recursal/Fanatic-Fandom huggingface dataset:
Parry (5)

A model with this Trait may lessen the impact
from a melee blow, deflecting it with a weapon
or his bare hands. The character may perform
a Q roll at -1 on a single die after losing a melee
combat roll in which he suffered a Knocked
Prone, Recoil, or Out-of-Action result. If the Q
roll is successful, the character can turn a
Knocked Prone into a Recoil, a Recoil into a tie,
and an Out-of-Action into a Knocked Prone. A
Gruesome Kill result may not be reduced. If
the Q roll fails, the character receives the effect
as normal. Only one Parry per turn may be
attempted, and only during the opponent's
turn. The intention to use the Parry ability
must be announced as soon as the combat
effect is caused.
Parry does not protect from attacks with the Flail
Trait, from missile weapons, or from spells
(including spells with the Melee tag), or the
Headbutt and Shield Rush Traits. A Prone model
has -1 on his Parry rolls; he may turn a Recoil or
Knocked Prone to a No Effect, but an Out-of-
Action or Gruesome Kill may not be reduced.

If parrying an attack from a magic, Heavy or
Huge Weapon, the parrying weapon breaks if
the character rolls a 1 on the Q roll. The model
loses the Parry Trait until he recovers the same
weapon. Exception: a magic or Huge weapon
used to Parry will not break. In the case of
Parries performed by martial artists (models
with any MA Trait), rolling a 1 on the Parry Q roll
will result in an injury that will prevent further
Parries until the end of the game or until a
Healer spends an action to heal the injury.
A model with both Parry and any of the Block
Traits may not use both in the same turn.
Personalities may take the more expensive
Expert Parry ability that works in the same
way, but without a -1 penalty to the Q roll.
Heroes with Parry or Expert Parry do not pass
the Parry roll automatically.
Parry is either a (W) or (MA) Trait. In other
words, a character may use this ability only if
he is armed (he is parrying with a weapon) or
if he possesses any other Martial Arts (MA)
Trait.
Trixie LaVeau

File:D1a45f362fe18b7de2e4fa2e747e0898.png

## Trixie LaVeau: Musician, Swamp Witch, Devil's Bride. These are only a few of the names people have given her, but she prefers Trixie.

> Class: Warlock//Ranger[Sword-Devil]
>
>

> Alignment: TN
>
>

> Race: Human
>
>

> Gender: Female
>
>

#### Past:

Trixie LaVeau was born on the southern edge of the Shackles in a bayou feeding out into the Fever Sea. Daughter of Marie LaVeau, a practitioner of esoteric magicks, she was raised in the same traditions. Trixie took well to these traditions, and practices them to this day, though she makes sure not to reveal them to others for fear of persecution. At the age of 15, she initiated the final rites of her mother's teachings, becoming a full-fledged Warlock. The next two years were spent training, just as always, then on the anniversary of her initiation, Trixie's mother vanished. With her mother gone and a mysterious feeling drawing her, she set off for the new continent.

#### The Pact:

Trixie's pact is of an infernal nature. It surrounds her in a Lawful Evil aura, which may cause misunderstandings with the devout and fervent. She has the power to blast her opponents in hellfire, and activate a Death Vow - a promise to slay her enemy no matter the cost. Her magic is incredibly limited, but it allows her to see perfectly in the dark and summon shadowy hands to assail her enemies. As the pact grows in strength, so too will her abilities and, consequently, her ties to her mysterious patron.

#### Personality:

Trixie is eager to learn. She's quick to make friends, but she begins most meetings on guard. Her isolated upbringing brings ignorance, and ignorance brings fear. She's wary of new people and unfamiliar customs. Trixie holds some prejudices, mostly about races that appear somewhat sinister, such as tieflings and orcs. She's prone to asking questions, trying to take in as much information as she can. She has many secrets, and often dodges questions about herself, or tells half-truths to avoid revealing too much about her esoteric rituals. A bit childish, she's prone to exaggeration and lacks skill in hiding her feelings.

#####

#### Current Goals:

Driven by visions, Trixie is searching for something important on Nibiru. She believes finding it will lead her to understand why her mother disappeared so suddenly. To that end, she wants to make friends and gain strength to brave the savage wilderness.

