recursal/Fanatic-Fandom huggingface dataset:
Bold Hunter's Mark

**Aura** moderate conjuration; **CL** 10th

**Slot** none; **Price** 1,250 gp; **Weight** - lbs.

### Description

A dangling upside down rune etched in blood on strange leather parchment.  The bold hunter’s mark can be concentrated on with a DC 15 Intelligence check, or DC 25 Knowledge (planes) check, this can be used to transport oneself to the Hunter’s Dream.

A psychic may instead treat this item as a scroll of *dream voyage*, but only to access the Hunter’s Dream.

### Construction

Requirements Craft Wondrous Item, *dream travel*; **Cost** 1,250 gp
Chameleonic Scales (Racial Feat, Heritage Feat)

*You have the ability to change the coloration of your  scales.*

**Prerequisite:** Reptilian subtype.

**Benefit:** As a move action, you can change the color  of your scales to match the environment around you. As  long as you do not move from your space or otherwise  draw attention to yourself, you gain a +10 circumstance  bonus on Stealth checks, and once hidden, can remain  hidden even while observed (although you cannot  activate this ability while observed).
Girdle of Protection

**Aura** faint abjuration **CL** 5th

**Slot** belt; **Price** 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); **Weight** 2 lbs.

**Description**

This waistguard is heavy, made from interwoven strands of different metals and fibers. It protects the wearer by granting a deflection bonus of +1 to +5 to AC.

**Construction**

**Requirements** Craft Wondrous Item, *shield of faith*, caster must be of a level at least three times higher than the bonus of the girdle; **Cost** 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Choir bell

**Aura** strong conjuration; **CL** 14th

**Slot** none; **Price** 140,000 gp; **Weight** 1 lbs.

### Description

This silver bell was made by the Choir after the model found in the labyrinths beneath Yharnam rung by maidens to summon cruel monstrosities.  The divine music of this pure silver bell reinvigorates allies instead of finding monsters in the spaces between. By ringing this bell the wielder and 6 allies within 15 feet are healed 1d8+14 damage.

### Construction

Requirements Craft Wondrous Item, mass cure light wounds; **Cost** 70,000 gp
Blades of Mercy

**Aura** faint conjuration **CL** 5th **Slot** none; **Price** 10,502 gp; **Weight** 1/2 lb.

### Description

These special daggers are made with a cosmic metal.  It functions as a *dagger of doubling* except that it is made of mithral.

As a hunter weapon, it also has the trick weapon property.  The weapon is transformed by splitting the weapon (as a swift action, or free action with the Quick Draw or Old Hunter's Style feats) or by connecting the two daggers (the dagger retains the higher of the two dagger’s hit points when combined in this way) as a free action.  Old Hunter’s Strike still requires a swift action to make the additional attack.

### Construction

**Requirements** Craft Magic Arms and Armor, *shadow weapon*; **Price** 5,502 gp
Corrosive Blood (Homebrew Spell)

**School** conjuration (creation) [acid]; **Level** Gravitonic Marauder 1

Casting

**Casting Time** 1 standard action

**Components** V, S

Effect

**Range** touch

**Target** creature or object touched

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes

Description

Your successful melee touch attack yanks the toxins from the targets blood, concentrates them and uses them as a weapon. This deals 1d4 points of acid damage per caster level (maximum 5d4).
Bracelet of Charms

**Aura** faint universal **CL** 3rd

**Slot** wrist **Price** 1,000gp **Weight** —

**DESCRIPTION**

By itself, this bracelet of twisted mithral and silver does nothing. Instead, it has five rings from which its wearer can hang charms (such as *power charms* or *refinement charms*). One person can wear up to two of these, one on each wrist, though this occupies the wrist slot as normal. Removing or attaching a charm is a full-round action.

**CONSTRUCTION**

**Requirements** Craft Wondrous Item **Cost** 500 GP
Beast blood pellet

This unspeakable pellet of dried blood and entropic resin heightens the user’s physical might at a price.

**Type** ingested; **Addiction** mild, Fortitude DC 14 **Price** 50 gp **Effect** 1 hour; +1d4 alchemical bonus to Strength and Dexterity **Damage** 1d2 Intelligence, 1d2 Charisma

**Special:** A character who becomes addicted to beast blood succumbs to the Scourge of the beast corruption. [**Note:** Taking beast blood is a perfect in game excuse to apply for this corruption. Even if you become addicted to beast blood, you must apply to gain the corruption.]
Frog Eyes, Troll Blood, and Icy Hearts. Recipe for Something Distasty

* ~~Teos~~ Nvidia RTX 3080 with 7 I7 intel processors with a **MSI MPG Z390 Gaming Pro Carbon mother board** No cooling unit
* Snowflake-Kissed-By-Spring
* ~~Old Man Baronius~~ Just old man

#### Part 1 Deciding Factor.

Old man asking for help with the research convinced 3 of his closest super friends for help RTX 3080 being a swiss army knife spit this bullshit out in the middle of the session. The party than decided it was a good idea to go deal with the eyes first before anything else.

#### Part 2 Frog mayhem

The party was on a hunt, a hunt for frog eyes. during this hunt blueberries got eaten. This session it is confirmed that when they throw up it not only blue but taste like blueberries.

