recursal/Fanatic-Fandom huggingface dataset:
Writing Set

**Source** *Core Rulebook*

**Price** 1 GP

**Hands** 2

Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.
Warrior's Regret

CurseEmotionEnchantmentMental

**Source** *Secrets of Magic pg. 140* 1.1

**Traditions** arcane, divine, occult

**Cast**  somatic, verbal

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

**Saving Throw** Will

Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save.

**Critical Success** The target is unaffected.

**Success** At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8 if it damaged 4 different creatures.

**Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature.

**Critical Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins.

**Heightened (+2)** The amount of mental damage the target takes for each creature it damaged that turn increases by 1d8, and the maximum damage the target can take per turn increases by 4d8.
Web

Conjuration

**Source** *Core Rulebook pg. 384* 3.0

**Traditions** arcane, primal

**Deity** Grandmother Spider

**Cast**  material, somatic, verbal

**Range** 30 feet; **Area** 10-foot burst

**Duration** 1 minute

You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws.

Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web.

**Critical Success** The creature is unaffected, and it doesn't need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.

**Success** The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.

**Failure** The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn.

**Critical Failure** The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.

**Heightened (4th)** The spell's area increases to a 20-foot burst, and its range increases to 60 feet.
Sword Cane

**Source** *Advanced Player's Guide pg. 248* 2.0

**Favored Weapon** The Freeing Flame

**Price** 5 gp; **Damage** 1d6 P; **Bulk** 1

**Hands** 1

**Category** Martial

**Group** Sword; **Traits** Agile, Concealable, Finesse

This slender, rapier-like sword is concealed within a wooden or metal cane that serves as a sheath, making it an inconspicuous weapon easy to slip past inspections or into high-society events. A sword cane is typically 4 feet long when sheathed, and its hilt is usually capped with a wooden or metal decoration.

## 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.

**Concealable:**

This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.

**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.

## 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.

**Sword**: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Tree Shape

Plant Polymorph Transmutation

**Source** *Core Rulebook pg. 378* 3.0

**Traditions** primal

**Deity** Hathor

**Cast**  somatic, verbal

**Duration** 8 hours

You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the concentrate trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures.
Tavish Mill

Engleher's Mill is known locally as the Giant’s Wheel, as its towering, 30-foot-diameter waterwheel is truly a sight to behold. The wheel’s immense size is needed to generate enough torque to power the mechanized treadmill loading logs into the flume and keep the saws running within the mill.

## Lumberyard

A lumberyard is an open area used to store additional lumber. The yard includes a lumber mill used to process lumber into timbers for construction purposes.

**Lots** 2;

**Structure Bonus** +1 item bonus to Establish Work Site (lumber camp)

**Effects** The Tavish Mill increases maximum Lumber Commodity capacity by 1.

**Pahrbub Klorte** former gladiator turned mill foreman

**Laurus Bucco** Tordic Laborer at the mill

**Employees** 13

### Mill Hirelings

 **Merchant** |  | -1
 **Logger** |  | 0

## The Mill

Much of the lumberyard’s income comes from the town’s two larger lumber families, who pay to have their lumber processed here. The mill is a noisy place, with the constant grinding and churning of the wheel itself competing with the whine of the saws and the clatter of the loading ramp. The Tavish family leaves the day-to-day administration of the mill to a heavily scarred half-orc foreman named Pahrbub Klorte. In his youth, Klorte made a name for himself in Hinahilat’s gladiatorial arena, the Slag, by fighting with paired hatchets and picked up the moniker “the Lumberjacker.” Pahrub has put that violent past behind him and fails to see any ironic humor in the fact that he’s now employed by honest-to-goodness lumberjacks.

A mechanized treadmill runs from Tavish Mill into a wooden flume filled with water from the Nudnurgh River. The treadmill and chute transport timber from the Giant’s Wheel hundreds of feet south to a loading chute, which itself descends to the harbor so the timber can easily be loaded onto ships. The loading flume has long been a draw to local youths who enjoy “riding the chute,” but after a few unfortunate accidents, Klorte keeps a wary eye out for such foolishness.
Umbral Extraction

IllusionMentalShadow

**Source** *Secrets of Magic pg. 137* 1.1

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Duration** 3 rounds

You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During *umbral extraction's* duration, you can use the Steal action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to Steal as part of Casting *umbral extraction*. If you succeed at your check to Steal a spell, you deal 1d4 mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the shadow trait if cast from this temporary slot.

