recursal/Fanatic-Fandom huggingface dataset:
Crystallized Beauty

**School** Conjuration (Creation) [good]; **Level** Bard 6, Cleric/Oracle 6, Sorcerer/Wizard 6

**Casting time** 10 minutes
**Components** V, S, M (Valuable art pieces; see text)

**Range** Touch

**Effects** Sheyln offers a token of favor with a variety of requested effects

**Duration** Instantaneous (see text)

**Saving throw** None (harmless); **Spell resistance** No (harmless)

Casting this spell constitutes a prayer to Sheyln with an offering of art (traditionally transitory art, like ice sculptures or flower arrangements) requesting a powerful token of her favor. The power of this token depends on the quality (value) of the art and offers two distinct effects.

* **Artist's Boon**: Making an offering valued at 1,500gp or more and praying for inspiration gifts the caster with a token enhancing her artistic abilities. This token offers the bearer a bonus on all Perform, Profession, Crafts, and Appraise checks. This bonus is equal to 1 per 3 caster levels (Maximum +5 at caster level 15). In addition the token can produce an effect similar to augury once per day, by reflecting on the token's properties. The token retains this power for 1 month
* **Rainbow Mantle**: Making an offering valued at 3,000gp or more can produce a token (always a wearable item in this case) invested with a kind of celestial aegis. Upon wearing the token the target gains a bonus to charisma equal to 1 per 3 caster levels (maximum +5 at CL 15). In addition the wearer is imbued with the hardiness of the upper planes, gaining immunity to disease, poisons, aging effects, and causing her to stabilize automatically if reduced to fewer than 0 HP. The wearer can also cast a Cure Severe SLA wounds on herself once per day by performing or creating art for a minute or more. The mantle lasts for 1 day per caster level.

In addition to the above affects; any creature who bears a token while siring offspring will cause that offspring to be born as an Aasimar, with an indirect (and distant) relation to Sheyln's court.

Only non-evil creatures can benefit from any of these effects, and if a creature becomes evil while a token is affecting them the affects immediately end and the creature takes 1d4 points of charisma drain as Sheyln withdraws her blessing
Augur of Ebrietas

**Aura** faint conjuration; **CL** 5th

**Slot** hand; **Price** 30,000 gp; **Weight** 1 lbs.

### Description

A still living phantasm.  The slimy creature serves as a familiar to a Great One and can call forth their essence into the world.  Once the augur has bonded to a creature’s hand, the wielder of this ooze can summon forth a portion of Ebrietas and cast waves of blood.  Instead of blood though, Ebrietas’s slimy tentacles burst forth from the phantasm.

### Construction

Requirements Craft Wondrous Item, waves of blood; **Cost** 15,000 gp
Chikage

**Aura** strong necromancy; **CL** 9; **Weight** 6 lbs.; **Price** 20,580 gp

### DESCRIPTION

This weapon comes from a foreign land east of Yharnam but favored by nobility.  In its base state, it functions as a +1 keen katana.  By allowing one’s blood to flow into the intricate grooves of the blade, it becomes infused with the wielder’s essence at the cost of their health.  In this transformed state, the wielder’s blood continuously flows along the blade, increasing its size, and is treated as a +1 keen elven curved blade. While transformed, the chikage deals an additional 4d6 damage with every hit, but inflicts 2d6 damage on the wielder with every attack.  The wielder takes 2d6 damage every round in which they do not attack with the weapon, as their blood is required to fuel the malignant magic.  This transformed ability does not stack with the vicious property.

### CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, **Spells** enervation; **Cost** 10,580 gp
Elemental Rifle

**Price** 10,000 gp **Weight** 2 lbs.

**Damage** 1d10 (small), 2d6 (medium); **Critical** x2; **Range** 60 ft.; **Type** See Below; **Special** charged, touch

**Misfire** -; **Capacity** -

**Category** One-Handed; **Proficiency** Exotic

**Aura** moderate evocation; **CL** 8; **Slot** none

### Description

Elemental Rifles are specially designed magical firearms that shoot beams of energy instead of conventional ammunition. They are charged with particular gems key to the specific elemental affinity of the type of rifle (granting 1 charge for every 50 gp worth of value in the gem).

* Acid Rifle: Deals acid damage and is recharged with amber
* Arc Rifle: Deals electricity damage and is recharged with topaz
* Laser Rifle: Deals fire damage and is recharged with ruby
* Zero Rifle: Deals cold damage and is recharged with sapphire

### Construction

Craft Arms and Armor; **Spells** *acid arrow* (Acid rifle), *lightning bolt* (Arc rifle), *scorching ray* (Laser rifle), *frost fall* (Zero rifle); **Skills** Knowledge (engineering) 5 ranks; **Cost** 5,000 gp
(Archive) Bumbucus Humanoidus

Bees range from your lovely yellow jacket all the way to the rare all white albino bumble bee. The age for the bee is much longer than there mindless brothers from the magic that runs threw them. They mature at 3 years old and can live up to 25 years of age.

