recursal/Fanatic-Fandom huggingface dataset:
Buoyancy Control (Water Vehicle Modification)

**Price** 1,000 gp for Large vehicles, 2,000 gp for Huge, 4,000 gp for Gargantuan, 8,000 gp for each Location of a Colossal vehicle;

DESCRIPTION

For a water vehicle to submerge beneath the waves, it must have some means of controlling its buoyancy.  A vehicle propelled by muscle can use the aid of aquatic creatures to accomplish this, but a vehicle powered by an engine needs a buoyancy control device.  This device can only be installed on a vehicle with the water and covered templates.
Beast-Blood Brooch

**Aura** moderate necromancy; **CL** 9th; **Slot** neck; **Price** 18,000; **Weight** -

**DESCRIPTION**

Pioneered by Vileblood mages who wished to gain some of the strength the Beasts without losing themselves, this brooch displays the heraldry of Cainhurst. When a sorcerer or warlock dons a *beast-blood brooch*, the iconography emblazoned on the brooch shifts to match the wearer’s particular sorcerer bloodline or warlock patron. If the wearer is a sorcerer, they treat their sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers they can use and their effects. If the wearer is a warlock, they treat their warlock level and caster level as 4 higher than normal for the purpose of patron invocations. This does not provide a warlock with extra or earlier invocations, merely increases the values associated with patron invocations.

**CONSTRUCTION REQUIREMENTS**

Craft Wondrous Item, *speak with dead*, creator must be a sorcerer or warlock; **Cost** 9,000 gp.
Chest of Ice

**Price** 2,000 (portable) 50,000 gp (standard); **Slot** none; **CL** 3rd (portable) 13th (standard); **Weight** 10 lbs (portable) 500 lbs (standard).; **Aura** moderate abjuration

DESCRIPTION

This porcelain chest measures 3 feet on each side and has a small steel lever that can be locked with a simple key.  A cold breeze continually flows out of a chest of ice when opened. When objects are placed in the chest they no longer spoil or age.  Food does not rot, and severed body parts are protected as if by a gentle repose spell.

A standard chest of ice can hold up to 50 lbs of items and weighs 500 lbs when empty.  A portable chest of ice can only hold 2 lbs of items, but weighs only 10 lbs when empty.

CONSTRUCTION REQUIREMENTS

**Cost** 1,000 gp (portable) 25,000 gp (standard); **Feats** Craft Wondrous Item; **Spells** *preserve*
Accomplished Metamagic Caster

*Applying metamagics to certain spells is easier for you.*

**Prerequisite(s):** Any metamagic feat, Spell Specialization

**Benefit(s):** When you prepare the spell chosen with Spell Specialization with one or more metamagic feats that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

**Special:** You can take this feat for each Spell Specialization feat you have. Its effects do not stack. Each time you take this feat, apply its effects to another spell selected with Spell Specialization.
Evolutionist (Druid Archetype)

Written by Gojirahkin

*Rather than communing with nature like a traditional druid, an evolutionist has become one with it through long study of its natural processes, and so have a profound understanding of the creatures they can transform into, albeit at the cost of not being able to become magical beasts or elementals. However, this trade off has benefits as well...*

### Studious Nature

All druid abilities that scale off of a wisdom score instead scale off of intelligence.

### Tangible Bonds

 An evolutionist may only choose an animal companion or druidic herbalism for their nature bond, due to being less in tune with the primal forces that would grant a domain. This changes Nature Bond.

### Keen Understanding

An evolutionist applies his intelligence modifier in addition to any existing modifiers when making a Handle Animal check. This replaces Wild Empathy.

### Evolved Shape

When an evolutionist transforms into an animal, they may apply an eidolon evolution to the animal form they take.

They may apply a 1-point evolution at level 5, a 2-point evolution at level 9, a 3-point evolution at level 13, and a 4 point evolution at level 17. These evolutions may be different with every transformation. They (or the animal form they're transforming into) must meet the prerequisites of any evolutions that they take.

This replaces Resist Nature's Lure, Venom Immunity, A Thousand Faces, and Timeless Body. Furthermore, while the evolutionist may transform into animals and plants, they may *not* become elementals or magical beasts.
Elemental (Vehicle Engine)

*Elemental engines come in 4 different varieties, one for each of the most common elemental types. Each elemental engine can have a willing or unwilling elemental fueling the engine's power.*

**Cost per Hardpoint**: 1,000 gp

**Power per Hardpoint**: 20 (air), 20 (earth), 15 (water), 25 (fire)

**Weight per Hardpoint**: 2 t

**Required Crew**: For each Location (or fraction thereof) dedicated to an elemental engine, 1 crew member is required.

**Crafting Skill (DC)**: Elemental engines are 11th CL Wondrous Items with a moderate transmutation aura.

Construction Requirements

**Feats** Craft Wondrous Item; **Spells** *planar ally* (for a willing engine) or *planar binding* (for an unwilling engine); **Cost** 500 gp

**Hit Points per Hardpoint**: 30 hp (air), 140 hp (earth), 80 hp (water), 80 hp (fire)

**Engineering Skill**: Spellcraft or Use Magic Device

**Destruction**: 10d6 force damage per Hardpoint to the Location and each creature in the engine room. The elementals are set free.

