recursal/Fanatic-Fandom huggingface dataset:
Order of the Tower

> A cavalier who belongs to this order usually has served as a warder for a wizard’s tower, monastery, or some other such school or learning institution for the magical arts be it arcane or divine. The order of the tower was formed when those who did not have the passion or natural ability for magic found that they still had the spark of power needed to use it anyway.
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### Edicts

The cavalier’s mission is to aid spellcasters in battle, and to be the might to their magic.  Whenever an ally fails a concentration check or caster level check to overcome spell resistance, the cavalier is shaken for 1 round.

### Challenge

Whenever an order of the tower cavalier issues a challenge, his target takes a –1 penalty on spell resistance and on saving throws against spells and spell-like abilities  for 1 round after the cavalier successfully damages the target. This penalty increases by 1 for every four levels the cavalier possesses.

### Skills

An order of the tower cavalier adds Spellcraft and either Knowledge: Arcana or Knowledge: Religion to his list of class skills. The cavalier may add his charisma modifier to his spellcraft checks in addition to his intelligence modifier when using the aid another action and when deciphering scrolls.

## Order Abilities

A cavalier that belongs to the order of the tower gains the following abilities as he increases in level.

#### Seance (Ex)

At 2nd level, The cavalier can use aid another to assist a spellcasting ally within 30’ by making a spellcraft check. The ally receives a +2 competence bonus on the next concentration check, dispel check, or caster level check she makes (whichever comes first) within a number of rounds equal to the cavalier’s level. At 8th level and every six levels thereafter, this bonus increases by an additional +1.

#### Battlemage (Ex)

At 8th level, the cavalier gains the ability to read scrolls and cast arcane or divine spells from a scroll as if he had a caster level of his cavalier level –4. He does not need to cast read magic in order to decipher a scroll. If he chose Knowledge (arcana) as his class skill, he can cast any arcane spells from a scroll. If he chose Knowledge (religion) as his class skill, he can cast any divine spells from a scroll. The cavalier’s relevant ability score for spellcasting is charisma, and he treats his charisma score as 1 higher for purposes of determining the level of spell he can cast from a scroll. This bonus increases by +1 at 10th level and every 5 levels thereafter (to a maximum of +4 at 20th level).

#### Mutually Assured Destruction (Ex)

At 15th level, the cavalier can utilize the power of his spellcasting allies to make devastating attacks against the allies’ targets. If the cavalier is threatening an enemy affected by an area spell or spell-like ability cast by one of the cavalier’s allies, he can make an immediate attack of opportunity against the affected creature. If the cavalier is also affected by the spell (such as by being caught in the area of the same fireball spell), during the rest of that round he automatically confirms any critical hits made against the affected creature while using this ability.
Dragonfly Cult

> The original wyvern cult is a mystery cult based in The Khanate north of Bulwark.  The wyvern cultists worship and venerate the great wyvern patriarch using crop circles and nazca line drawings to appease her, and throw origami wyverns to indicate approval or displeasure when demonstrating or protesting in cities. A splinter group has spread to Dragonfly Island and Perelandra, and while still maintaining some of their wyvern cult traditions, they are now known as the dragonfly cult.  Members of the dragonfly cult seek to appease and placate the indigenous dragonflies. They view them as sacred, and do all they can to avoid direct confrontation, preferring to calm them if possible, or encourage their departure with minimal force if necessary. The more fanatical go so far as to refuse to defend themselves against attacks by dragonflies rather than risk harming them. Some claim that they wish to avoid a dragonfly-sparked apocalypse, others feel as if they are dragonflies born into the wrong bodies, and there are whispers of yet darker reasons and purposes, though their true motivations remain a mystery known only to themselves. Through their grovelling devotions and rituals, some gain esoteric, dragonfly-like powers.
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Redsail Poachers

> The Redsail Trading Company is one of Marquessa Beacruz’s chief rivals. Unlike the East Anchor Trading Company, who has the favor of the King, the Redsails principal commodities are power reagents, enchanting reagents, and rare spell components.  Many of these things come from endangered, prized or protected beasts, from powdered minotaur horns to the beating hearts of angels, the trade is quite lucrative for those with the moral fortitude to procure them. The Redsail Trading Company is willing to train the right people for this dangerous job.  In order to gain reputation with the Redsail Poachers, you must first complete an introductory mission. After that, each Redsail Poacher mission rewards 1 rep.  Additionally, you may earn rep by turning in reagents instead of selling them for money.  For every 20 power reagents you turn in, you earn 1 rep. For every 2 enchanting reagents you turn in, you earn 1 rep.
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### Prerequisites:

Survival as a class skill, or 5 ranks in survival

## Reputation Privileges and Rewards

#### Reputation-1.  Opportunist

Access to basic harvesting maps and manuals which reduces the base DC to collect power reagents to 18.  Will purchase all power reagents for 5g each.
Helping Hands- allows others of Opportunist rank or higher to use aid another (dc 10) to add +2 to your harvest check.

