recursal/Fanatic-Fandom huggingface dataset:
Emblazon Armament

Cleric Exploration

**Source** *Core Rulebook pg. 122* 3.0

Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents.

* **Shield** The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.)
* **Weapon** The wielder gains a +1 status bonus to damage rolls.

## Emblazon Armament Leads To...

Emblazon Antimagic, Emblazon Divinity, Emblazon Energy

## Traits

**Exploration:**

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Clandestine Business

**Source** *Kingmaker Adventure Path pg. 526*

You know there are criminals in your kingdom, and they know you know. You encourage them to send kickbacks in the form of resources and Commodities to the government, but the common citizens will be more than upset if they find out! This starts as a basic check against your Control DC, but every subsequent Kingdom turn you pursue Clandestine Business, the DC increases by 2. Every Kingdom turn that passes without Clandestine Business reduces the DC by 1 (until you reach your Control DC).

**Critical Success** Immediately roll 2 Resource Dice. Gain RP equal to the result. In addition, you gain 1d4 Luxury Commodities. The public is none the wiser.

**Success** Either immediately roll 2 Resource Dice and gain RP equal to the result, or gain 1d4 Luxury Commodities. Regardless of your choice, rumors spread about where the government is getting these “gifts.” Increase Unrest by 1.

**Failure** Immediately roll 1 Resource Die and gain RP equal to the result. Rumors are backed up with eyewitness accounts. Increase Unrest by 1 and Corruption by 1.

**Critical Failure** You gain nothing from the Clandestine Business but angry citizens. Increase Unrest by 1d6, Corruption by 2, and one other Ruin of your choice by 1.
Armored Stealth

GeneralSkill

**Source** *Advanced Player's Guide pg. 203* 2.0

**Prerequisites** expert in Stealth

You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to Stealth checks is reduced by 1 (to a minimum penalty of 0). If you're a master in Stealth, reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the noisy trait, instead of reducing the penalty to Stealth checks, you ignore the effects of the noisy trait, enabling you to remove the penalty with a sufficient Strength score as normal.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Automatic Knowledge

General Skill

**Source** *Core Rulebook pg. 258* 3.0

**Prerequisites** expert in a skill with the Recall Knowledge action; Assurance in that skill

You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.

**Special** You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Dawnbringer Rite Acolyte

Junior Clergy of the Sun Maiden that specializes in the Rendering of Last Rites

**Recall Knowledge - Humanoid (Society)**: DC 17

**Unspecific Lore**: DC 15

**Specific Lore**: DC 12

## Dawnbringer Rite Acolyte Devotee 2

Uncommon N Medium Human Humanoid

**Source** *Shadows at Sundown pg. 35*

White Red clerics of the Sun Maiden

**Perception** +8

**Languages** Common

**Skills** Crafting +6, Diplomacy +5, Occultism +6, Religion +8, Society +6, Spirit Lore +8

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

**Items** religious symbol of Sunmaiden, dagger

**AC** 15; **Fort** +3, **Ref** +6, **Will** +10

**HP** 27

**Speed** 25 feet

**Melee**  dagger +6 [+2/-2] (agile, finesse, thrown 10 feet, versatile S), **Damage** 1d6+2 piercing

**Ranged**  dagger +6 [+2/-2] (agile, finesse, thrown 10 feet, versatile S), **Damage** 1d6+2 piercing

**Occult Innate Spells** DC 19, attack +11; **Cantrips (1st)** Daze, Guidance

**Divine Prepared Spells** DC 19, attack +11; **1st** *create water*, *heal* (×2), *mending*; **Cantrips** **(1st)** *detect magic*, *disrupt undead*, *light*, *prestidigitation*, *read aura*

**Cleric Domain Spells** DC 19, 1 Focus Point; **1st** *Share Burden*
Dwarven Doughtiness

Dwarf

**Source** *Advanced Player's Guide pg. 42* 2.0

You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.