**Special**: Maneuverable (air and water).

Elemental engines are fueled by siphoning the life force of an elemental at a rate of 1 hp per Hardpoint per hour. An elemental engine can hold no more than 1 Large elemental per Hardpoint (2 Medium creatures equal one Large creature, and 1 Huge creature equals to Large creatures and so on). Summoned elementals cannot fuel an elemental engine, even if their duration is somehow extended to an hour or more. An engine is designed to either allow a willing or unwilling elemental, each with benefits and downsides.

* Unwilling: An unwilling elemental must be trapped within the engine, but once there, it is cut off from the outside world; unable to speak, or be targeted by spells that require line of effect.
* Willing: A willing elemental can interact with the outside world. It is under no compulsion (unless otherwise established) to continue fueling the engine, and may leave the engine to go do other things (which causes the engine to cease function).
Ancestor Veneration

Art by Christopher Balaskas

Ancestor veneration refers to cultures where the dearly departed are looked to for guidance. This may involve communing with spirits or simply immersing one's self fully into their community's history. This type of "worship" is so personal that there is no one right way to go about things.

#### Suggested Divine Class Features

**Domains:** Community, glory, knowledge, repose

**Subdomains:** Family, legend, memory, ancestors, souls

**Channeling:** Either
Kosovo

**Kosovo** is a member of the Flora Broadcasting Union thus it's eligible to participate in the Flora Song Contest. It debuted in the first edition of the FSC. The Kosovar broadcaster, RTK, is in charge of the country's participation at the contest.

## Contestants and Results

Table key
     *Winner*
     *Second place*
     *Third place*
     *Last place*
     *Automatically qualified to the final*
     *Did not qualify for the final*
Black Powder Bloodline

*The love of gunpowder manifests in your blood, and you become an embodiment of the gun. Your powers are unsubtle but spectacular, your heritage an explosive manifestation of arcane might.*

**Class Skill**: Knowledge (engineering)

**Bonus Spells**: *alchemical tinkering* (3rd), *bullet ward*(5th), *pellet blast*(7th), *named bullet*(9th), *energy siege shot*(11th), *greater named bullet*(13th), *arcane cannon*(15th), *power word stun*(17th), *power word kill*(19th)

**Bonus Feats**: Amateur Gunslinger, Rapid Reload, Lightning Reflexes, Dodge, Snap Shot, Improved Initiatitve, Deadly Aim, Point-Blank Shot

**Bloodline Arcana**: Whenever you reduce an enemy to zero hitpoints with a firearm or confirm a critical hit with a firearm, your effective caster level increases by 1 for 1 round. This effect does not apply more than once per round.

**Bloodline Powers**: Your powers are like the weapons that inspire them; extremely deadly, yet prone to blowing up in your face.

**Bullets in the Blood**: (Ex) At 1st level, you gain proficiency with both one-handed and two-handed firearms, thanks to your instinctive understanding of guns.
**Blast Dodger**: (Su) At 3rd level, you may add your Charisma modifier to all Reflex saves made to reduce damage from area effect damage.
**Firearm Empathy**: (Su) At 9th level, you reduce the misfire value of a firearm by an amount equal to your Charisma modifier (minimum 0).
**Bombardment**: (Sp) At 15th level, you are able to bombard enemies with a rain of magically summoned cannon balls. This 30 ft. radius burst does 1d10 points of physical damage per 3 sorcerer levels, which ignores the hardness of objects, and a successful Reflex save halves this damage. The DC of this save is equal to 10 plus half your sorcerer level plus your Charisma modifier. You may use this ability a number of times per day equal to your Charisma modifier. It has a minimum range of 50 ft. and a maximum range of 200 ft. For the purposes of overcoming damage resistance, these magical cannon balls count as being cold iron and silver, and at 17th level count as being adamantine.
**Master of Powder**: (Sp) At 20th level, your mastery of gunpowder is supreme. You may choose to detonate any black powder that you are aware of within a 70ft radius; if this powder is being used or carried by a creature, they may resist with a Will save with a DC equal to 10 plus your half your sorcerer level plus your Charisma modifier. If the powder is loaded into a simple firearm, then treat it as if it has misfired whilst having the Broken condition. You can select which sources of black powder will and will not detonate.
Campaign Lore

## Welcome to Unia

Unia is a planet on a slow but inevitable path to oblivion, orbiting strangely around a binary system consisting of a star and black hole. Every decade or so, the black hole eclipses the star and the sky is illuminated with brilliant auroras and sparks of massive lightning. Orbiting the planet itself are four moons that each meander around the planet at their own paces and distances. This combination of celestial bodies creates a spectacular sky at any time of day.