## Standard Racial Traits

* **Ability Score Racial Traits**: +2 to Constitution +2 Charisma -2 strength The bees are a hearty and silver tongued people, but they do lack the strength for anything more than flying.
* **Type:** Bees are Aberrations
* **Size**: The bee is small size, they are huge compared to normal bees but are small compared to everything else.
* **Base Speed**: The bee can have a hover speed of 30 feet, which is a pseudo-fly. They ignore difficult terrain and can hover over liquids but fall down holes, since there wings do not support bee flight.
* **Languages**: Common and Beebonics Bees with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

### Offensive Traits

* **Bee magic!**(Su)- Bees naturally come with the innate magic ability to manipulate things around them. Bees have a natural reach of five feet with this ability and function as having 2 arms for the purpose of weapons, somatic components, and items that require fine motor controls to control.
* **Swarming**-  Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
* **Kneecapper**-  Members of this race gain a +4 racial bonus on combat maneuver checks to trip an opponent. Bees have been known to go right for the knees, and this fierce race of them is no exception.
* **Weapon Familiarity**-  Bees are both blessed and cursed, ever since Julius made them sentient they lost the use of their stingers, but Julius has personally trained them in the arts of war. This can be seen with there racial proficiency in the rapier and the pistol.

### Defensive Traits

* Fearless(1RP)- Members of this race gain a +2 racial bonus on all saving throws against fear effects. Bees have learned to fight all enemies no matter the size to fight for the hive.

### Skill and Feat Traits

* Insect Empathy(1RP)- Members of this race gain a +4 bonus on Handle Animal checks made to influence insects and bees.

### Magic Traits

* Treespeech(2RP)- Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.
(Archive)Epic Feats

Epic feats represent character growth and development despite being level capped at 12. Epic feats can only be taken at level 12 unless otherwise noted.

## Epic Class Feats

Many perfectly balanced class features are made unavailable to players due to our level cap. These feats are intended to help fill out the missing class features while maintaining balance.

*Tipsy, why is everything red??? Well, I can only do so much a day QuQ pages coming soon!*

## Epic Pathfinder Feats

With the highest level being 12th, there are a number of Pathfinder feats that are unattainable due to high prerequisites. Some of these feats are allowed with changes to their prerequisites or have been altered in a way to make them workable in E12.

### Unmodified Feats

The following feats have only their prerequisites changed; the original benefits and special text of the feats remain unchanged. As epic feats, they can only be taken after 12th level with epic feat slots (except for feats whose prerequisites can be met before 12th, such as Djinni Spin as an 11th level monk).

### Modified Feats

The following feats are modified versions of feats unavailable with E12. They have been modified for balanced at our tables.

*Oh! There's nothing here yet!*
Dragon Claw Kukri

*Specifically constructed for adventurers , By the mad blacksmith known only as The Swamp Fire Smith. The Dragon Claw Kukri is a distinctly Elven design though no elf would normally make such a bruteish weapon. Carefully balanced for quickly switching from one to two handed fighting styles this kopis class blade is perfect for high strength Magi, and other similar adventures.*

**Benefit(s):** Characters can use a Dragon Claw Kukri two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (Dragon Claw Kukri) feat to use it one-handed.

 50 gp

Notes

Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
Amplifying Chamber

**Price**:  60,000gp; **CL** 13; **Aura** strong evocation

DESCRIPTION

Commonly placed on command and control ships these 10x10ft chambers are laden with vibration sensitive crystals that pick up a speaker’s voice,  then magical pipes made of singing steel that amplify it drastically, allowing it to carry for 2 miles.  Bardic performances convey their benefits to anyone that can hear the performer using an amplifying chamber.

CONSTRUCTION REQUIREMENTS

**Cost**: 30,000gp; **Feats** Craft Wondrous Item; **Spells** *mage’s decree*
Bunnihoue

*Bunnihoue are a delightful fusion of rabbit and human. While the specific degree of this blend varies from Bunni to Bunni all Bunnihoue have rabbit ears and a fluffy rabbit tail. They are a tribal culture, and place a great deal of emphasis on prowess and speed. Their hunters are famed across wonderland and the first world alike, and they often run afoul of the wild hunt who love nothing more than to convert a powerful Bunnihoue hunter.*

**Ability modifiers:** Bunnihoue are agile and diverse. They gain +2 to dexterity and may select any other attribute to gain +2 as well.

**Size:** Bunnihoue are medium, and gain no bonuses or penalties due to size.

**Type:** Bunnihoue are monstrous humanoids

**Speed:** 40ft

**Languages:** Bunnihoue begin play speaking common and bunnyap. Bunnihoue with high intelligence scores can select from the following list; Elven, goblin, sylvan, auran, draconic, or gnomish

**Bunny Pile:** Bunnihoue are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

**Sociable:** When Bunnihoue attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

**Jumper:** Bunnihoue are always considered to have a running start when making acrobatics checks to jump.
Bezos, Warlock Patron

Most patrons come from other realms of infernal and diabolical energy, one patron though comes from a strange place, Earth. Amassing an inordinate amount of wealth and gaining just as much power Bezos now cuts deals with aspiring warlocks sharing an iota of the strength of his infernal empire at allegedly bargain prices.