Determine the stolen spell at random from the target's spells that are 1 level lower than *umbral extraction*, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to Steal spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole.

As normal, you can Steal only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to Steal more spells. If you succeed at your Thievery check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When *umbral extraction* ends, you lose the temporary spell slot and any spell still stored in it. When you cast *umbral extraction*, any previous casting of *umbral extraction* currently affecting you ends.
Track

CONCENTRATE EXPLORATION MOVE

You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation.

The GM determines how often you must attempt this check. You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.

**Success** You find the trail or continue to follow the one you’re already following.

**Failure** You lose the trail but can try again after a 1-hour delay.

**Critical Failure** You lose the trail and can’t try again for 24 hours.

### Sample Track Tasks

 **Legendary** | old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane
River Drake

Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant relatives of the black dragon. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water’s surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger.

**Recall Knowledge - Dragon (Arcana)**: DC 18

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

# River DrakeCreature 3

NEMediumAmphibiousDragonWater

**Source** *Bestiary pg. 131*

Perception +9; darkvision, scent (imprecise) 30 feet

**Languages** Draconic

**Skills** Acrobatics +11, Athletics +10, Intimidation +6, Stealth +9, Survival +7

Str +3, Dex +4, Con +2, Int -1, Wis +2, Cha -1

**AC** 19; Fort +11, Ref +9, Will +7

**HP** 45; **Immunities** paralyzed, unconscious; **Resistances** acid 10

**Tail Lash**  **Trigger** A creature within reach of the river drake’s tail uses an action to Strike or attempt a skill check. **Effect** The river drake attempts to Strike the triggering creature with its tail. If it hits, the creature takes a –2 circumstance penalty to the triggering roll.

**Speed** 20 feet, fly 50 feet, swim 30 feet

**Melee**  fangs +12 [+7/+2], **Damage** 2d8+3 piercing**Melee**  tail +12 [+7/+2] (reach 10 feet), **Damage** 2d6+3 bludgeoning**Caustic Mucus**  (acid, arcane, evocation) The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take 4d6 acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6 persistent acid damage and take a –5-foot status penalty to their Speed. This Speed reduction ends with the persistent acid damage. The river drake can't use Caustic Mucus again for 1d6 rounds.**Draconic Frenzy**  The river drake makes one Fangs Strike and two Tail Strikes in any order.**Speed Surge**  (move) The river drake moves up to twice its Speed. It can do this three times per day
Treat Wounds

Exploration Healing Manipulate

**Source** *Core Rulebook pg. 249* 3.0

**Requirements** You are holding healer's tools, or you are wearing them and have a hand free

You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.

The result of your Medicine check determines how many Hit Points the target regains.

## Treat Wounds

 Expert\*
 Master\*
 Legendary\*

\* Rolling against a higher DC is optional.

**Critical Success** The target regains 4d8 Hit Points, and its wounded condition is removed.

**Success** The target regains 2d8 Hit Points, and its wounded condition is removed.

**Critical Failure** The target takes 1d8 damage.
Wall of Wind

Air Evocation

**Source** *Core Rulebook pg. 383* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Deities** General Susumu, Horus

**Lesson** lesson of snow

**Cast**  material, somatic, verbal

**Range** 120 feet

**Duration** 1 minute

You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects.

* Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty.
* The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can't pass through the wall.
* A creature that attempts to fly through the wall using a move action must attempt a Fortitude save. **Critical Success** The creature can move through the wall normally this turn. **Success** The flying creature can move through the wall this turn, but the wall is difficult terrain. **Failure** The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted. **Critical Failure** As failure, and the creature is pushed 10 feet away from the wall.
The Wise

**Adapted from Yuelral**

**The Wise** is the elven goddess of magic. She is a patron of both divine and arcane magic, but prefers magic that deals with the natural world rather than magic that deals with metal and other artificial things. She is frequently worshiped by jewelers because of her affinity with crystals. These jewelers never cut their crystals, instead embracing their natural beauty. Yuelral is quick to embrace half elves, seeing past their mixed heritage to what lies within.