With a consistent and stable rotation on its own axis, Unia sees predictable seasons and length of days across the planet.

## Anura

The stories we tell are centered in the continent of Anura. Are there more continents out there? Who knows. Between the endless lands of ice to the north and treacherous seas with massive, deadly reefs that turn ships into scrap, no one's ever found out.

Anura is divided politically into seventeen nations that each boast their own cultures, traditions, and religions.
Burrowers (Land Vehicle Modification)

**Price** 3,000 gp for Large vehicles, 6,000 gp for Huge, 12,000 gp for Gargantuan, 24,000 gp for each Location of a Colossal vehicle;

DESCRIPTION

A burrower is a large drill attached to the front of a land vehicle that allows the vehicle to dig underground.  A vehicle with a burrower cannot take advantage of its burrower while being pulled by muscle, nor can it operate without an engine.  Without a burrower, a vehicle can only travel underground if pulled by creatures with a burrow speed.
Divine Comedy

**School** Enchantment [mind affecting, death, sonic, language dependent]; **Level** Cleric/Oracle 9, Bard 6, **Sub Domain** Innuendo 9

**Casting time** 1 round

**Components** V

**Range** Close (25ft + 5ft/2 Levels)

**Target** One creature

**Duration** See text.

**Saving Throw** Will partial (see text); **Spell Resistance** Yes

### EFFECT

The caster tells a joke so good (or so cringy) that it can be fatal. The target must make a will saving throw or be stunned for 2d4+2 rounds as they laugh (or groan) uncontrollably. Creatures that pass their save are still stunned for one round before they get it out of their system.

In addition any creature that fails the will save against this spell must make an additional will save on each of its turns while this spell is in effect. On a failure they perform a coup de grace on themselves (ignoring the stunned condition for this effect).
(Archive) Ezekiel

## History

   18 years ago, there was a village called Moorhaven that found it's self located in the midst of a raid from an enemy kingdom raid. Ezekiel was one of the few who managed to find a place to hide as the soldiers went through the town slaughtering men, women and children without discrimination, their goal simply to make a example out of the village.

In the aftermath, many were left to suffer the crops and livestock were either destroyed or taken and many of the villagers turned to cannibalism in order to sate their hunger. Among the survivors was a priest of Erastil who proclaimed that good times would once again return to the people of Moorhaven if they simply had faith. Ezekiel a young lad at the time listened to the priest and looked up to him as a mentor becoming an assistant around the temple at a very young age. However as the years passed the good times did not come back, the town was hit by a plague and the threat of war was ever looming on their doorstep.

As he was out digging another grave for the dead, he could hear a voice in the back of his head. Telling him of the horrors that tyrannical law has brought to the world and how the only way he could save those he loved and protect himself from the horrors of this world was to discover the secrets of the dead. Looking around the graveyard he could see a tall gauntman with his skin stretched over his frame tightly and before he could react the man was gone as fast as he appeared.

Starting to have doubts about Erastil and the church, Ezekiel returned only to find the town had once again been attacked. This time claiming the life of the priest. Out of desperation Ezekiel tried his best to heal the man but none of it had worked. Broken and not knowing what to do he fell on all fours and wept until once again the man had appeared before him again.

Quest 1: Having been tasked by a strange man in the tavern to go with a group of adventurers into the sewers they encountered a group of undead creatures who were then slaughtered one after another. After seeing that this group was not exactly disturbed by his methods he would proceed to leave a special gift behind for any future sewer dwellers to find. After it was completed he was blessed by his lord with more power, as he could feel his connection to the powers that be growing without outside guidance.

## Appearance

Ezekiel is a man who wears Black Robes with a coned hood, the only thing visible of his body is the blues of his eyes his clothes seemed to be covered in dirt and grime and his hands and feet are covered in metal gauntlets and boots which clank with every step he takes.

## Aspirations

Is looking for those worthy of the blessings of his lord and to gather the knowledge he requires to make himself a power.
(Archive) Sarnai Qalli

Character Owned by Queen, art by AmaiPetisu.

-----Associate Factions-----

* **WIP**

-----Fame-----

* **Fame:** 45

## Appearance

Sarnai has a seductive appearance. Silky smooth hair, clear skin along with a pleasant, curvy figure to look at. She typically dresses in somewhat revealing and unique looking garbs and leathers and always tries to bring her best out in front of others.

