recursal/Fanatic-Fandom huggingface dataset:
Spirit Warrior (Legendary Fighter Archetype)

A spirit warrior forges a mystical bond with a favored weapon, allowing him to unlock its spiritual power. The spirit warrior is able to draw out his weapon’s true magical potential in combat.

#### **Spirit Weapon**

Each day, a spirit warrior designates a weapon he is proficient with. He gains the following abilities while wielding this spirit weapon.

#### **Eldritch Weapon (Su)**

At 1st level, a spirit warrior gains the Arcane Strike feat, but he can only use this feat on his spirit weapon. He does not need to meet this feat’s prerequisites. In addition, three times per day as a standard action a spirit warrior can grant his spirit weapon a +1 enhancement bonus for 1 minute. This ability replaces the spirit warrior’s 1st-level bonus feat.

#### **Spirit Weapon Training**

At 5th level, a spirit warrior gains access to the following advanced weapon training options.

##### ***Spirit Power***

For the purpose of the Arcane Strike feat, a spirit warrior’s caster level is equal to his class level. Additionally, he no longer needs to spend a swift action to use Arcane Strike—it is always in effect.

##### ***Warrior Spirit (Su)***

When a spirit warrior designates a spirit weapon he gains a number of points of spiritual energy equal to 1 + his weapon training bonus. As a standard action, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The spirit warrior can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. Alternatively, instead of granting a weapon special ability, the spirit warrior can reduce the granted enhancement bonus by 1 to temporarily gain any one combat feat that he meets the prerequisites for. This ability lasts for 1 minute.
Vengeful Bruiser (Legendary Barbarian Archetype)

The vengeful bruiser walks a fine line between technique and brutality, channeling her unbridled hatred into savage display of skilled violence.

**Hit Dice:** A vengeful bruiser has a hit die of d10. This alters the barbarian’s hit die.

#### **Weapon and Armor Proficiency**

A vengeful bruiser is proficient with all simple weapons and with all armor (heavy, light, and medium) and shields.

#### **Unarmed Strike (Ex)**

At 1st level, a vengeful bruiser gains Improved Unarmed Strike as a bonus feat. A vengeful bruiser’s attacks can be with fists, elbows, knees, and feet. This means that a vengeful bruiser can make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a vengeful bruiser striking unarmed. A vengeful bruiser can apply her full Strength bonus on damage rolls for all her unarmed strikes. A vengeful bruiser’s unarmed strikes deal lethal damage, although she can choose to deal nonlethal damage with no penalty on her attack roll. She can make this choice while grappling as well.

A vengeful bruiser’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.The damage dealt by a vengeful bruiser’s unarmed strike is equal to the damage of an unchained monk of the same level.

#### **Raging Flurry (Ex)**

Starting at 2nd level, a vengeful bruiser can make a raging flurry as a full-attack action while raging. When doing so, a vengeful bruiser has the Two-Weapon Fighting feat when attacking with unarmed strikes. She does not need to use two different weapons to use this ability.

A vengeful bruiser applies her full Strength modifier to her damage rolls for all attacks made with raging flurry. A vengeful bruiser can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a raging flurry.

At 8th level, the vengeful bruiser gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 16th level, she gains use of the Greater Two-Weapon Fighting feat when using raging flurry.

This replaces the rage powers gained at 2nd level, 8th, and 16th levels.

#### **Otherworldly Strikes (Ex)**

At 6th level, while raging, a vengeful bruiser’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 14th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good vengeful bruiser choosing evil strikes.) At 18th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

This replaces the rage powers gained at 6th and 14th level.
Lazarus

**Alignment:** CN

**Pantheon:** Major Deities

**Areas of Concern:** Piracy, Plundering, Pillaging, Freedom, Strife

**Domains:** Chaos, Liberation, Travel, Trickery, Water

**Subdomains:** Revelry, Riot, Freedom, Revolution, Exploration, Ambush, Greed, Thievery, Ocean

**Favored Weapon:** Brass Knife, Cutlass, Pistol

**Symbol:** Skull and crossbones

**Sacred Animal(s):** Parrot

**Sacred Color(s):** Black, white

**Obedience:** Steal a gold coin or alcoholic drink by force or trickery. Then, while recounting your latest or most impressive act of piracy and blessing Lazarus’ name for all to hear, offer your stolen item to him by throwing it into water at least 4 feet deep. Alternatively, you can recount your most impressive or recent act of piracy to someone unaware of it, although you are free to hide the fact that the act was yours. You then gain a +2 sacred or profane bonus to AC against attacks of opportunity. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

**Lore:**  Prior to the Rising Tides, Lazarus was but a minor deity, often frowned upon and banned from worship in most cities. Only pirates and thieves would murmur his name to earn his blessing before some daring act of pillaging, plundering or thievery, but most often, people would rather request Chikabreek’s or Nenrak’s blessing rather than his. It’s much more at sea that people would request his blessing prior to plundering a merchant vessel.