## Traits

**Dwarf:**

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Fast Recovery

General

**Source** *Core Rulebook pg. 261* 3.0

**Prerequisites** Constitution 14

Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Controlled Blast

Archetype

**Source** *Guns & Gears pg. 133*

**Archetype** Demolitionist

**Prerequisites** Demolitionist Dedication; Calculated Splash, Directional Bombs, or Expanded Splash

You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. If you have the Directional Bombs feats, you can use it with Set Explosives or Demolition Charge, even though you didn't throw the bombs. If you have the Calculated Splash or Expanded Splash feats, you can apply the additional splash damage to one of the bombs when you Set Explosives or use Demolition Charge, and you can apply the increased splash area from Expanded Splash to all the bombs.
Consume Light

**Consume Light**  (darkness, evocation, occult) **Trigger** The voidglutton casts *darkness*; **Effect** The voidglutton extinguishes its Glow as part of Casting the Spell. It becomes invisible as long as it remains in the area of *darkness*. If the voidglutton uses a hostile action, its invisibility ends as soon as the hostile action is completed.
Dancing Lights

Double Action

Cantrip Evocation Light

**Source** *Core Rulebook pg. 327* 3.0

**Traditions** arcane, occult, primal

**Spell List** elemental

**Mystery** cosmos

**Cast**  somatic, verbal

**Range** 120 feet

**Duration** sustained

You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.
Daze

Double Action

CantripEnchantmentMentalNonlethal

**Source** *Core Rulebook pg. 327* 3.0

**Traditions** arcane, divine, occult

**Bloodlines** aberrant, hag

**Cast**  somatic, verbal

**Range** 60 feet; **Targets** 1 creature

**Saving Throw** Will; **Duration** 1 round

You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.

**Heightened (+2)** The damage increases by 1d6.
Entangle

Plant Transmutation

**Source** *Core Rulebook pg. 336* 3.0

**Traditions** primal

**Deities** Green Man, Nhimbaloth

**Cast**  somatic, verbal

**Range** 120 feet; **Area** all squares in a 20-foot-radius burst that contain plants

**Duration** 1 minutePlants in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at *entangle*'s DC to remove these effects.
Blood Vendetta

CurseNecromancy

**Source** *Advanced Player's Guide pg. 216* 2.0

**Traditions** arcane, divine, occult

**Cast**  verbal; **Trigger** A creature deals piercing, slashing, or persistent bleed damage to you; **Requirements** You can bleed.

**Range** 30 feet; **Targets** the triggering creature

**Saving Throw** Will; **Duration** varies

You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.

**Critical Success** The target is unaffected.

**Success** The target takes half the persistent bleed damage.

**Failure** The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.

**Critical Failure** As failure, but the target takes double the persistent bleed damage.

**Heightened (+2)** The persistent bleed damage increases by 2d6.
Command

Double Action

AuditoryEnchantmentLinguisticMental

**Source** *Core Rulebook pg. 325* 3.0

**Traditions** arcane, divine, occult

**Patron Themes** fervor, pacts

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 creature

**Saving Throw** Will; **Duration** until the end of the target's next turn

You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.

**Success** The creature is unaffected.

**Failure** For the first action on its next turn, the creature must use a single action to do as you command.

**Critical Failure** The target must use all its actions on its next turn to obey your command.

**Heightened (5th)** You can target up to 10 creatures.
Alarm snare

AUDITORY CONSUMABLE MECHANICAL SNARE TRAP

**Price** 3 gp

You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated.
Draconic Barrage

**Two-Actions**

**Source** *Gods & Magic pg. 119* 2.0

**Devotion** This spell adopts the devotion of the dragons channeled in its casting.

**Domain** wyrmkin

**Cast**  somatic, verbal

**Duration** 1 minute

You shape energy into one incorporeal tiny dragon (or serpentine creature) that flits around you. The specific dragon is random; roll 1d6 on the table below for each dragon evoked to determine which type of dragon you create. While the spell persists, you can command one of your dragons to spit a missile of energy at a creature within 60 feet by using a single action, which has the concentrate trait. This is a ranged Strike that uses your spell attack bonus and deals 1d6 damage plus your spellcasting ability modifier, with the damage type depending on the dragon. A dragon’s breath Strike uses and contributes to your multiple attack penalty. Once a dragon has used its breath Strike, it winks out of existence; when you have no dragons remaining, the spell ends.

## Draconic Barrage

**Heightened (+1)** You shape 1 additional dragon, and the Strike damage increases by 1d6.
Corpselight

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 84*

**Perception** +7; corpse sense (precise) 30 feet, darkvision

**Languages** Common, Necril

**Skills** Athletics +7, Intimidation +8, Stealth +8

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

**Corpse Sense** A corpselight can sense dead bodies within range. This is a precise sense that functions through solid barriers less than 5 feet thick.