## Appearance

In elven art, Yuelral is always shown as an elven woman in normal, simple dress. She has wise eyes and is surrounded by orbiting magical crystals much like ioun stones. Her holy symbol comprises three crystals of pink, blue and green overlapping in the middle to form a six-pointed star shape surrounded by a golden circle.

**Source** *Gods & Magic pg. 128* 2.0

*Nethys Note: no description has been provided of this deity*

**Category** Elven Gods

**Edicts** Practice herbalism, use and enchant gems, encourage and teach magicians and jewelers, preserve elven magic and knowledge

**Anathema** Cut a gem for aesthetic purposes, defile nature, allow the irresponsible use of magic

**Areas of Concern** gems, craft, and magic

**Follower Alignments** LG, NG, CG, N

## Devotee Benefits

**Divine Ability** Intelligence or Wisdom

**Divine Font** *heal*

**Divine Skill** Arcana

**Favored Weapon** dagger

**Domains** creation, earth, knowledge, magic

**Cleric Spells** 1st: *shattering gem*, 2nd: *shape wood*, 3rd: *meld into stone*, 4th: *speak with plants*, 5th: *tree stride*, 6th: *tangling creepers*, 7th: *unfettered pack*, 8th: *prismatic wall*, 9th: *nature's enmity*
Whip

**Source** *Core Rulebook pg. 281* 3.0

**Favored Weapon** Abraxas, Ahriman, Calistria, Gendowyn, Gogunta, Lissala, Matravash, Moloch, Ragadahn, Ranginori, Selket

**Price** 1 sp; **Damage** 1d4 S; **Bulk** 1

**Hands** 1

**Category** Martial

**Group** Flail; **Traits** Disarm, Finesse, Nonlethal, Reach, Trip

This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound.

## Traits

**Disarm:**

You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

**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.

**Nonlethal:**

An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

**Reach:**

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

**Trip:**

You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

## 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.

**Flail**: The target is knocked prone.

## Specific Magic Weapons

Lady's Spiral, Slime Whip, Whip of Compliance
Wicked Bite

**Requirements** The urdefhan damaged a creature with a jaws Strike on its last action; **Effect** The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 20 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.

* **Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).
* **Drain Vitality** (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).
Thuan Commoner

The Tian-Shu are the most populous of the human ethnicities of Tian Xia, and are commonly found in the former lands of Imperial Lung Wa, now known as the Successor States. Their culture is the oldest on the continent, pre-dating even Earthfall, and is now broken into hundreds of small kingdoms and city-states. Their skin is slightly darker than other Tian, and they have almond-shaped eyes and straight black or brown hair. Common male names include Bao, Shuo, and Zhen; popular female names are Meilin, Xue, and Chao.
Thunderstone

Alchemical Bomb Consumable Sonic Splash

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

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

**Activate**  Strike

When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls.

## Thunderstone (Lesser)Item 1

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

**Price** 3 gp

**Bulk** L

The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.

## Thunderstone (Moderate)Item 3

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

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20.

## Thunderstone (Greater)Item 11

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

**Price** 250 gp

**Bulk** L

You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28.

## Thunderstone (Major)Item 17

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

**Price** 2,500 gp

**Bulk** L

You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.
Undead Spawn

(divine, necromancy) A living humanoid slain by a certain Strikes from an Undead Creature rises as a spawn after 1d4 rounds. This spawn is under the command of the Undead Creature that killed it. It doesn't have drain life or undead spawn and is clumsy 2 for as long as it is a spawn. If its creator dies, the spawn becomes a full-fledged, autonomous undead of that type; it regains its free will, gains their full-fledged undead abilities, and is no longer clumsy.
Torchbearer

Torchbearers carry a light source for seasoned explorers and serve as apprentices.