#### Reputation-15. Freebooter

Access to intermediate ecology and anatomy training which reduces the base DC to collect power reagents to 14 and reduces the base DC to collect enchanting reagents to 30. Will purchase all power reagents for 10g each and all enchanting reagents for 500g per bonus modifier each.
Black Obsidian Blade- allows you to collect double the amount of power reagents per harvest if the creature is dying, but not dead.

#### Reputation-30. Poacher

Access to advanced tactics and procedure training which reduces the base DC to collect enchanting reagents to 25.
Enchanter’s Litmus Kit- allows you to determine the potency of harvest subjects to collect only the best reagents- will purchase all enchanting reagents for 1000g per bonus modifier each.
Black Obsidian Bloodgroove Dagger- allows you to collect double the amount of enchanting reagents per harvest if the creature is dying but not dead.

#### Reputation-60. Contrabandit

Access to master anatomy and physiology training which reduces the base DC to collect spell components to 40. Will purchase spell components for 50% of listed value.

#### Reputation-120. Bounty Hunter

Access to the grand master’s library which allows you to add half your knowledge: arcana modifier to your survival check to harvest any reagents or components.

Vorpal Black Obsidian Scalpel- allows you to collect double the amount of spell components per harvest if the creature is dying but not dead.
Subdue Hive

**School** conjuration (honeymancy); **Level** wizard 3

**Components** V, S, M (star pine pollen worth 100g and 1 oz of hive jelly[optional]), F (paper fan and paper lantern costing 1000g)

### EFFECT

**Range** 20 feet

**Effect** smoky haze spreads in 40-ft. radius from you, 20 ft. high

**Duration** concentration up to 1 hour per level

**Saving** Throw Will; **Spell Resistance** yes

## DESCRIPTION

You fill the special receptacle inside the lantern with star pine pollen and hive jelly, then light the flame. You buzz and hum the words of the spell in a low, droning voice as you dance slowly in a waggle pattern while fanning the smoke from the paper lantern all around you. All bees within the cloud or who enter the area of the cloud who fail their saving throw fall asleep for the duration of the spell. Hive rulers gain a +8 bonus to their saving throws. A bee who successfully saves against the spell must make a new saving throw for each round it remains in the cloud or suffer the full effects of the spell. If an ounce of hive jelly is used, all bees from that hive take a -4 penalty to their saving throws. Any hostile action against a sleeping bee immediately ends the spell for all, and the bees enter a rage gaining +4 to attack, damage, and poison DCs for 1 minute per caster level. While raging, the bees are immune to any smoke effects or spells of the honeymancy subschool used against them.
Koi Bind

**School** necromancy; **Level** Koi Priest 9

**Components** V, S, F (see text)

**Targe**t corpse

**Duration** permanent

**Saving Throw** Will negates; **Spell Resistance** no

### DESCRIPTION

You draw the soul from a newly dead body and imprison it within a living, mundane koifish. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the koifish, cannot be returned through *clone*, *raise dead*, *reincarnation*, *resurrection*, *true resurrection*, or even a *miracle* or a *wish.* Only by killing the koifish or dispelling the spell on the koifish can one free the soul (which is then still dead).

The focus for this spell is a living koifish.  As part of the effects of the spell, the koifish becomes immune to aging and other forms of natural death including starvation.
Soulburn

## DETAILS

**School** necromancy [soul]; **Level** sorcerer/wizard 4; **Prereq Greater Spell Focus:** Necromancy

### CASTING

**Casting Time** 1 standard action

**Components** V, S

### EFFECT

**Range** touch

**Targets** creature touched

**Duration** instantaneous

**Saving Throw** None; **Spell Resistance** yes (creature must be willing)

## DESCRIPTION

A touch from your hand, which glows with a dark miasma burns the soul of the target creature as fuel to cure all temporary ability damage  or restore all points permanently drained from a single ability score (your choice if more than one is drained). This bestows one permanent negative level upon the target.

This spell can only be used on a willing creature, and has no effect if the creature is unwilling. Unconscious or otherwise disabled creatures may still negate the spell if they choose.
Koi Priest

> Some clerics spend their lives tending to and caring for the sacred koi. They study the old magic of life, death, rebirth and memory.  Eventually, they can commune directly with the koi of their great ancestors and gain power ordinary clerics are unable to reach.  These special clerics are called Koi Priests.
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### Sworn to the Law

A koi priest must be lawful in alignment.  If the koi priest’s alignment becomes non-lawful, they lose the ability to koi channel and spontaneously cast.

### Foresight

A koi priest’s communion with the koi gives them a prescience beyond that of normal gnolls.  They gain a +1 bonus on saves vs spells and effects with the chaotic descriptor and a +1 bonus vs spells and effects originating from kitsune.  These bonuses stack with each other.