After the Riding Tides, lands started to be swallowed up and disappeared, thus empowering Lazarus a lot, especially since he encouraged people to give up the old ways and turn towards piracy to make a living, encouraging to take whatever people wanted, rather than earn it over time and work.

**Note:** Antipaladins, Clerics, Inquisitors and Warpriests who worship Lazarus exclusively treat the Cutlass as a finesse weapon.

**Divine Fighting Technique:** See Cayden Cailean’s Blade and Tankard (Optional Replacements are for CN fighters or conscripts).
Firearm Striker (Legendary Gunslinger Archetype)

Despite the large number of legendary gunslingers which prefer to stay out of melee combat, firearm strikers prefer the roar of close range battles. Fueled by adrenaline, these thrill seekers engage foes as closely as possible, living for those fleeting moments of gunfire combined with the crash of fists colliding with foes.

#### **Weapon and Armor Proficiencies**

Firearm strikers are not proficient with light armor.

This replaces the legendary gunslinger’s normal armor proficiencies.

#### **AC Bonus (Ex)**

When unarmored and unencumbered, the firearm striker adds her Wisdom bonus (if any) to her AC and her CMD. These bonuses to AC apply even against touch attacks or when the firearm striker is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

#### **Martial Grit (Ex)**

A firearm striker treats her unarmed strikes as firearms for the purpose of being able to regain grit.Strike Deeds (Ex): A firearm striker gains the following deeds:

##### **Iron Knuckle**

At 1st level, as long as a firearm striker has at least 1 grit point, she gains the Improved Unarmed Strike feat and may use her Dexterity modifier in place of her Strength while making attack rolls with unarmed attacks.

##### **Close Combat**

At 3rd level as long as a firearm striker has at least 1 grit point and one free hand, her unarmed strikes gain the enhancement bonus to attack and damage of a single firearm she is wielding.

##### **Steel Fist**

At 3rd level, as long as a firearm striker has at least 1 grit point, her unarmed strikes deal damage as though she was a monk of her class level.

##### **Gun Flurry**

At 7th level, whenever the firearm striker deals damage to a creature with a firearm, she can spend 1 grit point as an immediate action to make an attack with her unarmed strike. If there are no targets within her natural reach, she can move up to half her speed (this movement provokes attacks of opportunity), making an attack with her unarmed strike at the end of her movement. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

##### **Empowered Firearm**

At 11th level, a firearm striker can spend 1 grit point as a free action to have any firearm she wields deal damage equal to her unarmed strike for 1 minute. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

This ability replaces deadeye, ricochet shot, utility shot, dead shot, and lightning reflexes.

#### **Light Hands (Ex)**

At 5th level, a firearms striker may choose to use her Dexterity modifier in place of her Strength to determine how much damage she deals with her unarmed strikes.

This ability replaces the 5th level gun mastery.

#### **Martial Offense (Ex)**

At 5th level, firearm strike’s gritty offensive also affects her unarmed strikes.

This ability alters combat grit.
Fluffyboots

**Mr. Fluffyboots**

[Very Good Boy]

**Alignment:** CG

**Pantheon:** Minor Deities

**Areas of Concern:** Retrieving objects, Chasing squirrels, Taming nature

**Domains:** Good, Chaos, Animal, Community

**Subdomains:** Azata, Family, Friendship, Fur, Whimsy

**Favored Weapons:** Lasso, Chakram, Boomerang

**Symbol:** A paw print, as large as possible

**Sacred Animal:** Dog Sacred Color(s): Fur

**Obedience:** Who’s a good boy? You are! You are! Pick up the rock. See the rock? See the rock? Throw the rock! Fetch! Good boy! Again! Fetch! For the next 24 hours, when you attempt to improve the attitude of a wild animal or magical beast you have just met by petting it, gain a +4 sacred bonus on your first attempt.

**Lore:** As a human, Atlau excelled at everything he set his mind to, including taming wild animals. At the age of 8, he ventured into a den of wolves with such authority that they became his faithful hounds, following him into both war and peace. So devoted was their loyalty that when Atlau crossed over into the heavens, several of his dogs followed him, becoming divine servants of their god.

Mr. Fluffyboots had always been a very good boy, and the most enthusiastic of Atlau’s servants—but not always the most obedient. In life, he frequently knocked over armor and weapon racks, shed fur all over important magical items, licked monsters that he really should not have licked, and accidentally tackled many of Atlau’s followers out of an overabundance of enthusiasm. And so, with great sadness, the divine champion realized that perhaps the chaotic pup did not belong on his war council, and built him his own celestial doghouse, a divine realm where he could chase spirit squirrels to his heart’s content, and which the other gods could visit for emotional support.

