, or another similar feature.

You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground.

**Critical Success** You move up to your Speed.

**Success** You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).

**Failure** You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.

**Critical Failure** You fall and your turn ends.

## Sample Balance Tasks

 **Legendary** | razor’s edge, chunks of floor falling in midair
Intimidating Strike

Double Action

EmotionFearFighterMental

**Source** *Core Rulebook pg. 146* 3.0

Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.

## Traits

**Emotion:**

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

**Fear:**

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

**Mental:**

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
Hellknight Dedication

Uncommon Archetype Dedication

**Source** *Character Guide pg. 84* 2.0

**Archetype** Hellknight

**Prerequisites** Hellknight Armiger Dedication; member of a Hellknight Order; passed the Hellknight Test

You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain. You gain expert proficiency in Intimidation (or in another skill in which you’re trained of your choice, if you were already an expert in Intimidation). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to Intimidation checks while wearing your Hellknight plate.

**Special** You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes.
Illusory Object

IllusionVisual

**Source** *Core Rulebook pg. 345* 3.0

**Traditions** arcane, occult

**Deity** Abadar

**Cast**  somatic, verbal

**Range** 500 feet; **Area** 20-foot burst

**Duration** 10 minutes

You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

**Heightened (2nd)** Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour.

**Heightened (5th)** As the 2nd-level version, but the duration is unlimited.
Fulu of Fire Suppression

Abjuration Consumable Fulu Magical

**Source** *Secrets of Magic pg. 159* 1.1

**Price** 10 gp

**Duration** 1 week; **Usage** affixed to a wall

The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the kitchen, this fulu slows the spread of fire in a 30-foot radius by half.

If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical fire effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early.
Gripilli Spear Trap

**Complexity** Simple

**Stealth** DC 20 (expert)

**Description** A Poisoned spear rigged to jab into a doorway when triggered.

**Disable** DC 14 Theivery (Trained) on the door frame

AC 19, Fort +11, Ref +3

Hardness 6 HP 24 (BT 12)

**Immunities** critical hits, object immunities, precision damage

**Poison Spear** (Divination, Mental) **Trigger** The door is opened; **Effect** The trap makes a +13 Melee strike on the creature that opened the door; on a hit the spear inflicts 1d6+3 piercing damage with a DC 17 Spear Frog Poison effect

**Spear Frog Poison** (Alchemical, Injury, Poison) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds;

**Stage 1** 1d4 poison damage (1 round)

**Stage 2** 1d6 poison damage and enfeebled 1 (1 round)
Levitate

Evocation

**Source** *Core Rulebook pg. 348* 3.0

**Traditions** arcane, occult

**Spell List** elemental

**Deity** Nethys

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 unattended object or willing creature

**Duration** 5 minutes

You defy gravity and levitate the target 5 feet off the ground. For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the concentrate trait. A creature floating in the air from *levitate* takes a –2 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across.
Discorporate

When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.

While the exact circumstances and surroundings determine how long the worm that walks’s foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM’s discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.
Mitflit Tale-Teller

These unusual Mitflits have shaken their trademarked timidity. They scout the swamps for hunting grounds and good forage. some swamp hunters have traded tales of aggressive feral Mitflits that pulled their legs out from underneath them.

**Recall Knowledge - Fey (Nature)**: DC 14

**Unspecific Lore**: DC 12

**Specific Lore**: DC 9

### Virminkin Gremlins

#### Gremlin Heritage

Virminkin Gremlins also called Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent towards them and they can add their level as a circumstance bonus to diplomacy checks on arthropods.