### Koi Channel (Su)

At 1st level, a koi priest can channel the immutable power of the cycle of life and death. This energy can be used to harm or heal creatures, as the koi priest chooses.

Channeling this energy causes a 30-foot-radius burst centered on the cleric. Using koi channel is a standard action that does not provoke attacks of opportunity. A koi priest can choose whether to include himself in the effect. The cleric must be able to present his holy symbol to use this ability, and he can channel energy a number of times equal to 3 + her Charisma modifier.

If the koi priest chooses to harm, creatures within the burst that are chaotic take 2d6 points of damage plus 1d6 points of damage for every 2 levels the cleric has beyond 1st (3d6 at 3rd, 4d6 at 5th, and so on). Creatures of TN, NG or NE alignment take half damage. Lawful creatures are unaffected. Creatures that take damage from the channeled energy can attempt a Fortitude save (DC = 10 + half the koi priest’s level + his Charisma modifier) for half damage. This damage is neither negative nor positive energy, so a creature’s resistance to positive or negative energy does not reduce this damage. (However, resistance to channeled energy in particular, such as that provided by channel resistance, applies normally.)

If the koi priest chooses to heal, creatures within the burst that are lawful heal 2d6 points of damage plus 1d6 points of damage for every 2 levels the cleric has beyond 1st (3d6 at 3rd, 4d6 at 5th, and so on). Creatures of TN, NG or NE alignment heal for half. This healing does not affect creatures that are chaotic. This healing is neither negative nor positive energy, so even creatures healed by negative energy (such as undead) receive healing from this effect.

This ability replaces channel energy.

### Spontaneous Casting

A koi priest does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, a koi priest can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or higher.

This ability alters spontaneous casting
Red Hooded Cloak of Lycanthrope Protection

> Created by the Grand Maw of the Canis Circle in Pinecrest, this riding hood is woven from wolf mohair, and dyed red with the berries of the aconitum plant, also known as wolfsbane.
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### Description

The red hooded cloak of lycanthrope protection grants the wearer certain protections against lycanthropes and lycanthropic creatures. This takes the form of a +5 loa bonus to cmd vs combat maneuvers by such creatures (such as a werewolf’s trip attack), +5 loa bonus to saves against the spells, spell like abilities, special attacks, poisons and diseases of such creatures (such as lycanthropy), and a +5 loa bonus to diplomacy and intimidation checks against such creatures. Finally, the cloak confers DR 5/-  and Energy Resistance 5 against all attacks made by lycanthropes.

**Wondrous Item:** Shoulder
Pacify Bee

**School** conjuration (honeymancy); **Level** wizard 1

**Components** V, S, M (star pine pollen worth 10g)

**Effect** smoke spreads in 20-ft. radius, 20 ft. high

**Duration** 1 minute per level

**Saving Throw** Fortitude; **Spell Resistance** no

## DESCRIPTION

You hold a fistful of star pine pollen as you chant the words of the spell in a low droning buzz and hurl it at the desired location. The pollen combusts at the designated site, bursting into a cloud of pungent, sweet smoke that only affects bees and wasps. Those that fail their fortitude save become nauseated for the duration of the spell. Any bee or wasp that enters the area of the cloud also must make a fortitude save or become nauseated for the remaining duration of the spell. Any hostile action against a nauseated insect immediately ends the spell for all, and they enter a rage gaining +2 to attack, damage, and poison DCs for 1 round per caster level. While raging, the insects are immune to any smoke effects or spells of the honeymancy subschool used against them.
Red Hooded Cloak of Wolf Protection

> Created by the Grand Maw of the Canis Circle in Pinecrest, this riding hood is woven from wolf mohair, dyed red with the berries of the aconitum plant, also known as wolfsbane and lined with dark wolf fur.
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The red hooded cloak of wolf protection grants the wearer certain protections against wolves and wolf-like creatures, including but not limited to dogs, worgs, winterwolves, cerberi, hellhounds, g’morks, hound archons, and werewolves. This takes the form of a +2 loa bonus to cmd vs trip attempts made by such creatures, +2 loa bonus to saves against the spell like abilities, special attacks, poisons and diseases of such creatures (such as lycanthropy or a winterwolf's or hellhound's breath weapons), and a +2 loa bonus to diplomacy and intimidation checks against such creatures. It is also rumored that wolves and wolf-like creatures tend to avoid wearers of the red hooded cloak of wolf protection if there is a choice between otherwise equal prey.

**Cost:** 1000g +2, 2000g +4, 4000g +6, 8000g +8, 16,000g +10

**Wondrous Item:** Shoulder
Order of the Sorrowlich

> The order of the sorrowlich is an ancient order dating back to the first age when the sorrowliches ruled large areas of Tibaeria from palatial mausoleums within sprawling necropoli. A cavalier who belongs to this order seeks to gain power over death through dark arts and attempts to thwart those who would outlaw or destroy necromantic practices.
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### Edicts

The cavalier must prevent the destruction of the undead whenever possible, nor does he willingly travel with those who would destroy them.  Whenever the cavalier attacks an undead, he is shaken until he attempts to subjugate it or until combat ends. While the cavalier is travelling with paladins, he is shaken.