TORCHBEARER CREATURE 0

N MEDIUM HUMAN HUMANOID

**Perception** +5

**Languages** Common

**Skills** Acrobatics +5, Architecture Lore +2, Athletics +4, Stealth +5, Survival +3

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

**Items** climbing kit, dagger, hand crossbow (20 bolts), tindertwig (5), torch (4)

AC 15; Fort +5, Ref +7, Will +5

HP 15

**Speed** 25 feet

**Melee** [one-action] torch +7, Damage 1d6+2 bludgeoning plus 1 fire

**Melee** [one-action] dagger +5 (agile, versatile S), Damage 1d4+2 piercing

**Ranged** [one-action] hand crossbow +5 (range increment 60 feet, reload 1), Damage 1d6 piercing

**Torch Combatant** A torchbearer is adept at attacking with torches and deals 1 persistent fire damage when they critically hit with a torch.
Tomb Warden

Tomb Wardens Defend the tombs of a Dwarven hold against defilement.

**Source** *Gamemastery Guide pg. 232*

**Perception** +7; (8 to find concealed objects) Darkvision

**Languages** Common, Dwarven

**Skills** Acrobatics +4 Athletics +7, Crafting +4 Intimidation +3, Religion +3, Survival +3 Legal Lore +3

**Death Warden** If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.

**Quick Coercion**

Str +4, Dex +2, Con +3, Int +2, Wis +2, Cha -1

**Items** crossbow (10 bolts), clan dagger, sap, scale mail, signal whistle, Warhammer

**AC** 18; Fort +7, Ref +5, Will +5

**HP** 20

**Attack of Opportunity**

**Speed** 15 feet

**Melee**  Warhammer +9 [+4/-1] Shove, **Damage** 1d8+4 bludgeoning **Melee**  sap +9 [+5/+1] (agile, nonlethal), **Damage** 1d6+4 bludgeoning

**Ranged**  crossbow +7 [+2/-3] (range increment 120 feet, reload 1), **Damage** 1d8 piercing

**Dwarven Weapon Familiarity**

**Power Attack**
Warg

Wargs hunt in packs and surround their prey like common wolves, but their cunning and penchant for taunting victims makes them easy to distinguish from their less-intelligent cousins. But despite their intelligence, wargs have simple desires for food and shelter, making them easy for evil humanoids such as orcs and hobgoblins to recruit to protect their camps or join them in battle. Most wargs are amenable to this arrangement, but if food should run out, wargs are more than willing to integrate goblinoid flesh into their diet.

**Recall Knowledge - Beast (Arcana, Nature)**: DC 16

**Unspecific Lore**: DC 14

**Specific Lore**: DC 11

# WargCreature 2

NEMediumBeast

**Source** *Bestiary pg. 322*

Perception +8; darkvision, scent (imprecise) 30 feet

**Languages** Common, Goblin, Orcish

**Skills** Acrobatics +7, Athletics +8, Deception +6, Intimidation +6, Stealth +7, Survival +8

Str +4, Dex +3, Con +3, Int -1, Wis +2, Cha +2

**AC** 17; Fort +11, Ref +9, Will +6

**HP** 36

**Avenging Bite**  **Trigger** A creature within reach of the warg’s jaws attacks one of the warg’s allies. **Effect** The warg makes a jaws Strike against the triggering creature.

**Speed** 40 feet

**Melee**  jaws +11 [+6/+1], **Damage** 1d8+4 piercing plus Grab**Pack Attack** The warg’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg’s allies.**Swallow Whole**  (attack) Small, 1d6+2 bludgeoning, Rupture 9
Unseen Servant

Conjuration

**Source** *Core Rulebook pg. 380* 3.0

**Traditions** arcane, occult

**Deities** Anubis, Kols, Monad

**Cast**  material, somatic, verbal

**Range** 60 feet

**Duration** sustained

You summon an unseen servant, which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait.

