recursal/Fanatic-Fandom huggingface dataset:
Artokhas

Template:Infobox character

**History**
A traveler from the Darklands, come to the surface world. He has said nothing of his past as of yet. It is likely that he left his home early however, if he was not sold when his parents birthed a Caligni that is.

**Appearance**

A tall dark man with pale skin and wild hair, usually shrouded in shadow.

    From these shadows pierce bright violet eyes, highlighting his resurgent Azlanti heritage.

**Personality**
A quiet man, made all the more so by his deafness, he seems to see balance in all things. He is fond of cats, and tries to help those who have disagreements reach a middle ground, impartially acknowledging the pros and cons of both parties.

**Relationships**

Maen: An aeon eidolon that he has contracted with, whether his preference for balance comes form this contract or was the cause is shrouded in mystery.

Bella: A kayal he met in the slums aiding the poor, both people of shadow that entered the light

Weiming: A person who can understand him, despite his inability to speak, also met in the slums. The light to the darkness of Bella

**Aspirations**
Artokhas seeks to bring balance to the world, as well as restore the ancient empire of Azlant
Craft Magic Firearms

**Craft Magic Firearms**

You can create magic firearms

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

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

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

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

See magic item creation rules for more information.

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

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

## Momo Flufftop and Dusk Still in work

 eyes

momo was given up by her mother at a mear year of age when illness took hold of her and her mother could not heal it more had the money to get the medicine she needed so gave her to an orphanage that the locals suggested saying the headmistress was really nice and took good care of them however little did she know of the racism the headmistress had for non-humans for first year and a half her mother visited her till the headmistress gave her the news saying momo had passed in her sleep at a sudden declin a lie but no longer wanted the mother to interfer in her plans so a broken mother demanded to see the body of the child she'd given up only to be denied and told that she had been already been burnt to prevent the spread of her illness and given her final rights brok-n hearted the mother left never to return.

after the mother stopped coming, the headmistress began her torment of the child leaving her alone only long enough to heal enough to not die the next torment forcing her to heal rather than grow only a few growth spurts ever allowed so she had more room to wip the child

dusk came into momos life when she was 4 by this point her will to live had nearly been shattered malnourished and beaten for the smallest things the aperenc of the wounded wolf pup and its odveas will to live both fascinated and confused her it was small just like her yet it wished to live and a small part of her wanted to help it and give it a chance

she gave what remaining food she had usually a half moldy raston or a dead rat to the pup living primarily off the barry bush she had hidden in her shack from the others her only sorc of food when they

forgot to feed her for weeks by this point she had never had a friend or companion and altho the wolf was a pup it was wild still she gave it her rat shed managed to catch by luck "its ok i won't hurt you i want to help" she said softly the wolf seeming to slowly trust her enough to let her tend to his paw as she ushered the wolf into the little shack one of the children who tormented her and his gang came to torment her hitting her with rock and sticks before taking note of the small wolf pup and trieing to get to it causing her to have to defend the pup showing for the first time a frosos savegry shed not yet shown by that point only ending when had bitten into the neck of the lead boy did they stop and run away

unfortunately, the repercussions meant that her torment became more brutal and painful befor was threw but momo would not let them near the pup eaven tho it meant she was hurt more unaware that the pup watched and saw how she defended it when the pup was heald she set it free crying almost that she would now be alone with no more company
Iaidoka Master

*Iaidoka masters seek to perfect the art of drawing a blade and striking their foe dead with one, smooth movement. They maintain a calm demeanor, apparently unaffected by the chaos of battle around them, reacting only with perfectly timed strikes and precision destruction. An iaidoka master has the following class features.*

**Skills:** The iaidoka master gains Bluff as a class skill.

**One Movement (Ex)** The iaidoka master gains the Quick Draw feat. Additionally the iaidoka master may return a drawn weapon to it’s scabbard as a free action.

This ability replaces the 1st level bonus feat.