**Special: A patron of Bezos must take either the Soul or Service Pact.**

## Two Day Shipping

**Level** 1

**School** Transmutation

Bezos blesses you with the power of two day shipping this functions as Longstrider with a caster level equal to your warlock level

## Prime Delivery Bag

**Level** 2

**School** Conjuration

By tapping into the power of prime you can use your blast to magically infuse an item for delivery. This functions as Retrieve Item

## Never Ending Workers

**Level** 3

**School** Necromancy

Not even death can allow escape from Prime factories and you have been given the power to ensure it doesn’t you may use your eldritch blast on a corpse that has been dead for no more than 48 hours to replicate the effects of Flesh Puppet

## Space Carriage

**Level** 4

**School** Conjuration

The power of Bezos allows you to access less conventional but more reliable means of travel. You gain Phantom Chariot as a spell like Ability.

## Ships Anywhere Any Time

**Level** 5

**School** Conjuration

Amazon’s reach is worldwide and Bezos grants you an iota of this power. This power is treated as Teleport except you add the number of dice in your eldritch blast to the table roll.

## Always Working

**Level** 6

**School** Evocation

A trapped worker is a productive worker. When using this infusion you bind a creature so that they can not leave their post. Just as Bezos intended. This invocation functions as Leashed Shackles

## From Warehouse to Door

**Level** 7

**School** Conjuration

You may use your eldritch blast on an object and treat is as if it was affected by Teleport Object

## Free Tracking

**Level 8**

**School** Divination

It is important to always make sure you know where to deliver. You gain Divination as a spell-like ability.

## Multiplanar Delivery Now Available for Those With Prime

**Level 9**

**School** Conjuration

You are Bezos' most valuable worker. Now you may deliver to other planes as easily as this one. You gain Gate as a spell-like ability
(Archive) BARTHOLOMEW TERWILLIGER WISCONSIN THE THIRD

## Appearance

He is a dandy through and through. Aside from the seemingly random patches of scales, both red and white patches, he is defined by his permanently singed sleeves of his dapper mode of dress, a tuxedo and the slightly deranged look in his eyes. As a unfortunate side effect of his craft he smells slightly of fire and molten glass at all times.

## Personality

As the voices grow stronger, he gets more and more deranged.

## Enemies

Tiamat-are far as he is concerned, fuck that bitch.

## Aspirations

He simply wishes to run his store without the many voices that are crammed into his skull controlling his life.
Elemental Pistol

**Price** 10,000 gp **Weight** 2 lbs.

**Damage** 1d6 (small), 1d8 (medium); **Critical** x2; **Range** 30 ft.; **Type** See Below; **Special** charged, touch

**Misfire** -; **Capacity** -

**Category** One-Handed; **Proficiency** Exotic

**Aura** moderate evocation; **CL** 8; **Slot** none

### Description

Elemental Pistols are specially designed magical firearms that shoot beams of energy instead of conventional ammunition. They are charged with particular gems key to the specific elemental affinity of the type of pistol (granting 1 charge for every 50 gp worth of value in the gem).

* Acid Pistol: Deals acid damage and is recharged with amber
* Arc Pistol: Deals electricity damage and is recharged with topaz
* Laser Pistol: Deals fire damage and is recharged with ruby
* Zero Pistol: Deals cold damage and is recharged with sapphire

### Construction

Craft Arms and Armor; **Spells** *acid arrow* (Acid pistol), *lightning bolt* (Arc pistol), *scorching ray* (Laser pistol), *frost fall* (Zero pistol); **Skills** Knowledge (engineering) 5 ranks; **Cost** 5,000 gp
Bottle of Air, Greater

**Price** 10,000; **Slot** none; **CL** 14; **Weight** 50 lbs.; **Aura** strong transmutation

DESCRIPTION

Much like air tanks, a greater bottle of air is a large device that supplies air to a vehicle when it would enter an environment that would cause suffocation.  A greater bottle of air provides substantially more air than either a regular bottle of air or an air tank.  Each one of these large glass tanks can provide fresh air for up to 60 Medium sized creatures.  When installed on a vehicle, a single greater bottle of air can supply the entire vehicle with additional air, but it takes up 1 Hardpoint of space.

CONSTRUCTION REQUIREMENTS

**Cost** 5,000; **Feats** Craft Wondrous Item; **Spells** *submerge ship*;
The Mysterious Light

**The Mysterious Light** is the first episode in Season 1 of The Demon's Light.

## Sypnosis

Waking up in the basement of an abandoned farmhouse with no memories, shapeshifter Baroness Lagomorph, human Korra Anoethite, and neko Messenger Deception must deal with their loss, as well as the pompous, eccentric android Chase McFly. But things take a turn for the worse when Baroness is struck by lightning and kidnapped, and Chase is short-circuited by water.
Earthgliding Enchantment (Burrower Enchantment)

**Price** 8,000 gp for Large vehicles, 16,000 gp for Huge, 32,000 gp for Gargantuan, 64,000 gp for each Location of a Colossal vehicle; **Slot** none; **CL** 9; **Weight** none; **Aura** moderate transmutation

DESCRIPTION

When this enchantment is placed on a magical or mechanical burrower, the vehicle using the burrower moves at full speed underground.