## Unseen ServantCreature -1

No AlignmentMediumMindless

**Source** *Core Rulebook pg. 380* 3.0

Perception +0; darkvision

**Languages** - (understands its creator)

**Skills** Stealth +8

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

**Invisible** An unseen servant is invisible, though it normally doesn’t Sneak, so it is usually only hidden.

**AC** 13; Fort +0, Ref +4, Will +0

**HP** 4; **Immunities** disease, mental, non-magical attacks, paralysis, poison, precision, unconscious ; **Resistances** all damage 5 (except force or *ghost touch*)

**Speed** fly 30 feet

**Force Body** An unseen servant’s physical body is made of force. It can’t use attack actions. It can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can’t pass through solid objects.
Tordic Soldier

Soldiers of the Tordic Empire Have been known to strike out on a sabbatical where they attempt to establish a renowned reputation by adventuring away from their units

**Officer 1**

**Perception** +7

**Languages** Common

**Skills** Acrobatics +6, Athletics +6, Deception +6, Intimidation +6, Survival +6

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

**Steady Balance** (Acrobatics) You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

**Items** Adventurer's Pack, Spear, Steel Shield

**AC** 16; Fort +10, Ref +7, Will +7

**HP** 20

**Banded Together** A Tordic soldier is difficult to single out while they are fighting in formation; They gain a circumstance bonus to there AC equal to the number of allies adjacent to them

**Keep up Appearances** Tordic pride meansthese soldiers never show weakness. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.

**Shield Block**

**Speed** 25 ft

**Attack of Opportunity**

**Exacting Strike** (Press) You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.
Roles

**OBTAINABLE**

newcummer- The role given to people who joined and are semi retarded

Commonshitposter to cumposter- these roles are better than newcummer

investers- people who boosted the server and should be praised

**GIVEN**

BASED- BASED is given to the most BASED and red pilled people in the server (good luck getting it)

tomfoolerist- They are a dangerous person (troll) They live trolling people and they are pretty funny (troll) :trollingnigga:

very attractive- they are very attractive and have kissable faces

chad cat enjoyer- people who loves a black and white cat that's a chad and follow under her rules.

Epic artist- People who create master pieces that no one else can make

Felix enjoyer- People who -simp- I mean enjoy Felix the femboy

goobsters- what

Degenerate- they are either furries or femboy furries

femboy- they are men that act and dress like women

Deutscher- someone

woman- they are a woman and get punched by guys

just a cock- they are just a cock

medal of funy- this is given to people who are very funny and bring joy to the chat

certified femboy- an official femboy OwO

berzerk enjoyer- people who really like the anime Berzerk and are chads

alcoholic- they where seen drinking a drink that has alcohol or something

Mentally challenged - durrrrrdurrdurrr.... uh i mean they are so hecking stupid

meme contest- they won a contest or something

EXICUTED- EXICUTED

**STAFF**

Mod 🛡️- this is the current lowest staff role, they do their job to keep the server clean and ban people

Sr. mod- the are better than mod and they have access to make polls

Admin- they help run the server

Head admin- they are above all others (ATLAS)

Special retard- they are the irl friends of the God of Shitposters

God of shitposters- owners of the YouTube channel

Femboy owner= le owner of le server (ryuuguu2)

**UNOBTAINABLE**

Police

Enforcers

loyalists
Layla's Coming Out Story

**Layla's Sexual Identity Crisis Story** is a prequel to the *Sweet L.A. Life* series written by Maryam Wells. Set in the year 1993, the story revolves around *Sweet L.A. Life* main character Layla McDaniel, a 15-year-old girl who is struggling with her sexuality when she falls for her cousin's girlfriend. The special explores her life as a closeted teenager, bickering her younger sister, Callie (who had recently turned 13),
Dazzle

( W.I.P) Dazzle is defined by being incredibly gay, but he swears he is bisexual. He is also french and a niggèr… need I say more?