She has an abundance of fiendish heritage readily present in her form, lacking ears and having horns in their place, crimson red eyes and black scales, gray and dark skin and so on. She makes no effort to hide this and instead uses it to her advantage, accentuating her charm to give her a dark yet alluring appearance.

If people dug deeper into why she looks darker skinned rather than fiendish red her kind usually have, its because she comes from Drow Ancestry due to her mothers side of things. Which explains alot about how she looks so seductive and wears things so well.
Champion of Dawn (Paladin Archetype)

*A Champion of Dawn is a holy warrior; born out of the order housed in Tortuga's temple of dawn. For millennia before they arrived in the reach, worshipers of Astaire have debated about the nature of the her tactics. The Bastion school believes she saved the continent of Stormtide by being an incorrigible support to it's armies, healing the sick and reviving the dead with a gentle touch of light. The Champion school however, is of the opposite opinion. They believe Astaire was a mighty warrior in her own right, Banishing darkness with the great sword; and protecting the powerless by eliminating those that sought to bring them harm.*

### Sun's Wrath

When a champion of dawn reaches 4th level, she can spend two uses of their lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

This ability replaces channel positive energy.

### Solar Smite

At 11th level, a champion of dawn can spend an additional use of smite evil when declaring a smite to make it a Solar Smite. The duration of Solar Smite's benefits is only 1 minute (rather than 24 hours). However, the bonus damage from smite evil is doubled on every attack. (this doesn’t stack with the doubling if the smite’s target is an evil outsider, undead, or evil dragon).

This ability replaces aura of justice.

### Defender of Light

At 20th level, the champion of dawn's damage resistance from aura of righteousness doubles, increasing to DR 10/evil. When a Champion of Dawn uses her smite evil ability; allies within 30ft of the paladin also benefit from her smite's deflection bonus to AC, and his/her DR for the duration of the smite. If they use Solar Smite; the bonus allies recieve now applies to all evil creatures, not just the smited creature. The paladin's bonuses remain unchanged.

This ability replaces holy champion

### Mercies

At 9th level the Paragon of Light gains acess to the following mercy:

**Interposition**: A champion of dawn with this mercy can expend a use of lay on hands as an immediate action when an ally within 30ft is the target of a melee attack. She switches positions with this ally as if they'd both used *dimension door*, and becomes the target of the triggering attack. This mercy can be taken multiple times. Each time beyond the first increases the range at which it can be used by 15ft.
(Archive) Lissy

> *Man always had a yearning for the open sky. Some of us are born of that yearning...*
>
>

## History

   Born among the mortal servants of the djinn in the Plain of Air, Lissy grew up along side her father, a magician, creating magical items for the djinn. From a young age she was bright and quick in picking up the ways of magic. The Plane of Air was a center of technologies unseen in the Material Plane, and Lissy was quickly draw to them. She learned the trade of the engineer, a much needed profession in the floating cities of the djinn, as well as the trade of the alchemist, as she sought to combine the two in unique combinations.

Her father's position earned her a spot on the university of the city, and she spent many years studying there. Nearing the end of her studies however, her father died of old age, and his loss shook Lissy. She dropped her studies, and signed on as an engineer on one of the wandering airships of the Plane of Air, a lust to explore the world overtaking her.

And so it was that during one of her trips, their airship became caught in a storm, as great globs of water from the Plane of Water, crashed against them. One of these globs wretched Lissy from her post, and she was dragged into its depths. One has to wonder, where will she end up...?

## Appearance

Lissy, much like most Sylphs, has pale white skin, with stranger blue patterns flowing through it. Her white hair is tied to a pair of ponytails, with hang to the sides and back of her head. She always goes adventuring in a thin leather coat, covered on the inside with countless pockets. She also wears her Handy Haversack, for it holds the tools of her traits. But almost always, she is seen with her magnificent custom made repeating crossbow, which she calls Galliley. A thin, slick wonder of bras and steel, its magazine is placed on the bottom, and she loads each bolt using a kind of lever action.

## Personality

For many years, Lissy was a bookworm. She'd read about adventures and heroes, but she'd never experienced them herself. That all changed when she decided to become an adventurer, after her father's passing. This new found freedom is intoxicating to her, sometimes causing her to feel invincible, when she quite clearly is not. Still, she highly enjoys seeing her inventions in action, sometimes a bit too much, as her drones rip into a mans throat. She loves her crossbow, Galliley, above all else, and she constantly tinkers and upgrades her. So is she a mad scientist enjoying the suffering that her inventions bring? Or is she a kind hearted inventor, out to make the world a better place? She likes to think shes somewhere in between, not liking to think to much about the morality of things. After all, thats less time spent working!
(Archive) Elias DeVile

Elias arrived in Fiend's Reach in the same way all the saltborn do, washed up on the beach after the sinking of the ship he was travelling on in the far-off world of Golarion.