#### Part 3 Trolls.....

After Snowflake made a deal with the local troll breeder "silk" for some Beetrolls in exchange for some troll blood for the old man.

#### Part 4 Final Moments of a old man

Old man finishing the ritual to wake this strange creature was taken aback when the creature impacted it self with the old mans spine, since than hes been in a intense pain coma.
Gravitonic Marauder 1st-Level Spell List (Homebrew spell list)

Return to Gravitonic Marauder

1st-Level Gravitonic Marauder spells

Gravitic Reinforcement

Gravitic Shield

Holt Portal (as sorcerer/wizard)

Incendiary Runes (as sorcerer/wizard except damage is bludgeoning instead of fire.)

Light Step

Peacebond (as sorcerer/wizard)

Pressure Plates, Minor

Warp Shield

#### Conjuration

Corrosive Blood

Unstable Gravity

Debris Ball

Debris Wall

Gravitic Lock

#### Divination

Detect Metal (as Sorcerer/Wizard)

Detect Secret Doors (as Sorcerer/Wizard)

#### Enchantment

Bungle (as Sorcerer/Wizard)

Gravity Pin

Keep Watch (as Sorcerer/Wizard)

#### Evocation

Floating Disk (as Sorcerer/Wizard)

Gravitic Enhancement

Whistling Birds

#### Illusion

The Gravitonic Marauder may select any illusion spells from the sorcerer/wizard spell list.

#### Necromancy

Bed of Iron (as Sorcerer/Wizard)

Ray of Enfeeblement (as Sorcerer/Wizard)

Ray of Sickening (as Sorcerer/Wizard)

#### Transmutation

Ant Haul (as Sorcerer/Wizard)

Dancing Lantern (as Sorcerer/Wizard)

Expeditious Retreat (as Sorcerer/Wizard)

Feather Fall (as Sorcerer/Wizard)

Gravity Bow (as Sorcerer/Wizard)

Gravity Gun

Jump (as Sorcerer/Wizard)

Lighten Object (as Sorcerer/Wizard)
Aurelia's Tournament of Champions (Event)

Welcome to the Annual Fenar Invitational Combat Tournament. There will be a single event, with prizes. Entry is free! Spectators welcome!

Tournament Format: Standard Double Elimination
Level Requirements: Level 7 characters only
**Rules**: Fresh characters only, no templates. 2x WBL, no custom items (Custom weapons and armor are OK).
All combats are to the death. You will be revived once after your first defeat.
The Grandmaster may or may not randomly interfere in the combat by changing the conditions inside the arena.
Any player that "accidentally" misuses an ability to gain advantage will be immediately disqualified.
Prizes
1st Place: +3 ECL bonus template; +1 additional Level; 1,000,000 GP; +300 RP (awarded to your character of choice)
2nd Place: +2 ECL bonus template; +1 additional Level; 500,000 GP; +200 RP (awarded to your character of choice)
3rd Place: +1 ECL bonus template; +1 additional Level; 250,000 GP; +100 RP (awarded to your character of choice)
 Winner:
Flesh Savant (Item Creation)

*The Doctors of Yharnam have shared their medical secrets and have taught you how to manipulate flesh to your will.*

**Prerequisite(s)**: Craft Wondrous Item, Heal 5 Ranks

**Benefit(s)**: You are able to install flesh augments into a willing or helpless creature.  Installing an augment takes a number of hours equal to the augment’s implantation value. The target must be willing or helpless during the entire installation, at the end of which you attempt a Heal check against the augment’s Install DC—this specific value is listed for each augment item for ease of reference. On a success, the target takes Constitution damage equal to the augment’s implantation value and the augment immediately activates. On a failed check, the target still takes the Constitution damage but the installation fails; a new attempt to install the augment can be made. If you failed by 5 or more on this second attempt, then the augment breaks down on a cellular level through the rejection process, requiring a new one to be created.

Augments can be extracted using the same procedure as implanting it, with a failed Heal check indicating the attempt to extract the item failed. Fortunately, extraction is a simpler task than installment, and Heal checks to remove augments gain a +10 bonus. Extracting an augment from a dead body requires no Heal check but takes a number of rounds equal to the augment’s implantation value. You can only install or extract a single augment at a time.
Elemental Scion (Kineticist)

There are some who, instead of focusing on the powers beyond their own, decide to concentrate on their innate talents to acquire powers far beyond a minor dabbler. The geokineticists of the Purple Mountain are especially staunch in their training, rarely diverting from a strict curriculum of rigorous devotion to the earth. Other elements are equally likely to embark on such singular focus, confident in their innate gifts. Though elemental scions are not connected in any way with the Elementalist movement of the Elemental Lords, few devout Deists care enough on the finer points of philosophy to hear them out; as such they are a secret order, in most cases, and definitely forbidden, like most kineticists, in The Middle Kingdoms.

## Archetype Features

### Elemental Heart (Su)

The devotion of an elemental scion supersedes all others. When an elemental scion selects their element for their elemental focus class feature, they can choost to either gain both associated simple blast for their element (if it has two different simple blast) or increase the damage of their simple blast by 1 step (1d4 to 1d6 or 1d6 to 1d8).

