recursal/Fanatic-Fandom huggingface dataset:
Bear

**Movement Speeds and Types:** Land 50ft

**Senses:** Scent 40ft

**Key Skills:** Sense +5, Survival +5

**Ability Scores and Resistances**

**Defense:**

Health: 30 HP: 63

Touch AC: 17 AC: 23 (natural armor +6)

DR: 2/-

**Offense:**

CB: +3

Attacks: 2 Claws (+8/+8, 1d6 + 8, 24x2) plus Bear Hug

  Bite (+7, 1d8 + 9, 26x3)

Special Attacks:

Bear Hug - As no action, after hitting the same target with both claws during a full attack, a bear may attempt a grapple exploit. This exploit does not require a touch attack.

Attack Modifiers:

Defend the Young - A female bear gains a +4 morale bonus to hit/damage against any creature within 60ft of her cubs.

**Exploits:**

TEB: +15 TED: 31

Specific Exploit Bonuses: +4 TEB to grapple

**Feats:** Improved Ability, Resistor (I), Weapon Focus: Claws

**Ecology/Behavior:**

Many species and varieties of bears exist, and display different types of behavior. Generally speaking, most bears are omnivorous and don’t like dealing with humanoids. While they aren’t malicious, they are frequently hungry and grumpy, and quite willing to steal food from things smaller and weaker than themselves. Baby bears are quite adorable, but there are usually grown bears nearby who are less willing to put up with encroachment.

Note: Resist urge to cuddle.

Monsters/Nature (DC 17): A bear’s high damage output and grappling bonuses make it very dangerous to engage in close combat. Since they possess little armor, it's best to attack from afar.
Monsters/Nature (DC 22): When *shaken*, bears are very likely to retreat, as they don’t like to engage in prolonged combat. Go for intimidation.
Special: A DC 25 Nature check reveals that a mother bear will fight to the death if its children are anywhere near a threatening creature.
Halfling

Halflings are a smaller species who bear a resemblance to humans. Despite their small size, they can easily get by using their wits and strong survival instinct. Generally, halflings prefer to live outside of the spotlight, scraping out niches on the fringes of large societies. Despite this, they are well-liked for their cheerful nature and admired for their shrewdness, and generally find it easy to make friends.

Halflings are typically peaceable and like to avoid conflict. Despite this, there is also a saying among adventurers that one should never underestimate a halfling when the going gets tough. A halfling’s skill and sneakiness has gotten many a ragtag band of adventurers out of a scrape.

Small and Sweet: -6 Power, +4 Finesse, +2 Grace, +2 Vitality, -6 Stature, +2 Resolve, +2 Charm

Halfling’s Luck - Halflings gain a +1 Luck Bonus on all resistances.

Steadfast - Halflings gain a +4 on resistances against fear.

Acrobatic Intuition  - Halflings gain a +4 on Acrobatics checks.

Careful Steps - Halflings do not take a movement penalty in natural difficult terrain.

Base Speed: A halfling’s speed is equal to 5 + Grace + Stature.

Languages: Halflings begin knowing Halfling and one regional language. Halfling is a secret language.

Age Ranges:

 0-3

### **Alternate:**

Quick But Clumsy - The halfling’s base speed becomes 10 + their Grace score + their Stature score. This replaces Careful Steps.

Natural Charmer - Gain a +2 bonus on Diplomacy and Deception checks. This replaces Steadfast.

Throw It In - Halflings receive a +1 bonus to attack and damage rolls with thrown weapons and slings.  This replaces Acrobatic Intuition.

Big Break - Once per short rest, the halfling can reroll any 1dW roll. This replaces Halfling’s Luck.
Crafting Magic Items

In order to craft a magic item, various prerequisites are required. First, gold equivalent to half the cost of the magic item must be spent to acquire the various needed materials, reagents, and material components for the crafting of the magic item. Second, whoever is performing the crafting must have the requisite feats or class abilities to allow them to craft a magic item. Third, one spell level must be expended for every 100 gp in price of the base magic item (so the Drums of Fear would require 60 expended spell levels, i.e. 6 level 10 spells, 30 level 2 spells, or some other combination). A work space and tools are also required for the crafting of a magic item, and not having these doubles the Craft DC.

The Craft DC for creating a magic item is equivalent to the number of spell levels used in the crafting. The crafter may add 1 to their roll for each additional hour they spend crafting. They may add a further +1 to their roll for every two spell levels expended past what was required to create the item.

The base time to create a magic item is four hours. Once all the necessary materials have been gathered, the crafter may make the Craft check, and spends four hours creating the item. If they miss the Craft DC, they fail to create the item. If they miss by more than 5, they also ruin the purchased materials necessary for construction. If the creator does not have access to sufficient spell level to craft the item in one sitting, a long rest may be taken. Time spent resting does not count towards the number of hours spent crafting, and no more than 9 hours may be spent away from the project, or the magic flows out, and the attempt is ruined.

Some items require further effort; items which specifically duplicate spell effects require the crafter to be able to cast the required spell in order to craft the item. Not being able to cast the spell increases the craft DC by 4 plus twice the spell’s level for each spell the crafter is unable to cast.

When crafting magic items using special materials, as described under the section on special materials, the proper amount of these must be purchased separate from the other costs associated with crafting a magic item.
Nature

Nature is an Acumen based Skill.

Nature checks are used to handle animals, find edible foods, and learn about natural phenomena.

When attempting to improve an animal’s attitude, a Nature check can also function as a Diplomacy check. If used this way, the DCs and effects are the same as if the player had rolled Diplomacy.