While his whims and blessings are chaotic, Mr. Fluffyboots remains a very good boy. He has created a number of Azatas to play fetch with, and he is known to pay special favor to the prayers of kitsune and other playful races
Tok’n’ok’n’achen’tin

**Alignment:** CN

**Pantheon:** Racial Deities

**Areas of Concern:** Invention, Magic, Neon mohawks

**Domains:** Artifice, Chaos, Knowledge, Luck, Magic

**Subdomains:** Alchemy (Artifice, Magic)\*, Arcane, Imagination, Industry, Thought, Whimsy

*\*Requires the Acolyte of Apocrypha trait.*

**Favored Weapon:** Gnome battle ladder, Gnome piston maul, Cylinder Rifle

**Symbol:** Flask of unknown liquid. Probably explosive.

**Sacred Animal(s):** Mole

**Sacred Color(s):** The color you see when you try to pronounce their name

**Obedience:** Blow up your lab. Increase the DC of your Illusion spells by 8 when used to cover up the fact that you blew up your lab.

**Lore:** Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sit amet ipsum et odio placerat ultrices ac id eros. Curabitur sit amet tortor a leo gravida finibus. Suspendisse potenti. Cras sit amet nisi orci. Proin vitae tellus ac libero eleifend mollis eu id tortor. Donec est arcu, fringilla id bibendum quis, aliquam quis nibh. Morbi lacinia magna neque. Nunc eleifend, orci vel accumsan tincidunt, velit leo ultrices lorem, ac fermentum mi ipsum sit amet ex.

Quisque sodales viverra tempus. Aliquam accumsan fringilla dolor, ac blandit sem fermentum sit amet. Morbi viverra, augue et efficitur ornare, metus velit gravida nisl, id ultrices urna erat aliquam velit. Nulla vehicula non lectus ultrices condimentum. Fusce lobortis est tortor, sed laoreet leo suscipit et. Duis sit amet porta nunc. Etiam non elit sed lacus maximus efficitur. Sed sed neque ut nisi iaculis aliquam auctor tincidunt dolor. Phasellus imperdiet, velit sed placerat dapibus, diam ipsum fermentum mi, sed molestie risus odio in nisi. Etiam dui sem, bibendum sit amet elit et, mollis interdum nunc. Maecenas augue nisl, pulvinar a rhoncus nec, rhoncus sed eros. Maecenas ut enim vitae justo accumsan tempor eu vitae urna. Maecenas diam nisi, pellentesque et lacinia eget, sollicitudin a velit. Donec ut luctus quam. Cras placerat enim erat, iaculis porta ante lobortis eget.

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Righteous Berserker (Legendary Barbarian Archetype)

The righteous berserker is infuriated by evil and uses any means to cleanse it from the land.

**Alignment:** Any good. This alters the barbarian’s alignment restrictions.

#### **Righteous Rage (Ex)**

At 1st level, a righteous berserker selects the righteous rage form.

This replaces the rage form gained at 1st, 10th, and 20th level

#### **Righteous Rage (Ex)**

While in a rage, the righteous berserker gains a +3 bonus on attack rolls and damage rolls against evil targets. She ignores any DR the evil creature possesses.

##### **Greater Righteous Rage (Ex)**

At 11th level a righteous berserker’s bonus on attack and damage rolls increases to +4.

##### **Mighty Righteous Rage (Ex)**

At 20th level, a righteous berserker’s bonus on attack and damage rolls increases to +5.

#### **Cleansing Strike (Ex)**

At 5th level, while in a rage, the righteous berserker scours unnatural evil from the land. She deals an additional 1d6 damage on damage rolls made against outsiders with the evil subtype, evil-aligned dragons, undead creatures, evil-aligned clerics, and anti-paladins.

This replaces the rage form gained at 5th level.

#### **Divine Aura (Ex)**

At 15th level, while in a rage, the righteous berserker gains a +2 sacred bonus against attacks from evil aligned creatures.

This replaces the rage form gained at 15th level.

#### **Ex-Righteous Berserkers**

righteous berserker who ceases to be good loses the ability to rage. She regains her ability to rage and if she atones for her violations (see atonement), as appropriate.atonement), as appropriate
Siegfried

**Alignment:** LN

**Pantheon:** Major Deities

**Areas of Concern:** Honor, Valor, Knights, Structured War, Hierarchy, Loyalty

**Domains:** Glory, Law, Nobility, Protection, War

**Subdomains:** Heroism, Honor, Legend, Loyalty, Leadership, Defense, Duels, Tactics

**Favored Weapon:** Greatsword, Crank Crossbow (Light & Heavy), Light Mace

**Symbol:** Great Helm with a greatsword behind, diagonally

**Sacred Animal(s):** Horse, Eagle

**Sacred Color(s):** White, Blue

**Obedience:** Study texts on the tactics of war for an hour, particularly those minimizing the loss of troops and gaining an edge on the enemy. Gain a +1 sacred or profane bonus to your Armor Class. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

**Lore:** For as long as society has existed, Siegfried has existed. Siegfried has structured most law-abiding societies, teaching them a code of honor, chivalry, and structured combat.