CONSTRUCTION REQUIREMENTS

**Cost** 4,000 gp for Large vehicles, 8,000 gp for Huge, 16,000 gp for Gargantuan, 32,000 gp for each Location of a Colossal vehicle; **Feats** Craft Wondrous Item; **Spells** *earthglide*
Beast Cutter

**Cost** 455 gp **Weight** 4 lbs.

**Damage** 1d4[1d3] (small), 1d6[1d4] (medium); **Critical** x2; **Range** -; **Type** B[S]; **Special** trick[performance, see text]; **Category** one-handed; **Proficiency** simple[exotic]; **Weapon Groups** hunter; **Treated As** club[scorpion whip];

### DESCRIPTION

The Beast Cutter is the precursor to the threaded cane.  It’s primitive design is apparent in the rough no nonsense ascetic.  Like the threaded cane, a hunter who is proficient with the whip as well as scorpion whip or beast cutter can treat the transformed version of this weapon as a whip in the same way a scorpion whip can be.
Empyreal Academic

## **Empyrean Academic**

*Sometimes, a god does not bestow their gifts upon a vessel gifted with force of self. Sometimes, they need someone more learned. The combination of learned magical talent combined with blessings and curses from the gods produces interesting results.*

### **Blessed Mind**

An Empyrean Academic uses INT in place of CHA for all dependent class abilities. (including Revelations, and Divine spellcasting)

### **Arcane School**

At 1st level; an Empyrean Academic may choose a single arcane school normally available to wizards; using their Oracle level in place of wizard level for all dependent abilities, and to determine the level(s) at which they gain access to them.

*This ability replaces the Revelations normally gained at 1st and 7th and 15th level(s).*

*Mysteries: The following oracle mysteries complement the Empyrean Academic archetype: Arcane, Dark Tapestry, Dragon, Intrigue, Lore, Occult, Ancestor, Time.*
Alessandra Sintrox

Template:Character Infobox

> *"Rrrr...You think I'm a beast? You haven't seen anything...Rrrr"*
>
>

== Background ==

### A Child of Fang and Fur

Born in Crimsonleaf Forest, Alessandra was raised by wolves, being a skinwalker, her body was covered in fur, and shaped more like that of a canine's than a humans when she was younger. She was raised as a pup, taught how to hunt in amongst the blood-red leaves, learning how to find the most delicious prey, and how to survive in the most savage of conditions. Being raised among the denizens of the forest, she made herself known to the Wood Elves that lived in the trees, despite her wild personality and animalistic tendencies, she quickly made friends with them, learning their language, and making close friends with their tribe.

### An Outsider Coming In

At the age of fourteen, Alessandra ventured out from the forest, making her way towards the city of Fiend's Reach. She wore clothes given to her by the Elves, and Chain gifted to her by a Halfling Blacksmith, and all that she carried were pelts and meats from her latest kill. When she made her way into the city she found herself as a stranger in a strange land, but she fit in rather well, sure, she often sniffed at those who greeted her, but it was rather endearing to some. Eventually, she came across a man offering her some food for the pelts, which she graciously accepted, eating it there and then. The man, who found her quite strange, was amused by the girl's antics, inviting her to Douglas Tavern, where she quickly found herself staying in.

## Appearance

### Human Form

A near-constant savage, toothy grin covers her face, alongside her crimson-red eyes. Her skin is a tan olive, while her hair is snow white. She generally stays in this form when in towns or cities

### Witchwolf Form

Very similar to her Human Form, but with the addition of a more Canine-like build, and snow white fur covering her entire body

## Personality

Savage, wild, yet intelligent for one such as herself, Alessandra's personality shifts between wild, combat-driven loner, and friendly, if some-what intense.

### View of Self

Alessandra is still figuring out how she feels about herself, however, she seems to struggle with something between depression and a personality crisis.

### View of Others

Alessandra puts most people into one of two categories, the prey, and the predators, those who have strength of any kind, including in magic, or even in how they talk, are predators, those who do not, are prey, it is as simple as that.

## Aspirations

Some day, Alessandra wants to gain complete mastery over her beasthood, and begin teaching people to control the natural rage and bloodlust that dwells deep inside of them, and to channel it into something useful.

## In Fiend's Reach

*Roleplay Hooks for Alessandra*

Despite being wild and savage, Alessandra is not of below average intelligence, and loves to learn about the society around her.

Alessandra doesn't think she's much good at making friends, but is always happy to try if someone approaches her.
Bracers of Enlargement

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

DESCRIPTION

When worn, these over sized leather bracers cause a Small or Medium wearer to instantly grow one size category as *enlarge person*. These bracers have no effect on Large or larger creatures, nor Tiny or smaller ones (except the elegant fashion statement).

CONSTRUCTION REQUIREMENTS

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

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any *enlarged* item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple effects that increase size do not stack.

####
Black Velvet Tattoo

## Overview

Black Velvet is conveniently located in the city of Scholar's Redemption between the teleportation circle and massive airship port the city possesses. It is owned and operated by the saltborn Kell Arroway, who founded the business after paying for the construction lot by waiving the fee of a tattoo given to Gumption Taitanna.
Currently the business provides a number of services:

1. Tattoo services such as:
- Custom work
- Cover-ups
- Rehabilitation
- Consultation and Planning
2. On the side, Custom portraiture.
3. Apothecaric and Healing services.
4. Massage appointments.
5. Aroma therapy.