###
Music (0)

The model carries a musical instrument and
fights at -1 in melee. The player may reroll one
die per turn on any failed group activation roll
that includes the musician or is within 1 x Long
of the musician. The model may choose to
drop his musical instrument to remove the -1
melee penalty, but he may not use the Music
ability until he picks up the instrument again.
Fragile (-2)

The model is made of bones, crystals, or other
hard but brittle substance. Crushing attacks
(Bludgeon, Ball-and-Chain, Earthquake Maul,
Flail, Flying Hammer, Heavy Weapon, Huge
Weapon, Hammering Blow, Headbutt,
Opportunity Flail Strike, Trample, and all
melee attacks from Huge or Gargantuan
Creatures) are at +1 against Fragile creatures.
This Trait is appropriate for skeletal undead
like Skeletons and Liches, but also for crystal
golems, crystal elementals, and weaker
treemen.
Beastmaster (P) (8)

Beastmaster is a limited version of the Leader
Trait that applies only to Animal models. You
may assign this rule to a pack leader or to an
intelligent being that trains animals. All friendly
Animal models within 1 x Long distance from
the Beastmaster have +1 on activation,
reactions and Morale Q rolls. If the Beastmaster
is killed or routed off the table, all friendly
Animal models are automatically removed
from play. A Beastmaster enjoys the

Leadership bonus from a Leader. For all other
rules, see Leader. If you are playing a large
battle where multiple Leaders are allowed, you
may also have multiple Beastmasters, and the
animals do not flee until the last Beastmaster
has been removed from the tabletop.
Entangle (15)

This Trait represents the ability to create spider
webs or something similar that could glue an
opponent to the spot or hinder his movement.
The range of Entangle is 1 X Short if one action
is used, 1 x Medium if 2 are used, and 1 x Long
if 3 are used. That is the maximum range of the
Entangle attack. It is not possible to shoot at
multiple sticks. If the target is not in range, the
Entangle automatically fails. No Combat roll is
necessary to perform an Entangle attempt: the
shooter simply declares how many actions he
is putting into the Entangle roll, and the target
makes a Q roll on as many dice as the actions
put into the Entangle. If the target rolls one or
more failures, the target is Entangled. See
Conditions, p. 43.
Bludgeon (5)

The model is trained to use a cudgel, walking
stick, mace or club to knock enemies down.
Every time an enemy recoils from a model
with the Bludgeon Trait, roll one die. On a 1 to
3, the foe Recoils as normal. On a 4, 5 or 6, the
foe falls Prone instead. Unlike the Tailslap
Trait, Bludgeon works even if the recoiling foe
is larger than the model.
Терор Наполеон

Терор Наполеон с динамитом

## 1559-

< МССР, Иллигария (фактический предок)

**Терор Наполеон** - Террористическое государство на территории южной Азии.

Вышел из состава МССР в 1659 году. На его сторону перешли все исламисты из МССР из-за чего он стал мгновенным врагом МССР. Армия у него и сейчас довольно большая.

## Отношения

### Враги

Шудия, Руссамдия, Консольный Палау - МОИ ВРАГИ НА ВЕКА!!!!!!!!!!!!!!!!1111!!!!

Дартметия - Хватит за ним ходить!

Коммунистический союз - КОММУНИЗМ В ПРОШЛОМ!
Discipline Master (L,P) (14)

A Discipline Master is a leader suited for low
Quality warbands. Using a whip or a stick to
beat sense into unruly militia, a Discipline
Master may spend one action to give +2 to the
activation rolls of all friendly figures with a Q
of 4, 5, or 6 within 1 x Short. However, if the
Discipline Master ever rolls a double or triple
1 on his activation roll, he is automatically
killed (one of his soldiers, tired of the beating,
has knifed him in the back or has “accidentally”
let loose an arrow while he was in the line of
fire) and all figures in his warband with a Q of
4 or worse must immediately perform a
Morale roll. Note that friendly models make a
Morale roll only when the Discipline Master
dies in this way, and not when he is a casualty
of combat.

Discipline Masters have no effect on Artificial
or Undead models, or on figures with Q3 or
better. They also do not enjoy an activation
bonus from models with any other (L) Traits,
including models with Lead from the Front or
Leader, or other Discipline Masters. Discipline
Masters may not take the Hero Trait. A figure
may not claim multiple bonuses from multiple
figures with any (L) Traits.
Artificial (3)

Artificial models include non-living creatures
such as elementals, automatons, and golems.
They are immune to poison and do not suffer
Gruesome Kills (treat a Gruesome Kill as a
normal Out-of-Action result). They do not
make Morale rolls for Gruesome Kills or
Terror. They make normal Morale rolls for the
loss of a leader or if the warband is reduced
to 50% — their “programming” kicks in and
tells them that in some cases it is better to run
away and live to fight another day.
Poison (3)