**Improved Feint (Ex)** The iaidoka master gains Improved Feint as a bonus feat.

This ability replaces the 2nd level bonus feat.

**First to Strike (Ex)** At 2nd level, the iaidoka master can always act in a surprise round, even if he failed to make a Perception roll to notice a foe, but is still flatfooted until he acts. Further, the iadoka master gains a bonus to initiative rolls equal to ½  his iaidoka master level.

This ability replaces bravery.

**One Movement (Ex)** At 5th level, the iaidoka master gains a +1 bonus to attack and damage rolls with the first attack made with a weapon drawn that round. This bonus increases by +1 for every four levels after 5th.

This ability replaces weapon training 1.

**Strike the Unprepared (Ex)** Starting at 9th level, the iaidoka master can make a strike so fluid and lightning-fast many foes do not even realize they are under attack. The iaidoka master may use the feint action against any creature, even non-humanoids and animals, without penalty.

The iaidoka master gains a bonus to Bluff checks to feint in combat equal to ¼ his level. Further, the iaidoka master may use the feint action as part of If he successfully feints in combat with a weapon he drew in the same round, he gains a bonus to damage equal to adds 1 ½ times his Strength modifier to damage, or double his Strength modifier if the attack is with a two-handed weapon.

This ability replaces weapon training 2

**Critical First Strike (Ex)** At 13th level, when the iaidoka master attacks for the first time with a weapon he just drew, he can make the attack an automatic critical threat. This ability may be used three times a day.

This ability replaces weapon training 3.

**One Strike Kill (Ex)** At 17th level, when using the Critical First Strike ability, the iaidoka master's damage multiplier increases by one. This does not stack with anything that increases a weapon's damage multiplier, with the exception of the Weapon Mastery ability.

This ability replaces weapon training 4.
(Universal Infusions) Stone Vandal / Metal Manipulator

## Stone Vandal

Element(s) earth; Level 1; Type utility (Su); Burn —

You treat all earth and stone as unworked for the purpose of what your wild talents can affect.

==

Metal Manipulator ==
Element(s) earth; Type utility (Su); Level 5; Burn —
Prerequisite elemental focus (earth), expanded element (earth)

You can treat metal as though it was earth for the purposes of your utility wild talents (ex: the stone sculptor wild talent now allows you to affect metal.) For the purposes of this ability, magically treated or attended items cannot be affected.
Grimgore's Battle Board

**Aura** moderate enchantment; **CL** 9th; **slot** none; **Price** 40,000 gp; **Weight** 150 lb.

This table is a full scale map of Nibiru in sand which can change to ''zoom'' into specific areas at the users command the sand inside the main tray of the table moves to become the landscape of the area viewed whether it be the full map or a more localized view of an area showing terrain and basic shapes of buildings. With the ability to command the sand to become what is needed to be viewed able to section off areas with lines. each board comes with 20 tiny humanoid models to represent known large threats like ancient dragons, demons or enemy armies. one model represents each and can move around the board with the owner's command as they know update it with there own information

**Feats** Craft Wonderous; **spell** animate object; **Cost** 20,000 gp.
Lesser Deific Providence

**Prerequisites**: Deific Obedience, Wisdom 13

**Benefit(s)**: Select a domain or subdomain belonging to the deity you worship as part of Deific Obedience. You gain the 1st level domain power of the selected domain (or subdomain).

Treat your cleric level as your character level minus two; for any level dependent cleric boons granted by this feat.
True Flight

*Your wings become significantly stronger and capable of supporting your weight, allowing you to fly.*

**Prerequisites**: Butterfly wings racial trait, half-faerie dragon, character level 7th.

**Benefit**: You can use your butterfly wings to fly. In addition
to the normal benefits of the butterfly wings racial trait, you gain a fly speed of 20 feet (15 feet if you wear medium or heavy armor, or if you carry a medium or heavy load) with good maneuverability.