## Appearance

The name of the operation is proudly plastered in large words over the corner-door entrance. Upon approach, the door is a rich oak trimmed with an antiqued brass ha

ndle-set that opens with an audible *clack* of the latch. Inside feels like a

sea captain went to art school for aesthetics. The walls are printed with a red paisley wallpaper, and decorated with all sorts of illustrations of seascapes, ships, and ports. In between these portals to the brine hang spyglasses, knots, photographs. A brass chandelier hangs above the velvet-upholstered tattooing chair, which sits on a hardwood floor of ebony. Off to the right hand side of the room is the reception counter, and door to Mama Naz's apothecary and massage practice studio. To the left are a number of leather chairs and a lounge seat if it's a particularly busy day.

Opposite the front door is the threshold to the stairs leading up to Kell's drawing room and study.

## Timeline

* Kell appears in the reach, and starts his makeshift parlor in the Fiend's Reach marketplace: 9th Gozran, 23rd Year Of the Saltborn.

* Kell hears word of business investments provided by a man named Redbeard: 2nd Sarenith, 23rd YOS.

* Construction begins: 11th Sarenith, 23rd YOS.

* Construction concludes and doors open: 8th Eratus, 23rd YOS.

* Mama Naz is hired: 1st Rova, 23rd YOS.
Crown Wars

The Crown Wars refers to a fourway battle in Hearth between noble houses of the empire during its decline. The war was slow and drawn out which took a higher toll on the common folk than it did on any of the noble houses themselves. Controlling factions demanded higher taxes from their people and utterly destroyed farmland as they stockpiled food for their forces.

A particularly early winter set in and ruined many late season crops, starving thousands through Hearth including the armies of the nobles. This devastating loss forced three of the four families to retreat, leaving King Rennik I the victor. This victory came at the cost to his people who he had taxed viciously to secure the proper funds to upkeep his army.

Historians have collected various shreds of information on the other three noble houses who participated in the Crown Wars, but King Rennik I's efforts to strike them from all records within Hearth has proven effective.
Bracelet of Adaptive Absorbtion

**Aura** moderate transmutation; **CL** 16th; **Slot** gloves; **Price** 25,000 gp; **Weight** 1 lb.

### Description

The enchanted multicolored gems of this passively grant it's wearer fire resist 10, causing it's center red ruby to glow brightly by default. The bracelet can also cause the wearer's elemental resistances to adapt as the wearer experiences different types of damage.

If the user takes energy damage of a type unprotected by their current resistance, they may choose to change the type of their resistance to match the damage received; causing the corresponding colored gem to glow alight instead. (Fire, Ice, Electricity, Sonic, Acid, Positive, Negative.)

Changing the resistance type is an immediate action after being damaged by an unprotected type (thus not preventing the first instance of damage). The damage resist type on the bracer reverts back to its default after 8 hours of no exposure to energy damage.

### Construction Requirements

Craft Wondrous Item, Elemental Spell; **Spells** *protection from energy*; **Cost** 12,500 gp
Administrative Ward

WIP

## Settlement Sheets

LN Metropolis

**Corruption** +7; **Crime** +4; **Economy** +3; **Law** +3; **Lore** +5; **Society** +11

**Qualities** adventure site, no questions asked, superstitious, under city

**Danger**  30; **Disadvantages** bureaucratic nightmare

All financial transactions in the district require a successful DC 10 Diplomacy check. If the check is unsuccessful, the character has broken some district law, and must pay a fine of 5 gp x his character level.

**Government**Secret Syndicate

**Notable NPCs**

Marketplace

Base Value N/A;Purchase Limit N/A; Spellcasting 4th

Minor Items any below CL16th; Medium Items any below CL 16th; Major Items any below CL 16th
Douglas' Tavern

*"You might serve piss water swill here, but at least the fire's warm and the company's good."* -Magoza recounting her first night in Fiend's Reach.

## Location

Douglas's Tavern is one of the first sights that many a washashore adventurer sees. Conveniently located just off of the muddy beach where most driftwood and other debris is washed up, Douglas's was one of the smallest taverns in the Harbor district. Due to it's reputation for serving adventurers nearly exclusively, few establishments in the Harbor can compete.

## History

The tavern used to host sailors and other professionals in the Harbor district. About 20 years ago Old Man Douglas suddenly told one of the patrons dozing off next to the fire to find a different spot and rushed outside. A few minutes later he returned with a shivering group of very different people. They took up a seat next to the fire to warm themselves and ever since then adventurers have been doing the same.

Now, Douglas's is considered a tavern almost exclusive to adventuerers, It's proprietor Old Man Douglas doesn't mind one bit. He seems to enjoy catering to adventurers as well as helping them get their bearings in the city.

## Patronage

Douglas's Tavern famously caters to adventurers; those brave or stupid souls that find the need to venture forth beyond the walls and sight of the city. This is not to say that the place doesn't see others though. Quite a few fishmongers that patroned the tavern still show up on the regular. At least once a week the spoiled child of a noble will inevitably show up looking to boast; only to be shown the kind of person that earns *real* treasure and prestige. Many nights the windows will be filled with the faces of younger children from the slums peering in to get a look at these heroes that they hope to one day become.

Of course though, Douglas's does serve adventurers. In return they help Douglas's out. Many of the items for sale in Douglas's are previous patrons' payments; a minor wand of healing can't restore the spirit the way that his famous mutton can.