Siegfried was once a mortal man, a human with a very chivalrous heart, who stuck to a code of honor in all combat, always treating prisoners with respect and allowing people to yield before him. He was known because of his great stature, taller than most men and stronger than orcs. He always adorned a full plate with a winged greathelm and wielded a greatsword in combat. As a man, he quickly earned his place in armies, proving his valor in front of any enemy, be they man or monster, especially against dragons. Siegfried despised chromatic dragons and their cruel nature and fought them at every turn, eventually clashing with Vritra, a great blue dragon that was feared throughout the realms, possessing the power of a demi-god. After a harsh battle with the blue dragon, Siegfried bathed in the dragon’s blood and acquired his spark of divine power, ascending to demi-godhood. It didn’t take him much time to become a giant of war and eventually ascend to true godhood through war conquests, honor and valor.

**Divine Fighting Technique:** See Gorum’s Swordsmanship.
Living Turret (Legendary Gunslinger Archetype)

The majority of gunslingers are agile warriors who dart around the battlefield in a flurry of gunfire, but living turrets instead decide to stand and fight, clad in the heaviest of armor and designed to take as much punishment as possible.

#### **Weapon and Armor Proficiencies**

Living turrets are proficient in medium and heavy armor, but not with one-handed firearms.

This replaces the legendary gunslinger’s normal weapon and armor proficiencies.

#### **Heavy Gunsmith**

Rather than selecting a firearm, a living turret gains a culverin for her starting weapon.

This ability alters gunsmith.

#### **Turret Stance (Ex)**

At 1st level, as long as a living turret has at least 1 grit point and is wearing medium or heavy armor, she can enter a turret stance as a move action. As long as a living turret is in her turret stance, she is treated as though she is supported, although she still suffers a -2 penalty on attack rolls while wielding a culverin in this fashion. In addition, she gains DR 1/- and +2 circumstance bonus to her CMD; while in her turret stance, she treats her class level as her base attack bonus for the purpose of calculating her CMD. At the beginning of each of her turns, a living turret can decide to maintain her turret stance as a free action.At the end of each round a living turret spends in her turret stance, she gains a number of temporary hit points equal to her Wisdom modifier (minimum 1) which last until her turret stance ends or until lost normally; temporary hit points gained from this ability cannot exceed her class level. If a living turret moves more than 5 feet during her turret stance, it instantly ends. At 7th level, a living turret no longer takes a penalty to attack rolls while wielding a culverin in this fashion and instead gains temporary hit points equal to two times her wisdom modifier. At 16th level, she instead gains temporary hit points equal to three times her Wisdom modifier.

This ability replaces the gunslinger’s reflexes, utility shot, and interrogation shot deeds, evasion, and improved evasion.

#### **Adamant Guard (Ex)**

At 4th level and every four levels afterwards, the damage reduction and bonus to CMD granted by Turret Stance both increase by 1.

This ability replaces nimble.

#### **Heavy Artillery (Ex)**

At 5th level, whenever a living turret enters her turret stance, she is treated as though she has set up a carriage for the purpose of wielding a double hackbut, although she still suffers a -2 penalty on attack rolls while wielding a double hackbut in this fashion. At 11th level, a living turret no longer takes a penalty on attack rolls while wielding a double hackbut in this fashion.

This ability replaces the 5th level gun mastery
DegeneRate beRseRkeR (Legendary Barbarian Archetype)

The degenerate berserker is so corrupted by evil that she flies into a rage in the mere presence of her moral superiors.

Alignment: Any evil. This alters the barbarian’s alignment restrictions.

#### **Degenerate Rage (Ex)**

At 1st level, a degenerate berserker selects the degenerate rage form.This replaces the rage form gained at 1st, 10th, and 20th level.

#### **Degenerate Rage (Ex)**

While in a rage, the degenerate berserker gains a +3 bonus on attack rolls and damage rolls against good targets. She ignores any DR the good creature possesses.

#### **Greater Degenerate Rage (Ex)**

At 11th level, a degenerate berserker’s bonus on attack and damage rolls increases to +4.

#### **Mighty Degenerate Rage (Ex)**

At 20th level, a degenerate berserker’s bonus on attack and damage rolls increases to +5.

#### **Unholy Strike (Ex)**

At 5th level, while in a rage, the degenerate berserker scours supernatural good from the land. She deals an additional 1d6 damage on damage rolls made against outsiders with the good subtype, good-aligned dragons, good-aligned clerics, and paladins.This replaces the rage form gained at 5th level.

#### **Unholy Aura (Ex)**

At 15th level, while in a rage, the degenerate berserker gains a +2 profane bonus against attacks from good aligned creatures.This replaces the rage form gained at 15th level.

#### **Ex-Degenerate Berserkers**

A degenerate berserker who ceases to be evil loses the ability to rage. She regains her ability to rage and if she atones for her violations (see atonement), as appropriate.
Jharena Mlezziir

**Alignment:** CE

**Pantheon:** Racial Deities

**Areas of Concern:** Unseelie Fey, Drow, Torture, Sadism, Curses

**Domains:** Chaos, Darkness, Evil, Luck, Void

**Subdomains:** Demon, Entropy, Loss, Night, Corruption, Curse, Fate, Dark Tapestry, Isolation

**Favored Weapon:** Kukri, Flail (Light & Heavy), Hand Crossbow (Repeating & Normal)

**Symbol:** Skull pierced by six blades

**Sacred Animal(s):** Scorpion, Vulture

**Sacred Color(s):** Purple, Black

**Obedience:** Torture a living creature that is smaller than your size category on a mechanical device that utilizes blades or spikes, or torture a bound creature of any size with a knife. The creature must remain alive for the duration, and must die within 1 minute of the obedience’s end. Gain a +4 profane bonus on saves against curses and spells that inflict wisdom damage or drain (or insanity damage).