**Normal**: Half-faerie dragon wings are not strong enough for flight.
Georgia

Template:Character Information

## History

The thrum of a galloping horse. The wind through her hair. The sound of a gun being fired, warning the carriage driver that they meant business. It always ended the same, Georgia and her gang robbing the travelers of their wares. What Georgia wanted, Georgia got.

She didn't start out as a highwayman. Georgia was born to a family of means and respect in Korvosa. Her father was practically worshiped by his men. Her mother a socialite envied by all of the women. Georgia herself was spoiled with gifts. However, those means weren't obtained by the most legal of ways. From childhood she was raised to take up the family mantle. She would one day be the boss of a multi million dollar empire. She just wanted to live her life before then.

Georgia packed her bag and left home as a teenager. She bought a horse and rode out of Korvosa into the open world around. It took time, sweat, and a lot of dead bodies but she made a gang. Georgia Peaches, a group of woman of her like mind. They struck terror into travelers and took what they pleased.

After a time their activities drew the attention of the paladins. A bounty was issued and it was time to lay low. The gang went their separate ways. Georgia had tried to stay on the move but those damn law makers always seemed to be a step ahead of her. Then she heard of a place they couldn't follow her. Spending her fortune and bribing a mage, Georgia left her home once again to start a new. Question is, does she continue her criminal ways?

## Appearance

A wide brim hat sits upon her dirty blonde hair, most often wind blown than anything else. Beautiful blue-green eyes glare at all that try to cross her. Her dress screams old western gunslinger, but sexier. High heals with spurs, form fitting leather pants, and a white blouse that shows her ample bosom. A short duster adorns her shoulder with two pistols on her hip.

## Personality

Georgia is a spoiled rotten woman that is accustomed to getting things her way. When they don't she tends to pout or shoot until they do. A woman of little patients and understanding of possession.

## Aspirations

At the moment Georgia is unsure of her goals. On one hand she would love to reform her gang and regain her fortune. On the other she wants to lay low and wait for the heat to die down so she can return home.
Monk of the Iron Body

### Base Statistics

An iron body receives good progression on Fortitude and Will saving throws and poor progression on Reflex saving throws.

### Iron Shirt

When unarmored and unencumbered, the iron body adds his Constitution bonus (if any) to his CMD and gains DR/— equal to his half his class level. In addition, a monk gains a +1 bonus to CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

His DR/— and bonus to CMD apply even when the iron body is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Any of the iron body's class abilities that make calculations based on his Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on his Constitution.

This ability replaces AC Bonus.

### Bonus Feats

An iron shirt adds Toughness and Lion's Heart to his list of bonus feats at 1st level. At 6th level, he adds Survivor and Stalwart. At 10th level, he adds Imposing Bearing and Improved Stalwart.

### Steel Jacket

At 2nd level, the iron body can protect his vital areas more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. At 9th level, this protection improves to 50%. At 16th level, it improves again to 75%.

He loses this benefit when he is immobilized or helpless, wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This ability replaces Evasion, Improved Evasion, and Timeless Body.

### Still Form

At 4th level, the iron body gains a +2 bonus on saving throws made against poison, diseases, and necromancy spells and effects.

### Body of Iron

At 11th level, the iron body can use his mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely.

He loses this benefit when he is immobilized or helpless, wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This ability replaces Purity of Body and Tongue of the Sun and Moon.
Lao Shu

Template:Infobox character

**History**

She doesn't talk much of the time before she joined the temple that raised her past 12. Here, the young catfolk took a number of vows that have dictated her life since then; a Vow of Celibacy, shunning away from pleasurable contact with others; a Vow of Chains, restrictions of her movements that are done to speak out against slavery; a Vow of Cleanliness, she no longer touches the unclean nor allows herself to become such; a Vow of Peace, she will not deal the first blow nor will she take a life that could be spared; a Vow of Silence, she shall speak no more; and a Vow of Truth, she expresses no falsehoods. The temple she joined was a hidden sanctuary in the wall of

    heaven, where practitioners of numerous styles trained, and as the young Lao Shu watched, she learned the basics of these styles, and how they would work together.