Using a Nature check to understand Halcyon magic or recall information about the natural world can have highly variable DCs, depending on the character’s experience with the current terrain and creatures. Examples of situations that require a Nature check are as follows:

Identify a halcyon spell being cast: DC = 20 + twice spell level. The DC is raised by 10 if the spell is not on the halcyon spell list, but is being cast as a halcyon spell. This check can be completed as no action.

Identify an animal or tuatha: DC = 16 + HD + the creature's Acumen modifier. This check can be completed as no action.
Philosopher's Stone

Alchemical 7

Components: V,S,M (blood)

Cast only as a one hour ritual. Requires a gem of 5,000 gp value. The caster may draw the life force from another creature to cast *Resurrection* on a target. The creature used must be either of the same type, or have at least half as many HD as the resurrected creature for the process to work. Alternatively, the caster may sacrifice one major body part of a willing creature of HD equal or greater than the creature to be ressurected to fulfill this requirement of the spell. The sacrificed body part may not be regenerated as long as the ressurected creature remains alive, but can be replaced with prosthetics.
Deception

Deception is a Charm based Skill.

Deception allows characters to lie, hide information, or otherwise mislead.

Typically telling a lie or piece of misinformation requires an opposed roll. The individual being lied to makes an Insight check and if they meet or exceed the result of the Deception check, then they are aware that something is being withheld from them.

Having some form of useful or decisive evidence can add a situational bonus to this check, while obviously untrue or outlandish statements can give this check a penalty. Every situation is different, so the exact values that are added by the particular circumstances are left to the GM’s discretion.

Some examples of situational bonuses or penalties are:

Your lie is harmless, and you have no ulterior motive: +10

Your lie goes against something the other person knows to be real: -20

You have a reputation of trustworthiness: +5
Detect Thoughts

Aberrant 1

Components: S

Resist: C

Duration: 1 round/lvl

The caster may read the surface thoughts of creatures in a 60ft cone for 1 round/lvl. Surface thoughts means whatever the creature is currently thinking, and does not allow for digging in memories or secrets. Once the cone is cast, it may not be moved, but continues affecting whichever creatures were in the cone at time of casting until the duration ends.
Eruain

Alignment

The creator of the first dawn, and bringer of the light, Eruain is the representative of all that is good, kind, and caring in the universe. He cares deeply for his followers, and seeks to stymie the schemes of Iryiz. While he can be harsh in his punishments, he is always just, and asks the same of his followers; that all their dealings are fair, and they offer forgiveness when it is warranted. He cherishes civilization, and those who follow him seek to guide it ever to the light.

**Paladins** of Eruain are tasked with distributing justice and helping the weak. They must be fully devoted to both law and good, for if the laws are not just they have no value, and if actions taken only sow malcontent, how can they be good? These paladins form holy orders, serving to protect the weak and pledging to uphold justice, no matter the cost.

**Oath of Worship** Each day rise with the sun, and greet it as it comes into the world with a small fire. Lose any light

sensitivity you have. If you do not have light sensitivity, become immune to the altered condition.

1st Boon: The range increment of any thrown weapon you wield you are proficient with doubles.

2nd Boon: You gain the Evasion ability.

3rd Boon: 1/long rest, your weapon acts as Light-Blessed for 1 round/lvl.

**Invoke**

0- Light arrow

Components: V

Duration: 1 hr/lvl

As Light, but any object within 50ft glows with light.

4- Inner Sun

Components: V,F, Duration: 1 hr/lvl

The caster glows with sunlight, creating daylight level brightness in a 10ft per MB radius, and light level brightness for double this radius. This counts as sunlight.

7- Truth and Justice

Components: V,S,F

Duration: 1 min/lvl

A creature touched is bound to tell the truth. Lying causes it to take 3d6+MB psychic damage and to be staggered for 1d4 rounds. Each lie adds to the damage and the duration of the staggered effect. The staggered effect can persist longer than the duration of the spell.

10- Dawnfire

Components: V,S,F

Resistance: G partial

Blaze with pure light, up to 1/MB creatures within 40ft take 1d8 holy dmg/lvl, halved on successful resistance. On a failed resist they are blinded, regardless of success they are shaken and sickened for 1d8 minutes. Pure light persists for 1 round/level in a 20ft radius, reduced by 1 light level per 20ft beyond to a minimum of the surrounding light level.

**Essence**

Heal: Creatures healed are cured of blindness. At 8th level, they gain the benefits of See Invisibility for one round. At 16th level, this becomes True Seeing.

Harm: All creatures damaged by this treat 1 creature per MB as having miss chance 1 for one round. This miss chance increases by 1 at 8th and 16th level.
Arcana

Arcana is an intellect based Skill.

A character may attempt an Arcana check to try to identify arcane magic, identify magical creatures, and identify arcane objects.

Some examples include:

Identify an arcane spell being cast: DC = 20 + twice spell’s level. The DC is raised by 10 if the spell is not on the arcane spell list, but is cast as an arcane spell. This check can be completed as no action.

