recursal/Fanatic-Fandom huggingface dataset:
Controlled

**Source** *Core Rulebook pg. 618* 3.0

Someone else is making your decisions for you, usually because you're being commanded or magically dominated. The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay. The controller usually does not have to spend their own actions when controlling you.
Dawnlight

UncommonDivineEvocation

**Source** *Book of the Dead pg. 18*

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

This shining symbol of the Sun Maiden depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.

**Activate** Cast a Spell; **Frequency** once per day for each spell; **Effect** The dawnlight casts 1st-level *disrupt undead* or *light*. The *dawnlight's* spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness.

**Craft Requirements** You have a spellcasting class feature with the divine tradition.

## Dawnlight Item 3

**Source** *Book of the Dead pg. 18*

**Price** 60 gp

**Bulk** L

## Dawnlight (Greater)Item 7

**Source** *Book of the Dead pg. 18*

**Price** 320 gp

**Bulk** L

Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures with darkvision in the area of the *light* spell or targeted by it must succeed at a DC 23 Fortitude save or be dazzled for 1 round. Those with light blindness are also exposed to bright light.

Change the list of spells to 3rd-level versions of *disrupt undead*, *light*, and *searing light*. The spell attack roll and counteract modifier are +13.

## Dawnlight (Major)Item 11

**Source** *Book of the Dead pg. 18*

**Price** 1,300 gp

**Bulk** L

A *major dawnlight* creates a flash of light like a *greater dawnlight*, but the DC is 28. Change the list of spells to 5th-level versions of *disrupt undead* and *light*, and 4th-level versions of *searing light* and *vital beacon*. The spell attack roll and counteract modifier are +18.
Endure

EnchantmentMental

**Source** *Gods & Magic pg. 107* 2.0

**Traditions** arcane, occult

**Deities** Arazni, Arqueros, Fandarra, Folgrit, Narakaas, Trudd

**Cast**  somatic

**Range** touch; **Targets** 1 creature

**Duration** 1 round

You invigorate the touched creature’s mind and urge it to press on. You grant the touched creature 5 temporary Hit Points.

**Heightened (+1)** Increase the temporary Hit Points by 5.
Composite Shortbow

**Source** *Core Rulebook pg. 282* 3.0

**Favored Weapon** Gruhastha

**Price** 141 sp; **Damage** 1d6 P; **Bulk** 1

**Hands** 1+; **Range** 60 ft.; **Reload** 0

**Category** Martial

**Ammunition** Arrows

**Group** Bow; **Traits** Deadly d10

This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated.

## Traits

**Deadly d10:**

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a *greater striking rune* and three dice if the weapon has a *major striking rune*. For instance, a rapier with a *greater striking rune* deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

**Propulsive**

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Bow**: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Air Bubble

AirConjuration

**Source** *Core Rulebook pg. 316* 3.0

**Traditions** arcane, divine, primal

**Spell List** elemental

**Cast**  verbal; **Trigger** A creature within range enters an environment where it can't breathe.

**Range** 60 feet; **Targets** the triggering creature

**Duration** 1 minute

A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.
Awaken Portal

Rare Conjuration

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 79*

**Cast** 1 hour; **Secondary Casters** up to 5

**Primary Check** Arcana or Occultism (trained); **Secondary Checks** Arcana or Occultism (whichever is used for the primary check)

**Range** 10 ft.; **Target(s)** 1 portal

You attempt to reactivate a dormant gate, portal, or *teleportation circle* by infusing it with magical energies. This ritual must be successfully performed twice, once at each location the portal connects. While the *teleportation circles* and portals found in the Abomination Vaults require no additional cost to awaken, other portals might require rare items or specific materials as a cost for this ritual at the GM's discretion—some portals might even be so powerful that this ritual cannot awaken them at all.

The DC required to successfully awaken a portal varies based on the strength and distance between its end points. For the portals found in the Abomination Vaults Adventure Path, the DC varies according to the dungeon level on which it is located. Use the DCs by Spell Level section of Table 10–5 to determine the DC for a portal, using the dungeon level in place of spell level. Thus, activating the portal on the first level of the Abomination Vaults requires a successful DC 15 check, while activating the portal on the fourth level requires a successful DC 23 check.