Models with the Poison Trait have a
venomous natural attack or use poisoned
weapons. This includes their ranged weapons,
if any. Every time a Poison attack wins a
Combat roll against a target but does not kill
the target, roll a die. On a 5 or 6, the target’s
Q number goes up by 1, and if it ever reaches
7, the model dies and is removed from play.
No target, however, can have his Q reduced
by more than 1 per turn, regardless of how
many Poison attacks hit him that turn.
In the case of a Concentrated Shooting action
(see Group Activations, p. 67), check the
chance of poisoning once per shooter, but
apply a maximum of -1 to Q for that turn.
Example: Four archers perform a
successful Concentrated Shooting
against a target. They do not kill the
target. The player rolls four dice for the
Poison effect, and any roll of 5 or 6
means that the target is poisoned.
However, the target will take only one Q
loss from the Concentrated Fire this
turn. If the shooters hit him again in the
following turn and another Poison die
rolls a 5 or 6, the target takes another
point of Q loss.
Some characters will be immune to Poison
thanks to Traits like Undead or Artificial or
because of a spell or potion.
The Q loss from Poison is a Condition and may
be negated by a Potion of Healing or by the
Healer Trait.
Greedy (-2)

A Greedy model must make a Q test each time
he puts a foe Out-of-Action or causes a
Gruesome Kill in melee. If the test fails, the
model will remain adjacent to the foe and start
to rob the body (or feed on it, skin it, or
something else, as appropriate). The model
will have to spend one action to snap out of
Greed on its next activation. As a scenario rule,
you may require non-Animal Greedy models
to spend one extra action when picking up
treasure from a hoard, as they will start to
collect every single coin and valuable.
Healer (P) (11)

Healers can perform faith healing by laying
their hands on friendly models and invoking
the gods. To do so, a Healer must be adjacent
to the model to be healed and spend one or
more actions to use the healing power. One
action may remove one point of Q or C loss
from the Drain Trait or any other game effect
that reduces attributes or heal one “life” lost
by a Tough model. Actions may also be spent
to remove Conditions (see p. 43).
The Competitive Monopoly Sketch

The Competitive Monopoly Sketch from Episode 46 features a broadcast of a Monopoly game with the end goal being to tip over the board, say ‘fuck this’ and go off to make a cup of tea.  The broadcast is hosted by Greenman Burrows (the host of the Competitive Leftovers) although he is not referenced by name.  The Monopoly game in the sketch is played by Grant and Judy, and Judy, described as ‘not doing so well’, becomes the one to storm out.  It is not known if this signals the end of their relationship.
Image Policy

## Acceptable vs Unacceptable Images

* Colored images from the manga are permitted, however they must be from the official source. Panels that have been colored from fansites or any other source are not permitted.
	+ Black-and-white panels are generally favored, however, if the colored panel contributes a better visual representation of the subject, then it can be used instead (ex. images used to showcase Demon Slayer Marks).
* In the case of the manga, images should be uploaded with **no text in speech bubbles**. If there is text outside of a speech bubble that would need to be redrawn, the raw (Japanese) version must be used.
	+ **Only the text outside of a speech bubble** in a raw version shouldn't be erased. **The text inside a speech bubble must still be erased**.
* In the case of the anime, images **should not** have subtitles, watermarks, or editor credits.
* Only **.gif** or **.png** file extensions. This is the standard requirement for the wiki system, and many file extension types (such as **.BMP**) are not uploadable.
	+ Episode collages are excused from this rule.
* Fanart of any form, for any reason.
* Images unrelated to Kimetsu no Yaiba.
* Images with improper filenames.
* Files in any other format other than **.png** or **.gif**.
* Images with watermarks.
	+ The exception is if it is an **official watermark**.
* Images with potential spoilers until the official chapter/volume is released.
* Images for your profile **should not** be uploaded to the wiki. **Please upload them to another image sharing site and import them here**.
* Nudity and any other kind of image that shows explicit scenes, even if it is from an official source, according to Wikia's **Terms of Use**.
* Duplicate images.
	+ If you find a duplicate image, please mark it with **{{Delete}}** in the file summary and include the filename of the duplicated image.
* Fake images.
* Uploading images and not using them in articles or character galleries.
Rules & Policies

## Standard Page Format

*See the Manual of Style for more information, or contact an admin with any questions or concerns.*

## Image Policy

*See the Image Policy for more information, or contact an admin with any questions or concerns.*

## Talk Page/Comment Policy

* **Sexually Explicit Referencing**: Commentary of the sort is not permitted on the wiki; failure to abide will result in being banned from the wiki.
* **Offensive Behavior & Language**: This includes racism, profanity, religious intolerance, xenophobia, homophobia, etc. Either a warning or a ban will be issued depending on the severity of the offense.
	+ In the case of expressive freedom, comments which are censored via asterisks will be tolerable, depending on the content (example: a\*\*\*\*\*, b\*\*\*\*\*, c\*\*\*\*\*).
* **Spamming**: This includes writing a large amount of nonsense, such as random letters and/or repeated sentences. Warnings may be administered, however, if the issue is deemed severe enough, an immediate ban will be given without notice.