**Lore:** Whatever exists in life, there is always a shadow copy of it in the Shadow plane, a twisted and warped version of it, typically the polar opposite of the original creature. This is often true of the gods as well, and Jharena Mlezziir is such an opposite version of Ayael Dakian, both of them being opposite sides of the same coin. Whenever Ayael blesses, Jharena curses.

When Jharena Mlezziir realized that many were wishing upon the stars for happiness and love, she decided to pull a sadistic act and cursed anyone who wished upon the void of space for love, allowing them to find the worst type of love they could find, marrying others that would use them for their ends and creating a lot of discord. The people wishing upon the void of space for love brought forth the first dark fey, the Unseelie, who played them and pranked them. The children born of such unions were the first Drow, who were quickly shunned from society and went to live underground, unifying into a nation and eventually finding their way into the Underdark, where they could scheme and torture without fear of the societies on the surface that would imprison or kill them if they were found.
The Blimey Boys

For a long time, pirates were persecuted by many different orders that claimed they acted in the name of the Law, or in the name of the Good, or even in the name of gods. A number of these pirates were caught on the high seas and brought to a hellish place called Tartarus. There, they were being 'trained' to be good people, 'trained' to be law-abiding people, 'trained' to be god-fearing people. They were broken down from what made them pirates. Over time, the walls of Tartarus contained more and more of these so-called pirates, but powerful knights kept them in check.

No one truly knows what happened with these knights, but at some point in time, these knights lost a lot of their power, enough so that the pirates could band together and break down their chains. Certain elements allowed a portion of these knights to remain alive, but for those that would rather spit in the face of the Law, that wasn't enough. Sadly for them, they were not listened to, so instead they decided to band up together to form a truly lawless gang.

Once they formed up, they seized all the lands that were once owned by these knights of Tartarus: mainly fortified districts and a small fort. They claimed it as their own, and allowed anyone that shared their mindset to join their ranks. The mindset is simple: be free from anything that tells you how to live your life. Free from laws, free from any form of code (except the code of being truly free), free from gods, free from any form of morale high-ground or standard. Indeed, these pirates valued the ultimate freedom of all, and that meant that goody-two-shoes would not stand in their way.

Thus, they formed up their gang, initially welcoming anyone that would want to come live in these 'safe', fortified walls, but quickly they ran loose. They allowed drugs of any sort to be sold and bought. They allowed poisons of any sort to be sold and bought. They allowed slave trading, because hell, if they're not strong enough to stand for their own freedom, then they don't deserve it. They even allowed the trade of diseases kept in vials or small animals. Prostitution rings run amok, and nothing is too sinful for these thugs and pirates. They even welcome creatures from other planes to visit, so long as they respect the Blimey Boys. Thus, evil-aligned outsiders are not too rare a sight on their streets.

When it comes to their leadership, it's typically the strongest, the most cunning and the most influential that is their leader. That said, contrary to other factions, their leader can change rather quickly. That said, their current leader has been in power for more than a decade, nobody willing to challenge the strong and cunning orc named Boggish Boargut.

While it's not widely known, they also have an elite division called the Crimp Crew. These guys are extremely violent and dangerous and it's not rare for them to 'convince' merchants and other wealthy people to come live in their districts. They're also used to deal with lawful elements that may try to bring some kind of order to their territory, or just to deal with people that aren't too happy with how the Blimey Boys rule their districts.
Achaekek

**Alignment:** LE

**Pantheon:** Major Deities

**Areas of Concern:** Assassinations, divine punishment, mantis shrimp

**Domains:** Death, Evil, Law, Trickery, War

**Subdomains:** Blood, Deception, Devil (Evil), Devil (Law), Insect\*, Murder, Tactics, Thievery

*\*Requires the Acolyte of Apocrypha trait.*

**Favored Weapons:** Sawtooth sabre, Punching dagger, Hand crossbow

**Symbol:** Crossed mantis shrimp fists

**Sacred Animal(s):** Crimson mantis shrimp

**Sacred Color(s):** Red, blue

**Obedience:** Meditate in a private place before a trophy or broken religious symbol taken from a target you have been contracted to kill. This trophy must be anointed with a single drop of your blood, drawn from your flesh by a sawtooth sabre, and the trophy must be destroyed at the end of your meditation. If you have yet to complete a contract, have no appropriate trophies at hand, or seek to serve the Mantis Shrimp God in other ways than as the god’s assassin, you must instead offer your own vital fluid to He Who Walks in Blood by cutting yourself along the right arm with a sawtooth sabre. Such self-mutilation deals 1d6 points of damage to you, which cannot be healed during the hour of meditation without disrupting the obedience: after the meditation ends, the wounds can be healed by any means available. You gain a +2 profane bonus to confirm critical hits while wielding a sawtooth sabre. As long as you have a sawtooth sabre in each hand, you can use those blades to complete the somatic component of any spell you cast, and you treat sawtooth sabres as your divine focus for the casting of divine spells.