**Critical Success** You awaken the portal. If its other side is awakened, the portal can be used normally and won't deactivate naturally. If its other side is not awakened, this side remains awakened for 1 year, possibly allowing you enough time to find and awaken the connecting portal.

**Success** As critical success, but if the portal's other side is not awakened, this side remains awakened for only 1d6 days before it fades and falls dormant again.

**Failure** You fail to activate the portal, and magical backlash leaves you stupefied 1 for 24 hours.

**Critical Failure** As failure, but in addition, a hostile creature is drawn through the portal and immediately attacks anyone present. The creature drawn through the portal varies, according to the portal's nature; in the Abomination Vaults, the creature conjured depends on the dungeon level where the ritual was attempted, as listed below.

**First Level** vampiric mist

**Second Level** scalathrax

**Third Level** gibbering mouther

**Fourth Level** will-o'-wisp

**Fifth Level** soul eater

**Sixth Level** voidglutton

**Seventh Level** dread wraith

**Eighth Level** ghost mage

**Ninth Level** gosreg

**Tenth Level** shining child
Confused

**Source** *Core Rulebook pg. 618* 3.0

You don't have your wits about you, and you attack wildly. You are flat-footed, you don't treat anyone as your ally (though they might still treat you as theirs), and you can't Delay, Ready, or use reactions.

You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions.

Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition.
Engleher Fishery

Tamara Tansail  turned her back on what could have been a lucrative position as a captain among the Steel Corsairs  to retire to a safer job here in Engleher  —the loss of a leg during a raid on a pirate ship having convinced her that serving as a river warden would be a wiser decision for her longevity. The jolly and irreverent Tamara maintains a growing collection of peg legs for various occasions that she regularly swaps out. Every night, from an hour before sundown to an hour before midnight, Tamara opens the fishery’s ground floor to sailors, laborers, and travelers for games, snacks, and entertainment.

## Loyalty Boons

 **Parlor** |  | Liked | Downtime

Tamara Tansail (NG female human harbor warden 3, Friendly, Perception DC 18, Will DC 16).
Dagger

**Source** *Core Rulebook pg. 280* 3.0

**Favored Weapon** Alseta, Ardad Lili, Conqueror Worm, Eritrice, Fandarra, Gravelady's Guard, Gyronna, Kitumu, Lao Shu Po, Naderi, Nocticula, Pharasma, Shax, Thamir, The Lantern King, Vildeis, Ydersius, Yog-Sothoth, Yuelral

**Price** 2 sp; **Damage** 1d4 P; **Bulk** L

**Hands** 1

**Category** Simple

**Group** Knife; **Traits** Agile, Finesse, Thrown 10 ft., Versatile S

This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

## Traits

**Agile:**

The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

**Finesse:**

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

**Thrown 10 ft.:**

You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

**Versatile S:**

A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Knife**: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Elven Weapon Elegance

ELF

**Prerequisites** Elven Weapon Familiarity

You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon’s critical specialization effect.
Archaic Wayfinder

UncommonEvocationInvestedMagical

**Source** *World Guide pg. 17* 2.0

***PFS Note*** *All characters have access to the archaic wayfinder*

**Price** 30 gp

**Usage** held in 1 hand

**Activate** Cast a Spell

An *archaic wayfinder* functions as a compass and acts as a repository for one cantrip cast into it. To fill an *archaic wayfinder*, a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an *archaic wayfinder* is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An *archaic wayfinder* can hold an aeon stone and activate its resonant power. An *archaic wayfinder* counts against the limit of one *wayfinder* with a slotted resonant *aeon stone*.
Critical Debilitations

Incapacitation Rogue

**Source** *Core Rulebook pg. 187* 3.0

**Prerequisites** Debilitating Strike

Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.

* **Debilitation** The target attempts a Fortitude save against your class DC with the following effects.

**Critical Success** The target is unaffected.

**Success** The target is slowed 1 until the end of your next turn.

**Failure** The target is slowed 2 until the end of your next turn.

**Critical Failure** The target is paralyzed until the end of your next turn.

## Traits

**Incapacitation:**

An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Alarm

Abjuration

**Source** *Core Rulebook pg. 317* 3.0

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

**Cast** 10 minutes (material, somatic, verbal); **Requirements** 3 gp silver bell focus

**Range** touch; **Area** 20-foot burst

**Duration** 8 hours

You ward an area to alert you when creatures enter without your permission. When you cast *alarm*, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, *alarm* sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.