### Challenge

Whenever an order of the sorrowlich cavalier issues a challenge, he gains a +1 bonus on Intimidate checks against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses

### Skills

An order of the sorrowlich cavalier adds Knowledge: Religion, Spellcraft and Disguise to his list of class skills. An order of the sorrowlich adds half his cavalier level to diplomacy and opposed charisma checks made against undead creatures.

## Order Abilities

A cavalier that belongs to the order of the sorrowlich gains the following abilities as he increases in level.

#### Subjugate Undead (Ex)

At 2nd level, the cavalier gains an extraordinary ability very similar to a necromancer’s ability to command the undead, using his sheer force of will. As a standard action a number of times per day equal to his Charisma modifier, the cavalier may command undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 his cavalier level + his Charisma modifier. Undead that fail their saves fall under his control, obeying his commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each round to resist his command. He can control any number of undead, so long as their total Hit Dice do not exceed his cavalier level. If an undead creature is under the control of another creature, he must make an opposed Charisma check whenever their orders conflict.

#### One of Us (Ex)

At 8th level, the cavalier is healed by negative energy and harmed by positive energy as if he were an undead creature.

#### Excommunicate (Ex)

At 15th level, whenever the cavalier challenges a creature capable of channeling positive energy or laying on hands, the target must make a Will save (DC = 10 + the cavalier’s level + his Charisma modifier) or be unable to channel positive energy or use lay on hands for the duration of the challenge.
Holy

### **CR +1**

Holy creatures are mortal beings empowered by good gods to act on their behalf in the mortal world. Such a gift is also a great responsibility, and as such, no god bestows it lightly. Only a deity's most devout and capable worshipers garner enough of their god's favor to gain the mantle of a holy creature, and even then, they take it on only when the need is greatest. Holy creatures bear this responsibility with due reverence and are always on their guard against corruption and failure since the power of holiness is easier lost than gained.

#### Grace:

Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.

#### Negative Energy Protection:

When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature's total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.

#### Protection from Evil:

A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.

#### Divine Speed:

Each of a holy creature's speeds increases by 10 ft.

#### Divine Spellcasting:

A holy creature's effective caster level for spells and spell-like abilities from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature's effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.

#### Sacredness:

Each of a holy creature's melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.

#### Sacred Skills:

A holy creature gains a +4 sacred bonus on Perception and Sense Motive checks.

#### Holy Body:

A holy creature gains 1½ times the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 8 hit points, the holy creature would instead regain 12 hit points.
Design Goblintech™ Automata

> You have researched the Goblintech™ Union’s manuscripts of ancient goblin technology salvaged from Dragonfly Island.
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## Details

### Prerequisites

1 rank in knowledge (engineering), 1 rank in knowledge (nature)

### Benefit

You can craft basic goblintech™ automata.  You may control up to 3 goblintech™ automata at any one time so long as their combined total hit dice do not exceed your ranks in knowledge: engineering. (Activating a new goblintech automaton for service takes 5 minutes)

### Special

When crafting goblintech™, you use Knowledge: Engineering instead of Spellcraft
Crocodile Hide

## Details

**HP/inch** as leather

**Hardness** as leather;

**Cost:** Armor crafted from crocodile hide is always considered masterwork, and the masterwork costs are included in the listed prices.

 Medium Armor

## Description

This tough, scaly material offers as much protection as leather, but is more armored and resistant to predatory attacks. Leather, hide, or studded leather armor can be produced with crocodile hide. Wearing crocodile hide grants the wearer DR 1 vs bite attacks.
Siphon Soul

## DETAILS

**School** necromancy [soul]; **Level** sorcerer/wizard 2; **Prereq Spell Focus:** Necromancy

### CASTING

**Casting Time** 1 standard action

**Components** V, S

### EFFECT

**Range** touch

**Targets** creature touched

**Duration** instantaneous

**Saving Throw:** Fortitude Partial; **Spell Resistance** yes (creature must be willing)

## DESCRIPTION

A touch from your hand, which glows with a dark miasma  restores 1d4 points of temporary ability damage to one of the subject’s ability scores at the cost of twice that amount of constitution damage.  It can also restore 1d4 points of temporary constitution damage at the cost of twice that amount of ability damage to the character’s highest base ability score. The creature is traumatized (The character takes a –1 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for one hour per ability score damage caused by the spell. A successful fortitude save negates the traumatized condition.

Siphon Soul does not restore permanent ability drain.