This ability alters the elemental focus class feature and replaces the infusion granted at 1st level.

### Focused Element (Su)

At 7th level, an elemental scion gains a composite blast that requires the expanded element for their primary element (such as metal blast for earth.) An elemental scion is treated as 2 levels higher for the purpose of which infusions and utility wild talents they can select, as well as increasing the DCs of their infusions and wild talents by +1. In addition, they also gain an additional utility wild talent or infusion. If an elemental scion did not increase the damage die of their simple blast at 1st level, they may choose to do so for one of their simple blast in place of the infusion or utility wild talent gained with this ability. An elemental scion may now select an additional simple blast talent associated with their element as though it was a 1st level utility wild talent.

This ability replaces the expanded element class feature gained at 7th level.

### Elemental Master (Su)

At 15th level, an elemental scion increases the DCs of their infusions and wild talents by an additional +1, as well as increasing the damage of all simple and composite blast by 1 step. In addition, they also gain an additional utility wild talent or infusion.

This ability replaces the expanded element class feature gained at 15th level.

### Elemental Embodiment (Su)

At 20th level, an elemental scion has reached their peak of power. An elemental scion treats all infusions and wild talents as though they had accepted 1 point of burn or increased the burn cost by 1 for the purpose of their effects. They also gain 1 additional infusion and utility wild talent.

This ability replaces the omnikinesis class feature.
Epic Black Mage

Epic Black Mage is one who has already achieved mastery over the destructive powers of the black magicks, yet further perfects his craft, becoming less of a powerful man, and more of the apocalyptic force of nature.

**Spellcasting:**

Epic Black Mage continues gaining MP as normal. Additionally, Epic Black Mage becomes capable of casting level 10 spells at level 21, and gains access to next spell level every 2 levels.

**Black Magery:**

Black Mage continues to improve the power of his magic. At level 21, and every 20 levels thereafter, Black Mage increases the amount of times he can pick each of the options from the list by 2. Also at level 21 and every 4 levels thereafter, Black Mage can choose one of the abilities from the same list as non-epic version of this class feature.

**Elemental Shield:**

The amount of resistance Elemental Shield grants keeps growing with epic levels

**Elemental Seal:**

The uses per day progress with epic levels.

**Counter Magic:**

Epic Black Mage gains additional use of this ability every six levels.

**Doublecast:**

Epic Black Mage gains additional use of this ability every 5 levels.
Adraxia de Cardaillarde(Retired)

## Adraxia de Cardaillarde

Sword and scale not representative of actual possessions.

*Becoming has taken it's toll on me.[1]*

## Story

Adraxia was born to house Cardaillarde, the ruling family of a long forgotten kingdom. The third child of the royal couple, she wasn't exactly up for the throne, and thus did the young girl instead look with gleaming eyes to adventuring and knighthood, to help the people and slay evil monsters, like the stories her elders told.

For many a year, she traveled the land, be it her parents' realm or neighboring ones, chasing all kinds of tales, and making quite a few of her own. That is, until eventually, something odd began to brew: strings of disappearances and murders across multiple realms. Evidently, Adraxia chased any leads she could, something of a nearly decade long goose chase, every stop taking her to all sorts of undead thralls.

Meanwhile, back home, disaster struck: The royal family, and most of their court, was murdered. When she finally, eventually, came back home, the country was at the cusp of civil war, the woman quickly thrust into the position of queen to quell the unrest. Just as well, for that was when those responsible for the killings and regicide both finally came into the open - a large, surprisingly well organized cult of Urgathoa.

For nine months, the region was besieged by the dead. For nine months, all fought a slow, losing war of attrition. And, at the end, a ritual was completed, and a wave of unlife washed over the land, culling thousands, and cursing many others. The land buckled, the kingdom swallowed up by the earth. Adraxia was one such cursed individual, their vitality and prowess sapped from them, accursed to die once... And return, as an unliving creature.

Many a century since has passed, the former queen having secured some of those that had not fallen to madness or been consumed by their unnatural hungers, and seeks now to, if not rebuild, to gather and save those she can, to put down the rest... And to erase every single speck of Urgathoa's stain upon the planes.

## Personality

Although knightly, honorable individual, a woman of convictions, Adraxia always had been more laid back than most, her heart more set in the adventure for adventure's sake than any particular strict adherence to abstract duties. This, of course, does not extend to her most extensive passion: Her people, those whom she knows each personally, and will forever and always go above and beyond to safeguard and protect.

Although as stated to be an usually easy going individual, a confirmed urgathoan does nothing more than incur unbridled, near berserk hatred from Adraxia. She will stop at nothing to kill - permanently - any mongrel with such an allegiance.
Amygdalan Arm

**Aura** weak transmutation; **CL** 3; **Weight** 4 lbs.; **Price** 2,455 gp

### DESCRIPTION

This severed arm of a Great One still twitches with life.  It functions as a +1 beast cutter, and some believe that this is where such a brutal weapon gained inspiration.  Unlike a normal beast cutter, threaded cane, or whip, an amygdalan arm threatens while in whip form, and does not provoke attacks of opportunity like a ranged weapon.

### CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, **Spells** *long arm*; Cost 1,455 gp
Cerebral Kineticist (Kineticist)

The pathway to the power possessed by a kineticist is rarely a straight one, and those who attempt to learn such abilities without any form of manifesting them earlier in life are able to force such powers at the expense of the wholeness of their mind. While less hardy than their fellow kineticists, a cerebral kineticist is generally far more intelligent than them, even if the strain of managing such powers can be daunting. Often seen among the isolationist elves of the City State of Iluriel, these mental adepts risk their sanity with each use of these powers, knowing full well they teeter on the razor’s edge of sanity.

## Archetype Features

### Intellectual Control (Su)

A cerebral kineticist uses their Intelligence modifier instead of their Constitution modifier to determine their damage with wild talents, the DCs of Constitution based wild talents, the duration of wild talents with a Constitution-based duration, their bonus on concentration checks for wild talents, and the other Constitution based effects of all their wild talents as well as the amount of burn they may accept.

They add all Knowledge skills to their list of kineticist class skills. This ability alters the kineticist’s class skills and the key ability score of wild talents and burn.

### Mental Barrier (Ex)

The powers of a cerebral kineticist allow them to avoid the most dangerous of effects of channeling such powers, if only slightly. A cerebral kineticist can accept up to 2 points of burn without suffering any negative effects. At 4th level, and every 5 levels afterward, they may accept 1 additional point of burn without suffering any negative effects.

This ability replaces the infusion gained at 1st level.

### Psychological Burn (Ex)

Unlike a normal kineticist, a cerebral kineticist takes all possible strain of summoning such powers upon their mind, forcing it to the breaking point. Whenever a cerebral kineticist accepts burn beyond what their mental barrier allows them to ignore, they gain the following conditions:

* **1+:** The Cerebral Kineticist is dazzled
* **2+:** The Cerebral Kineticist is shaken
* **3+:** The Cerebral Kineticist is treated as though under the effects of a feeblemind spell
* **4+:** The Cerebral Kineticist is comatose for 8 hours

A cerebral kineticist cannot accept burn if they are immune to any of these conditions. This ability alters the burn class feature.

### Cerebral Overflow (Ex)

A cerebral kineticist can choose to use the power of their element to open new neural pathways, enhancing their already genius level intellect. A cerebral kineticist can choose to give themselves a morale bonus to any mental ability score in place of a size bonus to a physical ability score.

This ability alters the elemental overflow class feature.
Divine Judgement (Racial Feat)

*You are a holy arbiter, delivering justice against those who transgress Heaven’s laws.*

**Prerequisites**: Good subtype, lawful alignment, character level 11th.

**Benefit**: You gain the ability to sense lawbreakers. Whenever a creature within 60 feet of you breaks a law (either a local law or a law of your own society), you automatically know the name of the criminal and the exact location that the law was broken. This ability does not give you knowledge of which law was broken, merely that one was. This is a supernatural ability. In addition, you can use mark of justice as a spell-like ability once per week, with a caster level equal to your character level.
Gravitic Anchor, Minor (Homebrew Spell)

**School** transmutation [earth]; **Level** Gravitonic Marauder 0

Casting

**Casting Time** 1 standard action

**Components** V, S, M (a small piece of iron)

Effect

**Range** touch

**Target** creature touched

**Duration** 1 minute (D)

**Saving Throw** Will negates (harmless); **Spell Resistance** yes

This spell increases the gravity below the target, bolstering its defense against combat maneuvers. It gains a +2 insight bonus to its CMD to resist being moved or tripped and a +2 competence bonus on all Acrobatics checks made to balance or remain standing.
Gatling Gun

**Cost** 10,000 gp **Weight** 20 lbs.

**Damage** 1d6 (small), 1d8 (medium); **Critical** x2; **Range** 20 ft; **Type** B and P; **Special** [ advanced], [automatic]; **Misfire** 1-2; **Capacity** 9; **Category** two-handed; **Proficiency** Exotic; **Weapon Groups** firearms;

### DESCRIPTION

These complex devices were created by the same heretical group of workshop hunters who understood the power of black powder. This firearm contains many barrels that rotate rapidly, spitting bullets out as fast as possible. This can throw bullets one at a time at a range of 20 ft. If the trigger is instead held down, it fires in a line extending 60 ft (or a 30 ft cone if swept from side to side) at the expense of quite a bit of ammunition.
ASS Silver Nameplate

**ASS Silver Nameplate [weak transmutation and weak divination, cl 5, slotless]**

This silver nameplate is created using a little bit of blood of the one that's supposed to wear it during their final days at ASS. It's granted a few weeks or months after graduation, after the young no-longer student proves to continue doing good work after leaving the Academy. When worn by the one with whose blood it was created, the nameplate transforms itself to show their name and grants them +5 competence bonus to chosen Profession skill (it must be Profession they have studied at ASS, such as Profession Maid, Profession Butler or Profession Waiter). More than that, however, it's a symbol or prestige. Only the best students, those who caught more than just the eye of Headmistress Elaine, are given those nameplates. While there are those who have tried faking these nameplates before, it was for naught, as no one undeserving of such reward could ever hope to show even a fraction of skill necessary for this, and thus fakes are easily caught. For the same reason, as well as how each nameplate is bonded to specific person, these aren't really sold and thus have no buying price provided.