He was voyaging from the land of Cheliax and heading south down the coast to one of the new Chelish colonies on the Jungle Frontier with the intention of bringing style and innovative hair and beard styles to the leading edge of Chelish society. Even amoral exploiters and conquerers should look their best when violently bringing civilization to the uncouth and brutish savages they meant to enslave and oppress mercilessly.

Only a few weeks before they were to arrive, his ship was drawn too close to the Eye of Abednigo, a permanent freestanding whirlpool vortex that had existed for decades ever since the discovery of the disappearance of the god Aroden.

This mysterious hazard had been responsible for the dissapearance of an untold number of ships and their passengers, all of whom were thought to have been destroyed utterly and all their occupants killed as well.

However, Elias was not killed, but instead found himself washed ashore on the sandy beaches of Fiend's Reach, in a world unknown to Golarion. There, he was called a *"Saltborn*", just another of hundreds of others who had been arriving in similar circumstance for the last several decades, and told there was no return to the world he knew. So, he decided to make the best of things and continue with his original plan.

That Plan? Bringing *Haute Coifure* to his new and mysterious home and serving the will and whim of his Eternal Patron: Agility, who had seen fit to grant him the might and mystery of his endlessly agile and prehensile white beard as well as numerous mystical magics far beyond most mortals ken. His Divine Patron was evidently pleased by these events and blessed him with success and riches with which to build the quickly becoming famous and world class Styling Salon and Relaxation Day Spa, The Journey's End Bathhouse / Bistro and the Curl Up And Dye Tonsorial Artstyles Hair Salon!
Astaire

Redirect to:

* Astaire, Lady of Light
Template:DietyAn aspect of the Goddess Sarenrae, Astaire is a patron of unyielding light, worshiped originally on the faraway planet of Stormtide. A handful of Saltborn have since started a following of Astaire in the Reach.

## History

Astaire was said to be a mortal woman in her own lifetime on Stormtide, who through great deeds and acts of faith, rose to a mantle of godhood in the afterlife.
Church of Light

Art by Unknown

The Church of Light grew from the simple idea that living your life well was simply divine. To simplify matters, they've personified Light to represent the core values of their faith.

#### Suggested Divine Class Options

**Domains:** Community, liberation, protection, sun

**Subdomains:** Cooperation, home, self-realization, purity, light

**Channeling:** Positive energy
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
Efficient Weapon Rack

**Aura** moderate conjuration; **CL** 9th; **Slot** —; **Price** 2,000 gp; **Weight** 5 lbs.

### DESCRIPTION

These pairs of typically leather straps look to be little more than an interesting fashion choice than any useful accessory, but are actually the focus for an extensive series of telekinetic weapon slings. While the material that the straps are made of varies based on the desires of the crafter, all *efficient weapon racks* function identically.

An *efficient weapon rack* can hold up to 20 different weapons of any size, type, and weight. These weapons are not stored in an extradimensional space, instead displaying themselves in an array of the wearer's choosing, usually floating vertically in a geometric pattern. The orientation and alignment of weapons can be changed mentally by the wearer on a whim, taking no action. Once the owner has filled it, the weapon rack can quickly produce any item she wishes that is within the weapon rack, as if from a regular quiver or scabbard. The *efficient weapon rack* weighs the same no matter what’s placed inside it.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, **Spells** *telekinesis*; **Cost** 1,000 gp
Alchemical Fuel

Alchemical fuel is used for alchemical engines. This liquid is often a translucent brown color, and gives off a pungent smell not unlike lamp oil. Although there are many recipes for creating a similar version of the same compound, the most common method involves the refinement of a black sludge often found when digging in mines near coastal areas. An alchemical engine consumes 1/2 of a ton of fuel per Hardpoint per day. Unlike steam engine fuel, there is no substitute for alchemical fuel.

**Cost:** 30 gp per ton
Dragon's Vengeance

**School** evocation

**Level** cleric 7,sorcerer/wizard 7, psychic 7

**Casting Time** 1 full round

**Components** V, S

**Range** Long (400ft + 40ft/level)

**Area** 30ft-radius spread

**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.

Created by Abraxas
Kanji Kageyama

**Kanji Kageyama** (影山 莞爾, *Kageyama Kanji*) A heavy-handed doctor with a fetish for burns and scars. He's been friends with Yashiro since high-school, and is Yashiro's love interest. After graduation, he went into med-school, then runs his own clinic following his parents' footsteps.

## Appearance

Physically tall, Kanji has short spiky and dark hair. He wears glasses when he has no access to contact lenses.

For clothing he is seen wearing a dark green collared shirt, with the buttons done up, except for the very top few.