**Perception** +5; darkvision, scent (imprecise) 30 feet

**Languages** Undercommon

**Skills** Acrobatics +6, Athletics +3, Diplomacy +2 (+8 vs. arthropods), Nature +4, Stealth +5, Thievery +5

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

**Vermin Empathy** Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.

**Items** dart (10), shortsword

**AC** 16; Fort +3, Ref +8, Will +5

**HP** 12; **Weaknesses** cold iron 2

**Speed** 20 feet; climb 20 feet

**Melee**  shortsword +9 [+5/+1] (agile, finesse, versatile S), **Damage** 1d6 piercing

**Ranged**  dart +9 [+5/+1] (agile, range increment 20 feet, thrown), **Damage** 1d4 piercing

**Titan Wrestler** A Tale-teller can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than themselves.

**Vengeful Anger** (emotion, mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.

**Primal Innate Spells** DC 16; **2nd** *speak with animals* (at will; arthropods only); **1st** *bane*; **Cantrips** **(1st)** *prestidigitation*
Cat Fall

General Skill

**Source** *Core Rulebook pg. 259* 3.0

**Prerequisites** trained in Acrobatics

Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

## Traits

**General:**

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

**Skill:**

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

The **Shoanti** (pronounced show-AHN-tee) are an often nomadic people who live in the Storval Plateau and Velashu Uplands regions of Varisia and well as the Hold of Belkzen and the Lands of the Linnorm Kings. Like their Varisian cousins, these humans descended from the enslaved workers of the ancient empire of Thassilon, but have since developed a unique and advanced culture of their own
Keen Follower

General

**Source** *Advanced Player's Guide pg. 207* 2.0

Your keen observation of your allies has made you better at following their lead. When using the Follow the Expert activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master.

## Traits

**General:**

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

Surrounded by bottles and bins of Mysterious reagents, curative minerals, and potent extracts, Fueled by Morbid Curiosity, the apothecary skillfully combines materials into unguents and medicines. These apprentice healers are frequently hired by adventurer bands to provide much needed healing.

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

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

## Eldritch Apothecary Creature 1

N Medium Human Humanoid

**Perception** +7

**Languages** Common

**Skills** Crafting +7 (+10 for alchemy and medication), Fleshwarp Lore +12, Medicine +12, Nature +10

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

**Assurance** (Medicine)

**Medical Wisdom** The apothecary can identify the effect of any alchemical composition or medical ingredient using only their senses. This typically takes 1 minute.

**Items** leather apron (functions as padded armor), dagger, healer's tools, lesser acid flask (2), Lesser Bestial Mutagen (2), Lesser Cognitive Mutagen (2),minor elixir of life (2), mortar and pestle, Formula Book

**AC** 15; **Fort** +10, **Ref** +5, **Will** +7; +1 circumstance to all saves vs. poisons

**HP** 25; **Resistances** poison 3

**Speed** 25 feet

**Melee**  stone pestle +5 [0/-5], **Damage** 1d6 bludgeoning

**Melee**  Dagger +6 [+2/-2] (agile, Finesse, Versitile), **Damage** 1d4 Piercing

**Ranged**  acid flask +6 [+1/-4] (range increment 20 feet, splash), **Effect** 1 acid plus 1d6 persistent acid and 1 splash acid
Guiding Star

DetectionDivinationMental

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

**Traditions** divine, primal

**Cast**  somatic, verbal

**Range** planetary; **Targets** 1 creature you've met

**Duration** until your next daily preparationsYou call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns.
Hampering snare

CONSUMABLE MECHANICAL SNARE TRAP

**Price** 3 gp

You arrange brambles, wires, sticky goo, or other materials to interfere with a creature’s movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become difficult terrain when the first creature enters the snare’s square. The difficult terrain affects the creature’s movement right away, including its movement into the triggering square, and it lasts for 1d4 rounds after the snare is triggered. A creature can use an Interact action to clear the difficult terrain out of a single square early.
Hellknight Plate

**Source** *Character Guide pg. 80* 2.0

**Access** A character who is a member of the Hellknights has access to this option.

**Price** 35 gp; **AC Bonus** +6; **Dex Cap** +0; **Check Penalty** -3; **Speed Penalty** -10 ft.

**Strength** 18; **Bulk** 4; **Group** Plate; **Traits** Bulwark, Uncommon

Few armors in the Inner Sea region are as memorable as the iconic Hellknight plate. While each order has its own flourishes, Hellknight plate is instantly recognizable to any who know of the Hellknights. Hellknights go to extreme measures to punish non-Hellknights who get their hands on Hellknight plate, and the reward is not usually worth the risk, since for non-Hellknights, the armor is functionally similar to full plate.