## Vandalism

**Vandalism** is when a user deliberately destroys edits, images, or other parts of the wiki. This is not tolerated and will result in punishment by the wiki administrators.

### **Actions Considered Vandalism**

* Removing previously accurate edits of editors and/or adding incorrect information.
* Creating false information.
	+ This includes adding information unrelated to the series in inappropriate sections.
* Edit warring with another user.
* Mass completely unnecessary categorization.
* Including content in languages that are not English or Chinese, unless it is in context with an element from the work.
* Removing content from a page for no good reason.
* Destroying content from a page.
* Creating pages that do not meet the minimal amount of content to justify their creation.

*Behavior which may be considered vandalism that is not listed here is up to the discretion of the admins and moderators to determine a suitable punishment. Policies are subject to change without prior notice.*

## Expected User Conduct

*See the Conduct Policy for more information, or contact an admin with any questions or concerns.*

These policies are inspired by the Kimetsu No Yaiba Wiki Policies
Hanakokun.fandom.com

# **Learn more information about one of Toto Xia’s favorite shows**

To learn more about one of Toto Xia’s favorite TV shows, Toilet Bound:Hanako-kun, visit its official wiki by clicking on the orange tab that says ‘Hanako-kun Wiki’. Feel free to contact an admin if you need help. After all, a lot of the Dodo Xia Wiki’s coloring inspiration come from the Hanako-kun Wiki!

Home Page   Admins     **Hanako-kun Wiki**
Mounted (6)

Mounted models ride some sort of steed.
They have +1 on their Combat score in melee
versus any non-Mounted figure. They have

Free Disengage against all non-Mounted, non-
Flying enemies.

Rider and mount are treated as a single figure
for purposes of the game. You don’t need a
separate model for the mount: it is assumed
to run away or be put Out-of-Action when the
rider is put Out-of-Action.
Mounted models may transport friendly
models as the same size of their riders or
smaller. It takes one action for a Mounted
model who is adjacent to a foot figure (of the
same size or smaller) to pick up a friend. The
carried figure does not need to be activated
to be carried — a fast cavalryman could pick
up a panicking child and bring him to safety,
for example. This also applies to Transfixed
models, but not to Sleeping or Entangled
models. Only one creature may be carried.
A carried figure may later dismount. It takes
one action on the part of the carried figure to
dismount; place the carried figure anywhere
adjacent to the mount’s base when he does
so. If the carrying model is knocked Prone, the
carried figure is knocked Prone as well, and is
thrown off the mount.
Gang (3)

This Trait may be assigned only to models with
maximum Q4 and C2. Models with Gang may
perform Group Activations (including Regroup
but not Concentrated Fire) without the
presence of a Leader. They still get a +1 to Q
rolls if in range of a Leader and enjoy the
bonus from Gregarious if they have it. If a
model in the Gang is Gruesomely Killed,
however, all models in the Gang test Morale
at -1.
Administration

Certain users have access to different functions on the **Dodo Xia Wikia** that allow them to perform tasks to improve and protect the wiki. These users are known as **administrators**.

## What shouldn't the Administration Team do?

Admins should never abuse user/abilities rights for their own gain. If abuse is noticed, it will result in immediate termination of users rights and a permanent ban from the wiki. Admin user rights should be only used to clean up vandalism, organize and clear spam from the wiki. Admins still follow the same rules and policies as everyone else.

## How do I become an Administrator?

Currently, the Dodo Xia Wikia is looking for administrator/moderator applications. The administrative team would be happy to assign a user as an admin if a user presents skill and dedication when editing the wiki. They may be scouted by a bureaucrat and then be promoted to admin/mod level.

## Whats the difference between a Bureaucrat and an Administrator?

A bureaucrat is a user that can make other users bureaucrats or administrators on the wiki. Admins do not have this ability. However, they cannot remove the bureaucrat rights from another user. A Wikia Community Staff member must do this.