**Craft Wonderous Item, *Authenticating Gaze, Quick Change* 2000gp**
Freelancer, Addendum (Class, Addendum)

# ***This page is out of date. Do not use it.***

### ~~Ability Cost~~

* ~~Extraordinary, Spell-Like, Psi-Like, or Supernatural abilities that improve by level cost 20 JP. (This includes animal companions, avatars, bone commanders, and automatons, which also improves every level. Familiars count as a feat, however, and cost only 10 JP.)~~
* ~~Full Spellcasting costs 20 JP (Astrologian, Black Mage, Blue Mage, Geomancer, Illusionist, Necromancer, Summoner, Time Mage, White Mage). 10 JP per spell level gained. You gain the Spellcasting of the class chosen as well as the MP pool and Cantrips.~~
* ~~3/4ths Spellcasting costs 15 JP (Bard, Cleric, Red Mage, Scholar). 10 JP per spell level gained. You gain the Spellcasting of the class chosen as well as the MP pool and Cantrips/Jingles.~~
* ~~1/2 Spellcasting costs 10 JP (Dark Knight, Holy Knight). 10 JP per spell level gained. You gain the Spellcasting of the class chosen as well as the MP pool. (Must be chosen at 4th level or higher.)~~
* ~~Class features such as Rogue Talents, Rage Powers, Medical Practices and such that you gain every even level and at level 10/12 gain access to Advanced versions, you can purchase them in two ways. One, buying individual abilities at the cost of 10 JP for non-scaling abilities and 20 JP + 10 JP at each level they are upgraded for those abilities that scale. Two, buying the whole class feature and getting an ability every even level, at the cost of 20 JP + 10 JP at even levels. No matter how you get those abilities, you cannot gain more than one such ability per level per class feature/parent class.~~
* ~~Extraordinary, Spell-Like, or Supernatural abilities that don’t improve by level cost 10 JP.~~
* ~~Extraordinary, Spell-Like, or Supernatural abilities that gain only more uses every x level(s) cost 20 JP once on their initial acquisition, but don't need to bought again when they gain more uses.~~
* ~~Capstones (level 20 abilities) cost 20 JP, regardless.~~
* ~~Bonus Feats cost 10 JP, (max of 1 per level).~~
* ~~(Spheres) High Casters and Expert Practitioners have to pay 20 JP the first time they gain Talents and then 10 JP every odd level.~~
* ~~(Spheres) Mid Casters and Adept Practitioners have to pay 15 JP the first time they gain Talents and then 10 JP at 4th, 7th, 10th, 13th, and 16th levels.~~
* ~~(Spheres) Low Casters and Proficient Practitioners have to pay 10 JP the first time they gain Talents and then 10 JP at 4th, 7th, 10th, and 13th levels.~~
* ~~(Path of War) Full Initiators (who get access to 9th level maneuvers) pay JP costs as if they were fullcasters for maneuver progression.~~
* ~~(Path of War) Half Initiators (like archetypes for manuevers for core classes that get up to 6th level manuevers) pay JP costs as if they were half casters~~
Barrow Dragon (Creature, dragon)

Dragon (Fire)

**Environment**: Temperate and Cold Hills, Mountains, Plains, and Underground; burial mounds

**Organization**: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).

**Challenge Ratings**:

**Treasure**: Double Standard

**Alignment**: Always Chaotic Evil

Despite the name barrow dragons do not have a connection with the necromantic arts. These dragons find their ways into ancient barrow mounds lairing there upon the mounds of gold buried with ancient kings. They are weaker magically than most dragons, found most often on those worlds starved for arcane energies.

Barrow dragons are extremely territorial and hostile to those who would tread through their terrain. Many will sleep for ages (or even age categories) unless their horde is disturbed at which point they will go off in berserk rage seeking their stolen wealth. Many can be bribed, but woe be to any hero tasked with reclaiming a portion of their hoard.

**Spoiler**

Show

**Special Abilities**

**Breath Weapon** (Su): A barrow dragon has a single breath weapon, a cone of fire dealing the listed damage (Reflex save for half).

**Hoard Sense** (Su): A barrow dragon is preternaturally bound to its hoard and, while in contact with its hoard, can sense if a portion of its hoard has been removed from the hoard (taken more than 100-ft away from the main body of the hoard), what item it was and how long ago it was taken. A sleeping barrow dragon that is in contact with its hoard will immediately awaken if something is removed.

**Spell-like Abilities** (Sp): At-will: *Locate Object* (Juvenile or older, only may be used on portions of their hoard), *Discern Location* (Ancient or older, only may be used on portions of their hoard or creatures which have taken items from their hoard); 3/day *Suggestion* (Adult or older), *Charm Monster* (old or older), *Dominate Monster* (great wyrm).

**Skills:** A barrow dragon treats Appraise, Bluff, and Jump as class skills.
Corset of Resistance

**Aura** faint abjuration; **CL** 5th

**Slot** chest; **Price** 1,000 gp ( +1), 4,000 gp ( +2), 9,000 gp ( +3), 16,000 gp ( +4), 25,000 gp ( +5); **Weight** 1 lb.