## Personality

Kanji is a passive, reserved yet caring guy who helps those in need including yakuza members.

## Background

In high-school, he often helped Yashiro with his injuries. Even after Yashiro showed Kageyama his twisted side, Kageyama still decided to stay with Yashiro until graduation.

## Story

Kanji is at school and hands Band-Aids to his friend Yashiro after noticing rope burns on him.

He grows closer to him in the nurse's office and learns details of Yashiro's past.

Absent from school, he attends his father's funeral and finds Yashiro has joined him.

Not sure if he is dating someone, he tells Yashiro that he has lost his contact lenses, before inviting him to eat together.

After Yashiro's two week expulsion, Kanji spends time with him and asks about his plans for the future. He himself plans to go to med school.

As an adult he works as a doctor and helps Yashiro. One such instance is intervening in a situation involving Eishin Kuga.

## Relationships

### Yashiro

He provides his friend with Band-Aids and checks his injuries. Kanji brushes off Yashiro's general indelicate approach to matters. He wants him to do well and supports his desire to become an actor. Although he disclosed that he found Yashiro pitiful, he affirms he is important to him as a close friend.

### Eishin Kuga

Looking after him at his house after sustaining injuries, Kanji thinks Eishin understands himself well.

## Etymology

* The name **Kanji** means "smiling" (莞爾).
* Kanji's surname **Kageyama** means "shadow, shade, other side" (影) (**kage**) and "mountain, hill" (山) (**yama**).
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
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### Hair

Bald

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## Aspirations

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Cranial Bomb

**Price** 4,500 gp; **Weight** 1/2 lb.; **Install** DC 25; **Implantation** 1

DESCRIPTION

A cranial bomb is a bomb implanted at the base of the skull that explodes when remotely activated by a detonator’s signal. Though normally implanted, a cranial bomb can also be detonated outside of a body. If detonated while implanted, it deals 2d6 points of bludgeoning damage and 2d6 points of fire damage, and the recipient must succeed at a Fortitudesaving throw (DC = 10 + the damage dealt) or be instantly slain. Creatures killed in this manner cannot be revived by breath of life or raise dead. If detonated outside a body, the bomb instead creates a small explosion, dealing the damage detailed above in a 5-foot-radius burst (Reflex DC 13 half).

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item; **Cost** 2,250 gp; **Spell** *explode head*
(Archive) Bloodletter

**Aura** strong necromancy; **CL** 13; **Weight** 14 lbs.; **Price** 96,070

### DESCRIPTION

This crudely fashioned +1 heavy mace is stained red with blood.  The cause of the stains become apparent with its gruesome transformation.  By stabbing oneself through the chest, the wielder’s blood transform this weapon into a massive spiked weapon.  In this form the weapon becomes a two-handed reach weapon, that deals 1d12 (1d10 for a small creature) piercing and bludgeoning damage, with a x3 critical multiplier.  This horrific act deals a significant amount of damage to the wielder. For every 5 points of damage that the wielder inflicts upon themself (maximum 25 damage) they gain a cumulative +1 morale bonus to attacks made with the bloodletter.  For as long as the bloodletter is in this state, the wielder cannot heal this damage.  Transforming this weapon back into its base state (either by taking the action to transform the weapon, or by losing possession of it) removes this effect (but does not heal the damage taken).

### CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, **Spells** bloodsworn retribution; **Cost** 48,270 gp
Amulet of Elemental Fury

**Aura** faint evocation; **CL** 5th; **Slot** neck; **Price** 2000 gp (+1), 8000 gp (+2), 18000 gp (+3), 32000 gp (+4), 50000 gp (+5); **Weight** --

### DESCRIPTION

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with kinetic blasts, infusions, and wild talents. Unlike an *amulet of mighty fists*, this amulet cannot grant melee or ranged weapon special abilities to kinetic blasts, regardless of what type of weapon they can be applied to. An *amulet of elemental fury* cannot have an enhancement bonus higher than +5.

### CONSTRUCTION REQUIREMENTS

**Feats** Craft Wondrous Item; **Spells** *greater magic weapon*; **Special** creator's caster level must be at least three times the amulet's bonus; **Cost** 1000 gp (+1), 4000 gp (+2), 9000 gp (+3), 16000 gp (+4), 25000 gp (+5)
They Grow Up So Fast

**They Grow Up So Fast** is the 9th episode overall of Season 1 of Lab Rats: Elite Force.

## Plot

Tasha and Leo introduce baby Naomi to the team, and Bree learns what it takes to be a babysitter. Chase obsessively designs a device that reverses the aging process.