This spell can only be used on a willing creature, and has no effect if the creature is unwilling. Unconscious or otherwise disabled creatures may still negate the spell if they choose.
Fiendish

### **CR +1/3**

Your deeds have gained the attention of a powerful outsider who has imbued you with a portion of its strength to battle good.

#### Special 3:

Smite Good 1/day as a swift action. (it adds its charisma bonus to attack rolls, and a damage bonus equal to its level against good foes; smite persists until the target is dead or the fiendish creature rests).

#### Special 4:

Fiendish Defenses (The character gains energy resistance and DR as noted below)

cold/fire resist: 5
DR 3/good
Hanzi Battlemage Vestments

This shoulder-clasped trenchvest is a boon to those spellcasters who seek a life of adventure and practicality rather than those who study magic theory in secluded colleges and towers. The Hanzi Battlemage Vestments are made with leather belt loops and buckles that can hold up to 6 scrolls or potions and 4 wands at a time. The wearer can, as a swift action, mentally command a scroll or wand held by the trenchvest to materialize directly into his hand. Additionally, if the wearer marks his scrolls, potions or wands with his arcane mark, he can as a move action, summon that scroll or wand from the trenchvest even if he is not wearing it, as long as he has line of sight to the trenchvest. Range is close. (25’+5’ per 2 caster levels)

**Cost:** 1500g

**Wondrous Item:** Chest
Consume Soul

## DETAILS

**School** necromancy [soul]; **Level** sorcerer/wizard 5; **Prereq Greater Spell Focus:** Necromancy

### CASTING

**Casting Time** 1 standard action

**Components** V, S

### EFFECT

**Range** touch

**Targets** creature touched

**Duration** instantaneous

**Saving Throw** Fortitude partial; **Spell Resistance** yes (creature must be willing)

## DESCRIPTION

A touch from your hand, which glows with a dark miasma, consumes the fading life force of the target in order to cure up to 10d8 points of damage + 1 point per caster level (maximum +25). The target chooses how many 1d8 dice are rolled, spending 1 soul portion per every die.

Unlike other spells that heal damage, consume soul can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. (This does not cause the creature to lose 1 permanent point of constitution.) Each round after that, for as many rounds as soul portions were spent, the creature must succeed on a fortitude save or take 1 level drain.

If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature’s soul is utterly consumed and it cannot be brought back to life except through a miracle or true resurrection spell.

Creatures slain by death effects cannot be saved by consume soul.

This spell can only be used on a willing creature, and has no effect if the creature is unwilling. Unconscious or otherwise disabled creatures may still negate the spell if they choose.
Half-Fiend

### **CR +2**

Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.

#### Stats:

A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

#### Type:

The creature's type changes to  outsider (native)

#### Speed:

A half-fiend has wings. Unless the base creature has a better fly speed, the half-fiend can fly at twice the creature's base land speed (good maneuverability).

#### Natural Armor:

A half-fiend’s natural armor improves by +1

#### Fiendish Immunities:

immunity to poison and +4 racial bonus on saves vs. disease

#### Fiendish Resistances:

Half-fiends gain acid, cold, fire, and electricity resist 10

#### Fiend Form:

A half-fiend gains two claw attacks dealing 1d4 damage each and a bite attack dealing 1d6 damage.

#### Spell Resistance:

A half-fiend gains SR equal to 11 + level

#### Smite Good:

Once per day, as a swift action, the half-fiend can smite good as an antipaladin of the same level. The smite persists until target is dead or the half-fiend rests.

#### Spell-Like Abilities:

A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its level. Unless otherwise noted, an ability is usable once per day. The DCs of these SLAs are tied to the half-fiend’s Int or Wis score, whichever is higher.

 3-4
 5-6
 7-8
 9-10
 11-12
 13-14
 15-16
 17-18
 19-20
Putrefying Decay

**School** necromancy; **Level** cleric/oracle 0, sorcerer/wizard 0, witch 0

**Components** V, S, M (a pinch of dried toadstool)

**Target** one corpse of small or smaller size

**Duration** instantaneous

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

## DESCRIPTION

Using this spell, the caster causes the flesh from a single corpse of size small or smaller to decompose into a putrid soup of liquefied meat, rancid fat, and maggots leaving behind a perfectly cleaned skeleton. This spell cannot be used on undead.
Battle Hymn of Iomedae

When I wander through the darkness

And I'm longing for my home

All my faith has gone astray

When surrounded in the valley

And I'm wounded and alone,

It seems like I've lost my way

I look up unto the heavens

Where your mercy sets me free

You are my sharp weapon

and a shield over me

Beautiful and mighty

Everlasting Queen

You are my strong tower

Fortress when I'm weak

Your name is true and holy

And your righteousness I seek

In my deepest, inner darkness

In the midst of all my fear

You're my refuge and my hope

When the battle fierce is raging

And the thunder's all I hear

You speak strength unto my soul

I charge into righteous battle

Where your justice sets me free.