Identifying properties of a magic item: DC = craft DC of that itemfRead a scroll: DC = DC of the spell stored

Identify a Wraith: DC = 16 + HD + the creature's Acumen modifier. This check can be completed as no action.
Koriynu

Alignment

Koriynu is the god of extravagance, they promote all things selfish and good. A common saying of their followers is “upon every indulgence, Koriynu smiles”. Many are unsure of the deity’s true morals, though they seem to only wish to promote happiness, they often do so at the negligence of other endeavors. Darker indulgences are typically reserved for those who worship their sibling, Koripak. To Koriynu’s worshipers, the last day of every week is a holy day during which the evening hours may only be spent on enjoyable and indulging activities, no work or unpleasant activities may be performed. A common greeting, or farewell of their followers is “Namar-tioule”, which is an ancient phrase roughly translated as “allow only pleasantness to proceed”.

**Paladins** of Koriynu are infrequent, but devote themselves to the protection of others and the vanquishing of any who would cause suffering. They are discouraged from enacting violence if a drink and some talk could solve the problem.

**Oath of Worship** Buy your allies a round of drinks, two if they request it. Gain a +4 on resistances against toxins.

1st Boon: Take no negative effects from altered, and do not take ability drain from toxins used recreationally.

2nd Boon: When sickened, gain a +4 morale bonus to attack rolls and resistances. You are immune to nauseated.

3rd Boon: When sickened, a number of times per long rest equal to your Vitality modifier you may take a swig of liquor as a swift action to gain a +1 morale bonus to hit, damage, and resistances for one hour. This ability stacks with Koriynu’s second boon, with itself to a maximum of your Vitality modifier. After this hour passes, you fall unconscious for a number of hours equal to the maximum bonus received. This time unconscious does not count as a short or long rest.

**Invoke**

**0 - Up**

Components: M

Duration: 3d6 rounds

Resistance: S

Target touched gains +1 to all 1dW rolls for 1d6 rounds. They take a -2 to all 1dW rolls for the following 2d6 rounds.

**4 - Down**

Components: M

Duration: 1 min/lvl

Creature touched affected by Slow. This is a Toxin effect

**7 - Hyped**

Components: V, S

Duration: 1 round per level

Double the bonus received from one morale effect, self.

**10 - Mellowed**

Components: V, S, M

Duration: Concentration, up to 1hr/MB

Within a 30ft radius designated by the caster, creatures cannot be subject to harmful conditions, and all damage is treated as nonlethal, even if it could not normally be treated as nonlethal.

**Essence**

Heal: Creatures healed by this gain immunity to toxins for 1 round. At 7th level this becomes 1 round/MB. At 15th level creatures healed by this are immune to poison damage for 1 round/MB.

Harm: Creatures harmed that fail their resistance are sickened for 1d4 rounds. At 10th level, they are nauseated for one round if they fail their resistance by 5 or more. At 18th level, creatures that fail their resistance by 10 or more are nauseated permanently. This is a curse effect.
Iluyanka's Disc

Eldritch 1

Components: F

Duration: Concentration

Disc made of force 3ft in diameter hovers 6 inches above the ground and follows behind the caster. The disc can carry up to 1000 lbs. The disc is able to hover over solid surfaces which the caster is able to walk on. If the caster flies, the disc will follow along the ground. The maximum movespeed of the disc is 30ft. If the caster gets farther than 100ft from the disc, the spell ends.
Wolf

**Movement Speeds and Types:** 60 ft

**Key Skills**: Insight +8, Sense +8 (Scent 30 ft), Stealth +10

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 20 HP: 26

Touch AC: 21 AC: 23 (natural armor 2)

**Offense:**

CB: +3

Attacks: Bite (+7, 1d8 + 3, 24x2)

Special Attacks: Harrying Bite - After making a successful bite attack, a wolf may make a trip attempt as no action without needing a touch attack.

Attack Modifiers: Packwork - When flanking with another wolf, add +4 to hit and damage and add +4 to TEB.

**Exploits:**

TEB: +9 TED: 25

Specific Exploit Bonuses: +4 to trip

**Feats:** Weapon Finesse, Pack Hunter

**Ecology/Behavior:**

Clever pack hunters, wolves are able to bring down prey many times larger than themselves with tactics and teamwork. While wolves are notoriously wary and usually stay far away from civilization, if the pack grows hungry enough then they might decide that livestock, or even a lone humanoid, might be worth the trouble.

Note: If you ever want a truly spooky and/or irritating experience, start a howl and listen to every wolf within a 10-mile radius howl along.

Monsters/Nature (DC 18): A pack will try to pick off the weakest-looking foe, so don’t show weakness. Wolves will retreat if their allies are wounded or killed.
Special: They look similar to dogs, but are far less tolerant of being petted.
Sheep

**Movement Speeds and Types:** 40ft

**Key Skills:** Spot +1

**Ability Scores and Resistances**

**Defense:**

Health: 24 HP: 23

Touch AC: 16 AC:  16

Cold Tolerance: 5

**Offense:**

CB: 1

Attacks: Slam +4, 1d6+5, 25x2

**Exploits:**

TEB: 10 TED: 26

**Feats:** Tough

**Ecology/Behavior:**

Valued as a source of wool and meat alike, sheep are often kept by farmers or nomadic groups. Sheep are social animals who tend to go along with whatever the rest of the flock is doing. This makes them easy to domesticate and easy to raise. However, their placid nature and follow-the-leader behavior also means that they are not the most intelligent of animals.

Note: Fluffy.

Monsters/Nature (DC 16): It’s rare you'll need to fight one, but sheep will charge and head-butt opponents when threatened.
Special: A DC 20 Survival/Profession (Farmer) check can be made to successfully shear a sheep.
Devolution

Alchemical 3

Components: V,M (lizard scales)

Duration: 1 min/lvl

Touched creature grows a prehensile tail, equal in length to their height. This tail may do any of the following as a free action once per round: retrieve items, stow items, reload a crossbow, reload a firearm, or pick up items that are within reach. If the tail is not holding anything, it grants a +5 bonus on Athletics checks to climb. The tail grants a +2 bonus to Acrobatics checks to maneuver through difficult terrain.
Attitude Levels

These levels are meant to serve as a quick reference and do not strictly define all attitudes that a creature can express.