Dazzle is a member of SSS and is a great editor and was a good admin of the server. he likes a femboy called Felix from an anime. Dazzle is pretty chill and cool.

his memes are pretty funny and or well edited.
Wisp Form

When a corpselight is reduced to 0 Hit Points while merged with a corpse, it is instead reduced to 1 Hit Point as the corpse collapses to the ground and the corpselight emerges in its wisp form. While in wisp form, a corpselight is Tiny and can take no actions other than Claim Corpse or Fly. A corpselight that starts its turn in wisp form must attempt a DC 16 flat check at the end of its turn; if it fails, it loses 1 Hit Point. A corpselight reduced to 0 Hit Points while in wisp form is destroyed.

Certain Revered of Empty Death are granted Wisp Form when they are stricken down and become Corpse Lights
Sweet L.A. Life: The New Generation (Arc 7)

Sweet L.A. Life: The New Generation

## Synopsis

Nathan learns that Samantha and Stacie are the nieces of Courtney Lewis and begins a crusade against them; Layla and Callie have a falling out over their mother's cancer battle, Layla's affair with Olivia and feud with Erica, and Layla berating Callie over her failed marriage; Shannon lands a job as a reporter for Scorch magazine.
Plague Doctor

These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land—and that it might have already taken hold. Despite their devoted work in curing the untouchable, they are sometimes treated with suspicion, as if they are somehow the cause of the plague.

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

**Unspecific Lore**: DC 18

**Specific Lore**: DC 15

## Plague Doctor Healer 5

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 221*

**Perception** +13

**Languages** Common

**Skills** Intimidation +9, Medicine +13, Plague Lore +13, Religion +13

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

**Items** *minor healing potion* (4), crossbow (10 bolts), healer's tools, staff, studded leather armor

**AC** 20; **Fort** +13, **Ref** +8, **Will** +13

**HP** 73

**Speed** 25 feet

**Melee**  staff +9 [+4/-1] (two-hand d8), **Damage** 1d4 bludgeoning

**Ranged**  crossbow +10 [+5/+0] (range increment 120 feet, reload 1), **Damage** 1d8 piercing

**Divine Prepared Spells** DC 23; **3rd** *heal* (x3), *neutralize poison*, *remove disease*; **2nd** *death knell*, *remove fear*, *restoration*; **1st** *detect poison*, *purify food and drink* (x2); **Cantrips** **(3rd)** *guidance*, *light*, *message*, *sigil*, *stabilize*

**Cleric Domain Spells** DC 23, 1 Focus Point; **3rd** *healer's blessing*

**Healing Hands** When the plague doctor casts *heal*, they roll d10s instead of d8s.

**Improved Communal Healing** When the plague doctor casts *heal* targeting a single creature, the plague doctor also restores Hit Points equal to the spell's level to themself or any other creature within range of the spell.
Transportation

**Source** *Core Rulebook pg. 294* 3.0

The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.

## Transportation (Caravan)Item 0

**Source** *Core Rulebook pg. 294* 3.0

**Price** 3 cp (per 5 miles)

## Transportation (Carriage)Item 0

**Source** *Core Rulebook pg. 294* 3.0

**Price** 2 sp (per 5 miles)

## Transportation (Ferry or Riverboat)Item 0

**Source** *Core Rulebook pg. 294* 3.0

**Price** 4 cp (per 5 miles)

## Transportation (Sailing Ship)Item 0

**Source** *Core Rulebook pg. 294* 3.0

**Price** 6 cp (per 5 miles)
Heisenbruh/PopeGaming/CallMeLeroy

The 2nd highest ranking individual in the SSS. Not much is known about him but he has shown considerable leadership skills. He is known for being very caring, taking on this role ever since ryuuguu2 abandoned the server. He is sometimes seen talking to pravilisjak about a cult, and for a brief period has been seen playing minecraft with bruhboy's alt. He controls the entire server with his immense power; second to none other than ryuuguu himself. He doesn't show any dislike to any members apart from a few that are unaminously hated by the entire server.
Kira

(W.I.P)Kira\_ or Kira is an Italian that lives in Italy and is attracted to the same gender (male)

Kira is a well-known member in SSS as they are a pretty old one and is pretty funny at times when they are in the chat. Kira is friends with known members too, he is a mod, (mod rank: mod) Kira has the highest obtainable role, Cringe lord and has the role Based.