## Appearances

* Oliver Ross
* Skylar Storm
* Chase Davenport
* Bree Davenport
* Kaz Duncan
* Tasha Davenport
* Leo Dooley
* Naomi Davenport
* Donald Davenport

## Trivia

* Unlike the original, Leo Dooley appears, making this an almost complete LR reunion.
* Also unlike the original, Oliver is not scared of babies.
* Oliver and Skylar are getting along as a couple.
* This episode has been completely remade.
Bleak Spires

## The Bleak Spires

Art by Coupleofkooks

The Bleak Spires, also known as the Black Spires, is a vast icy wasteland that crowns the northern reaches of Anura and named for the smooth, obsidian obelisks that jut skyward from the ice.

## History

The Bleak Spires was, for most of recorded history, dismissed as nothing but an uninhabitable arctic tundra with no resources of particular value. The region didn't even earn a name until a group of explorers, hired by an eccentric noble towards the decline of the Thruhmuth empire, stumbled into the great obelisks. Very little information about this original expedition is known, though a single journal from the adventure has became a popular point of study for those interested in prehistory.

## Geography

Being as far north as it is, the Bleak Spires offers nothing more than fields of immeasurably deep ice. The only hints of solid ground beneath the dark ice are the large rock formations that scatter the landscape.

### Weather

Though very little precipitation falls in the cold tundra, it is no stranger to thick mists and violent thunderstorms. The sky hosts a permanent cover of grey clouds that suffocate and light or warmth the sun might offer.

## Inhabitants

The only current residents of the Bleak Spires are the scholars and explorers who have made a semi-permanent cap at the base of one of the obelisks. These dedicated researchers are nothing short of annoyed when visitors come calling as their supplies are already stretched thin due to the difficulty of getting them there in the first place.

## Threats

The primary threat of any arctic region is the biting cold; exposure is enough to quietly kill anyone foolish enough to come unprepared.

Some report massive whales breaching through the clouds and mists, and lightning illuminates even larger monstrosities hiding in the skies.
Cassandra Ivory

*"Never leave your team behind. No caper is worth losing a friend."*
Template:Character Infobox

## Beginnings of a Thief

Cassandra was found in the forest near a temple, or so the story goes. The people who lived in the temple would call her their lucky charm as shortly after they had taken her in the temple began to grow in visitors and donations. Despite the attention she would slip out of the temple, often heading to the less than respectable areas of the village.

In the Underhanded Tavern, she would be hired by underhanded players to see the other hands and provide them with information mid-game. She would often go unnoticed, making a pretty penny for the info she had given, sometimes even lightening the players' pockets in the process.

## Diplomatic Relations

Being the woman of the temple, she would be taught the proper etiquette for nobility. When they would come, she would also keep note of how they would portray themselves, practicing in secret for the day she would slip away. When she was 17 she caught the eye of a noble man. He, however, was huge, stinky and rude. The temple people, in hopes to maintain the good relations with the noble, agreed to have her marry him. On the day he would take her to his home city to be wed they went to her room to find her window open and a black fox off in the distance.

## A Clan of Masks

She is no fighter, and in her early adventures relied a lot on the bandits who would form her team. This would often leave her open to being back stabbed and betrayed. It did happen a few times, and each time she climbed back from the setback.

She would eventually catch the eye of an organization within her homelands that would instill into her one code to live by. Never betray your team. It took years in training to get her to follow the code, and even now, if she feels that you would back stab anyone she trusts, off to the fishes you go.

## Appearance

The woman appears to be human of oriental decent, her eyes and hair are black. She is often seen with a white kitsune mask and wearing a dark kimono of some kind. When she gets to work, she sports a rust red skin tight suit of armor and a black mask, her hair occasionally may appear silver or blonde.

## Personality

She is typically said to have a no person left behind mentality in her work, even if she hesitates sometimes. She tends to keep discussions of her past short and prefers to speak of other topics. Her favorite color is red and if highly emotional or spooked will sometimes turn into a black fox.
(Archive) Angradd's Forgefire

A volcano to the north of the Crystal Cities, Angradd's Forgefire possesses a rare blue magma and a rich vein of Adamantine.

## Appearance

Although it appears to be a normal volcano during the day, at night Angradd's Forgefire lights up a light blue. From a distance, it only appears to be a blue glow lighting up the rim of the cone, but when you get closer it's more and more apparent that it's the magma that's glowing. Although Angradd's Forgefire is not tall, it's tough to climb due to some of its sheer cliffs. Many who have climbed it have said that the perils of the mountain are worth the view of the crater full of glowing blue magma.

## History

Once, Angradd's Forgefire was simply a normal volcano, and the site of a rich vein of adamantine. Due to many deaths of those seeking the adamantine due to unstable caves and leaking magma, the dwarves that colonized the area faced a choice. Either continue on as they are and lose more of their population, or hold off and wait until a solution was proposed.