**AC** 17; Fort +5, Ref +10, Will +7

**HP** 40 (negative healing); **Immunities** death effects, disease, fear, paralyzed, poison, precision, unconscious; **Weaknesses** bludgeoning 5 (in skeletal corpses) or slashing 5 (in fleshy corpses)

**Sunlight Powerlessness** A corpselight exposed to sunlight is stunned 2 and clumsy 2, and cannot Claim a Corpse.

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

**Speed** 25 feet, fly 25 feet (wisp form only)

**Melee**  jaws +10 [+5/+0], **Damage** 1d8+6 piercing;  claw +10 [+6/+2] (agile), **Damage** 1d6+6 slashing

**Claim Corpse**  (necromancy) **Prerequisites** The corpselight is in wisp form and is adjacent to a Medium or Small corpse that hasn't been claimed by a corpselight in the past 24 hours; **Effect** The corpselight merges with the corpse, causes the corpse to Stand, and regains 3d6 Hit Points.

**Death Light**  (emotion, fear, mental, necromancy, occult) **Prerequisites** The corpselight is in a corpse; **Effect** The corpselight emits a sickly blue beam of light from its mouth and eyes in a 20-foot cone. All living creatures in this area must attempt a DC 18 Fortitude saving throw. If at least 1 creature fails its save, the corpselight regains 2d6 Hit Points, gaining any that exceed its maximum as temporary Hit Points that last for 1 minute. The corpselight can't use Death Light again for 1d4 rounds.

**Critical Success** The creature is unaffected.

**Success** The creature takes 1d6 negative damage.

**Failure** The creature takes 2d6 negative damage and is frightened 1.

**Critical Failure** The creature takes 4d6 negative damage and is frightened 3.

### Larger Corpselights

A typical corpselight can animate only a Small or Medium corpse, but particularly powerful corpselights can inhabit larger bodies. Their basic abilities remain the same, but the damage they deal and the DC of their Death Light increase as appropriate for their increased level.
Empty Pack

Illusion

**Source** *Dark Archive pg. 105*

**Traditions** arcane, occult

**Cast**  material, somatic

**Range** touch; **Targets** 1 container of 2 Bulk or less

**Duration** 1 hour

You render every item inside the container you touch invisible, although the container itself remains visible. The items within are undetected to all creatures, though a creature can attempt to find an item by reaching into the bag, making an item hidden to them instead if they succeed. Additionally, the spell doesn't prevent the items from making protrusions in the bag, adding weight, making noise when jostling around, and so on. However, the spell prevents anything within the container from falling out if it's upended. Any object removed from the container becomes visible and remains visible even if returned to the container.

**Heightened (4th)** The duration is until the next time you make your daily preparations.
Boggard Swampseer

Medium Amphibious Boggard Humanoid

**Source** *Bestiary pg. 45*

**Perception** +11; darkvision

**Languages** Abyssal, Boggard, Common

**Skills** Athletics +8, Intimidation +8, Medicine +9, Nature +11, Performance +8, Religion +9

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

**Items** staff

**AC** 18; **Fort** +9, **Ref** +7, **Will** +11

**HP** 40

**Speed** 20 feet, swim 25 feet; swamp stride

**Melee**  staff +10 [+5/+0] (two-hand d8), **Damage** 1d4+6 bludgeoning

**Melee**  tongue +10 [+5/+0] (reach 10 feet), **Effect** Tongue Grab

**Primal Prepared Spells** DC 21, attack +11; **2nd** *acid arrow*, *obscuring mist*; **1st** *fear*, *jump*, *shillelagh*; **Cantrips** **(2nd)** *acid splash*, *dancing lights*, *ray of frost*, *tanglefoot*

**Destructive Croak** Double Action (sonic) The swampseer utters a powerful croak that deals 4d6 sonic damage to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save); any creature with the *frightened* condition takes additional sonic damage equal to twice the value of their frightened condition. The boggard can’t use Destructive Croak again for 1d4 rounds

**Drowning Drone**  Reaction(auditory, mental) **Trigger** The boggard swampseer or one of its allies within 60 feet attempts a saving throw against an *auditory* or *sonic* effect. **Effect** The swampseer releases a croak that drowns out other sound. It rolls a *Performance* check. It and boggard allies in the area can use the higher result of the swampseer’s Performance check or their saves to resolve the effects against the *auditory* or *sonic* effect.