**Appearance**

An unusually short catfolk at 4'6", with a similarly unusual general lack of fur and white tiger pattern, with Magenta eyes. She normally wears monk robes that hide her restraints. She is almost always immaculately clean, taking extra care of her hair.

**Personality**
A rather serious and straight-forward person, though less so than her vows may make her appear to some. At times she has to struggle not to laugh, so as not to break her vow. Whatever happened in her early childhood seems to have deeply scarred her, enough that she tries to deflect the questions regarding it with "I'd rather not discuss that".

**Relationships**
Nikeapolis: A deaf gnome she met in Bir's inn, she wonders where she went.

Tethealla: An elf she likewise met in Bir's inn

Sid: A friendly snake-man who's shown interest in her past

Smao: A tiefling who's shown concern for her upon learning of her vows, she's largely avoided him since learning of his relationship status

**Aspirations**

She seeks enlightenment, and sees her path to such through the mastery of many styles, assisted by the restraints she's placed upon herself. This path has taken her over the Crown of the World, and eventually to the new continent of Nibiru, where, eventually she will start her own temple.
Bracer's of Enlargement

**Aura** faint transmutation; **CL** 3; **Slot** wrists; **Price** 24,000 gp; **Weight** 1 lb.

DESCRIPTION

When worn, these over sized leather bracers cause a Small or Medium wearer to instantly grow one size category as *enlarge person*. These bracers have no effect on Large or larger creatures, nor Tiny or smaller ones.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, Enlarge Person; **Cost** 12,000

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any *enlarged* item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

####
Book of Infinite Pages

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

### DESCRIPTION

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

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

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item; **Spells** *Teleport* or *Plane Shift*; **Cost** 3,750
Racial Emulation (Locum)

**Prerequisite:** Locum

**Benefit:** When using your shapechange ability, you take on the subtype of the humanoid you are disguised as. You still retain your shapechanger subtype, but you now also qualify as the mimicked humanoid subtype for the purposes of magical items, spells or other effects. If the subtype you are disguised has low-light vision, darkvision or the scent ability, you do as well, with darkvision to a maximum of 60', so long as you are disguised like that subtype.

**Normal:** Locums do not change their subtype, nor do they gain any special abilities.
Telepathic Spellcaster (Tonkin)

*You have learned to cast spells telepathically.*

**Prerequisite(s):** Tonkin, limited telepathy.

##### BENEFIT

You can cast spells as long as the creature you’re targeting is within range of your telepathy.

**Normal:** A tonkin can’t cast spells with verbal components.

**Special:** You may only select this feat at 1st level.
Efficient Weapon Rack

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

### DESCRIPTION

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

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

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, **Spells** *Telekinesis*; **Cost** 1,000 gp
Music Across the Land

**School:** Transmutation

**Level:** Bard 2, Cleric 3, Magus 2, Sorcerer 3, Wizard 3

**Casting Time:** 1 standard action
**Components:** V,S,F (instrument)

**Range:** Touch

**Target:** One Instrument  Touched

**Duration:** 10 minutes/level

**Saving Throw:** Fort negates (harmless); Spell Resistance yes (harmless)

The instrument’s sound carries over a far larger distance. It can be heard clearly at a comfortable volume for one mile every four caster levels. This can not be used to widen the effects of bardic performances, spells, spell-like abilities, supernatural effects, or else any other magical effect. This spell is treasured by musicians who want their music to carry over a large area, or for their music to be clearly heard by a sizeable raucous audience.
Shiroyuki no Raikenhime

Template:Infobox character

**History**

First born of the noble Shiroyuki clan of Minkai, and heiress to the clan's swordsmanship school, Shiro has long borne the weight of lofty expectations, though she has never let said expectations get her down. From the time of her first words, she has been taught to sing; from the time she could first hold a pen, she has been taught poetry; from the time she could first hold a blade, she has been taught to use it; she has known constant discipline, forging her like a blade to the will of the Shiroyuki. Her youth up until her 23rd birthday was spent in her familial estate, in the forest near Shogokabe.