## Traits

**Bulwark:**

The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a *fireball*, you add a +3 modifier instead of your Dexterity modifier.

**Uncommon:**

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

## Armor Specialization Effects

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

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

**Plate**: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Healer's tools

**Source** *Core Rulebook pg. 290* 3.0

**Price** 5 gp

**Hands** 2; **Bulk** 1

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.

## Healer's Tools Item 0

**Source** *Core Rulebook pg. 290* 3.0

**Price** 5 gp

**Hands** 2; **Bulk** 1

## Healer's Tools (Expanded) Item 3

**Source** *Core Rulebook pg. 290* 3.0

**Price** 50 gp

**Hands** 2; **Bulk** 1

Expanded healer's tools provide a +1 item bonus to such checks.
Feral Shades

Necromancy

**Source** *Secrets of Magic pg. 105* 1.1

**Traditions** primal

**Deity** Orcus

**Cast**  somatic, verbal

**Area** 30-foot cone

**Saving Throw** basic Fortitude

A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal 2d4 slashing damage and 2d4 negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: prone creatures or those taking persistent bleed damage take a –2 status penalty to the save.

**Heightened (+1)** The slashing damage and the negative damage each increase by 1d4.
Fey Fellowship

Gnome

**Source** *Core Rulebook pg. 44* 3.0

Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey.

In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

**Special** If you have the Glad-Hand skill feat, you don’t take the penalty on your immediate Diplomacy check if the target is a fey.

## Traits

**Gnome:**

A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Mistform Elixir

Alchemical Consumable Elixir Illusion Visual

**Source** *Core Rulebook pg. 549* 3.0

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

**Activate**  Interact

A faint mist emanates from your skin, making you concealed for the listed duration. As usual being concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.

## Mistform Elixir (Lesser)Item 4

**Source** *Core Rulebook pg. 549* 3.0

**Price** 18 gp

The duration is 3 rounds.

## Mistform Elixir (Moderate)Item 6

**Source** *Core Rulebook pg. 549* 3.0

**Price** 56 gp

The duration is 1 minute.

## Mistform Elixir (Greater)Item 10

**Source** *Core Rulebook pg. 549* 3.0

**Price** 180 gp

The duration is 5 minutes.
Expert Longevity

Elf

**Source** *Core Rulebook pg. 41* 3.0

**Prerequisites** Ancestral Longevity

You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.

When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.

## Traits

**Elf:**

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

Arriana Feldspar is the current Matron of Engleher Silver Suppliers. The Feldspars are struggling with a combination of poor management, a lack of miners due to the recent Passer's Plague, and difficulties with financing. Arriana suspects the other companies of meddling in his business and sabotaging both Miner morale and equipment alike; in truth, the Drill Lodge is behind Arriana’s woes. By forcing The Silver Suppliers into desperate hiring, the Drill Lodge has managed to place an increasing number of its own agents in Engleher.

## Manor

### Wares

Stabling, transportation (caravan or carriage) Deliveries Local deliveries cost 1 cp per Bulk and are generally delivered within 24 hours. Deliveries to Irurma or Zuhah (or for points beyond) cost 5 cp per Bulk and are delivered weekly; for 1 gp per Bulk, a delivery can be expedited to arrive in 2 days.