**Swamp Stride** A boggard swampseer ignores difficult terrain caused by swamp terrain features.

**Terrifying Croak** Single Action (auditory, emotion, fear, mental) The boggard swampseer unleashes a terrifying croak. Any non-boggard within 30 feet becomes *frightened 1* unless they succeed at a DC 19 Will save; those who critically succeed are temporarily immune for 1 minute.

**Tongue Grab** If the boggard swampseer hits a creature with its tongue, that creature becomes *grabbed* by the boggard. Unlike with a normal grab, the creature isn’t *immobilized*, but it can’t move beyond the reach of the boggard’s tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing damage. Though this doesn’t deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week.
Adopted Ancestry

General

**Source** *Core Rulebook pg. 258* 3.0

You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Acidic Burst

AcidEvocation

**Source** *Gods & Magic pg. 106* 2.0

**Traditions** arcane, primal

**Deity** Geryon

**Cast**  somatic, verbal

**Area** 5-foot emanation

**Saving Throw** basic Reflex

You create a shell of acid around yourself that immediately bursts outward, dealing 2d6 acid damage to each creature in the area.

**Heightened (+1)** The damage increases by 2d6.
Clumsy

**Source** *Core Rulebook pg. 618* 3.0

Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.
Animate Dead

Necromancy

**Source** *Advanced Player's Guide pg. 214* 2.0

**Traditions** arcane, divine, occult

**Cast**  material, somatic, verbal

**Range** 30 feet

**Duration** sustained up to 1 minute

Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is –1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.

**Heightened (2nd)** Level 1

**Heightened (3rd)** Level 2

**Heightened (4th)** Level 3

**Heightened (5th)** Level 5

**Heightened (6th)** Level 7

**Heightened (7th)** Level 9

**Heightened (8th)** Level 11

**Heightened (9th)** Level 13

**Heightened (10th)** Level 15
Construct Armor

Like normal objects, a construct has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced.
Continual Flame

EvocationLight

**Source** *Core Rulebook pg. 326* 3.0

**Traditions** arcane, divine, occult, primal

**Spell List** elemental

**Cast**  material, somatic, verbal; **Cost** 6 gp of ruby dust

**Range** touch; **Targets** 1 object

**Duration** unlimited

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

**Heightened (+1)** The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th, 60 gp for 5th, 120 gp for 6th; 270 gp for 7th, 540 gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th.
Clear the Hex

**Source** *Kingmaker Adventure Path pg. 518*

## Clear Hex

**Source** *Kingmaker Adventure Path pg. 518*

Engineers and mercenaries attempt to prepare a hex to serve as the site for a settlement, or they work to remove an existing improvement, a dangerous hazard, or an encounter.

If you're trying to prepare a hex for a settlement or demolish an improvement you previously built (or that was already present in the hex), spend RP as determined by the hex's most inhospitable terrain feature (see the Building on Rough Terrain sidebar nearby). Then attempt a basic Engineering check.

If you're trying to remove a hazard or encounter, instead attempt an Exploration check. The DC of this check is set by the highest level creature or hazard in the hex (as set by Table 10–5: DCs by Level, on page 503 of the Pathfinder Core Rulebook).

If the hex you're attempting to Clear has existing Ruins or an existing Structure, your action doesn't physically remove the buildings from the area and you can later incorporate these buildings (or repair ruined ones) into a Settlement you build here later (see page 542). Regardless of the skill used, increase the basic DC by 2 if the hex to be cleared is not yet part of your kingdom.

**Critical Success** You successfully clear the hex. If you spent RP to attempt this activity, you're refunded half of the RP cost. If you were removing dangerous creatures (but not hazards) from the hex, your explorers and mercenaries recover 2 Luxury Commodities as treasure.

**Success** You successfully clear the hex.

**Failure** You fail to clear the hex.

**Critical Failure** You catastrophically fail to clear the hex and several workers lose their lives. Gain 1 Unrest.
Bracelet of Dashing

Invested Magical Transmutation

**Source** *Core Rulebook pg. 607* 3.0

**Price** 58 gp

**Usage** worn; **Bulk** L

This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.

**Activate**  command; **Frequency** once per day; **Effect** You gain a +10-foot status bonus to Speed for 1 minute.
Admired

**Source** *Gamemastery Guide pg. 164*

The PCs have earned this group’s admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are helpful toward the PCs, and those who aren’t are friendly. Only major favors accrue Reputation Points.
Camouflage Suit

**Source** *Guns & Gears pg. 178*

**Bulk** L

This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently.