## Menu

### Food

* Apple Stuffed Mushrooms: 8cp
* Cockatrice Liver pate and Bread: 8gp
* Roasted and Smoked Pork Spareribs: 4sp
* Braised Oxtails with Mushrooms: 8sp
* Cheese rolls with a filling of nuts, honey and vegetables: 5cp
* Mutton, Lettuce and Tomato: 6sp
* Smoked Salmon Salad: 5sp
* Ettercap Claws with Melted Butter: 9gp
* Stuffed Mushrooms with Thyme & Creamcheese: 4sp
* Roast Stuffed Leg of Lamb with Mint Sauce: 5sp
* Honey Glazed Carrots and Parsnips: 2sp
* Kito's Spiced Potatos: 7cp
* Wyvern Tail in Ginger & Cinnamon: 14gp
* Pork Knuckle Roasted in Beer: 5sp

### Drink

* Khellanic (dwarven) Ale: 9cp
* Yanusa Wine: 4cp
* Fallan (elven) Wine: 9cp
* Whiskey: 8cp
* Vodka: 8cp
* Finnell (pale) Ale: 5cp
* Rum: 7cp
* Kharukan (dwarven) Ale: 8cp
* Askarus (heavy) Ale: 5cp
* Ervanic Lager: 5cp
* Invidian (pale) Ale: 4cp
Cheshire Cat (Improved Familiar)

**CG** Tiny Fey

Init +6; Senses darkvision 60 ft., low-light vision; Perception +10

**hp** 13 (2d10+2)

**Fort** +5, **Ref** +6, **Will** +2; +4 vs. poison

**Defensive Abilities:** DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR13

### OFFENSE

**Speed** 30 ft., fly 90 ft. (good)

**Melee** bite +6 (1d3–4), 2 claws +6 (1d2–4)

**Special Attacks** heroic strength, pounce

**Spell-Like Abilities** (CL 3rd; concentration+6)

* 3/day greater invisibility (self only)
* 1/day—dimension door (self plus 5 lbs. of objects only)

**Spells Known** (CL 3rd; concentration +6)

* 1st (6/day) grease (DC 14), silent image(DC 14), sleep (DC 14)
* 0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close

### STATISTICS

Str 3, Dex 15, Con 12, Int 10, Wis 12, Cha13

Base Atk +2; CMB +2; CMD 8 (12 vs. trip)

**Feats** Improved Initiative, Weapon Finesse

**Skills** Acrobatics +11, Climb +7, Fly +6, Knowledge (arcana) +5, Knowledge(planes) +5, Perception +10, Stealth +19; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth, +9 Use Magic Device

**Languages:** Elven, Sylvan, Aklo, Common, speak with animals, truespeech

**SQ** cat’s luck

### SPECIAL ABILITIES

**Cat’s Luck (Su)**

A Cheshire Cat adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes.

**Spells**

```
A Cheshire Cat casts spells as a 3rd-level sorcerer.

```
Bone Marrow Ash

**Aura** weak transmutation; **CL** 3rd

**Slot** none; **Price** 50 gp; **Weight** - lbs.

### Description

This fine ash is mixed with the black powder of a firearm to enhance its effectiveness.  As soon as it is exposed to air though, the magic activates and begins to degrade though, so it is often loaded into the barrel of a gun separately (requiring the same action to reload the weapon).  For the next minute, any bullet fired from the firearm enhanced in this way deals damage as if it were one size category larger and counts as a magic weapon.

### Construction

Requirements Craft Wondrous Item, gravity bow; **Cost** 25 gp
Aeris Verus Sors

Post-Salt Adventures

The Giant and The Ant

Aeris, Rochbahn Lucern, Gazeck "Chompy", Nuru Nightcloak, Skylar Landres, and Urgg went to investigate reports of a giant consuming cattle and the like. They were consumed by the giant and discovered it was an amalgamation of ants and a tree. The ants were attempting to make a new giant at the time. The party decided to help the ants, this may have been unwise, only time will tell.

Appearance

A relatively young dwarf lass, Aeris holds herself with an upright and proud demeanor. Her main notable feature is her peg leg.

Personality

Slow and cautious, she despises risk. If she believes that she has control of a situation she will act self-assured and borderline cocky. If she believes she is in danger she heavily shifts to the defensive and avoids harm to the best of her abilities.

Friends

None.

Enemies

None.

Aspirations

Aeris believes people wish for good and peace, however, pragmatism often wins out. People decide to protect their own lives, their families, their own interests over the good of all people. Aeris believes that unless pragmatism can be aligned with good, eventually good will lose. Aeris seeks to align the two.