You are my sharp weapon

and a shield over me

Beautiful and mighty

Everlasting Queen

You are my strong tower

Fortress when I'm weak

Your name is true and holy

And your righteousness I seek

> Author unknown.  The battle hymn of Iomedae is believed to have been written in the mid second age when Iomedae was one of the principle sun goddesses of humans
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Varmint Wrangler

> Varmint wranglers are thrill seekers seeking to pit themselves against the challenges of the natural (and supernatural) world. No legendary hero of old ever rode something so mundane as a water cow, so varmint wranglers seek out more extreme mounts to break and use to carry them to even greater adventures and challenges, ensuring that their names will be sung in songs long after they’re gone.
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#### Wild Mount (Ex)

A varmint wrangler captures a nascent wild creature for the purpose of breaking and domesticating it to serve him as a mount. Domesticating these creatures changes and enhances their natural abilities as the varmint wrangler sees fit. This mount functions as a *druid’s animal companion*, using the varmint wrangler’s level as his effective druid level. The creature must be selected from the following list. (Climate penalties apply)

> Varmint Wrangler Mounts
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A varmint wrangler does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained. A varmint wrangler’s mount does not gain the share spells special ability.

A varmint wrangler expends a lot of time and effort in breaking and training his mount. Should a varmint wrangler’s mount die, he may capture and begin taming another local creature to serve him in a selection process that takes 24 uninterrupted hours. This new mount functions as if the varmint wrangler’s level is 1 for the first week, then increases by 3 levels at the beginning of each of the following weeks until it has reached the varmint wrangler’s current level. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until after the varmint wrangler has earned 9 xp.

This ability replaces Squire

#### Predatory Challenge (Ex)

At 3rd level, a varmint wrangler’s mount is able to sense his resolve and determination to defeat his enemies.  It is able to use its primary special attack against the targets of the varmint wrangler’s challenge ability.

This ability replaces Unavoidable Charge and modifies Challenge

#### Living Banner (Ex)

At 5th level, a varmint wrangler has unlocked his mount’s hidden potential, bolstering his allies and dismaying his foes with its display of power.  As a swift action, he can command his mount to use its secondary special attack. The mount can continue the secondary attack each round as a full round action for up to 1 minute or until commanded to stop as a swift action, whichever comes first .  This ability can be used once per day per every 5 varmint wrangler levels.

This ability replaces banner and greater banner

#### Predatory Charge (Ex)

At 11th level, a varmint wrangler’s mount’s killer predatory instincts are awakened when the varmint wrangler leaps into combat.  Whenever the varmint wrangler makes a charge attack, his mount can use its ultimate special attack as a standard action unless otherwise specified.  This attack must be taken before the end of the varmint wrangler’s next turn.

This ability replaces deadly charge and mighty charge
Effervescence

**School** conjuration (healing); **Level** koi priest 6

**Components** V, S

**Target** one creature/level, no two of which can be more than 60 ft. apart

**Duration** 10 minutes per level

**Saving Throw** Will half (harmless) or Will half; see text; **Spell Resistance** yes (harmless) or yes; see text

### DESCRIPTION

You cause protective bubbles which absorb 2d8 points of damage + 1 point per caster level (maximum +25) to form around each selected creature. Bubbles which form around undead instead dampen their ties to necromantic energy causing them to gain temporary negative HP instead. Each affected undead may attempt a Will save for half temporary negative HP.

## Improved Effervescence

**School** conjuration (healing); **Level** koi priest 7

### CASTING

**Casting Time** 1 standard action

**Components** V, S

### EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Target** one creature/level, no two of which can be more than 60 ft. apart

**Duration** 10 minutes per level

**Saving Throw** Will half (harmless) or Will half; see text; **Spell Resistance** yes (harmless) or yes; see text

### DESCRIPTION

You cause protective bubbles which absorb 4d8 points of damage + 1 point per caster level (maximum +30) to form around each selected creature. Bubbles which form around undead instead dampen their ties to necromantic energy causing them to gain temporary negative HP instead. Each affected undead may attempt a Will save for half temporary negative HP.

## Greater Effervescence

**School** conjuration (healing); **Level** koi priest 8

### CASTING

**Casting Time** 1 standard action

**Components** V, S

### EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Target** one creature/level, no two of which can be more than 60 ft. apart

**Duration** 10 minutes per level

**Saving Throw** Will half (harmless) or Will half; see text; **Spell Resistance** yes (harmless) or yes; see text

### DESCRIPTION

You cause protective bubbles which absorb 6d8 points of damage + 1 point per caster level (maximum +35) to form around each selected creature. Bubbles which form around undead instead dampen their ties to necromantic energy causing them to gain temporary negative HP instead. Each affected undead may attempt a Will save for half temporary negative HP.
Religions

The world is diverse and varies greatly from society and religions of Tibaeria reflect that greatly

Many of the Religions have been edited and changed compared to the base Deities in Pathfinder books. For those that have not been improved, they are in the process of still being overhauled.