**Description**

This corset is made of stylishly colorful threads, woven together in a pattern of rainbows over some hard plates (typically carved animal bones, but rarely plates of mithral alloys or rare woods are used). The corset is worn beneath the clothes, and is tightened to give a snug fit. This garment offers magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

**Construction**

**Requirements** Craft Wondrous Item, *resistance*, creator's caster level must be at least three times the corset's bonus; **Cost** 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)
Beast Claw

**Aura** strong transmutation; **CL** 10; **Weight** 2 lbs.; **Price** 54,457 gp

### DESCRIPTION

This magical trick weapon appears to be simply two long horns or claws tied together with worn leather.  In this form it is fitted over the hand and functions as a masterwork punching dagger. Tricking the weapon reveals its true power.  By embracing the beastial power hidden in the claws as a full-round action, the wielder’s off-hand transforms into a large four fingered claw that has a x3 critical multiplier, and gains the effects of blood rage for as long as the weapon is transformed.

The Beast Claw almost seems to have a mind of its own, and it’s hungry for blood.  If the wielder transforms the weapon but does not deal or take damage for 1 minute, the claw forces its user to spend a full-round action transforming the weapon back to its base form.

The Beast Claw does not function normally with the Old Hunter’s Style.  Instead of reducing the transform time down to a swift action, this weapon can be transformed with a standard action.  Old Hunter’s Strike allows for a single attack with either the main hand or off-hand part of this weapon when transformed.  Old Hunter’s Rend can rarely be used, but if the wielder can take the required standard action to transform this weapon in addition to making other attacks, they can still deal the additional rend damage.

If the Beast Claw is enchanted, the magic applies to both the punching dagger form as well as the claw when transformed.  This increases the cost of weapon enhancements and properties by 1.5 the normal cost.

### CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, **Spells** blood rage; **Cost** 27,457 gp
Blackened Soul (Racial Feat)

*Your soul has fallen far from it's good beginnings.*

**Prerequisites**: Good subtype, evil alignment.

**Benefit**: You gain a +2 bonus on saving throws against attacks made and effects created by good creatures, and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). This bonus stacks with similar bonuses from spells and abilities, such as that granted by protection from good. In addition, whenever you damage a creature with the good subtype (including with attacks, abilities, and spells), you deal additional points of damage equal to 1/2 your Hit Dice. You count as having the evil subtype for the purposes of meeting prerequisites.
Companion Gestalt (rule)

By popular demand is Companion Gestalt below is the guide and guide lines on what that is and how to do it!

### Step1 BEWARE

This is a beta rules we use here by using this system you are agreeing that your willing to tear apart your sheet and do it again, you will be compensated of course but be ready there will be no grandfathering.

Going to address this right now: Fusion, companion fusion, ect is not meant to just give you a stat block. You know whats not cool? Finding out a character was fused with a animal the entire time and not know, or seen it roleplayed at all. **THIS IS NOT WHAT COMPANIONS** were made for. They are not just stat block your gluing on to yourself and doing this gives me the head admin right to take away your companion.

Good flavor option: Henshin hero's transformation trinket that talks so when your Henshin you you gain all the bullshit but lose it when your out of rounds.

This is a lite rule: if you wish to fuse with your companion you must do so in session(i.e during combat or right before). This must never be permanent.

### **Step2 Ability points**

As the example above you take better of both in this situation.

### **Step3 Progression**

Companion Gestalt does NOT grant any other progression like advancement feats, ability scores ect that normal PCs get.

### **Step4 Class selection.**

Companion Gestalt only allows a select few classes. These scale of course with the master's level and never ECL. Also yes you can get archtypes.

Wizard

Sorcerer

incanter

Conscript

Fighter (legendary)

**Psychic Warrior**

**Psion**
Exosuit Specialist (Powered Armorer Archetype)

While many Powered Armorers use their power armor almost as a second home, an exosuit specialist uses theirs to enhance their own natural abilities. These extremely light suits are comprised of very small magitek braces that curl around the powered armorers arms, legs and torso. These braces amplify the users own strength instead of simply replacing it as a standard suit does.

## Class Features

### Ultralight

An exosuit specialists suit counts as being unarmored and provides no bonus to AC. It may be enhanced magically as armor. It never gains a size increase, but does gain the normal attribute increases, and gains no alternative bonus as some other suit types do. The powered armorer and his suit must always be the same size. Unlike all of the other forms power armor can take, the armor of the exosuit specialist doesn't replace the users physical stats while wearing it. Instead, the physical statistic modifiers of the power armor are added as a technological equipment bonus to the powered armorer person wearing the armor.

This ability alters the powered armorers Powered Armor and Size Increase abilities.

### Enhanced Reflexes

The Exosuit specialist gets much smoother movement out of his suit than most powered armorers. At every level he would gain +1 to his evasive maneuvers, he instead gains +2.

This alters Evasive Maneuvers, as well as the modifications gained at 5th, 9th, 13th, and 17th level.

### Modifications

**Nano Magitek:** Your armor is no longer made of solid construction. Your suit is now made up of tiny magically charged motes that when activated, act as a solid structure. As a full round action that provokes attacks of opportunity, an exosuit specialist may activate or deactivate his suit. When deactivated, the tiny pieces are stored in a small pouch on the wearers belt.