One of the dwarves, a cleric of Angradd, worked day and night to form a ritual to supress the magma so that the adamantine could be mined, and after weeks of work, it was proposed to the foremen of the mines (and rulers of the colony). They agreed wholeheartedly. The ritual was sound and doable, or so it seemed.

The dwarves set up a ritual site suspended over the crator, an adamantine platform held in place by steel cables. The ritual called for adamantine chains, and this is where they fucked up. You have to spend money to gain money, and these dwarves weren't keen on the idea.

An eruption occurred that night due to the magical backlash, and the colony built into its slopes was consumed by blue lava, as well as the miners in the caves. The untamed magic had been absorbed by the magma, creating a rich blue color and making it unstable, as it remains to this day. Although it hasn't erupted in many years, it's entirely possible that it will again, and when it does, its exotic but destructive beauty will be on display for all to see.
Biker (Cavalier Archetype)

*Most cavaliers form a particular bond with a creature that they tend to and teach.  The biker forms this bond with with a pile of steel and magic that is just as strong.  Instead of tending to a horse, the biker tends to their motorized companion. Some bikers prefer to stylize their mounts as more traditional animals, whereas most revel in the utilitarian form from which this archetype gets its name: a motorized bicycle.*

**Class Skills**  A biker does not receive Handle Animal as a class skill, but instead adds Knowledge (engineering) to his list of class skills.

### Armor Proficiency

A biker is proficient with light and medium armor, and with shields (except tower shields)

### Steel Horse

At 1st level, a biker constructs their vehicular mount.  This mount functions as a construct companion, treating the biker’s level as his operator level.  The biker does not take an armor check penalty on Ride checks while riding his steel horse.  The biker decides which programs the steel horse starts play having already learned.

The biker has an intimate understanding of his steel horse and how it’s built.  Should his steel horse die, a biker can put the pieces back together over the course of one week.  After this time, the steel horse is restored to function at half its maximum hit points.

This replaces mount.

### Skilled Mechanic (Ex)

At 4th level, a biker learns to program a construct companion with unparalleled skill and speed.  The biker receives a bonus equal to 1/2 his biker level whenever he uses Knowledge (engineering) on a construct companion. In addition, he can reduce the time needed to teach a construct companion a program to 1 day by increasing the DC by +5.  Alternatively, he can reprogram any number of previously learned programs during the same 8 hour period, also by increasing the DC by +5. He can also train more than one construct companion at once, although each construct after the first adds +2 to the DC.

This replaces expert trainer.

### Order’s Patch (Ex)

A biker’s banner isn’t displayed on the end of some stick attached to a horse’s butt.  Instead, he proudly wears the symbol of his order on his back. The patch must be prominently embroidered on a suit of light armor made primarily of leather, cloth, or fabric, an armored coat, hide armor, or biker’s leather (see below).  Allies must be able to clearly see the biker to benefit from his banner.

This otherwise functions as, and alters banner.
Banned Content

The following first party options are either banned or restricted.

### Chained Summoner (Class)

The standard summoner class is not allowed in Fiend's Reach. Instead, chose the Unchained Summoner.

### Cut from the Air (Feat)

Smash from the Air no longer requires Cut from the Air, grants the benefits of Cut from the Air, and can only be used once per round.

### Flash Forward (Spell)

This spell is not banned, but can only be used once per round.

### Flyby Attack (Feat)

If a character would receive Flyby Attack as a bonus feat, they may instead select Shot on the Run or Spring Attack. Fling and Snatch and Drop replace the prerequisite Flyby Attack with Spring Attack.

### Horn of Plentiful Magic

Only the *horn of plentiful magic* is banned. The other 3 *horns of plenty* are legal for play.

### Signature Skill

Skill unlocks are available to only the Unchained Rogue, Unchained Ninja, or archetypes that grant skill unlocks.

### Trompe L'Oeil (Construct)

These creatures cannot be constructed, but might otherwise exist out in the world.
Fiend's Reach Wiki

Forums

Need links to the tables? The ephemeral nature of Roll20's invite links means you'll need to get them from a GM!

## Welcome to the Fiend's Reach Wiki

Fiend's Reach is a living world campaign using a heavily modified version of the Pathfinder system. Here you'll find all the information you need to get a character started with us, from lore to mechanics. Our table makes heavy use of Pathfinder's optional rule systems as well as custom rule sets to better balance our table for everyone's enjoyment. Make sure you go over what content and systems are available to players as well as what has been banned from our table.

If you're looking for a place to begin, check out our Getting Started and Character Creation Guide and work from there!

## Fiend's Reach Rollback!

After a hiatus and long discussion within the wonderful staff team of Fiend's Reach we will be rolling back the server to its original setting. Keep Checking back on the wiki for updates!

Much Love,

Grand Ambassador of the Memes.