**Heightened (3rd)** You can specify criteria for which creatures sound the *alarm* spell—for instance, orcs or masked people.
Chill Touch

CantripNecromancyNegative

**Source** *Core Rulebook pg. 323* 3.0

**Traditions** arcane, divine, occult

**Bloodlines** undead, shadow

**Mystery** bones

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 living or undead creature

**Saving Throw** Fortitude

Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.

* **Living Creature** The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
* **Undead Creature** The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.

**Heightened (+1)** The negative damage to living creatures increases by 1d4.
Burning Hands

EvocationFire

**Source** *Core Rulebook pg. 322* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Bloodlines** elemental, phoenix

**Deities** Angradd, Chohar, Lady Nanbyo, Moloch, Nurgal, Ra, Rovagug, Sarenrae, Szuriel, Walkena, Ymeri

**Cast**  somatic, verbal

**Area** 15-foot cone

**Saving Throw** basic Reflex

Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.

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

GeneralSkill

**Source** *Core Rulebook pg. 258* 3.0

**Prerequisites** trained in Crafting

You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

## Traits

**General:**

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

**Skill:**

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

Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the battle axe, pick, and warhammer. You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons.
Animate Rope

Transmutation

**Source** *Advanced Player's Guide pg. 214* 2.0

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Range** 100 feet; **Targets** up to 50 feet of rope or a nonliving rope-like object

**Duration** sustained up to 1 minute

You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell.

* **Bind** (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a –10-foot circumstance penalty to its Speed (–20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.)
* **Coil** The rope forms a tidy, coiled stack.
* **Crawl** The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal.
* **Knot** The rope ties a sturdy knot in itself.
* **Loop** The rope forms a simple loop at one or both ends, or straightens itself back out.
* **Tie** The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature.
* **Undo** The rope undoes one of its knots, ties, or bindings.

**Heightened (+2)** The range increases by 50 feet, and you can animate 50 more feet of rope.
Black Vise

Mechanical Trap

**Complexity** Simple

**Stealth** DC 23 (trained)

**Description** Two Heavy Metal Plates with retractable 4" spikes each disguised as metal plated walls, are both connected to a Presure Plates.

**Disable** Thievery DC 22 (trained)

**AC** 21, **Fort** +12, **Ref** +8

**Hardness** 11, **HP** 44 (BT 22); **Immunities** critical hits, object immunities, precision damage

**Crushing Teeth**  (attack); **Trigger** A small or larger creature steps on the pressure plate. **Effect** Both Walls Crash together, each one attacking all creatures Between them.

**Melee** Spiked Wall +17 (deadly 1d12 Piercing), **Damage** 1d12+2 Bludgeoning and 1d12+2 Piercing; no multiple attack penalty

**Reset** The trap resets after 15 minutes.
Armor Assist

GeneralSkill

**Source** *Advanced Player's Guide pg. 203* 2.0

***PFS Note*** *The DCs for the Armor Assist feat are not subject to GM adjudication. Rather, simply use the default DCs listed in the feat: 15 for common armor, 20 for uncommon armor, and 25 for rare armor.*

**Prerequisites** trained in Athletics or Warfare Lore

After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.

## Traits

**General:**

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

**Skill:**

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

Fighter

**Source** *Core Rulebook pg. 149* 3.0

**Archetype** Duelist\*

**Prerequisites** Dueling Parry (Fighter)

**Trigger** A creature within your reach critically fails a Strike against you.

**Requirements** You are benefiting from Dueling Parry.

\* This archetype offers Dueling Riposte at a different level than displayed here.

You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.

## Archetype Use

This feat can be used for one or more Archetypes in addition to the listed Classes. When selected this way, the feat is not considered to have its class traits.

## Dueling Riposte Leads To...

Guiding Riposte, Improved Dueling Riposte, Reflecting Riposte
Earn Income

Downtime

**Source** *Core Rulebook pg. 236* 3.0

You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.

When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on Table 4–2: Income Earned).

You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.