## Current Administration Team

### Content Moderators

This page is inspired by the Kimetsu No Yaiba wiki administration pages
Piercing Weapon (W) (2)

The model is armed with a heavy weapon like
a warhammer, which is designed to punch
through armor. When performing a Power
Blow or Aimed Shot with such a weapon, the attack ignores
the opponent's Heavily Armored Trait, if any.
The attack has no special effect against targets
without Armor, or if the user performs a
regular attack.
Disarming Block (MA) (5)

Whenever an opponent rolls a 1 or a 2 in
melee against the character, regardless of the
character's C roll or if he suffers a hit, that
opponent must pass a Q test on one die or be
disarmed. Flail weapons, martial arts Traits
and natural attacks (claws, bites, tailslaps, etc.)
are unaffected. The disarmed weapon is
placed on the ground by the disarmer within
1 x Short of the owner.
Getting Started

## Making An Account

Here at the Dodo Xia Wikia, users will need to sign in to make their first edit. After you sign in, simply check your profile on the upper right of your screen to see your profile!

**Coming Soon**: Badges.

**What are badges?:** Badges are achievements you receive after completing a certain task. Each badge is worth a certain amount of points and will be displayed on a leader board. A 'joining' badge will be available soon after you sign in and join the wiki!

## Your First Edit

To make any edit, simply click on the 'edit' button on any page. It is located in the upper right bar of any page. Many user's first edit is to their profile page. Click on the 'edit' icon on your user page and start editing! Feel free to add anything about yourself that you feel comfortable with. You are welcome to see any admin's profile page for inspiration, or just to ask them a question or concern. After you fill out your fill out your profile, you've made your first edit, and have helped expand the Dodo Xia Wiki Community!

Feel free to start editing on any page with information you've collected about or relating to Dodo Xia! Please see our Rules & Policies first to learn about the layout of editing we follow here at the Dodo Xia Wiki.
Grey Paladin (Errata)

*Gray paladins have discovered that in a world of intrigue, a strict code of honor hinders their options. Their divergence from the paladin’s normal code still drains them, but somehow, they have found a way to avoid losing all of their powers; working to further the tenets of their deity through a more "any means necessary" approach without succumbing to evil.*

### **Alignment**:

A gray paladin can be lawful good, lawful neutral, or neutral good, though she must still follow a lawful good, neutral good, or lawful neutral deity.

*This alters the paladin’s alignment restrictions.*

### **Code of Conduct**:

A gray paladin must be of lawful good, lawful neutral, or neutral good alignment and loses all class features except proficiencies if she ever willingly commits an evil act (for example, casting a spell with the evil descriptor). She should strive to act with honor and uphold the tenets of her faith, but failing to do so is not a violation of her code, and other than evil actions, she can do whatever else she feels is necessary to uphold the causes of law or good.

*This ability replaces the paladin’s code of conduct and associated abilities and alters the section on ex-paladins.*

### **Aura of Subtlety**

A Grey Paladin is treated as a normal Aligned creature rather than a cleric or paladin for the purposes of their Aura of Good / Detect Good or Law. In addition, the Grey Paladin is treated as 2 Hit Die lower than normal for the purposes of projecting an Aura of any kind; meaning they project no aura whatsoever until they gain 6 Hit Die, and only a Faint aura until they possess 13 Hit Die or more.

*This ability alters Aura of Good*

### **Weakened Auras:**

A Grey Paladin's auras are reduced in range, to a maximum of 5ft. In addition; aura of courage does not make her immune to fear, her aura of resolve does not make her immune to charms, and her aura of righteousness does not make her immune to compulsions. These auras still impart their normal numerical bonuses to the paladin however.

*This ability alters Aura of Courage, Aura of Resolve, Aura of Faith and Aura of Righteousness.*
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.
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.
Hard Hide (6)

The first time this model is put Out-of-Action
in a game, roll a die: on a 4+, the model
survives and his Q decreases by 1 instead. He
is still knocked Prone or recoils depending on
the opponent's roll. This Trait may be used
only once per game, and not in conjunction
with any Block or Parry Trait. Gruesome Kills
work as usual on the character.
Sobah Wiki

**Welcome to the Sobah Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Community Founders*: Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Ylimancha

**Source** *Inner Sea Gods pg. 324*

**Pathfinder Wiki** Ylimancha

**Pantheon** Empyreal Lords

**Areas of Concern** Coastal waters, fisherfolk, flying creatures

**Domains** Air, Animal, Good, Water

**Subdomains** Agathion, Feather, Oceans, Wind

**Favored Weapon** Longbow

**Symbol** Golden seagull

**Sacred Animal(s)** Seagull

**Sacred Color(s)** Blue, gold

### Obedience

Wrap yourself in a robe of feathers and immerse yourself in saltwater, holding your breath for as long as possible. Climb out of the water, kneel down, and pray until the robe dries. Gain a +4 sacred bonus on saving throws against effects with the water descriptor and effects from flying creatures.