**Appearance**

A somewhat short kitsune of 4'10, she has long white hair that ends with black tips and piercing blue eyes. No matter the weather, she appears in her usual of a loose, detached sleeved robe, with a skirt and thigh-high socks.

**Personality**
Cool-headed, serious, though whimsical, and easily distracted, Shiro tries to be friendly with everyone she meets. She tends towards being fairly thick, any innuendo easily passing over her head, her shadow, Yukikage, tries to keep others from using this to take advantage of her.

**Relationships**
Yukikage: Her shadow, and twin by birth, who sacrificed her familial bonds to the rest of the clan to stay with her twin. The two are almost always together now.

Aaron: A drunk who she tried to make friends with back when she first arrived, he seemed nice and they use to adventure together, but is has been some time since last they met

Zorrack: Another former adventuring partner of hers, she was present when the various curses that had been afflicting him were removed, though she's seen little of him since

King Julian: A fellow royal who's shown her his garden, *and totally didn't have any other intentions*

Shade: Yet another adventuring partner, though their relationship soured when Shade was passionately defending cannibalism; she hopes Kye helps guide her towards good wherever they are now

Mia and Haku: Former neighbors who Shiro once visited, she has lost touch with Haku after Mia returned home, but has since met him anew, sharing tea.

Weiming: A recent friend, they've shared music and stories when he's visited her at her villa in Abrogail.

**Aspirations**
Shiro's goal is to bring Minkaien influence to Nibiru, and to help those that she can. She is also collecting various katana, most of which she forges herself as a sort of hobby
Warrior of Holy Light (Alternate)

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

**Holy Nimbus (Su)**

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

At 4th level, the Warrior of Holy Light gains a full Channel Energy pool of 1+ CHA daily. (Using his or her Paladin Level in place of a Cleric level)

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

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

**Searing Light**: Allies gain a +1 Sacred bonus per 4 Die of Channel Energy to weapon damage rolls

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

**Shielding Lantern:** Allies gain a +1 Sacred bonus per 4 Die of Channel Energy to all Saving Throws

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

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

**Brilliant Beacon:** Allies Gain a +1 Sacred Bonus on all Attack rolls per 4 Channel die the Paladin possesses.

**Guiding Light:** Allies gain a +1 Sacred Bonus on all Skill checks per 2 Channel Die the Paladin possesses.

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

*This ability replaces spellcasting and channel energy.*
Inform

**Inform**

**School:** Divination

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

**Casting Time** 1 standard action

**Components:** Verbal, Somatic

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

**Target:** one creature

**Duration:** one minute

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

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

Template:Character Information**History**

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

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

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

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

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

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

**Appearance.**

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

**Friends**

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

**Personality**

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

**Aspirations**

Sayia lives for the adventures and spice of life. She carries little and has no aspirations besides making gold.
Woodland Sniper (Slayer Archetype change)

*Woodland snipers are guardians of forest and grove, keeping vigil on their borders and hunting bounties and trespassers from the shelter of sturdy branches.*

**I Have the High Ground!** (Ex)

A Woodland Sniper gains a +1 circumstance bonus on all ranged attack rolls made from elevated terrain. (Elevated terrain being constituted as a position that is at least 10ft higher in elevation than their target's, excluding attacks made while flying or falling.) This bonus increases by +1 per 6 levels of Slayer the Treetop Sniper possesses, to a maximum bonus of +3 at 18th Lv.

This ability replaces track.