## Table 4-2: Income Earned

**Critical Success** You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.

**Success** You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.

**Failure** You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.

**Critical Failure** You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.

### Sample Earn Income Tasks

These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.

**Trained** bartend, do legal research

**Expert** curate drink selection, present minor court cases

**Master** run a large brewery, present important court cases

**Legendary** run an international brewing franchise, present a case in Hell’s courts
Call of the Wild

Druid

**Source** *Core Rulebook pg. 134* 3.0

You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you’ve prepared in one of your druid spell slots with a *summon animal* or *summon plants and fungus* spell of the same level.
Backup Disguise

UncommonGeneralSkill

**Source** *Character Guide pg. 71* 2.0

**Prerequisites** expert in Deception

**Access** members of the Firebrands gain access to them once they reach the rank of second mark

You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to Impersonate as a 3-action activity. If you have master proficiency in Deception, it is instead a 2-action activity, and if you have legendary proficiency, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to Impersonate, but you can have only one backup disguise at a time. Having a backup disguise doesn’t allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it’s possible that a thorough search might reveal some elements of the disguise (see Conceal an Object in the Stealth skill).

## Traits

**General:**

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

**Skill:**

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

**Uncommon:**

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

### Firebrand Options

**Source** *Character Guide pg. 71* 2.0

The Firebrands use a variety of unorthodox equipment and techniques to achieve their goals, whether those goals include drawing attention, or subterfuge and subtlety. The following Firebrand options are uncommon, and members of the Firebrands gain access to them once they reach the rank of second mark. The Entourage feat is rare even for members of the Firebrands, as it requires a certain degree of fame and in-world activity to acquire, and potentially requires the player or GM to keep track of additional background NPCs. Typically, only third mark and fourth mark Firebrands have the notoriety and social influence required to maintain an entourage. While Firebrands seek to build an entourage more than most adventurers, it’s not unreasonable for any famous character to gain access to it if the players are interested in playing with the Entourage feat.

**Related Feats**: Entourage, Sow Rumor
Conrasu Coin

# Conrasu Coin Item 3+

UncommonConsumableMagicalTalisman

**Source** *Dark Archive pg. 155*

**Usage** affixed to armor

**Activate**  envision; **Trigger** varies, see entry

These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon.

## Conrasu Coin (Arbiter) Item 3

**Source** *Dark Archive pg. 155*

**Price** 7 gp

**Trigger** You attempt a Diplomacy check to Make an Impression.

This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the Diplomacy check, which increases to a +3 circumstance bonus to Make an Impression on a lawful creature.

## Conrasu Coin (Bythos)Item 10

**Source** *Dark Archive pg. 155*

**Price** 200 gp

**Trigger** You're targeted with an attack but the opponent hasn't rolled yet.

This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can Stride up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can Stride up to 20 feet instead.
Claim Corpse

(necromancy) **Prerequisites** The Creature is in incorporeal form and is adjacent to a corpse the same size or one degree higher that hasn't been claimed by a corpselight in the past 24 hours; **Effect** The Creature merges with the corpse, causes the corpse to Stand, and regains 1d6 Hit Points per its creature level.
Clairaudience

Divination Scrying

**Source** *Core Rulebook pg. 324* 3.0

**Traditions** arcane, occult

**Cast** 1 minute (material, somatic, verbal)

**Range** 500 feet

**Duration** 10 minutes

You create an invisible floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses.
Boulder Roll

Double Action

DWARF

**Prerequisites** Rock Runner

Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier.

If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.
Chaos Orb

The Chaos Orb is an elemental constructed from elemental Fire and Earth

**Elemental 3**

Perception +6; Darkvision

**Languages** Ignan

**Skills** Acrobatics +9, Athletics +9, Survival +9

Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +1

AC 16; Fort +12, Ref +9, Will +6

HP 56;

**Immunities** bleed, paralyzed, poison, sleep

**Speed** Fly 30ft

**Melee** magma bite +10 (Unarmed, Fire, Earth), Damage 1d8+6 piercing plus 1d8 Fire damage

**Ranged** magma spittle +10 (30ft range, Fire, Splash), Damage 2d8 fire, 2 persistent fire damage, and 2 fire splash damage.