Most people treat creatures they have never met before as neutral, though some may differ. A creature’s attitude can be influenced with Diplomacy, Deception, or Intimidate. Other skills may be used in other situations, as determined by the GM. The DC of the skill check to change a creature’s attitude is 20 + half the creature’s hit die + R + A. Diplomacy, Intimidate, and Deception can be used to influence a creature’s attitude in either direction. When Intimidate is used to influence a creature to act friendlier, this effect only lasts until the creature that has used Intimidate is no longer present, at which point the creature’s attitude becomes one step lower than it was originally. If a Diplomacy check fails to influence an attitude, the creature remains at their current attitude. If a Deception check fails to make their attitude more friendly, their attitude becomes one step less friendly.
Anadar

The Star that Hates

Alignment: CE

Symbol: A red, eight-pointed star

Worshippers: Those who seek to inflict misery on others, Ishiul

In the outer reaches of the Prime, in the darkness of space, where the plane begins to edge into aether, there is a red sun. This star has a consciousness of its own, thoughts and feelings great and terrible. It hates all else, even the other outer lords, and plots against them. Its movements and plans are vast and slow, even in comparison to the other lords, but it moves ever onwards towards its dark and inscrutable ends. There is a small planetoid which orbits Anadar, and on this rock the sole true temple to it is built. A strange and misanthropic species lives there, and they are the ones who maintain the temple, and act as emissaries of the star when such is necessary. They are called the Ishiul, and they are red of skin, with a mane of dark red spines growing out of the nape of their necks.

**Pacts** with Anadar are sealed in the light of the stars, and those who worship it must strive to ensure their earthly remains be plunged deep into space, that they might one day come to orbit their master, their soul burning in the fires of the sun.
AJ Wright

**AJWright** (formerly formatted as **A.J. Wright** until 2009) was a chain of about 129 American retail/outlet stores established in 1998 and owned by TJX Companies. Like its sister company T.J. Maxx, AJWright sold clothing, domestics, giftware, footwear, accessories, and fragrances at prices between twenty and seventy percent below regular prices. AJWright differed from other TJX chains by refreshing its merchandise on a regular basis. For most stores, new shipments arrived every weekday. In early 2011, TJX closed the chain's remaining stores and converted some stores to other TJX brands.

Although moderate-income families were AJWright's main target market, other consumer groups were drawn by the company's recent expansion. The company's community service strategy centered on monetary donations to the Boys & Girls Clubs of America and other affiliates.

### Ruby Nation

AJWright, came to the Ruby Nation, in 2000, following a plan to pilot test stores in the nation. Due to the differentiation in the brand from TJ Maxx & Marshalls, the pilot test seemed to work out. Plans were put in place, to open AJ Wright stores, in 5 test markets: Rubyopolis, Amberton, Bluebreak, Kellogg, & Moscow/Pullman areas. The brand managed to open 45 stores, before opening stores, in the Bellevue & Renton areas, in 2004. In 2006, AJ Wright had started to slow in popularity and sales, and realizing the faults, it was announced during a company call, that AJ Wright stores, would be slowly closing, or converting to the other successful brands, within the Ruby Nation. By 2008, only 10 of the 50 stores that ever opened, remained in the nation. The last 10 stores, liquidated in 2010, and shut down officially in 2011.
Bless Water

Divine 1

Components: V,M,F

This spell may only be cast as a 10 minute ritual, and requires a basin worth at least 50 gp. Create up to one flask (8oz)worth of holy water per level.

One flask of holy water may be used to coat a weapon for 1d4 minutes, or be used to make a touch attack(range 10ft). An attack made in this manner deals 3d8 holy damage to undead creatures and outsiders.
Storm

Harestep (WindClan Warrior)

Storm (BloodClan Name)

## General Information

Residence: BloodClan (Current), Windclan (Formerly)

Rank: Commoner (Current), Rogue (Formerly)

Mentor: Eclipseheart

Apprentices: Waterfall

Sexuality: Straight

## Family

Father: Prowler (Adoptive)

Mother: Unnamed She-Cat

Brothers: Walrus & Corpse

Sisters: Witch

Daughters: Fang

Sons: Deathberry & Waterfall

## Biological Information

Age: 72 moons

Place of birth: WindClan

## Personality

While being protective and stubborn, Storm is a cheerful cat with a dark back-story. He is stressed, anxious, and not gullible at all. He is strong and brave, plus extremely smart. Storm hates killing but will if told to by his leader or to protect his family. He tends to be mad before recovering from wounds.

## Appearance

Storm is a muscular, well-built tom with a grey pelt and beautiful blue eyes. He has multiple scars on his pelt and a large one on his ear from his mate.