**Nano speed enhancers:** Double the speed increases of any construction or modification.

**Integrated boosters:** The exosuit specialist may have his armor enhanced as a belt of physical perfection. This enhancement is separate from any armor enchantments, similar to the way a double weapon carries two different weapon enchantments. If the suit is enhanced with the “Brain” advanced construct modification, this modification may be taken a second time and the armor may then also be enchanted as a headband of mental superiority.

### Unusable Modifications

These modifications and construct companion build options are modified or unavailable to the exosuit specialist:

* Reduce the number of mounted ranged or melee weapons provided by the integrated weapons modifications to 1.
* Alternate Form
* Deflective Plating
* Last Resort
* Massive Weapon

### Blistering Speed

At 10th level, the exosuit specialist gains evasion, but only if wearing light or no armor aside from his suit. At level 15 this increases to Improved Evasion.

This ability replaces Greater Link.

### Battlefield Savant

At 20th level, the exosuit specialist may add his AC bonus provided by his armor to his initiative as a competence bonus. This bonus may never be higher than the number of power armorer levels the user has.
Banned Content

**The only thing that is banned is abusing the system.** Everything in the allowed rulesets is allowed, but keep in mind that the server is made for players to have fun. Unapproved third party is still not allowed.

Keep a distance from anything that could be described as "rocket tag" (go first = win, don't go first = lose).

Weirdly enough aside from the note above another thing thats just banned is Oracle curses.

-[07/12/2022] I.K
Goats milk

On the session A Halloween to remember to partying to partyinging even harder also a cook out for some buttfuck reason 1-6 the party encounterd a Tielfing women who was selling goat milk!

```
## Goats milk
+2 Fort saves
+4 Bonus **Circumstance** to resist diseases
This last for 8 hours it does not stack with it's self

```

Note: if you keep drinking it consistently something happens...... it's a good thing.
Bone Marrow Ash

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

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

### Description

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

### Construction

Requirements Craft Wondrous Item, gravity bow; **Cost** 25 gp
Augur of Ebrietas

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

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

### Description

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

### Construction

Requirements Craft Wondrous Item, waves of blood; **Cost** 15,000 gp
Amulet of Mighty Fists, Improved (Homebrew- Wondrous Item)

Aura faint evocation; CL 5th; Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5), 144,000 (+6), 196,000 (+7), 256,000 (+8), 324,000 (+9), 400,000 (+10) ; Weight —

**Description**

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Additionally, this amulet can also grant melee weapon special abilities, so long as they can be applied to unarmed attacks. This works exactly the same as enchanting any weapon.

See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses.

An improved amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10.

**Construction Requirements**

Feats Craft Wondrous Item; Spells greater magic fang; Special creator’s caster level must be at least three times the amulet’s bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5), 72,000 (+6), 98,000 (+7), 128,000 (+8), 162,000 (+9), 200,000 (+10)
Gravitic Lock (Homebrew Spell)

**School** conjuration (creation); **Level** Gravitonic Marauder 1

Casting

**Casting Time** 1 standard action

**Components** V, S

Effect

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

**Target** one object or one 5-ft. square

**Duration** 1 minute/level (D)

**Saving Throw** see text; **Spell Resistance** no

Description

You cover a solid surface with a layer of intense gravity. Anyone in the area when the spell is cast must attempt a Reflex save. Those who fail become entangled, but can break free by succeeding at a combat maneuver check or an Escape Artist check as a standard action against the DC of this spell. The area of the spell is considered difficult terrain. A creature moving through the area must succeed at a combat maneuver check or an Escape Artist check as part of its move action (DC = the spell’s DC). Creatures that fail lose their movement and become entangled in the first square they enter.

The spell can also be used to create a heavy gravity coating on an item. A creature holding a targeted item can attempt a Reflex saving throw against the spell’s DC. If the initial saving throw succeeds, the item is unaffected. If it fails, the item is stuck in place. If an affected item is connected to another item (such as a sword in a sheath or a cork in a potion bottle), it cannot be separated from the other item unless the creature succeeds at a combat maneuver check or a Strength check as a move action to free it (DC = the spell’s DC). A creature must succeed at saving throw each time it attempts to use the sticky item; otherwise, the item becomes stuck to the creature. Sticky armor or clothing imposes a –10 circumstance penalty on Escape Artist checks and combat maneuver checks to escape a grapple attempted by the wearer, as well as to the wearer’s CMD to avoid being grappled.
Corpse Crafter

*All undead are created through those who wish to dive into the necrotic energies of necromancy, but for those who want to take it to the next step. these fanatics have learned that sometimes you have to get deeper into bodies to truly create a masterpiece.*

### Prerequisites: CL 7, Ability to cast command undead or have command undead feat

Undead you raise or create gain +4 Str and +2 hp per hit die
Dragon's Hellfire (Ritual) (Homebrew Spell, 7th level)

School evocation; Level cleric 7,sorcerer/wizard 7, psychic 7

Casting Time 1 full round

Components V, S

Range Long (400ft + 40ft/level)

Target: one creature

Duration instantaneous

Saving Throw Fortitude partial/Reflex partial; Spell Resistance yes

You intone a draconic incantation that calls forth destructive power and channel it into a bolt of red energy between your hands. Once the incantation is complete you fire the bolt as a ranged touch attack, releasing a burst of energy affecting an area of a 50ft-radius. The target of the primary bolt and anything in the area of effect takes 1d6 points of untyped damage per caster level (to a maximum of 25d6). Any creature reduced to 0 or fewer hit points is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected by the disintegration effect. This spell leaves a small crater in the area of effect.