General Tibaerian Deities

Baal’Am

Brahma

Daedric Princes

Draconic Pantheon

Gnoll Pantheon

Kitsune Pantheon

Lizardfolk Pantheon

Orc Pantheon

The Loa

Yarn
Baal'am

Baal'Am is the fire-centric religion of Goblins and Hobgoblins. Adherents are called Baal'Mots and the true name of their deity is unknown- being deemed too holy for mortal tongues to utter. He is only referred to as The Sacred Ember. Baal'Am is a confusing religion of wildly contrasting sects, each claiming to be the one true version. They also believe that the one true version must be spread across the world, or The Sacred Ember will withdraw his grace and mercy, allowing the world to be overcome and drowned by the great flood He perpetually holds back. Baal'Mots believe that when they die, they will become transformed into beings of fire and go to their ultimate reward in the paradise of the elemental plane of fire.

By combining as many of the known dogmas as possible, scholars have a rough working model of the "pantheon" of Baal'Am, though to call it a pantheon would be considered blasphemy of the highest degree; Baal'Mots, no matter their sect, all agree upon one thing: there is no god but The Sacred Ember. Additionally, the holy symbol of each of the deities of the Baal'Am pantheon  is a burning coal caged within a censor. According to the best understanding of Baal'Am doctrine, The Sacred Ember is a quaternity- a being of 4 facets, each being with The Sacred Ember, and each being The Sacred Ember completely. Additionally, there are 4 so-called "Sons of Ember", considered to be demigod offspring, avatars, or ascended great teachers of The Sacred Ember, depending on the sect in question. Finally, there is the cabal of Ashura- considered to be Baal'Am mysticism (and considered by all to be the highest heresy)

Even though the Baal'Am "pantheon" has many partially neutral deities, Baal'Mots do not acknowledge the heresy of their neutral aspect but hold true to the doctrine of extremes. This is to say, "true" (ie state-sponsored) clerics, inquisitors and other worshippers are only of non-neutral alignments even if they follow a partially neutral deity. Followers of other fire deities are considered cultists and are begrudgingly tolerated if non-goblin, or shunned if goblin. Followers of other faiths altogether are considered infidels. Followers of water deities are considered to be abominations.

## Aspects of The Sacred Ember

### Ymeri

NE. Favored Weapon: Estoc. Domains: Fire, Evil, Destruction, War, Death

### Shapash

NG. Favored Weapon: Manople. Domains: Fire, Good, Protection, Community, Healing

### Alaz

LN. Favored Weapon: Piston Maul. Domains: Fire, Law, Artifice, Magic, Knowledge

### Ishum

CN. Favored Weapon: Kumade.  Domains: Fire, Chaos, Animal, Madness, Travel

## Sons of Ember

#### Svarozic

LG. Favored Weapon: Battle Poi.  Domains: Fire, Law, Good, Sun, Glory

#### Dazhbog

CG. Favored Weapon: Goblin Pincher.  Domains: Fire, Chaos, Good, Luck, Repose

#### Rubicante

LE. Favored Weapon: Scorpion Whip.  Domains: Fire, Law, Evil, Nobility, Protection

#### Moloch

CE. Favored Weapon: Flying Talon.  Domains: Fire, Chaos, Evil, Darkness, Trickery

## Baal’Am Mysticism

### Ashura

N. Favored Weapon: Thorn Bracer.  Domains: Fire, Earth, Water, Air, Plant
Aegirran

## Aegirran, Stormheart

Aegirran is the god of storms and weather and takes the form of a storm giant.  Originally an ancient deity of giantkin, his worship has spread to human lands and has overtaken the worship of Gozreh in many areas.  Followers of the two deities are frequently in conflict. Aegirran is seen as more responsive toward civilization- teaching his followers how to predict and use the forces of the natural world,  where Gozreh represents the untameable force of nature. Although storms can be chaotic and catastrophic in nature, they are patterned according to the laws of fractals and governed by natural law, thus Aegirran is  unique among deities in that his domains include both law and chaos. Sailors and shipbuilders look to Aegirran for guidance in the creation of vessels that are able to not only withstand, but use the seas and storms to their advantage, and statues or depictions of Aegirran are frequently seen in naval academies and shipbuilding trade schools. Aegirran is also the patron deity of many mountain communities who rely on cunning and foresight to survive harsh weather conditions at high altitudes.  There is also a growing sect of stormpaladins of Aegirran who seek to “maintain order through [apparent] chaos.” The Stormpaladins of Agate are such a sect, working together with disparate factions of the city to maintain overall order despite the eddies and currents of political and social stratification. Among giant-kin, the worship of Aegirran favors his chaotic nature where he is a deity of war, destruction and fury.