**Lore: Ach**aekek is the first known deity within this world-shaping this world into one of his own imagination and wants. However, Achaekek’s rule of the gods was short-lived, choosing to step down, deciding to act as a judge for the new deities as well as a guard.

He’s always on the lookout for new aspiring deities and judges them based on criteria no one can really tell, but when he sees them as fit to be a deity, he does not interfere. If he does see them as unfit, he always strikes them down swiftly and efficiently, making sure that no false god stays for long.

**Divine Fighting Technique:** See Lamashtu’s Carving *(But instead of using the falchion or kukri, Achaekek’s Carving uses the sawtooth sabre and the punching dagger. The bleed damage from this fighting technique stacks with the feat Bloody Sabres).*
Armor Master (Legendary Fighter Archetype)

#### **Deflective Shield (Ex)**

At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying.

This ability replaces determination.

#### **Active Defense (Ex)**

At 5th level, an armor master gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. Each of these DRs increase by 1 for every 4 levels beyond 5th level. This damage reduction stacks with that provided by armor and fighter class features, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless.

This ability replaces the advanced weapon training options gained at 5th level and 13th level.

#### **Fortification (Ex)**

At 9th level, an armor master can use his armor to protect critical areas from injury. He treats any armor he wears as if it had the light fortification special ability. At 13th level, he treats any armor he wears as if it had the moderate fortification special ability, and at 17th level treats it as if it had the heavy fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In these cases the armor master takes the better of the two fortifications.

This ability replaces the advanced weapon training options gained at 9th level and 17th level.

#### **Indestructible (Ex)**

At 20th level, an armor master gains complete immunity to critical hits and sneak attacks while he is wearing armor. In addition, unless his armor has the fragile armor quality, it cannot be sundered while he is wearing it.

This ability replaces weapon mastery.
The Eternal Brawlers

*The Eternal Brawlers began as two mortals beating the absolute dogshit out of each other on the docks of Yartar. Their onslaught, so relentless and without mercy, continued. They needed not food, water, nor rest as they battled. Eventually they Ascended into the sky, being deified. Immortalized in the clouds over Yartar, which always appear as two men eternally brawling.*

**Alignment:** TN

**Pantheon:** Minor Deities

**Areas of Concern:** Brawls, Fist Fights

**Domains:** Community, Glory, Liberation, Strength

**Subdomains:** Competition (Community/Strength), Fist, Freedom, Honor, Legend\*, Resolve, Self-Realization\* (Liberation/Strength)

*\*Requires the Acolyte of Apocrypha faith trait.*

**Favored Weapon:** Brass Knuckles, Gauntlets, Unarmed Strikes

**Symbol:** A closed fist or two men fighting and/or wrestling

**Sacred Animal(s):** Bears, Kangaroos

**Sacred Color(s):** Bruise

**Obedience:** You must brawl with a worthy opponent for one hour using only unarmed strikes. A worthy opponent has a number of Hit Dice equal to or greater than your Hit Dice –4. You gain a +2 sacred or profane bonus to Combat Maneuver Bonus with unarmed strikes. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

**Lore:** When this brawl first began on the purification docks of Yartar, nobody would’ve thought it would’ve lasted more than an hour. However, as days passed neither man fell, no quarter given. People who had made bets were getting worried. Less than a week into the brawl those bets were returned, at this point nobody expected the fight to end anytime soon. After a week of fighting, the guards of Yartar dismissed all cries that would demand intervention. The fight had officially been given the blessing of Yartar. The fighters became embraced by the people. The brawl was a glorious spectacle to marvel at as you walked among the docks and wharfs. The fight had become a piece of Yartar. Despite the people having come to love the fight, there were still others that wished for the fight to cease. One such man was a guard, whose futile attempt to break up the fight was met with derision and laughter.

It was after weeks of each man and their unending onslaught, that they had ascended up into the sky, still fighting. There they became one with the sky. Their figures forming, merging with the clouds. Their brawl was immortalized. Continuing in the skies over Yartar for eternity.

To find Yartar on the open seas, all one must do is look to the skies and search for the Eternal Brawlers. This has allowed sailors and ships to travel farther from Yartar and easily manage to find their way back.

As storms form over Yartar the Eternal Brawlers in the sky fight more aggressively as the storm worsens.
Slavering Nightmare (Legendary Barbarian Archetype)

Terrible and terrifying, the slavering nightmare spreads fear like a plague.

This modified rage forms.

#### **Frightening (Ex)**

At 2nd level, whenever a slavering nightmare successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the slavering nightmare can instead decide to make the target frightened for 1 round.

This ability replaces uncanny dodge.

#### **Rage Powers (Ex)**

A Slavering nightmare may select the following feats instead of rage powers: Cornugon Smash, Dazzling Display, Dreadful Carnage, Enforcer, Gory Finish, and Shatter Defenses. She must meet the requirements for the feat.