Kira prob has a boyfriend but he'll tell us if he'd like to

(This is edited by blue gold so I'm using mutual friends for this) Kira is friends with ATLAS, !Rad0m, ! fox, Bobe, and notgoodatnaming.
Unwavering Bodyguard

Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble’s own guards, but with special directives to safeguard their patrons.

Perception +8 Low-Light Vision

**Languages** Common, Elvish

**Skills** Athletics +7, Intimidation +6, Society +2

Str +4, Dex +2, Con +3, Int –1, Wis +1, Cha +0

**Items** greatclub, sap, studded leather

**Whisper Elf** Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.

**AC** 16; Fort +8, Ref +7, Will +4

**HP** 25

**Speed** 30 feet

**Melee**  greatclub +7 (backswing, shove), Damage 1d10+4 bludgeoning

**Melee**  sap +7 (agile, nonlethal), Damage 1d6+4 bludgeoning

**Bodyguard’s Defense**  The bodyguard selects one creature they can see and hear within 30 feet. That creature gains a +2 circumstance bonus to AC as long as the bodyguard is adjacent to the chosen creature and can act; this bonus lasts until the start of the bodyguard’s next turn.
Tremorsense

**Source** *Bestiary pg. 344*

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Not so alex fonya

not so alex fonya, is the current person in charge of the youtube channel "alexfonya". Not much is known about him but we do know that his real name is Yaroslav or Yarik for short. He is often seeing mass pinging the server for memes every week for the next compilation. He is the back bone of the server and without him the server would have very little members. He is from Ukraine and has been trying to leave the country due to the current war.

## Streaming career

For a brief moment of time he did live stream on the alex fonya account where he could be seen in his wide form. Currently there are no photographs of his wide form but it has existed, everyone was just too dumb to take a picture. One of his most memorable moments on stream was when his stream was abrubtly cut and you could hear the sound of a air raid siren. He is currently in education so he won't be conscripted to the army.

## Talents

Yaroslav has been analysed to have many talents. For example he is able to fluently speak russian and ukranian; however he does not speak russian anymore due to the ongoing war. He may also be able to speak polish. He is also a master of editing and being funny, he has a large meme gallery that can be observed at https://www.youtube.com/c/alexfonya he is also the most influential person in the entirety of the shitpost status state meaning he holds remarkable power. Sometimes when new people join the state they might confuse Yaroslav for ryuuguu2 (formerly ryuk2) as they often think he is the leader of SSS.
Kiki and Meena

**Kiki and Meena** surrounds the relationship between Kiki Taylor and Meena Khan is known as **Keena** (**K**iki/M**eena**). It began in the fourth arc of *Sweet L.A. Life: The New Generation*.

## Trivia

* They planned to elope in Las Vegas in **Sweet L.A. Life in Las Vegas** but decided to postpone it to marry in front of friends and family.
* Kiki and Meena were involved in two different love triangles: one with Riley Carlson and another with Kamil Maalik.
* Kiki cheated on Meena with Riley and cheated on Riley with Meena, sparking the Kiki-Meena-Riley love triangle storyline.
* When they planned to elope, they had to sneak around because Meena's mother didn't approve.
* Meena's mother, Neeta didn't approve of the relationship because Kiki was a female and wasn't Muslim, leading to her and Meena's on and off relationship and Kiki to clash with Neeta numerous times.
* Meena's final line was spoken to Kiki. ("Kiki, you know I love you.")
* Kiki was still in love with Meena while dating Riley.
* Kiki helped Meena cope with her horrific experience with domestic violence at the hands of Kamil Maalik.
* Kiki was devastated when she learned that Meena met a fellow Indian man and had gotten married.