**Ranged Sneak Attack** (Ex)

Beginning at 3rd level; whenever a Woodland Sniper makes a ranged sneak attack, the size of their sneak attack dice increase to 1d8's. On all melee attacks; they become 1d4's.

This alters sneak attack.

**Still Shot** (Ex)

At 7th level, the woodland sniper reduces the penalty on Stealth checks to remain hidden while sniping by half his slayer level.

This replaces stalker.

**Canopy Climber** (Ex)

At 11th level, the woodland sniper gains a climb speed equal to his/her base movement speed; and they also gain the Druid's Woodland stride ability.

This allows the Treetop Sniper to walk upon and through the canopy of trees without penalty; nor or fear of falling / snapping a limb without outside influence.

This replaces swift tracker and slayer’s advance.
Kaldbak

## Description

Kaldbak is built on the peak of a high mountain on an island north of Nibiru. It's buildings constructed of hard stone and fortified with strong wood. Each building standing strong and ready to withstand even the harshest of tests. The castle stands at the tallest point, overlooking the growing settlement. A large area is devoted toward the army and training of troops but entertainment is still prominent. Taverns and Inns line the main street, providing a place to stay and a strong drink.

## Districts

**Castle District**- Located on the highest point of the settlement. Leadership offices and homes centered around the castle where the ruler and Linnorm King reside.

**Military District**- Located on the eastern side of the settlement so that they make use of the early light. barracks, the military academy, forge and jail is located here.

**Knowledge District**- Located on the southern end of the settlement near the main entrance. The settlement's academy, orphanage,

**Entertainment District**- Centered down the main road through the settlement. Lined with breweries, taverns, inns, and the arena.

**Prayer District**- Located on the western edge of the settlement. The settlement's two major cathedrals to Gorum and Sarenrae are centered here. Small churches and places of worship are available to the other major gods and goddesses. The hospital is also here.

**Hearth District**- Located between the Entertainment and Prayer Districts. The majority of the citizen's housing is located here.

## Economy

Kaldbak's primary income comes from mining the mountain and forging weapons and armors. The settlements forges are constantly alight and supply its military as well as its trade partners.

## Population

Kaldbak has a good mix of races in its population. All are welcome to call it's walls home. The people look out for one another and are ready to defend its walls at a moment's notice.

## Geography

Kaldbak is positioned atop a tall mountain north of Nibiru. Defensible by the surrounding mountain range and the island it is located on. It is a cold climate and subject to its colder temperatures. A light dusting of snow seems to always be present.

## Religion

Kaldians primarily worship Gorum and Sarenrae as their leaders do. However, the citizens have the freedom to worship who they wish as long as they don't harm other citizens.

## Leadership

Linnorm King- Raförta Wulfsbane

Master of Legislation- NPC

Consort- Greymane Hellstrider

Master of Kin- NPC

Master of Foreign Relations- NPC

Heir- None

Master of Faith- NPC

Master of Law- NPC

Master of Knowledge and Arcane- NPC

Master of Troops- Kage

Master of Secrets- NPC

Master of Coin- Issac Lestraud

### **Qualities**-

1. Militarized
2. Defensible
3. Free City
4. Academic
5. Broad Minded
6. Long Memory- Cheliax

**Disadvantages**- None

**Government**- Autocracy

**Population**- 143750

**Notable PCs/NPCs-** None

**Base Value and Purchase Limit**- Unlimited

**Spellcasting**- 9th
Craterstomp Rager (Barbarian Archetype)

This ability replaces Trap Sense.

### Lesser Plunging Fury

The barbarian gains a +1 bonus to damage rolls made while falling. In addition, they create an area of difficult terrain when plummeting back towards the planet. When the barbarian falls at least 10 feet while raging, they create a 10ft radius of difficult terrain around their point of impact. If the barbarian falls at least 100 feet before impact, this radius increases to 15 feet. The Barbarian themselves remain unhindered by their own crater; provided they maintain raging.