## Aspects

Alignment: NG

Holy symbol: Lightning Bolt

Favored Weapons: Longspear, Javelin

Domains: Good, Law, Chaos, Travel, Water, Weather, Air,  Destruction (Catastrophe subdomain only)

Holy and Religious Texts:
Solar Mace

> Relics of a bygone era, created by the ancient Kor nation for use by their holy templar orders against the shadow, these weapons are experiencing a resurgence in popularity with the rise of Korverion. With careful training and handling, they can be filled with alchemist’s fire.
>
>

Special: You can fill a solar mace with a vial of alchemists fire, and it will deal an extra 1d4 pts of fire damage on a successful hit which is also multiplied on a critical hit. One vial of alchemists fire lasts for 3 successful hits. It is a standard action that provokes attacks of opportunity to refill the solar mace with alchemists fire.
Cendra

## Cendra, The Pirate Queen

Cendra is the proud patron goddess of corsairs and sea monsters. While brash, lusty, confrontational, and greedy, she follows a code of honor and is loyal to her crew and allies-so long as doing so serves her interests. She cares very little for senseless murder or other unprofitable acts, but is willing to risk much to attain great prizes. She has little influence or interest in the mortal world beyond the sea and its immediate reach.

Cendra cares not for the clashes between Good and Evil, she instead takes advantage of those conflicts to launch raids upon their realms with her fleet. Consisting of prominent pirate figures who after their deaths have been given positions in her fleet and proteans who are drawn to her aura and chaotic actions twisting the areas she raids. Her fleet is further bolstered by her chaotic energies which can shape her fleet as she wishes changing its form and appearance at will. Her own ship the Seawraith inspires fear and respect and she has used it to carry out raids into other divine domains and evade other divine entities through its mobility and her own chaotic powers making it very difficult to find her should she wish to be hidden, such vengeful entities have sought after her in the Maelstrom, for centuries, only to give up in frustration.

Merfolk Scholars believe that Cendra was a merfolk in the first age. She spent her days courting and manipulating the early sea monsters. She gained fame among those of her kind who could bribe her to drive these creatures to raid coastal villages of the surface and was even bribed by these coastal villages for safe passage through her waters by dumping an offering off the side of their boats. However Scholars don't know much about her ascension to godhood but think that she courted, stole or tricked a being for her powers.

## Aspects

Alignment: CN

Areas of Concern: Piracy, Sea monsters, Strife

Holy symbol: A Cutlass with a Sea Serpent coiled around it

Favored Weapons: Cutlass, Rapier

Domains: Chaos, Travel, Trickery, War, Water, Weather

Subdomains: Deception, Duels, Oceans, Protean, Tactics, Thievery, Storms

Holy and Religious Text: Cendra’s Code,
Yarn

All Catfolk have their own understanding of the philosophy of Yarn. Some view Yarn as a physical entity unto itself, while others see Yarn as an abstract concept. In either case, Yarn is a familiar enigma to catfolk, and wholly inconceivable to outside races. It is generally accepted that in the beginning was Yarn, and from Yarn, the afghan of existence was crocheted, and there was nothing that existed that was not Yarn. Yarn is described as a series of opposed dualities called attributes. Yarn is both hated and loved, wise yet foolish, omnipresent yet absent. One must seek to protect but attack yarn, to roll yarn up and unravel it, to both desire its attention, and yet disregard it. There is an order of Yarn ascetics whose sole purpose is to clarify the philosophy of yarn by complicating it through the attainment of enlightenment concerning a mystical and metaphysical ideal called The Prime Attribute, which is said to be the only attribute of yarn that exists without its opposite. They believe that to know yarn in the fullest sense, one must live a life of deprivation through excess. One must seek to clear one’s mind as if it were a sandbox to be filled. Nearly all catfolk have a personal ball of yarn as both a revered religious icon and mundane diversion. There exist entire stores and emporiums filled with different varieties and colors of yarn in most major cities. Another common religious practice among Yarn adherents is the cat's cradle. Creating, unravelling and reforming various cradle formations is akin to high mass or communion in other religions, and to share the same cradle, passing it back and forth in new formations is a sign of deep trust or respect.

## Yarn's Aspects

All domains are available to followers of yarn. If a cleric chooses a domain that has an opposing domain (as listed below) they must take both of those domains.

Those who take opposing domains may choose to channel either positive or negative energy regardless of their alignment. (This does not allow the cleric to channel both positive and negative energy)

If the cleric chooses 2 domains that have no opposing domains, they must channel energy according to their alignment.

There is no favored weapon associated with Yarn.

### Opposing Domains:

Air and Earth

Artifice and Destruction

Chaos and Law

Community and Madness

Darkness and Sun

Death and Healing

Evil and Good

Fire and Water

Glory and Trickery

Liberation and Nobility

Protection and War

Religious and Holy Texts: Book of Heresies, The Green Fragment