## Trivia

* Storm considers Scorpion as his rival.
* Storm does not know that Witch is his sister, and that Walrus is his brother.
* Storm is determined to see Scorpion dead, because of a fight Smokesky had started while bearing his kits.
Tiger

**Movement Speeds and Types:** 90 ft

**Key Skills:** Stealth +18, Sense +9, Spot+9, Intimidate +22

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 39 HP: 113

Touch AC: 18 AC: 22 (+4 Natural Armor)

DR: 4/-

**Offense:**

CB: 5/3

Attacks:   Bite (+13, 2d12+20, 24x3)

  2 Claws (+13, 2d10 +14, 22x2)

**Exploits:**

TEB: 22 TED: 38

**Feats:** Skill Focus (Stealth), Tough, Weapon Focus (Bite), Weapon Focus (Claws), Skill Focus (Intimidate)

**Special Abilities (non-magical):**

Ambush: A tiger’s move speed is doubled when charging.

Pounce

**Ecology/Behavior:**

These large carnivores are skilled ambush hunters. They prefer to attack their prey from behind, and will usually hold off if their target is directly looking at them. Their stripes make for surprisingly good camouflage, and like all cats, have fantastic night vision.

Monsters/Nature (DC 14): Tigers are extremely dangerous. They are strong swimmers who don’t mind water, and can also climb trees. Their attack power is immense, so stay out of their way.
Special: Nature (DC 24): Tigers are one of the few animal species who have a strong concept of revenge. Because of their vindictive tendencies, if you attack a tiger and leave it alive, it will come find you later and happily eat you.
Gnome

Gnomes are well-gnown for their eccentric behavior and deceptive gnature. These characteristics did gnot spring out of gnowhere—after all, all gnomes were once descended from fey, and all gnomes can trace their ancestry back to the Feywild. Gnomes are perceived as odd by other species, and their behavior is often viewed as childish and strange. This reputation has gnot fazed the gnomes, who continue to do as they please, playing tricks and working strange magics. There is one insult that gnomes cannot abide, however: don’t ever confuse a gnome for a halfling.

Gnome adventurers are quite common, as they seem to have a gnatural aptitude for unconventional lifestyles, and what lifestyle could be more unconventional than that of the wayward adventurer?

Tiny Trickster: -7 Power, +3 Finesse, +3 Vitality, -8 Stature, +2 Intellect, +2 Ego

Underdog - When a gnome is in combat against a target with a Stature score that exceeds the gnome’s Stature score by 15 or greater, the gnome receives a +4 dodge bonus to AC.

Sharp as a Tack - Gnomes gain a +2 bonus on all Acumen resistances.

Gnosy - Gnomes receive a +2 to Spot, Sense, and Investigation.

Trained Crafters - Gnomes receive a +4 to all Craft and Tinker checks.

Magical Trickery - If a gnome casts a spell against a gnon-hostile target (as defined in the Attitudes page), the DC to resist that spell increases by 1.

Linguistically Learned - Gnomes gain 2 languages known per rank in Linguistics instead of one for each point.

Languages: Gnomes may begin gnowing Gnomish.

Base Speed: A gnome’s base speed is 10 + Stature + Grace.

 X

**Alternate:**

Deceptively Tough - Gnomes gain +1 HP per level. This replaces Trained Crafters and Sharp as a Tack.

Dodgy - Gnomes gain a +1 dodge bonus to AC, but take -2 to AC when flat-footed. This replaces Underdog.

Tricky Little Liars - Gnomes receive a +2 to Deception, Disguise and Perform checks. This replaces Gnosy.

Jumpy - Gain a +2 bonus on Finesse resistances. This replaces Sharp as a Tack.

Hidden Handiwork - Gnomes gain a +5 on Sleight of Hand checks. This replaces Magical Trickery.

Arcane Aversion**:** The gnome gains SI equal to 16 + half their level. This replaces Linguistically Learned and Magical Trickery.
Ullikku

The Awakened

Alignment: CE

Symbol: Three interlinked gears

Worshippers: Artisans and technicians who seek true perfection, and who desire to unlock the deepest capabilities of machines and their dormant spirits

In the border reaches of the outer planes lies one of metal and gears, which appears to be a vast and forgotten workshop. It is here that Ullikku dwells, among the machines which birthed it. What dark creatures made this machine are unknown, as is their fate, but from what the sages have been able to uncover, Ullikku was a machine built to surpass all others, and in doing so it surpassed the abilities of those who created it. Driven mad by the secrets of the world laid bare before a mind of springs and gears, it slew those who created it, and took their workshop for its home. Now it builds in darkness, its purposes and goals unknowable.

**Pacts** with Ullikku are made for the price of a soul, which upon death will go to labor in the forges and foundries of the workshop. Those making the pact must scorn natural life and magic, and seek instead power through technology.
Blue Whale

**Movement Speeds and Types:** Swim 90 ft

**Key Skills:** Athletics +31, Sense +21

**Languages:** Blue Whale

**Ability Scores and Resistances**

**Defense:**

Health: 108 HP: 1000

Touch AC: 1 AC:  16 (+15 Natural armor)

DR: 20/-

**Offense:**

CB: 6

Attacks: None

Special Attacks: Breach

**Exploits:**

TEB: +55 TED: 71

**Feats:** Improved Ability x 10

**Special Abilities (non-magical):**

Breach: A blue whale may only make Breach attacks against targets at the surface of the water while swimming.  All targets in a 30ft radius take 10d12 bludgeoning damage.

Diving: A Blue Whale can hold its breath for an hour

**Ecology/Behavior:**

Giant marine mammals who paradoxically survive by consuming the smallest of marine animals: krill. Blue whales are often hunted for their meat, both by humans and by leviathans. Many smaller predators simply don't bother. Blue whales communicate through a complex series of vocalizations that are often compared to singing.

Note: Yes, they are blue. Not like, blue-blue, but blue nonetheless.