This replaces the Rage Power gained at 2nd Level

### Plunging Fury.

The Barbarian has learned how to leap with the strength of their Ancestors; channeling their inner rage and desire to plummet unto enemies into a glorious raging bound. As a move action while raging, the barbarian can leap up to 10 feet in any direction per level of barbarian they possess, provided they have a line of sight to their destination. They must land at least 5 feet from their initial launch point. This movement does not provoke attacks of opportunity.

This replaces the Rage Power gained at 6th level.

### Greater Plunging Fury

Enemies caught within the crater’s area of effect from Plunging Fury now take damage equal to the falling dice the barbarian would receive upon impact, in the form of bludgeoning damage. This damaging explosion is caused by the uproar of rocks and impact debris sent flying when the Plunging Rager descends. Enemies must make a Reflex save on impact DC=(10 + ½ Barbarian Level + CON mod). A successful save allows enemies to take ½ damage and avoid falling prone.

This replaces the Rage Power gained at 10th level.

### Tunguska Strike

The Barbarian may choose to apply the bonus damage dice from falling to all melee attacks made while falling in a round; rather than only the first. If they choose to do so, they also inflict the same amount of extra die to themselves (again) with each additional attack, regardless if the attempted attack(s) hit.

This Replaces the Rage Power gained at level 20.
Infuriated

**Price** +1 bonus; **Aura** moderate enchantment; **CL** 8th; **Weight** —

DESCRIPTION

This special ability can only be placed on ranged weaponry. An infuriated weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in her hand, even when she is not raging. This bonus is equal to the enhancement bonus of the weapon (and also includes the +2 if the wielder is raging).

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor **Spells** *Rage*; **Cost** +1 bonus
Teleport Lair

**NOTE, UNAVAILABLE UNTIL 9TH LEVEL NPC CASTING IS AVAILABLE**

**School:** Conjuration (Teleportation);

**Level:** Sor/Wiz 9, Witch 9

**Casting Time:** 12 hours

**Components:** V, S, F (cubic gate)

**Range:** None

**Area:** Up to 200 sq. ft./level (S)

**Duration:** Instantaneous

**Saving Throw:** None; Spell Resistance: No

You transport yourself and an area chosen by you (and everything in that area) to another location that you have physically visited. The destination must be somehow befitting of the locale moved. Thus, if a dragon’s lair is a system of caves built into a cliff side, you can shift the lair to another set of cliffs nearby, on another continent, or on another plane. The spell then creates the space needed for the shift (magically and instantly digging out new caves in the new cliff wall that conform to the original caves) and fills in the space left behind (the old caves at the original location are filled in with natural stone). The lair conforms as well as possible to the new site. Conforming may include shifting the layout, size, and entrance of a location slightly (subject to GM adjudication). If it fit within the spell’s area, a whole building could be transported to a new location. You could also move only a few rooms, making them into their own separate structure at the destination or attaching them onto an existing structure. They could even replace rooms in an extant structure. You transport the environment as well, so when shifting a castle underwater, the castle does not fill with water; if you transport it into the heart of a volcano, the interior of the castle retains its normal temperature. As the duration is instantaneous, these effects remain (e.g. a castle room teleported into the heart of a volcano remains comfortable).
Addle

**Price** 25 gp; **Weight** —
**ABOUT**
These Orange-colored tablets greatly enhance the users focus and speed up cognition and reflexes. The downsides often include jitters, nervousness, restlessness, Incomplete thoughts, fast talking, and paranoia.
**DETAILS**
**Type** ingested; **Addiction** moderate, Fortitude DC 18
**EFFECTS**
1 hour; +5 Perception and +5 Sense Motive +1d4 Dex -2 to cha based skill checks
**DAMAGE**
1d2 Cha damage
3rd Party Approved Feats

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

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

## Feats

### Extra Machinesmith Trick

With your incessant tinkering, you have learned a new mechanical talent.