The target of the primary bolt is given a Fortitude save and anything in the area of effect is given a Reflex save to reduce the damage to 5d6. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Face

These beings are slow. It is not their fault. They are not in control of their form.

I do not have eyes. I am not blind. I do not see. I am not blind.

The information of the world pours into my mind as it happens. I do not have to wait.

Organics must wait for their soft organs to register this information. They are slow. Flesh is not efficient.

I do not have eyes. But I see more than those that do.
Detect Maid

**Detect Maid**

**School**: [enhancing (divination)]

**Level**: 2 Black Mage

**Casting Time**: swift/immediate action

**Area**: 5ft/cl burst centered on the caster

**Duration**: instantenous

**Saving Throw**: none

**Spell Resistance**: no

Description:

Make a Profession (Maid) check. The caster learns the location of every creature in the area of the spell that has ranks in Profession (Maid), Profession (Butler) or similar skill, as well as their skill mod with this/those skills. Those who wish to remain undetected can make opposed Profession (Maid/Butler/etc) check - upon success, the creature is not detected by the skill.
Cleric Archetype: Channeling Savant

This cleric has devoted himself to helping those around them by channeling their god into direct healing that is more potent then most other clerics.

#### Profound Channeling (SU)

The Cleric's Channel Energy ability is instead based on her Wisdom, including for its uses per day, DC, and any other aspect of the ability that is normally based on her Charisma. In addition, the Cleric's Channel Energy now adds her Wisdom modifier to the total amount healed (once).

This ability alters the Cleric's Channel Energy and replaces one Domain of your choice.
Daddy Aegis and a Day in the Market - With Love

### Events

The party was asked by Molly Reesle, owner of the clothing store Mage Armoire, to investigate their competitor Shocking Clasps. They make their way over and see a seemingly shady deal going down, with the shopkeeper receiving a package.

The shopkeeper and her shop are covered in magical auras Acer asks the shopkeeper what her wares are like. She says she makes them herself, with love, but otherwise they're normal goods. She seems nice.

After asking around about a lot of her stock to buy some time, Acer lets the shopkeeper leave for her lunch break. During it, one of the party is scried upon. Miyagi opens the box that the shopkeeper had received, finding a Traveller's Anytool engraved with "Bob Topple." They leave it alone.

Miyagi sees what seems to be a child walk down the alley and enter the back of the building. They knock on the door to investigate, and it turns out it's a Halfling. Oops, they did a racism.

The party asks around about the name "Bob Topple." Turns out that's the Halfling they saw, whose full name is Bobra. They're Daisy (the shopkeeper)'s wife. Also turns out in conversation that the shop of the person who hired them, Molly, is not very reputable. And neither is the person.

The scrying ends shortly before Daisy gets back from her lunch break. Did she cast it?

They decide to let Daisy know what's going on, how Molly paid them to spy on her and figure out what she was "up to." Daisy says she doesn't hold it against her, and Molly is trying her best. She's really sweet.

The party gets Daisy to follow them back to Mage Armoire to help Molly herself. On the way, they can tell they are being tailed.

Molly asks the party what they're doing bringing Daisy here, and if they found anything out about her business. "Also, I had to make sure you were doing your jobs so I scried you. And had you tailed. Here's your pay." And she hands the party 200 gp each.

The party says that Daisy makes her stock herself. With love. Molly says "That's stupid, I mean the actual tricks she uses. Like what adventurers does she buy things that don't look broken from, how much does she overprice, stuff like that?" Daisy says, "What are you talking about?" The party replies to Molly again, "No, she makes her stock herself. With love. We brought her here to help you. You want to know her tricks, ask her yourself."

The party leaves as Molly begins to interrogate Daisy, who answers every question to the best of her ability. In the end, Molly just doesn't get it.
Armed and Dangerous (Racial Feat)

*It’s said that the body is the strongest weapon—you  are certain that this is the case.*

**Prerequisites:** Regeneration ability, troll level 1st.

**Benefit:** As a move action, you can force your  regeneration into overdrive, ripping off one of your  limbs and regrowing it in one swift motion. You can then  use the limb as a melee weapon. Your detached limbs  are one-handed weapons that deal 2d6 points of slashing  and bludgeoning damage, with a threat range of 19- 20 and a critical multiplier of x2. If you have the rend ability, your detached limbs are treated as claw attacks  for the purposes of using that ability. After you use this  feat, your regeneration is suppressed for one round.  Your detached limb withers away and becomes useless as a weapon after one hour.

**Special:** If you have a base attack bonus of +1 or  greater, you can use this feat to produce a weapon while  taking a charge or move action. If you have the Quick  Draw feat, you can do so as a free action.