## Boons - Celestial Obedience

### Mystery Cultist

**Source***Chronicle of the Righteous pg. 28*

**1: Winged Blessing (Sp)** *feather fall*3/day, *levitate*2/day, or *water breathing*1/day

**2: Aspect of the Wind (Su)** Avian wings sprout from your back, granting you a fly speed of 30 feet with average maneuverability.

**3: Body of Water (Su)** Your body becomes permanently fluid and malleable, making you immune to critical hits and sneak attacks. In addition, you can move through an area as small as one-quarter your space without squeezing or one-eighth your space when squeezing.

### Paladin Code:

* As the breakwater protects the coastline, so shall I. While evil crashes against me, I will hold firm in my charge.
* I will show mercy to those who repent the wrongs they have committed, but I will be as merciless as the sea to those who refuse to atone.
* Animals are to be hunted for survival, not for sport. I will not waste the lives of my prey, nor shall I hunt them overmuch.
* I will be the last to flee from disaster. I will first ensure that the weak and innocent are safe and only then will I worry for myself.
* I will seek to ensure those around me are self sufficient. Until I can, it is my responsibility to ensure they are properly defended.
* My honor comes not from my words, but my deeds. I will live as an example of the Harborwing's teachings.
* Every ship requires a crew. I will not turn away competent help when it is offered, and I will seek help when I require it.
Channeling Savant (Cleric Archetype)

*This cleric has devoted himself to helping those around them by channeling their Deity's power into potent healing magic; at the expense of some magical flexibility*

### Profound Channeling (SU)

The Cleric's Channel Energy ability now scales entirely off of wisdom, including uses per day, Save DC, and any other aspect of the ability that is normally based on Charisma. In addition, the Cleric now adds her Wisdom modifier to the total amount healed when Channeling Positive Energy to heal living creatures (once per channel).

*This ability alters Channel Energy; and replaces one Domain of the Cleric's choosing.*
The House of Griffins

The House of Griffins were a noble family in a small forgotten land far to the West. They were responsible for the security of the borders of this aforementioned land and commanded a sizable military force. However, like all things, they fell on hard times. Political opponents blackmailed them into almost bankruptcy, and along with this, they slowly stripped the family's political clout by using the king's advisers. After a generation of this, the family was almost in ruins. It was at that point that the family head, whose name has been erased from history, summoned and made a pact with a Glabrezu named Vraendund. The daemon gave the head unholy magical powers in exchange for weaknesses in the borders of the now forgotten land. The head readily agreed and the pact was made. Using the powers granted to him by the demon, the head ruthlessly butchered those who had caused ruin to his family without mercy and instated himself as the new ruling power. Not 5 years later, hordes of invaders streamed through the breach in the border, making sure that the survivors knew that the new ruler was responsible for the horrors brought upon the people. After repelling the invasion, the people rebelled against the family head, executing him and most of the family with only a lone survivor walking out of the massacre.
Magical Focus

**Aura** faint evocation; **CL** 5th; **Slot** none; **Price** 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight —

### DESCRIPTION

The material or divine focus for a spell can be enchanted to enhance spells in a similar way that weapons can be enhanced. A spellcaster wielding this focus can add a material focus component to their spell (if they are arcane or psychic) or a divine focus component (if they are divine). This is in addition to other components, including any existing focus (unless the *magical focus* is eligible to be a focus component for the spell, such as with a holy symbol *magical focus*).

Only an enhancement bonus can be applied to a *magical focus*, not special weapon properties. The enhancement bonus to attack only applies if the spell being cast actually requires an attack roll. The enhancement bonus to damage only applies once to the damage of the spell (spells that target more than one creature only apply this bonus damage to one creature affected by the spell).

Holy symbols, and items that are eligible to be a wizard's bonded item can be *magical foci*.

CONSTRUCTION REQUIREMENTS

**Feats** Craft Wondrous Item; **Spells** *magic weapon*; **Special** creator’s caster level must be at least three times the focus's bonus; **Cost** 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Kimetsu-no-yaiba.fandom.com

# **Learn more information about Toto Xia’s favorite show**

To learn more about Toto Xia’s favorite TV show, Kimetsu No Yaiba, visit its official wiki by clicking on the orange tabs that says ‘Kimetsu No Yaiba Wiki’. Feel free to contact an admin if you need help. After all, a lot of the Dodo Xia Wiki’s inspiration come from the Kimetsu No Yaiba Wiki!