**Prerequisite:** Machinesmith trick class feature.

**Benefit:** You gain one additional machinesmith trick. You must meet all of the prerequisites for this rogue talent.

**Special:** You can gain Extra Machinesmith Trick multiple times.

### Kinetic Shapechanger (Playtest)

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

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

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

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

### Powerful Throwing

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

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

### Strange Revelation

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

### Technique Feats

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

#### Archon Technique

Now reads as follows:

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

*Your deadly bestial weapons persist even while polymorphed.*

**Prerequisite(s):** Extra Feature, Inner Strength, Inner Self, skinwalker, Con 13

**Benefit(s):** Chose one natural attack gained through bestial form. When benefiting from Inner Strength, you retain this natural weapon.

**Special:** You may select this feat multiple times. Each time select an additional natural attack that persists through polymorph effects
Cloak of the Owl

**Aura**: Transmutation; **CL** 5rd; **Slot** shoulders; **Price** 35,000 gp; **Weight** 1 lb.

This cloak made of owl's feathers provides the wearer with unusual insight and wisdom. The wearer of the cloak may gain True Sight for one round 3X/Day as a swift action and gains +5 circumstance bonus to perception versus stealth and sense motive checks in regular and bright light, and +7 to perception versus stealth in Dim light or darkness.

**Feats** Craft Wondrous Item, Craft Magic Arms and Armor; **Spells** Owl's Wisdom; **Special** Sense Motive 5 ranks, Perception 5 ranks Cost 17,500 gp.
Grimgore

**''there is only two things in life Family and Honour''**

**1: History**

 Grimgore is one of many orcs from the Hold of Belkzen his youth was normal for an orc including things like Fighting, training, tests of strength and hunting he had to fight for every scrap of food he got training with the sword became common place and fighting in the wilds he found his true calling letting the inner rage fill him he fought and lived like the barbarians of old learning the true path of strength and ignorance that only a Invunerable rager knew. After several years filled with nothing but rage he returned to the City of Urgir and took up the teachings of hate passed from one orc to another, but having lived on his own in the wilds for so long he turned that hate and rage into another path the of selfishness, taking up a second path, the path of the Insunuator Anti-Paladin.

Learning of the new discovery of the land of Nibiru the orc set forth to discover his new path maybe bringing the fame back to his tribe that is now long forgotten by others and maybe one day find the Lost orcs that his father and grandfather always told stories about.

**2: Appearance**

Grimgore is a relatively large orc standing 7 foot and three inches tall he has a long black braid of hair running down his back. His face is Marred with many scars from many fights and his tusks are etched with tribal markings to show his true lineage which he shows off knowing none left alive would recognise it. His frame is heavily muscular he wears as little armour as posable to not restrict his mobility and carries a Unholy Flaming Earthbraker.

**3: Personality**

Grimgore is fast to anger and easy to upset however he has his own code ''if it doesn't bring me any gain then it's not worth it'' which he has come to belive means he only fights for 2 things money and Honour. a very selfish person if you have nothing he can gain from you he doesn't care.

4: **Goals**

Grimgores main goal is to bring Respect and Honour back to the name of his ancestors tribe, beliveing that within ones history is the secret to ones destiny. other than that he seeks money and power to increase his personal gain
Scintillating Spheres

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

**Scintillating Spheres**

**Casting Time:** 1 Standard Action

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

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

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

**Duration:** 10 Min / Lv

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

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

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

If the target has *Shield* affecting them, this spell has no effect.
Succor

*Your divine ability to heal the wounded is bolstered by your resolve.*

**Prerequisites**: Channel Positive Energy or Lay on Hands class feature, WIS 15 or CHA 15, Character level 3rd

**Benefit**: Your effective class level for the purposes of calculating the effectiveness of your Channel Energy or Lay on Hands class feature is increased by 2. This is a supernatural ability.