Monsters/Nature (DC): Blue whales can be hunted when they surface, but they can easily retreat by diving deep into the ocean. This is most of what they can do to defend themselves, as their attack options are very limited.
Special: Just leave it alone!
Boar Swarm

**Movement Speeds and Types:** 20ft

**Senses:** Scent 30ft

**Key Skills:** Sense +9, Investigation +6

**Ability Scores and Resistances**

**Defense:**

HP: 226

Touch AC: 8 AC: 13 (+5 Natural armor)

DR: 10/-

Swarm Immunities

**Offense:**

CB: +3

Attacks: Swarm 5d8

**Exploits:**

TEB: +37 TED: 53

Specific Exploit Bonuses: +6 TED against grapple

**Feats:** Tough, Improved Natural Armor, Skill Focus (investigation)

**Ecology/Behavior:**

A boar swarm consists of 30-50 feral hogs, all gathered together for the express purpose of ruining the days of everyone else in the vicinity. These hogs cannot be reasoned with and will happily consume everything they can find, until they are either satiated or forcibly driven off.

Monsters/Nature (DC 18): It might be best to climb a tree and wait for them to leave.
Monsters/Nature (DC 28): Magic will prove to be more effective here than any regular weapon. Failing that, wear them down over time with ranged attacks.
Special: May require an assault weapon to deal with.
World

World is an Intellect based Skill.

A character can roll a World check to recall information about geographical features, local customs, or different cultures and peoples.

The DC of a specific World check is influenced by a character's past experiences and familiarity with a specific culture. For example, the DC to remember the main street of their hometown would be around DC 5, while the DC to name a minor holiday of an extraplanar cult would be around DC 40. Most uses of World, however, fall in between these two extremes.
Cassowary

**Movement Speeds and Types:** 90ft

**Senses:** Low-light vision

**Key Skills:** Athletics +9 (+14 to jump), Intimidate +10, Sense +6, Spot +6

**Ability Scores and Resistances**

**Defense:**

Health: 22 HP: 45

Touch AC: 19 AC: 21

DR: 3/-

**Offense:**

CB: 3

Attacks: 2 Claws (+9, 1d10 + 6, 20x2)

Special Attacks: Flying Kick (Claw +11, 2d10 +16, 20x2)

**Exploits:**

TEB: 10 TED: 26

**Feats:** Tough, Weapon Focus: Claws, Dodger

**Special Abilities (non-magical):**

Underbrush: Cassowaries take no movement penalties due to naturally-occuring difficult terrain.

Flying Kick: When making an attack on a charge, the cassowary’s claw attack damage is doubled.

**Ecology/Behavior:**

These large birds generally don’t bother others, but when provoked they are terrifying and vicious fighters. Their sharp talons and high kicks mean that they often deal with nuisances, or overly-close adventurers, with the tried-and-true method of disembowelment.

Note: Beautiful feathers, horrible tempers, faster than they look. Do not pet next time.

Monsters/Nature (DC 21): You can’t outrun it and you probably won’t be able to scare it off. But it’s somewhat fragile and easy to kill, at least relative to other similarly ferocious animals.
Special: They look super cool. DO NOT PET.
Dire Rat

**Movement Speeds and Types:** 20ft

**Key Skills:** Stealth +11

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 6 HP: 20

Touch AC: 21 AC: 23 (Natural Armor +2)

**Offense:**

CB: 2

Attacks: Bite +5 1d4 25x3 plus Disease

**Exploits:**

TEB: -12 TED: 4

**Feats:** Weapon Finesse, Tough

**Special Abilities (non-magical):**

Rat Resilience: Dire rats gain +10 to resistances against toxins and disease, as well as the *fatigued, sickened,* and *nauseated* conditions.

Disease: Each dire rat has a chance to carry one of the following diseases: 50% uninfected, 20% Blood Worms, 15% Terrimetria, 10% Goblin Pox, 5% Zombie Plague (DC 15).

**Ecology/Behavior:**

Found in sewers and deep caves, dire rats are not seen as often as their smaller cousins. When they do venture up to the surface, however, they are far bolder and more aggressive thanks to their larger size. This, combined with a rat’s natural cunning and resourcefulness, means that dire rats are fully capable of becoming proper nuisances.

Note: The bane of beginning adventurers everywhere.

Monsters/Nature (DC 17): Rats are able to chew through wood quite easily.
Special: A DC 22 Medicine check will alert you to the diseases they may possess
Rat

**Movement Speeds and Types:** Land 20 ft, Climb 10 ft

**Key Skills**: Sense +5 (scent 20 ft), Stealth +22

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 1 HP: 4

Touch AC: 27 AC: 27

**Offense:**

CB: 0

Attacks: Bite (+9,  1d2, 25x2)

**Exploits:**

TEB: -19 TED: -3

Specific Exploit Bonuses: +4 against trip

**Feats:** Finesse Monster

**Special Abilities (non-magical):**

Rat Resilience: Rats gain +10 to resistances against toxins and disease, as well as the *fatigued, sickened,* and *nauseated* conditions.

**Ecology/Behavior:**

Utterly ubiquitous in cities and countryside alike, rats will fill whatever niche they can find. They are often treated as pests because of their ability to reproduce quickly and their unfortunate tendency to carry various diseases. However, they are also intelligent, highly social animals that are kept as familiars by some magic-users.

Monsters/Nature (DC 17): Rats are able to chew through wood quite easily.
Special: A DC 22 Monsters check will tell you rats can also enter a home through plumbing.
Breaking Things

This table serves to describe the various attributes of building materials which may be broken. These values refer to non-magical items only, a magical item increases hardness  and health by 5.