## Loyalty Boons

Arriana Feldspar(N Dwarf Silver magnate 4, Unfriendly, Perception DC 19, Will DC 17). I
Glitterdust

Evocation

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

**Traditions** arcane, primal

**Deities** Ashava, Cosmic Caravan

**Cast**  somatic, verbal

**Range** 120 feet; **Area** 10-foot burst

**Saving Throw** Reflex

Creatures in the area are outlined by glittering dust. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is concealed instead of invisible. This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.

**Critical Success** The target is unaffected.

**Success** The target's invisibility is negated for 2 rounds.

**Failure** The target is dazzled for 1 minute and its invisibility is negated for 1 minute.

**Critical Failure** The target is blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes.
Hellknight Armiger Dedication

Uncommon Archetype Dedication

**Source** World Guide pg. 107 2.0

**Archetype** Hellknight Armiger

**Prerequisites** member of a Hellknight Order; trained in heavy armor as well as your order's favored weapon

**Access** You are from Saol.

Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead.

**Special** You can’t select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype.
Improve Lifestyle

**Source** *Kingmaker Adventure Path pg. 527*

Attempt a basic check to draw upon your kingdom's treasury to enhance the quality of life for your citizens. This activity can be taken only during the Commerce phase of a Kingdom turn.

**Critical Success** Your push to Improve Lifestyles affords your citizens significant free time to pursue recreational activities. For the remainder of the Kingdom turn, you gain a +2 circumstance bonus to Culture-based checks.

**Success** Your push to Improve Lifestyles helps your citizens enjoy life. For the remainder of the Kingdom turn, you gain a +1 circumstance bonus to Culture-based checks.

**Failure** As success, but you've strained your treasury. Take a –1 circumstance penalty to Economy-based checks for the remainder of this Kingdom turn.

**Critical Failure** Your attempt to Improve Lifestyles backfires horribly as criminal elements in your kingdom abuse your generosity. You take a –1 circumstance penalty to Economy-based checks for the remainder of the Kingdom turn, gain 1 Unrest, and add 1 to a Ruin of your choice.
Group Impression

GeneralSkill

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

**Prerequisites** trained in Diplomacy

When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

## Traits

**General:**

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

**Skill:**

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

The unofficial healers of gripplikind are known as greenspeakers.

**Recall Knowledge - Humanoid (Society)**: DC 20

**Unspecific Lore**: DC 18

**Specific Lore**: DC 15

## Grippli Greenspeaker Mystic 5

N Small Grippli Humanoid

**Source** *Pathfinder #146: Cult of Cinders pg. 87*

**Perception** +13; darkvision

**Languages** Common, Grippli

**Skills** Acrobatics +11, Athletics +9, Diplomacy +10, Medicine +11, Nature +14, Religion +11, Stealth +11, Survival +11

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

**Green Empathy** The greenspeaker can use Diplomacy to Make an Impression on and make very simple Requests of plants and fungi.

**Items** dart (4), staff

**AC** 21; **Fort** +10, **Ref** +13, **Will** +13

**HP** 71

**Speed** 25 feet, climb 20 feet

**Melee**  staff +11 [+6/+1] (two-hand d8), **Damage** 1d4+4 bludgeoning

**Ranged**  dart +13 [+9/+5] (agile, thrown 20 feet), **Damage** 1d4+4 piercing

**Primal Prepared Spells** DC 23, attack +13; **3rd** *animal form*, *summon plant or fungus*; **2nd** *barkskin*, *entangle*, *speak with animals*; **1st** *jump*, *pass without trace*, *shillelagh*; **Cantrips** **(3rd)** *acid splash*, *guidance*, *know direction*, *produce flame*, *tanglefoot*

**Jungle Stride** A grippli ignores difficult terrain in forests and jungles.
Lord of Leaves

**Source** *Core Rulebook pg. 438* 3.0

Unlike many other good deities, Erastil does not send his followers out into the world to fight and crush evil. Eschewing crusades and other ventures that take his followers away from their homes, Erastil watches over those who devote their lives to family and community. He is primarily an agricultural deity, specifically focusing on those aspects of nature that either can be tamed or are of use to his followers. His domain encompasses the plants and animals that farmers, hunters, and ranchers deal with in their everyday lives. While he is a protective deity, Erastil steps in only when quiet, pastoral lives are threatened. He desires his followers to live their lives in peace, with no risk of being conscripted into armies, devoured by monsters, or destroyed by magic.