Downtime Log

5th of Neth: Earn EXP (400)

6th of Neth: Earn EXP (400)

7th of Neth: Earn EXP (400)

8th of Neth: Earn EXP (400)

9th of Neth: Earn EXP (400), Level Up

10th of Neth: Earn EXP (600)

11th of Neth: Go To Hope's Redoubt

12th of Neth: Earn EXP (600)

Business Log

12th of Neth: Recruit 37 Laborer Groups, 1 Lackey Group
Butterfly Screen

**School** conjuration (creation);

Spell L**evel** sorcerer/wizard 4,

**CASTING**

**Casting Time** 1 Immediate action

**Components** V, S, M (100gp)

**EFFECT**

**Range** Personal

**Effect** cloud spreads in 20-ft. radius from you, 20 ft. high

**Duration** 1 Round per level (D)

**Saving Throw** none; **Spell Resistance** no

**DESCRIPTION**

A swarm of butterflys arises around you. It is stationary. The swarm obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the swarm in 4 rounds. A strong wind (21+ mph) disperses the swarm in 1 round. A fireball, flame strike, or similar spell burns away the swarm in the explosive or fiery spell’s area. A wall of fire burns away the swarm in the area into which it deals damage.

This spell does not function underwater.

Created by Izzgut Smokestalker
Enchanted Quiver/Ammo Pouch

**Aura** transmutation; **CL** varies; **Slot** none; **Price** varies

### DESCRIPTION

An enchanted quiver for arrows and bolts or an enchanted ammo pouch for bullets, pellets, and cartridges transfer magical properties to ammunition stored within them. Each specific container can only hold 50 pieces of non-magical masterwork ammunition and after 24hrs of being stored, the ammunition gains the magic weapon properties that the container provides. An enchanted quiver or ammo pouch can be enchanted to provide any weapon property that could be applied to ammunition. Unlike regular magic weapons, an enchanted quiver or ammo pouch does not need to have a base enhancement bonus of +1 or greater to provide special weapon properties.

Effective Cost
Pouch Price
 +2
 +3
 +4
 +5

### CONSTRUCTION REQUIREMENTS

An enchanted quiver or ammo pouch has the same construction requirements as ammunition that would receive the same weapon properties
Fenric Goreclaw

Template:Character InfoboxOnce a Gnoll washed up on the shores of Fiend's Reach with nothing to his name. He wandered into Douglas' tavern where he met a small gnome named Abraxas, and a few of the more well known Saltborn though he did not know it at the time he would soon be joining them.

A year had passed in the Reach and through that time he had grown just as strong as the well known Saltborn, though his power was through Fleshcrafting making him an amalgam of different powerful creatures he had met during his travels.

He had decided to investigate a little know area of the map marked by a few of the original Saltborn as the Nightmare Coyote Clan, with his friend Abraxas coming with him. They discovered the clan in an arboreal city nested in the tree tops above those who would wander through the forest. They were taken to met the Elders, which there both them would find out the Coyote Clans plight, The Demon King on the other side of the eastern mountains. Fenric and Abraxas both agreed to help them be rid of the Demon King once and for all, with the help of Hope's Redoubt who's leaders they have come to know.

Hope's Redoubt pledged their assistance but another matter of importance arose that needed dealt with, odd killings in Caethe. Fenric and the other powerful Saltborn headed to the mountain a strange mist was coming from that killed most who breathed it in, but not them as they were to powerful, it was there they discovered the echo of Ora and his Herald. The Group had to fight the herald and the echo of a god before they could find out that the mountain they thought they were inside turned out to be the body of Ora himself, needing souls to regenerate and being back his power.

Fenric with the help of Hope's Redoubt's Queens ,Ash and Penance, came up with the plan to divert the mist to the Demon King's lands, killing the chaff of his army and sadly a great amount of innocents as well leaving only him and the strongest of his armies. The Nightmare Coyote Clan and Hope's Redoubt assaulted what was left of the Demon King's army and came out Victorious. Fenric's last few months of his life has been over seeing the recovery efforts of the area and restoring the castle, where he discovered the hourglass.

The hourglass changing his existence to a Taninim, a type of dragon. Fenric's new form would prove more useful then his old form granting him more size and strength that he could never have achieved. Fenric' after a few months of being a dragon would fall asleep for a month as his new body changed again, his scales were shed, pigments were changed and he would see a vision of Apsu talking to him, though he couldn't make out what he was saying he could feel power being given to him. Fenric woke after a month with entirely new scales from more dull colors to being a bright white and gold, after getting used to his new body and recovery efforts finished he travel to the Crystal Cities
(Archive) Tullius

*"Inorum lo’athi, uvrastes, honoured client. Please, step into my office. You are here because my reputation precedes me, yes? Reputation has power, for good or ill, but in the end it is only talk. Let me show you the power of Law. That is, after all, what you seek. To bind your subjects, your allies, your enemies, in gossamer strands of Law harder than adamantine. I understand.*

*Tell me about your problem and, should I agree to offer you my services and you accept, prick your finger with this pen and sign the contract within the binding circle.*

*After all, I practice what I preach. My price will be the strongest binding of all, I make no secret of it. I will have my gold and my pound of flesh, and in exchange you will win.*

*How badly do you want to win?"*

## Background

Barristers abound in civilized lands, but as in all crafts and professions there are those who rightfully claim the title of master of their art. The mysterious Drow who goes by 'Tullius', a distinctly un-Drow name, is such a one. In fact, aside from having just washed up upon the shore outside Douglas' Tavern scant little else is known about him, save that he has a familiar - a tiny viper named Anguis - and that his entrance into the ocean was no gentler than his exit. What the elderly Drow intends to do next, as he sits staring thoughtfully into the fireplace of Douglas' Tavern, is anybody's guess.