A suit prepared in this manner grants you a +1 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for. The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment.

## Camouflage Suit Item 3

**Source** *Guns & Gears pg. 178*

**Price** 10 gp

**Bulk** L

## Camouflage Suit (Superb)Item 9

**Source** *Guns & Gears pg. 178*

**Price** 140 gp

**Bulk** L

A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.
Breath Control

General

**Source** *Core Rulebook pg. 259* 3.0

You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Celebrate Holiday

**Source** *Kingmaker Adventure Path pg. 524*

You declare a day of celebration. Holidays may be religious, historical, martial, or simply festive, but all relieve your citizens from their labors and give them a chance to make merry at the kingdom's expense. Attempt a basic check, but if your kingdom Celebrated a Holiday the previous turn, the DC increases by 4, as your kingdom hasn't had a chance to recover from the previous gala.

**Critical Success** Your holidays are a delight to your people. The event is expensive, but incidental income from the celebrants covers the cost. You gain a +2 circumstance bonus to Loyalty-based checks until the end of your next Kingdom turn.

**Success** Your holidays are a success, but they're also expensive. You gain a +1 circumstance bonus to Loyalty-based checks until the end of your next Kingdom turn. Immediately roll 1 Resource Die and spend RP equal to the result. If you can't afford this cost, treat this result as a Critical Failure instead.

**Failure** The holiday passes with little enthusiasm, but is still expensive. Immediately roll 1 Resource Die and spend RP equal to the result. If you can't afford this cost, treat this result as a Critical Failure instead.

**Critical Failure** Your festival days are poorly organized, and the citizens actively mock your failed attempt to celebrate. During the next turn, reduce your Resource Dice total by 4. The failure also causes you to take a –1 circumstance penalty to Loyalty-based checks until the end of the next Kingdom turn.
Bravery

Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.
Lock

Abjuration

**Source** *Core Rulebook pg. 348* 3.0

**Traditions** arcane, divine, occult

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 lock, or a door or container with a latch

**Duration** until the next time you make your daily preparations.

The target's latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.

If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.

**Heightened (2nd)** The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost.
Change Shape

ConcentratePolymorphPrimalTransmutation

**Source** *Ancestry Guide pg. 79* 2.0

You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.
Ageless Patience

You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don’t treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.

The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
Demolitionist

UncommonDwarf

**Source** *Guns & Gears pg. 201*

**Access** You are from Dongun Hold or Alkenstar.

You know how to destroy objects with a well-placed explosion. Whenever you hit with a bomb Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.

## Traits

**Dwarf:**

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

**Uncommon:**

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Apothecary

Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents and medicines. For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge.

**Recall Knowledge - Humanoid (Society)**: DC 13

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Apothecary Healer -1

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 220*

**Perception** +5

**Languages** Common

**Skills** Crafting +5 (+8 for alchemy and medication), Medicine +10, Nature +8

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

**Medical Wisdom** The apothecary can identify the effect of any alchemical composition or medical ingredient using only their senses. This typically takes 1 minute.

**Items** leather apron (functions as padded armor), dagger, healer's tools, lesser acid flask (2), minor elixir of life (2), mortar and pestle

**AC** 14; **Fort** +8, **Ref** +3, **Will** +5; +1 circumstance to all saves vs. poisons

**HP** 9; **Resistances** poison 2

**Speed** 25 feet

**Melee**  stone pestle +4 [-1/-6], **Damage** 1d6 bludgeoning

**Melee**  fist +5 [+1/-3] (agile, nonlethal), **Damage** 1d4 bludgeoning

**Ranged**  acid flask +5 [+0/-5] (range increment 20 feet, splash), **Effect** 1 acid plus 1d6 persistent acid and 1 splash acid
Cat's Eye Elixir

Alchemical Consumable Elixir

**Source** *Core Rulebook pg. 547* 3.0

**Price** 7 gp

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

**Activate**  Interact

After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target hidden creatures to 5, and you don’t need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you.
Blight Bomb

AlchemicalBombConsumablePoisonSplash

**Source** *Advanced Player's Guide pg. 252* 2.0

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

**Activate**  Strike

Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls.