**Magma Spew** (Fire, Hazard) The Chaos Orb vomits up streams of Magma that pool in a 5 ft radius under the orb. anything caught in the pool takes 2d8 fire damage each round they are caught in the area. the magma pool acts as difficult terrain and persists for 1d4 rounds even after the magma cools, the terrain remains difficult.
Coyote Cloak

Divination Invested Magical

**Source** *Core Rulebook pg. 609* 3.0

**Usage** worn cloak

This dusty coat is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures.

## Coyote CloakItem 3

**Source** *Core Rulebook pg. 609* 3.0

**Price** 60 gp

## Coyote Cloak (Greater)Item 9

**Source** *Core Rulebook pg. 609* 3.0

**Price** 650 gp

The cloak grants a +2 item bonus, and if you critically succeed at a Survival check to Subsist, you can feed four times as many additional creatures.
Composite Longbow

**Source** *Core Rulebook pg. 282* 3.0

**Favored Weapon** Cernunnos, Eiseth, Elven Pantheon, Erastil, General Susumu, Hshurha, Ketephys, Skode, Sky Keepers, Ylimancha

**Price** 20 gp; **Damage** 1d8 P; **Bulk** 2

**Hands** 1+; **Range** 100 ft.; **Reload** 0

**Category** Martial

**Ammunition** Arrows

**Group** Bow; **Traits** Deadly d10, Propulsive, Volley 30 ft.

This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow’s range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as Erastil’s favored weapon, it also applies to composite longbows unless otherwise stated.

## Traits

**Deadly d10:**

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a *greater striking rune* and three dice if the weapon has a *major striking rune*. For instance, a rapier with a *greater striking rune* deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

**Propulsive**

You add half your Strength modifier- (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.

**Volley 30 ft.:**

This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Bow**: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Antidote

AlchemicalConsumableElixirHealing

**Source** *Core Rulebook pg. 546* 3.0

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

**Activate**  Interact

An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.

## Antidote (Lesser)Item 1

**Source** *Core Rulebook pg. 546* 3.0

**Price** 3 gp

**Bulk** L

You gain a +2 item bonus.

## Antidote (Moderate)Item 6

**Source** *Core Rulebook pg. 546* 3.0

**Price** 35 gp

**Bulk** L

You gain a +3 item bonus.

## Antidote (Greater)Item 10

**Source** *Core Rulebook pg. 546* 3.0

**Price** 160 gp

**Bulk** L

You gain a +4 item bonus.

## Antidote (Major)Item 14

**Source** *Core Rulebook pg. 546* 3.0

**Price** 675 gp

**Bulk** L

You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a saving throw against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.
Blur

Illusion Visual

**Source** *Core Rulebook pg. 321* 3.0

**Traditions** arcane, occult

**Deity** Black Butterfly

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 creature

**Duration** 1 minute

The target's form appears blurry. It becomes concealed. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to Hide or Sneak.
Continual Recovery

GeneralSkill

**Source** *Core Rulebook pg. 260* 3.0

**Prerequisites** expert in Medicine

You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

## Traits

**General:**

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

**Skill:**

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

EnchantmentIncapacitationMental

**Source** *Advanced Player's Guide pg. 216* 2.0

**Traditions** arcane, divine, occult

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 creature

**Saving Throw** Will; **Duration** varies

You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails.

**Critical Success** The target is unaffected.

**Success** The target is stunned 1 as it wrestles with the urge.

**Failure** On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action.

**Critical Failure** As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success.
Darkness

Darkness Evocation

**Source** *Core Rulebook pg. 327* 3.0

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

**Bloodline** shadow

**Cast**  material, somatic, verbal

**Range** 120 feet; **Area** 20-foot burst

**Duration** 1 minute

You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your *darkness* spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.