## Description

Tullius is a venerable Drow, tall and slender to the point of emaciation, the skin of his face so drawn and weathered that he looks nearly skeletal - particularly when he smiles, which is rarely. Nevertheless his red eyes are clear and sharp, unfogged by the passage of centuries. He dresses immaculately if modestly, and keeps his shining silver hair carefully tied into a braid. Aside from his somewhat cadaverous appearance his most remarkable feature is his voice; It is sonorous and resonant as though it should come from a much larger man, rising and falling with a storyteller's cadence and an orator's confidence.

## Acquaintances

**Mama Naz** and **Endee** recovered Tullius from the shore upon his appearance in the Reach, and shared some time with him in Douglas' Tavern by the fire.

## Allies

Tullius has a tiny viper familiar named **Anguis**

## Enemies

Upon recovery, Tullius sneered disdainful pejoratives at someone named **Soren** before realizing that he was not, in fact, wherever it is he came from. He evidently expected the footsteps approaching him on the beach to belong to this person, and to meet his death at Soren's hand.
Castle of the Mad King

The Castle of the Mad King refers to the skeletal remains of the sprawling keep at the center of The Old Capital of Hearth where King Gregor II sealed himself, his staff, and the remnants of his court. The gruesome, slow deaths of these cursed souls gave rise to stories of a haunted castle where phantom guards and ghostly servants roam the halls in eternal service to the Mad King Gregor. In his paranoia, the Mad King refused to keep most of his wealth within the castle's secure vaults, instead stashing it in hidden caches trapped with safeguards against nosy staff and backstabbers. A king's ransom worth of gold and treasure awaits anyone brave enough to explore the haunted halls.
Boom Hammer

**Cost** 462 gp **Weight** 6 lbs.

**Damage** 1d6[1d6 plus 1 fire] (small), 1d8[1d8 plus 1 fire] (medium); **Critical** x3; **Range** -; **Type** B; Special trick, see text; **Category** one-handed; **Proficiency** Martial[Exotic]; **Weapon** **Groups** hammers, hunter; **Treated** **As** warhammer;

### DESCRIPTION

The Boom Hammer was developed by heretical hunters who understood the dangerous power of black powder.  In the hammer head is a small furnace that can be light with a simple flick. This ignites the head of the hammer causing it to function as a torch in addition to being a hammer.  While transformed in this way, it deals 1 points of fire damage in addition to its normal damage until your next turn.
Chiu Saito

Template:Character Infobox

*"Really? **That's** what you've chosen to wear?"*

— Chiu, after seeing you

## Background

Chiu is proudly a lineal descendant of Meiyuki Saito, but finds her lack of white fur divinity disappointing. To compensate for this shortcoming, as she sees it, Chiu has dedicated herself to simply being the best in everything she can. Not particularily hearty or strong, she's fallen back on the pursuit of knowledge and the arcane. Anything muscles can do, magic can do better anyways.

As a child, Chiu was determined to prove herself among her peers. She formed positive study habits and a rigid calendar to ensure she balanced study with social interactions. No one likes a shut in. Besides, how could she compete with her peers if she wasn't familiar with the competition? Who needs enemies when your friends are opponents.

While Chiu's parents were quite proud of their little overachiever, neither of them had anything to do with her strangely mature time management skills. In fact, both her parents were work from home, free spirit types: her mother was a painter and her father was a novelist. *Bards*. That's not to say Chiu is entirely unlike them. She does have an artistic streak that's reflected in her mastery of modern fashion and cutting edge clothing choices.
Eternal Oath (Elven High Spell)

**School** Necromancy; **Level** 9

**Components** V, S, F (A phylactery worth 10,000gp)

**Casting Time** 9 hours

**Target** Touch

**Duration** Instantaneous

**Saving Throw** none; **Spell Resistance** no

**Backlash** Exhaustion

**Failure** Target becomes a dread lich under the control of GMs

**Skill Checks** Knowledge (arcana) DC 34, 3 successes; Knowledge (religion) DC 34, 3 successes; Spellcraft DC 34, 3 successes

EFFECT

This spell is rarely used in Caeth Shaeras,  and is only cast in accordance with old tradition or mandate by the governing body.  This horrific and harrowing rite transforms a spell caster into a Baelnorn, a type of sane lich, who is most often given a task to carry out in perpetuity.

The rite is unique to each recipient, and the primary caster must spend at least one week per HD of the target learning about their life and deeds before the ritual can be attempted.  By tempering the rites for lichdom with elven magic and petitions for divine aid the target's soul is transferred from their body into a phylactery while powerful conduits to the positive energy plane are opened to soothe it, allowing it to maintain its alignment and sanity in the process.

This spell has its risks,  and not all recipients are worthy of the divine intervention called down by the priest.  Rarely this can result in the creation of a dread lich, a sign by the elven gods that their mortal instruments have chosen poorly.

Rumors exist of Baelnorns who have no phylactery,  whose souls hover in the ethereal or even astral plane ready to reform their destroyed bodies in the event of violence.  Elven arch priests will tell you this is true, but even the oldest of them might not remember beyond their sacred writings,  and these Baelnorns are never purposely created by mortal magic.

(Note:  Use of this rite still requires the payment of RP if the target is a player as is standard for gaining a template.)
Aerie Rage

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

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

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

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

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