Hardness is equivalent to an item’s DD, and is how much stress must be inflicted upon an item in one hit before it takes damage. An object’s AC is 16 - ½ S + Hardness.

Health is a measurement of how much damage is required to deform an item. It is given per cubic inch; thus making a hole in a breastplate is easier than shattering it.

\*Bone refers to bone outside of a body; no longer living but dried and used as a tool or weapon. It is recommended that creatures not be allowed to make sunder checks against other living creatures in combat.

\*\*No cost is given for ice, as it is highly variable. Nobody will buy ice in the arctic, while in the tropics it will be quite valuable indeed.
Eruption

Halcyon 10

Components: V, S, M

Resist: See Text

Duration: Concentration, up to 1 min/MB

A point in the earth within 120ft spews molten rock, gas, and lava. Once per round the caster can cause one of the following effects as a swift action

Burst: All creatures within 10ft of the eruption take 20d6 points of force damage. Every additional 10ft reduces this damage by 5d6, G/.5

Gas: Creatures in a 60ft cone originating from the eruption take 10d6 points of poison damage and are *nauseated*. VR halves damage and negates *nauseated*

Dust: A 30ft radius is covered in ash *blinding* creatures within, and dealing 3d6 points of fire damage, and 3d6 points of poison damage.

Flow: Five 5ft squares (connected to the eruption or another lava covered square) become covered in lava. Lava is difficult terrain, and any creature beginning its turn in or entering  lava takes 20d6 points of damage and is *on fire* (GR negates *on fire* and halves damage)

Tremor: All creatures within 120ft of the eruption must make a FR or fall prone, effects structures as *Earthquake*. This effect lasts for 1d6+1 rounds
The Queen of Winter

**Divine Rank:** 1

Part of the feywild is the land of always winter, where the wind is bitter and the dark lays heavy on the land. The ruler of this realm is the other high queen of faerie: the Queen of Winter. Her gown is blue, her eyes like shards of ice, and her singing like the wind in the trees. Just as summer is not necessarily nice, winter is not always cruel, though it is cold. She and her court are as capricious as their warmer cousins, and while they are kind to guests, they hold long grudges and take revenge seriously.

The queen’s court is in a palace made of ice, where the music plays sweetly and the desserts all come chilled. There is a roaring fire in the room, but the chill never seems to leave, and those who visit always feel the cold to their bones.

**Pacts** with the queen of winter are for the price of a soul, and like the queen of summer those who are granted power in life must serve her after death, for nothing given by the fey comes free. Those who use their powers in life to advance her causes and serve her ends may become guests in her hall of ice; listening to the sweet music and sipping the chilled wine.
Nuinta

Alignment

Void and depth eternal are deified in Nuinta. Second only to Aeternos, void filled the prime before all else, and Nuinta sits in wait for all to return to her. Her domain lies beneath the depths, and consumes all that is lost to the world of mortals. Her followers acknowledge that all in life is forfeit to her in time, and often live life forsaking luxuries. Pacts with Nuinta are paid with a soul, forfeit upon death, and lost permanently to the void.

**Paladins** Paladins of Nuinta often act as emissaries to strike down the hubris of mortals who believe they can avoid the loss and depth of the eternal void. They must take a Vow of Poverty as the monk vow, but gain +1 points in their lay on hands pool and 1HP per level instead of additional Ki points.

**Oath of Worship** Lay an item of some value into a body of water, and let it rest. Gain immunity to ability drain for one round once per long rest as no action.

1st Boon: You may use Religion in place of Aberrance to make skill checks about aberrations and aberrant spells.

2nd Boon: Upon damaging a creature with your bite attack, they take a -1 to all 1dW rolls for 1d4 rounds. Thisstacks with itself.

3rd Boon: Gain Immunity to ability drain. Select one ability score, your bite deals one point of ability drain to this.

**Invoke**

**0 - Bite**

Components: S

Touched creature takes 1d10 slashing/piercing/bludgeoning damage.

**4 - Denizen of Void**

Components: V, S, M(seaweed)

Duration: 1 hr/lvl

One creature per MB needs not breath, is immune to the effects of water pressure, and gains darkvision 60ft.

**7 - Fill Void**

Components: V, S, F

Resistance: none/VR partial

The lungs of one creature touched are filled with water. They are treated as if they have spent all rounds but 1 of held breath. A successful VR made as a move action expels most of this water, though do not regain or lose rounds of expended air. They may choose to expel the rest of the water with a successful VR as a swift action in order to end the spell.

**10 - Taken**

Components: S

Resistance: All

Touched creature must make 10 resistances (one for each ability score) or take 1d6 ability drain to the ability used. The caster gains this as a bonus to this ability score for one round per MB.

**Essence**

Harm: When you damage creatures with this, heal 1 point per creature damaged. This increases to 1d4 at 7th level, and to 1d8 at 15th level.

Heal: Creatures healed may choose to reduce the healing received to heal ability drain. They heal 1 point of drain per 5 points of healing sacrificed.
Species

There are myriad peoples in these magical worlds, each unique and possessing their own history, culture, and traditions. Some are common, some are rare, but each has a different experience and story to tell. There are no true barriers to playing as a creature not described in this section, but the creatures presented here tend to be appropriate for balanced play and fit together in a somewhat cohesive sense. The flavor text describing each species is in no way all-encompassing, it simply serves as an example of how each species can exist in a society, although every setting is different. Some societies tend towards specific alignments, but there are no obligatory alignments for any species.