## Blight Bomb (Lesser)Item 1

**Source** *Advanced Player's Guide pg. 252* 2.0

**Price** 3 gp

**Bulk** L

The bomb deals 1d6 poison damage, 1d4 persistent poison damage, and 1 poison splash damage.

## Blight Bomb (Moderate)Item 3

**Source** *Advanced Player's Guide pg. 252* 2.0

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 poison damage, 2d4 persistent poison damage, and 2 poison splash damage.

## Blight Bomb (Greater)Item 11

**Source** *Advanced Player's Guide pg. 252* 2.0

**Price** 250 gp

**Bulk** L

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage.

## Blight Bomb (Major)Item 17

**Source** *Advanced Player's Guide pg. 252* 2.0

**Price** 2,500 gp

**Bulk** L

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage.
Elvish Officer

Elvish Watch officers are typically assigned to police Elven settlements within larger cities or among elf communities found across Memory.

Perception +11 (+13 to Sense Motive) Low-Light Vision

**Languages** Common Elvish

**Quick Coercion**

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

**Skills** Athletics +14, Diplomacy +9, Intimidation +10, Legal Lore +10, Society +7

Str +5, Dex +2, Con +4, Int +1, Wis +2, Cha +2

**Items** breastplate, Composite Longbow (20 arrows), dagger, signal whistle, steel shield (Hardness 5, 20 HP, BT 10), +1 Elven Curve Blade

**AC** 23 (25 with shield raised); Fort +13, Ref +9, Will +11

**HP** 76

**Air of Authority** (aura, emotion, mental) 10 feet. Creatures in the aura who are the same or lower level than the watch officer take a –2 status penalty to their Will DC against the watch officer’s attempts to Coerce or Demoralize them.

**Bravery** When the captain of the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.

**Shielded Stride** When your shield is up, your enemies' blows can't touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.

**Attack of Opportunity**

**Elven Weapon Familiarity**

**Elven Weapon Elegance**

**Shield Block**

**Speed** 30 feet

**Melee** elven curve blade +12 (Finesse, Forceful), Damage 2d4+5 Slashing

**Ranged** composite longbow +10 (Deadly d10, Propulsive, Volley 30 ft.), Damage 2d6+5 piercing

**Sudden Charge**  **Frequency** once per round; **Effect** The watch officer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
Disintegrate

Attack Evocation

**Source** *Core Rulebook pg. 330* 3.0

**Traditions** arcane

**Bloodlines** demonic, imperial, phoenix

**Deities** Kerkamoth, Rovagug, Set, Sorrow's Sword

**Cast**  somatic, verbal

**Range** 120 feet; **Targets** 1 creature or unattended object

**Saving Throw** Fortitude

You fire a green ray at your target. Make a spell attack. One a hit, you deal 12d10 damage, and the target must attempt a basic Fortitude save. On a critical hit, treat the save result as one degree worse. A creature reduced to 0 HP is reduced to fine powder; its gear remains.

An object you hit is destroyed (no save), regardless of Hardness, unless it's an artifact or similarly hard to destroy. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a *wall of force*.

**Heightened (+1)** The damage increases by 2d10.
Blistering Invective

AuditoryEmotionEnchantmentFearMental

**Source** *Advanced Player's Guide pg. 216* 2.0

**Traditions** occult

**Spell List** elemental

**Deities** Angradd, Mephistopheles, Ydajisk

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 creature

**Saving Throw** Will

A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save.

**Critical Success** The target is unaffected.

**Success** The target takes half the persistent fire damage.

**Failure** The target becomes frightened 1 and takes the full persistent fire damage.

**Critical Failure** The target becomes frightened 2 and takes double the persistent fire damage.

**Heightened (+2)** You can target two additional creatures, and the persistent damage increases by 2d6.
Detect Magic

CantripDetectionDivination

**Source** *Core Rulebook pg. 328* 3.0

**Traditions** arcane, divine, occult, primal

**Spell List** elemental

**Bloodlines** imperial, genie, phoenix

**Cast**  somatic, verbal

**Area** 30-foot emanation

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your *detect magic* spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an *invisibility potion*) typically are detected normally.

**Heightened (3rd)** You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.

**Heightened (4th)** As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Create a Masterpiece

**Source** *Kingmaker Adventure Path pg. 522*

You encourage your kingdom's artists to create and display a masterful work of art to bolster your kingdom's reputation. Attempt a basic check; the result affects either Fame or Infamy (depending on the type of kingdom you're running). Create a Masterpiece may be attempted only once per Kingdom turn regardless of the number of leaders pursuing activities.