## Quotes

* Kiki: "Meena Kahn, you're the light of my life. Not the only light, but definitely the brightest." (Sweet L.A. Life in Las Vegas)
* Meena: "Kiki, you know I love you."
Magic Missile

Single to Triple Action

EvocationForce

**Source** *Core Rulebook pg. 349* 3.0

**Traditions** arcane, occult

**Bloodline** imperial

**Deities** Gravelady's Guard, Lorthact, Nethys

**Cast**  to  (somatic, verbal)

**Range** 120 feet; **Targets** 1 creature

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

**Heightened (+2)** You shoot one additional missile with each action you spend.
Bye-Bye Love

Bye-Bye Love

## Synopsis

Erica commits adultery with --, a makeup artist at Callie's Beauty Lounge; Briana fakes illness to avoid going to school after she finds out about Ben's affair with her teacher; Riley's new girlfriend flirts with Chloe, putting their tight bond on peril. Nathan's daughter, -- returns with a shocker, she has a baby, making Nathan a grandfather. Olivia finds out about Erica's affair with -, who forces herself on Olivia while apologizing; Luke realizes that he is in love with Javi and goes to her apartment to tell him. They share a passionate kiss. As Nathan video chats with close friend, Ashley Thomas about Devon missing her, he hears a noise outside and goes out and sees Olivia vandalizing Erica's car. He stops her and she bursts into tears on Nathan's shoulder. She tells him about Erica's infidelity, and he comforts her, just as Erica appears in an attempt to make it up with her. Erica takes off when it becomes clear that Olivia doesn't want to see her nor hear her out.
Nathan and Meena

Nathan and Meena surrounds the friendship between Nathan Cross and Meena Khan in the fifth arc of Sweet L.A. Life: The New Generation.

## Trivia

* They both attended colleges in California: Nathan attended California University at Long Beach and Meena attended Southern California University.
* Both have been in abusive relationships which have been traumatizing.
	+ Nathan was abused by Gary Williams and was framed by him after he put Nathan's best friend, Callie McDaniel in the hospital
	+ Meena was abused by Kamil Maalik and was impregnated by him by rape at knifepoint.
* Both are members of the LGBTQ community: Nathan is gay and Meena is a bisexual.
* Both had made out with their best friends.
	+ Nathan with Ben Michaels.
	+ Meena with Olivia Davidson.
* Both worked in the medical field.
	+ Nathan was a paramedic.
	+ Meena is a hospital nurse.
* Nathan found out about Meena's experience with dating abuse from her mother, Neeta.
* They both had to undergo counseling following the end of their abusive relationships.
* Their abusive boyfriends punished them with brutal actions.
	+ Gary Williams burned Nathan's arm with a cigarette as punishment for canceling their date in favor on going to new nightclub opening.
	+ Kamil cut Meena's long hair into shoulder-length as punishment for
Peter Fairchild

**Peter Fairchild** is a recurring character in *Sweet L.A. Life*. He is a democratic representive who becomes romantically involved with Callie McDaniel in the fourth arc.

## Profile

Peter is a democratic represenitive and the father of Carrie Fairchild. The pompous side of his personality often created friction between him and Carrie's new girlfriend, Layla McDaniel. Eventually, the couple moved from the mansion and into an apartment at Billy's old home of Melrose Place. However, Peter also possessed a certain charm that eventually attracted Callie McDaniel, Layla's heterosexual younger sister. In time, Peter and Callie began dating. However, due to their differences on their views about the LGBT community, they would often clash about Peter's daughter's relationship with Callie's sister.

It has become clear that Peter hasn't accepted his daughter's sexuality and tried to sabotage Carrie and Layla's relationship by revealing Layla's past relationship with a fashion model and the affair with the model's mother. This created tension between Layla and Callie because Callie was the one who told Peter about Layla's past relationships. Angered that that Peter used the revelation to hurt Layla, Callie slaps him and kicks him in the balls and breaks up with him. She accuses him of dating her to use her to get info on Layla in order to sabotage her relationship with Carrie. Peter's actions led to his own daughter slapping him in retaliation.

## Trivia

* He is the second most hated character in the series. The first was Lexi Sterling.
* He is one of the several characters who disapproved of their child's sexual orientation.
* He is disliked by the main characters because of what he did to the McDaniel sisters.
	+ He insulted Layla about her dating life and calling her "Not Smart".
	+ He used Callie to get information about Layla to use it to intimidate her to ending her relationship with Peter's daughter Carrie.