This ability modified rage powers.

#### **Intimidating Bulk (Ex)**

At 3rd level, a slavering nightmare gains Intimidating Prowess as a bonus feat (or any other feat she qualifies for if she already possesses Intimidating Prowess). In addition, she gains a +1 bonus on Intimidation checks. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level).

This ability replaces danger sense.

#### **Moment of Terror (Ex)**

At 5th level, a slavering nightmare may use Intimidate to demoralize enemies as a move action. If she has Dazzling Display, she may use Dazzling Display as a standard action.

This ability replaces improved uncanny dodge.

#### **Horrifying Memories (Su)**

At 10th level, memories of the slavering nightmare haunt the dreams of her victims. When the slavering nightmare scores a critical hit on an opponent, the opponent must make a Will save (DC = 10 + slavering nightmare’s Charisma Modifier + 1/2 slavering nightmare’s level). If the opponent fails, that night he is afflicted by nightmares of the event. The nightmares prevent restful sleep and causes 1d10 points of damage. The nightmares leave the opponent fatigued and unable to regain arcane spells for the next 24 hours. This is a mind-affecting fear effect.

This replaces the rage form gained at 10th level.

#### **Frozen by Fear (Ex)**

At 14th level, a slavering nightmare’s terrifying aura becomes overwhelming. When raging, she may demoralize enemies even if they are normally immune to fear effects. When demoralizing enemies, if the target is shaken for 6 or more rounds, the slavering nightmare can instead decide to make the target panicked for 1 round. When a slavering nightmare makes a target panicked while raging, she may spend 2 rounds of rage to also make the target stunned for 1 round. This is a fear-effect.

This ability replaces indomitable will.
Major Factions

### Lazarus Church

Chaotic Neutral. Religious faction that founded Yartar and worships Lazarus. They encourage freedom above all and revelry.

### Leviathan's Pearl

Lawful Neutral. Merchant faction that strongly built the trade between Ryabuvoda and Yartar, and brings most precious metals to the city.

### The Blimey Boys

Chaotic Evil. Lawless faction that strongly believes in survival of the fittest, and encourages vices and sins of all kinds.

### The Benefactors

Neutral Good. Faction of the collectiveness, they encourage people to band together to fight against oppresors and vie for happiness and peace in the city.

### The Whalers

True Neutral. Fishermen and warriors of the sea, they own the largest fleet of the city and bring whale meat and byproducts, along with other fishes to the city. They care little for politics in the city and thus own only a very small territory in the city.
Drowning Hill

Yartar's very own moving marketplace that circles the island, interesting trinkets can be found here besides that its just a haven of sorts for strange creatures that love to cause a bit of mischief as they venture around the island.

Drowning Hill ventures in and out of the area available to players Current Status.

RP Channel - Drowning Hill (Currently Unavalible)
Chikabreek

**Alignment:** CN

**Pantheon:** Major Deities

**Areas of Concern:** Trickery, thieves, travelers

**Domains:** Chaos, Liberation, Luck, Travel, Trickery

**Subdomains:** Protean, Revelry, Freedom, Fate, Portal, Deception, Espionage, Thievery

*\*Requires the Acolyte of Apocrypha trait.*

**Favored Weapon:** Boomerang, Sea-Knife, Kumade (make it collapsible moron)

**Symbol:** A cloaked rider

**Sacred Animal(s):** Squirrels

**Sacred Color(s):** Green

**Obedience:** Carry an ordinary scarf or veil and walk through a settlement, making sure you are seen and exchange pleasantries with at least one person. After you reach the settlement’s edge, place the scarf or veil over your face so you aren’t easily recognizable, and again speak with anyone you encountered before. If your true identity is recognized, you must deny it, providing a false name if necessary. Even if anyone you met sees through your ruse, you gain a +2 sacred or profane bonus on Disguise checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

**Lore:** Chikabreek is a trickster, nomad, and unapologetic thief. Worshipped by wanderers of all streets, Chikabreek’s followers emphasize personal freedom above all else, many extending said freedom to others possessions as well.

Chikabreek was originally a fey lord, brought to the material plane by Ayael in order to create the Elves. Contrary to most fey, Chikabreek had no real interest in creating the Elves or bringing love to this world. Instead, they filled in the void created by Abadeus in the cities. While Abadeus represented Law, Order and Structure, there was a void in cities for those not attached to these ideals. Thus, Chikabreek came to the rescue of these new cities’ rejects, blessing hobos, thieves, scoundrels and travelers, teaching them that freedom is what is the most valuable above all else, and teaching them to take what they wanted instead of having to abide by laws and ideals that did not apply to them.

Thus, they taught the first thieves how to steal without getting caught, also teaching them how to free themselves when they got caught. They also taught mortals how to fight against the law, be it through stealth or by targeting their weaknesses. Of course, violence was never promoted by Chikabreek, but sometimes violence is needed as others would bring it to their followers.