**Critical Success** Gain 1 Fame or Infamy point immediately, and at the start of your next Kingdom turn, gain 1 additional Fame or Infamy point. Immediately roll 2 Resource Dice. Gain RP equal to the result.

**Success** Gain 1 Fame or Infamy point immediately.

**Failure** Your attempt to create a masterpiece fails.

**Critical Failure** Not only does your attempt to create a masterpiece fail, it does so in a dramatic and humiliating way. Lose 1 Fame or Infamy point; if you have no Fame or Infamy points to lose, instead gain 1d4 Unrest.
Bullhorn

AuditoryCantripIllusion

**Source** *Secrets of Magic pg. 93* 1.1

**Traditions** arcane, divine, occult

**Cast**  somatic, verbal

**Duration** 10 minutes

You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal.

Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue.

You can Dismiss the spell.

**Heightened (5th)** Your voice can be heard clearly up to 1,200 feet away.

**Heightened (7th)** Your voice can be heard clearly up to 1 mile away.
Leap

Single Action

Move

**Source** *Core Rulebook pg. 470* 3.0

You take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).

If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.

Jumping a greater distance requires using the Athletics skill.
Bodyguard

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

**Perception** +8

**Languages** Common

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

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

**Items** greatclub, sap, studded leather

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

**HP** 25

**Speed** 25 feet

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

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

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

The Tian-Dan are the primary ethnic group in the country of Xa Hoi. After a period of great prosperity, their culture is undergoing a golden age, which is exemplified in their ornately decorated pagoda temples, colorful dress, and spicy, aromatic food. Some of the most common female names among the Dan are Hai-Minh and Que Xuan, while some of the most popular male names are Thanh Liem, Phung Trong, and Huu Tai.
Bottled Lightning

AlchemicalBombConsumableElectricitySplash

**Source** *Core Rulebook pg. 545* 3.0

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

**Activate**  Strike

Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. Many types grant an item bonus to attack rolls.

## Bottled Lightning (Lesser)Item 1

**Source** *Core Rulebook pg. 545* 3.0

**Price** 3 gp

**Bulk** L

It deals 1d6 electricity damage and 1 electricity splash damage.

## Bottled Lightning (Moderate)Item 3

**Source** *Core Rulebook pg. 545* 3.0

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage.

## Bottled Lightning (Greater)Item 11

**Source** *Core Rulebook pg. 545* 3.0

**Price** 250 gp

**Bulk** L

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage.

## Bottled Lightning (Major)Item 17

**Source** *Core Rulebook pg. 545* 3.0

**Price** 2,500 gp

**Bulk** L

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.
Arbiter

These spherical inevitables are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over on chaos and its agents. With the announcement of the Convergence, many arbiters now serve as go-betweens among the aeon alliance and its mortal associates.

**Recall Knowledge - Monitor (Religion)**: DC 15

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

# ArbiterCreature 1

White, Blue, Tiny Aeon Inevitable Monitor

**Source** *Bestiary pg. 8*

Perception +7; darkvision, *detect alignment* (chaotic only), locate inevitable

**Languages** Celestial, Common, Infernal, Utopian

**Skills** Acrobatics +9, Axis Lore +5, Diplomacy +6, Stealth +9

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

**Locate Inevitable** An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, but it cannot sense the range of the inevitable.

**Items** shortsword

**AC** 16; Fort +5, Ref +7, Will +7; +1 status to all saves vs. magic

**HP** 22; **Immunities** death effects, disease, emotion, poison, unconscious ; **Resistances** electricity 3 ; **Weaknesses** chaotic 3

**Speed** 20 feet, fly 40 feet

**Melee**  shortsword +9 [+5/+1] (agile, finesse, lawful, magical, versatile S), **Damage** 1d6+1 piercing plus 1d4 lawful**Divine Innate Spells** DC 17; **4th** *read omens*; **1st** *command*, *detect devotion* (at will, red only), *mending* (x3)

**Electrical Burst**  (divine, electricity, evocation) The arbiter releases an electrical burst from its body that deals 3d6 electricity damage (DC 17 basic Reflex save). Following such a burst, the arbiter becomes stunned for 24 hours.