Home Page   Admins     **Kimetsu No Yaiba Wiki**
Bracer's of Reduction

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

DESCRIPTION

When worn, these tight fitting leather bracers cause a Medium or Large wearer to instantly shrink one size category as *reduce person*. These bracers have no effect on Small or smaller creatures, nor Huge or larger ones (except the elegant fashion statement).

CONSTRUCTION REQUIREMENTS

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

All equipment worn or carried by a creature is similarly reduced by the spell. Melee weapons affected by this spell deal less damage (see Table: Small/Medium Weapon Damage). Other magical properties are not affected by this spell. Any *reduced* item that leaves a reduced 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 reduced items are not increased by this spell.

Multiple magical effects that increase size do not stack.
Aerie Rage

Your meditation beneath the floating rune-carved stones of the Aerie have unlocked their secrets of lightning.

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

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

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

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

Под этого персонажа рекомендуется создать Галерею.

**Здесьможно посмотреть оригинальную версию!**

## Flaky

Flaky в новом стиле

Flippy

Giggles

Cuddles

Fliqpy

Акулы

Mr. Pickels

Madge

Pierce

Спорт

Покер

Корн-доги

### Первое появление

Water You Wading For (в оригинальном сериале)Visiting Timothy Porcupine (на этой вики)

###  Последнее появление

Going Out With a Bang (в оригинальном сериале)Visiting Timothy Porcupine (на этой вики)

### Первая жертва

Disco Bear (в оригинальном сериале) The Mole (в оригинальном сериале)

From Rink Hijinks (Internet) (в оригинальном сериале)

From Party Animal (TV) (в оригинальном сериале)

### Первая смерть

Treasure Those Idol Moments (в оригинальном сериале)

### Количество смертей

57+ (всего) (в оригинальном сериале)

*«Везде, где есть проблемы, этот дикобраз, наполненный перхотью, обязательно будет далеко-далеко». - Информация о карте "Собери их всех"*

**Flaky (Флэки)** - является одним из главных персонажей Happy Tree Friends и играбельным персонажем в видеоигре False Alarm и Deadeye Derby. На данной вики из вселенной 1.

## Отношения

### Родственники

Timothy Porcupine - Мой брат, мне тоже кажется что ФМ стремная.

Toad - Спортсмен.

Madge - Родственница.

Pierce - Родственник.

### Друзья

Cuddles - Мой весёлый друг.

Flippy - Мой дружок. ~~ОТСТАНЬ ОТ МЕНЯ!~~

Giggles - Моя подруга.

### Нейтральность

Snowers - Зачем ты телепортировался, когда я мылся?

### Враги

Lifty, Shifty - Грабители!

Fliqpy - ЖЕСТОКИЙ!

Акулы - ЧУТЬ МЕНЯ НЕ УБИЛИ!

Mr. Pickels - ТОЖЕ ЖЕСТОКИЙ!

## Фобии/Страхи

Боится:

1. Цыплят
2. Темноты
3. Трупов
4. Водить
5. Летать
6. Высоты
7. Flippy
8. Крыс
9. Американских горок
10. Кататься на лыжах
11. Воды
12. Акул
Drake Warden (Ranger Archetype Errata)

*Some rangers specialize in dealing with rambunctious younger drakes, protecting them and teaching them to tolerate, and even trust, humanoid creatures. These drake wardens follow and pass along secret techniques for raising drakes effectively, and thanks to their methods, their drakes are both fiercely loyal and extremely useful for scouting and stealth missions.*

### Diminished Spellcasting

At 4th level; a Drake Warden may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his or her Wisdom allows bonus spells of that level.

This ability modifies spellcasting

### Young Drake

At 4th level, a drake warden gains a drake companion instead of an animal companion.

*This ability replaces Hunter’s Bond.*
Protean Lords (Warlock Patron)

The primordial lords of the maelstrom, the protean lords are some of the oldest creatures in the entire Great Beyond. They tend to take walocks to more readily focus on their own agendas, rather than offering divine boons. Because of this, warlocks of the protean lords will often have any kind of pact.

## Invocations

The following invocations are available to warlocks who have a protean lord as a patron.

### Touch of Destruction (Sp)

Level: 1

School: Transmutation

Prerequisites: None

With a simple touch you can return things to the Maelstrom.  You can cast break.

### Touch of Creation (Sp)

Level: 2

School: Transmutation

Prerequisites: None

With a simple touch you can restore objects from the raw potential of the Maelstrom.  You can cast make whole.