**Category** Gods of the Inner Sea

**Edicts** care for your home and family, fulfill your duties, keep the peace, protect the community

**Anathema** abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies

**Areas of Concern** family, farming, hunting, and trade

**Follower Alignments** LG, NG, LN

## Devotee Benefits

**Divine Ability** Constitution or Wisdom

**Divine Font** *heal*

**Divine Skill** Survival

**Favored Weapon** longbow

**Domains** earth, family, nature, wealth

**Alternate Domains** duty

**Cleric Spells** 1st: *true strike*, 3rd: *wall of thorns*, 5th: *tree stride*

## Divine Intercession

Erastil favors those who commit themselves to their communities and detests those who disrupt these families.

**Source** *Gods & Magic pg. 23* 2.0

**Minor Boon**: Erastil shares in his bounty as long as you work for it. Whenever you roll a critical failure at a check to Subsist in the wild, you get a failure instead.

**Moderate Boon**: You share Erastil’s sharp eye, allowing you to use a longbow in any situation. When you attack with a longbow, you can ignore the longbow’s volley trait, and longbows have double the normal range increment for you.

**Major Boon**: You become a friend to the land. You can cast *speak with plants* as a divine innate spell. When you are in a healthy natural environment, the land sustains you without need for food or drink. You can cast the *commune with nature* ritual without any secondary casters or secondary checks.

**Minor Curse**: Erastil curses your table and punishes you for relying on others’ hard work. Any food you didn’t grow, gather, or otherwise harvest yourself tastes like ash and leaves you fatigued.

**Moderate Curse**: Erastil’s beasts take a dislike to you. Animals’ attitudes toward you are one category worse (friendly instead of helpful, indifferent instead of friendly, and so on).

**Major Curse**: Erastil leaves you unable to have children (or otherwise reproduce or propagate if you do so in a different manner). This curse also affects your livestock, pets, and crops.
Jiim Dawnbringer

Jiim was little more than a feral orcish child when he was adopted into the Dawnbringers. His wild energy was instead channeled into supplementing the order's crusades against the Saolish Hellknight.

**Played by josh**

**XP:** 960

## Jiim Dawnbringer

**Perception** +5; Darkvision

**Languages** Common, Orcish

### **Skills**

Athletics +4, Dungeoneering Lore +4, Intimidation +4, Medicine +5, Religion +5, Undead Lore +4, Warfare Lore +4,

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

### **Items**

Adventurer's Pack, Javelins 4, Scimitar, Splint Armor, Steel Shield, ;Coin 32 sp, 12 gp **Bulk:** 8/9-Encumbered/14-Max

### **Saves**

**AC** 20; Fort +8, Ref +6, Will +7

**HP** 25/34

**Speed** 25 feet

**Melee**  Scimitar 1 Bulk- Trained +8/+4/+0 (Deific Weapon, Forceful, Sweep); **Damage** 1d8+3 Slashing; Jaws+7/+3/-1 Damage 1d4+3 Piercing

**Ranged**  Javelins 4 1 Bulk- Trained +8/+3/-2, (Ranged 20ft, Thrown) Damage 1d6+2 Piercing

**Intimidating Glare**

**Shield Block** (reaction)

**Titan Wrestler**

**Shining Oath**

**Liberating Step**

**Life's Sentry Dedication**

**Reactive Shield**

**Change Shape**

**Quick Shape**

## Sessions

 **To the Cursed Fens** | Jartkiir
 **Here's Mud in your Eye** | Mudhunters