**Heightened (4th)** Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as concealed.
Engleher Farmer's Guildhall

This building and its nearby yards provide stables, auction houses, livestock pens, butcher shops, and a guildhall for the region’s farmers. Engleher’s Farmer’s Guild handles the distribution of goods from the various nearby farms and ranches, ensuring that the members are paid well for their toil while saving them the trouble of having to spend too much time on deliveries of goods in town. The guildhall maintains a dozen rooms that are free of charge to visiting farmers, but available for rent to others. The current guildhead is a business-minded halfling woman named Hala Highblades who maintains a shrine to the Lord of Leaves in the side yard. She’s not a cleric herself, and hopes someday to convince a visiting priest of The Wooded Circle to settle in Engleher and take up the mantle of representing the regional farmers, despite the fact that she’s done an admirable job of it herself so far.
Borbo Hexy

Neither the most powerful nor the most helpful, Mister Beak held the soul of his devoted servant, a goblin named Borbo, a fact that ensured the construct’s place at Vaidun’s side. Today, Mister Beak remains abandoned here, waiting forever for a creator who moved on to other tasks and an entirely new body. Mister Beak hasn’t lost hope, and when the heroes enter the room, he stands up from the slumped mound in the room’s center and asks in a warbling voice, “Is Master Magmenor coming back?” Regardless of the heroes’ answer, Mister Beak realizes none of them are its creator; it then leaps into the air on flapping wings to attack in frustrated fury, fighting until destroyed.
Counterspell

Abjuration Arcane Sorcerer Witch Wizard

**Source** *Advanced Player's Guide pg. 100* 2.0, *Core Rulebook pg. 209* 3.0, *Core Rulebook pg. 198* 3.0

**Trigger** A creature Casts a Spell that you have prepared.

**Requirements** [Sorcerer] You have an unexpended spell slot you could use to cast the triggering spell.

When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it.

**[Witch, Wizard]** You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.

**[Sorcerer]** You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.

**Special** [Sorcerer] This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).

## Counterspell Leads To...

Clever Counterspell, Consume Spell, Reflect Spell, School Counterspell, School Spell Redirection

## Traits

**Abjuration:**

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

**Arcane:**

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.
Ageless Raider

Great treasure awaits those willing to explore the hazardous depths of the world’s ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time.

CREATURE 5

**Perception** +13 Low-light Vision

**Languages** Common, Elvish

**Skills** Acrobatics +13, Architecture Lore +11, Athletics +13, Deception +7, Engineering Lore +11, Society +9, Stealth +11, Thievery +13

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

**Items** climbing kit, hand crossbow (20 bolts), +1 kukri

**Ageless Patience**

**Ancestral Longevity**

**Hazard Spotter** The tomb raider automatically attempts a Perception check to notice a hazard when they are within 10 feet of the hazard.

**Seer Elf** you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature.

AC 21; Fort +10, Ref +15, Will +11

**HP** 75

**Speed** 30 feet, climb 15 feet

**Melee** [one-action] kukri +15 (agile, magical, trip), Damage 1d6+7 slashing

**Ranged** [one-action] hand crossbow +15 (range increment 60 feet, reload 1), Damage 1d6+3 piercing

**Cantrip** Detect Magic

**Trick Attack** [one-action] The tomb raider musters their guile to attempt a clever attack that catches their foe unprepared. The tomb raider chooses one of their weapons. The next attack with that weapon deals an extra 2d6 precision damage. In addition, the tomb raider can Interact to draw the weapon (or to reload it if they choose the hand crossbow).
Curse of Empty Death

(curse, necromancy, occult) **Saving Throw** DC 27 Will; **Effect** If you activate *The Whispering Reeds* and are not a worshipper of Empty Death, you become stupefied 2 for 24 hours as your thoughts fill with paranoia that something is watching you from the other side of death. If you die while affected by the Empty Death, you immediately become a Blue Black ghost. Every 7 days that pass after you become a ghost, you must succeed at a DC 2 flat check— failure indicates that you are consumed by Empty Death. A creature whose ghost is consumed in this way does not travel to the River of Souls and is utterly annihilated; this creature can only be restored to life via a 10th-level spell effect or ritual like *wish*.
Demoralize

Auditory Concentrate Emotion Fear Mental

**Source** *Core Rulebook pg. 247* 3.0

With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

**Critical Success** The target becomes frightened 2.

**Success** The target becomes frightened 1.
Bargain Hunter

GeneralSkill

**Source** *Core Rulebook pg. 258* 3.0

**Prerequisites** trained in Diplomacy

You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.

## Traits

**General:**

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

**Skill:**

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

**Source** *Core Rulebook pg. 619* 3.0

When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.