### Shapeless Form (Sp)

Level: 3

School: Transmutation

Prerequisites: None

You can transform into a shapeless cloud of gas.  You can assume this form as a standard action, and return to your normal form as a standard action as well.  You cannot use eldritch blast or invocations while in this form. This otherwise functions as gaseous form.

### Warping Command (Sp)

Level: 4

School: Transmutation

Prerequisites: None

You can mutate wood and metal with a simple utterance.  You can cast warp wood and warp metal. You can warp items made equally of wood and metal at the same time with this ability.

### Solidify Potentiality (Sp)

Level: 5

School: Conjuration (creation)

Prerequisites: None

You can solidify the raw potentiality of the Maelstrom into an inanimate object. You can cast major creation.

### Warp Shadow, Twist Mind (Sp)

Level: 6

School: Illusion (shadow)

Prerequisites: None

You can twist a creature’s shadow into whatever you like.  You can cast baleful shadow transmutation.

### Word of Chaos (Sp)

Level: 7

School: Evocation [sonic, chaotic]

Prerequisites: None

You can speak a word that unleashes the chaotic powers of the Maelstrom.  You can cast word of chaos.

### Mutate Reality (Sp)

Level: 8

School: Transmutation (polymorph)

Prerequisites: None

You can change practically anything into practically anything else.  You can cast polymorph any object.

### Form of the Master (Protean Lord) (Sp)

Level: 9

School: Transmutation (polymorph)

Prerequisites: None

You are constantly under the effects of shapechange.
Homely Hookah

**Aura:** moderate transmutation

**CL:** 4th

**Slot:** none

**Price:** 16,000 gp

**Weight**: 10lbs

The Homely Hookah is a large bottle with a porous stopper, typically made of beautiful crystal and decorated with gems and gold, resembling a hookah. It contains a 20x20 extra-dimensional space that can be inhabited comfortably, functioning like a Rope Trick spell with unlimited duration. This room is outfitted with a cozy bed, a small dresser with a vanity, and a nightstand with an everburning candle and shade. Opposite the room from the bed is a tiled area with a chamber pot, drain, washbucket, and privacy curtain. Other furnishings must be purchased and installed normally. With a command word, the holder and a willing guest or object they touch will be enveloped by a cloud of smoke and pulled inside the space. The same command word can be spoken by anyone inside the bottle to be ejected by it in a similar cloud of smoke. The owner of the bottle can also will anyone inside to be ejected, which can be opposed with a Will save (DC 15).

The bottle has an AC of 14, 20 HP, and 10 hardness. If the bottle is broken, any creatures or objects inside the bottle's extra-dimensional space will immediately appear in or beside the bottle's space.

**Requirements:**

**Feats**: Craft Wondrous Item **Spells**: Rope Trick, Obscuring Mist

## **Haughty Hookah**

**CL**: 14th

**Slot:** None

**Price:** 64,000gp

This item functions as a Homely Hookah; except that it's interior is much, MUCH larger. Treat the interior of the lamp as a Mage's Magnificent Mansion with a Caster Level equal to the item's. This layout can be rearranged each time an entity or group first enters the lamp. An Unseen Servant also accompanies this lamp; and will follow direction from whatever creature activated the command word to first bring creatures into the lamp.

The bottle has an AC of 16, 30 HP, and 10 hardness. If the bottle is broken, any creatures or objects inside the bottle's extra-dimensional space will immediately appear in or beside the bottle's space.

**Feats**: Craft Wondrous Item **Spells**: Mage's Magnificent Mansion OR Create Lesser Demiplane
Hoarfrost Rage

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

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

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

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

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

The following bloodline is an alternate selection available to Sorcerers in lieu of the standard arcane bloodline.

**Class Skill**: Knowledge (any one).

**Bonus Spells**: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), Teleport (11th), true seeing (13th), Spell turning (15th), power word stun (17th), wish (19th).

**Bonus Feats**: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Craft Wonderous, Craft Ring, Craft Rod Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

**Bloodline Arcana**: Select a single school of magic for the purposes of this Arcana. Whenever you deal damage with a spell or effect of the chosen school, you deal a bonus +1 damage per die.

### **Bloodline Powers**

**Inherent Knowledge**: Your natural magical affinity has granted you built-in knowledge about the world. At 1st level, choose 5 knowledge skills. You gain these as class skills if you don't already, and receive a bonus equal to 1/4th (Minimum 1) your sorcerer level on these checks. You can also take 10 on these when stress or distraction would normally prevent you from doing so a number of times per day equal to your CHA modifier +1.

**Arcane Bond (Su)**: At 3rd level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

**New Arcana (Ex)**: At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

**School Power (Ex)**: At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

**Arcane Apotheosis (Ex)**: At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.