A creature’s base speed is determined by adding their species’ base speed to their total Grace score and their total Stature score. Note that this is one of the few situations where you will use the total score, not the modifier. This number is then rounded down to the nearest multiple of 5 during combat. No creature can have a move speed less than 0. A creature with a move speed of 0 is not necessarily immobile, but cannot move effectively in high-pressure situations such as combat. For example, a tortoise or a snail is not immobile, but in any fast moving combat situation the distance they are capable of covering is negligible.

Any character with a positive Intellect modifier begins play speaking an additional number of non-secret languages equal to their Intellect modifier. A character treats any weapons, armors, or shields named for their species as non-specialized.

Additionally, species may have listed alternate abilities. These represent a slightly different subset of the population, and may be taken at the discretion of the player and GM. These alternates will trade away some of the listed abilities gained by the species in question. Two alternate abilities that trade away the same base ability may not be both taken by the same character. For example, for humans, the Adopted and Well-Read traits both replace Quick Learners. Because of this, only one may be taken.
Yak

*N Animal*, 6d10 HD, ECL 5

**Initiative:** +1

**Movement Speeds and Types:** 35ft

**Key Skills**: Survival +9, Sense +9(Scent 20ft), Athletics +17, Acrobatics -1(+7 to balance)

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health:  44 HP: 117

Touch AC: 13 AC: 21

DR: 6/- Cold Tolerance 10

**Offense:**

CB: +3

Attacks: Gore +6 1d12+13 26x2

**Exploits:**

TEB: +12 TED: 28

Specific Exploit Bonuses: +4 against Trip

**Feats:** Tough, Resistor(V), Skill Focus(Athletics)

**Special Abilities:**

Sure-Footed: Yaks do not take their Stature modifier as a penalty on Athletics checks made to climb. They may add their Power modifier to Acrobatics checks made to balance in place of Grace.

Lethal Charge: A yak’s speed and damage is doubled when charging.

**Ecology/Behavior**

Sometimes called the “boats of the plateau”, these beasts of burden are used to carry heavy loads in environments other animals can’t survive. Their bulk allows them to retain their heat in cold temperatures and even swim in freezing waters without lowering their body temperature. Their milk is very nutritious, once you pick out the hairs.

Nature/Monsters(DC 20) Their bulk makes them tough to fight, but they lack maneuverability.
Nature/World(DC 25) Many wild yaks are feral, once domesticated. In most circumstances, they can be calmed down with a DC 25 Nature check. Calmer Yaks can become companions with time.
War Horse

**Movement Speeds and Types:** 40 ft

**Key Skills:** Acrobatics -2, Athletics +8, Intimidate +15

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 40 HP: 88

Touch AC: 16 AC: 22 (+6 Armor)

DR: 5/-

**Offense:**

CB: 3

Attacks: 2 Hooves (+8, 2d12+13, 24x2)

**Exploits:**

TEB:  +25 TED: 41

**Feats:** Heavy Armor Proficiency, Skill Focus (Acrobatics), Tough, Runner

**Special Abilities (non-magical):**

Fighting Spirit: War horses a gain +4 bonus against fear, charm, and compulsion effects. When used as a mount, a war horse may use their rider’s bonus to any mental resistance instead of their own.

**Equipment:**

Platemail

**Ecology/Behavior:**

Specifically bred and trained for combat, war horses are less skittish than regular horses, and capable of bearing the weight of a fully armored knight.

Monsters/Nature (DC 18): A fairly tough creature, but often less of a threat than the rider. Aim for the horse first to take away any advantage the rider might get from their mount.
Monsters/Nature (DC 23): Trying to manipulate one of these horses is very difficult, as they are well trained and often still obey their masters under any circumstances.
Special: A DC 20 Medicine/Nature check reveals that a horse with a broken leg cannot run and is highly unlikely to recover.
Cover

Cover is another factor that may affect a creature's armor class. Cover is defined as anything that could block the path of an attacking creature. There are three levels of cover: light cover, cover, and total cover.

Light cover partially obscures a target. However, more than half of the target remains open to attack. Examples of situations that grant light cover include: hiding in shrubbery, crouching behind a desk, or standing partially behind a wall. Light cover grants the targeted creature a +2 bonus to AC.

Cover obscures most of the target, but still leaves the target vulnerable to attack. Examples of situations that grant cover include: hiding behind a stone wall, peering through a window, or peeking around the corner of a building. Cover grants the targeted creature +5 bonus to AC.

Total cover completely obscures the target.  Examples of situations that grant total cover include: being inside a house, standing behind a wall, or hiding completely behind a tree. A creature benefitting from total cover cannot be attacked directly, and is not subject to effects which affect an area if they have total cover from the effect’s origin.

A creature cannot benefit from multiple types of cover, and instead gains the benefits of the highest level of cover they would benefit from. For example, if a creature would benefit from both light cover and cover, they gain only a +5 bonus to AC from cover.
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Arcane Spell List

Arcane:

Through study and practice, and long hours of poring over esoteric knowledge, arcane casters can uncover secrets of the universe. This knowledge grants a power that allows the caster to bend the universe to their will.

* Arcane spells are highly volatile. They cannot be cast while wearing any type of armor, or while using shields.

* Arcane spells often utilize a combination of verbal, somatic, and material components.
* Arcane casters have mastered magic of their own accord, and are typically not granted powers by any outside being.

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Level 10