As time passed, their nature changed, losing a lot of what made them fey, instead taking their own identity, and ascending to godhood through the worship of their followers.

**Divine Fighting Technique:** See Calistria’s Poisoned Lash *(Except that the divine fighting technique applies to Boomerangs, Sea-Knives and Kumades, instead of whips.)*
Hand of Nature's Might (Natural Explorer Archetype)

(This archetype is specifically not available to work in conjunction with Harrier Scout).

Many explorers supplement their abilities with formal martial schooling, using their natural abilities like a well-honed blade, with a well-honed blade.

#### **Skills**

The hand of nature’s might receives only 4 + his Intelligence modifier skill points per level.

This modifies skills.

#### **Weapon and Armor Proficiencies**

Hands of nature’s might are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, he may select a martial tradition of his choice.

This modifies weapon and armor proficiencies.

#### **Combat Training (Ex)**

A hand of nature’s might is considered a Proficient practitioner, gaining spheres and talents as appropriate. He may choose Intelligence, Wisdom, or Charisma as his practitioner modifier.

This ability replaces the greater focus and perfect survivor.

#### **Gifted Practitioner (Ex)**

The hand of nature’s might may choose this option for his natural gift class feature. If he does, he chooses one of the following combat spheres: Alchemy, Athletics, Beastmastery, Dual Wielding, Scout, Sniper, or Trap. He gains that sphere or one additional talent from that combat sphere as a bonus talent, and an additional talent from that combat sphere every odd level thereafter.

This modifies natural gift but does not prevent the archetype from being compatible with other archetypes that modify this class feature.

#### **Hand of Nature's Might Talents**

The hand of nature’s might adds the following to the list of talents he may choose his explorer talents from:

##### **One Shot, One Kill (Ex, 6th level) (explorative hunter)**

As a special attack action, the hand of nature’s might may attack his hunting focus, and increase the number of dice of damage his explorative hunter ability does to 1/2 his level, rounded up. In addition, your hunting focus takes a -1 penalty to their attack rolls, damage rolls, saving throws, AC and Strength-based or Dexterity-based skill checks for 1 minute. This penalty can stack with itself up to a maximum of -5, and each time the hand of nature’s might increases the penalty, the duration of the total penalty is extended by another minute.

##### **Predatory Focus (Ex) (explorative hunter)**

While the hand of nature’s might has martial focus, the bonus on explorative hunter's damage increases by 1 and again by 1 at every level it would increase.
The Crushed Goblet

One of the fancier and nicer establishments within the 'City' that is Yartar is The Crushed Goblet, this tavern houses some of the most interesting... Adventurers if you want to still call them that, they are the people that venture inland on the frequent and use their strength to try and gather resources in an attempt to grow Yartar and their own aresnals.

RP Channel - The Crushed Goblet
Black Flag Bandit (Legendary Gunslinger Archetype)

The life of adventure takes legendary gunslingers to all sorts of places, but some seem to only find their home on the high seas. Black flag bandits are those that crave travel and excitement, rallying others and leading raids on opposing ships, masters of the seas.

#### **Weapon and Armor Proficiencies**

A black flag bandit is proficient with all light and one-handed swords but not two-handed firearms.

This ability alters a legendary gunslinger’s normal weapon proficiencies.

#### **Gunsmith (Ex)**

A black flag bandit must select a pistol for her starting weapon, although she may treat any flag attached to a one-handed firearm as though it was displayed for her raise the flag class feature.

This ability alters gunsmith.

#### **Pirate Deeds (Ex)**

A black powder bandit gains the following deeds:

##### **Blade and Pistol**

At 1st level, as long as the black powder bandit has 1 grit point, she treats all one-handed firearms as light weapons for the purpose of dual wielding penalties. In addition, she can reload a one-handed firearm without requiring a free hand.

##### **Cannoneer**

At 7th level, as long as the black powder bandit has 1 grit point, she treats herself as 1 additional person for the purposes of the crew needed to operate a cannon and reduces the number of rounds needed to load a cannon by 1 (minimum 0). A black flag bandit can spend 1 grit point as a standard action to grant this deed to all creatures benefiting from her raise the flag class feature for 1 hour.This ability replaces the dead eye and interrogation shot deeds.

#### **Port Royalty (Ex)**

At 2nd level, a black flag bandit gains the living legend gun mastery. While in a port town (or other coastal area as determined by the GM), a black flag bandit only needs to spend 1 night in a tavern to change her area of renown to that area.

This ability replaces the 2nd level gun mastery.

#### **Raise the Flag (Ex)**

At 5th level, a black flag bandit can proudly display her flag, granting all allies who can see it a +2 circumstance bonus on Acrobatics and Profession (sailor) skill checks; this bonus increases by +2 while aboard a ship. In addition, while her flag is displayed, a black flag bandit can spend 1 grit point to grant all allies who can see her flag a +1 morale bonus to attack rolls for 1 minute; if she uses this ability while on board a ship, this bonus increases by 1. At 10th level and every five levels afterwards, all these bonuses increase by 1.

This ability replaces gritty offense.