recursal/Fanatic-Fandom huggingface dataset:
Quentino Posandi

One of the most inscrutable members of Stios' town council, Quentino Posandi is nonetheless the owner of one of the most successful businesses in town, the Posandi Bros. masonry company. Quentino is the business’s fifth-generation owner and manages it himself, and despite the significance of handling those tasks alone, the business has never thrived more. Out of all the council members, Quentino speaks the least, but when he does weigh in publicly on a decision, his shrewdness and problem-solving ability are remarkable.
Tandem Chop

**Trigger** A creature or object within their reach is hit with a Strike by an ally using a weapon in the axe group; **Requirements** The logger is holding a weapon in the axe group; **Effect** The logger attempts a Strike against the same creature or object. If it hits, combine the damage with the damage from the triggering Strike for the purpose of Hardness, resistances, and weaknesses. A creature or object can only be the target of a single Tandem Chop per turn, regardless of the number of loggers in reach.
Sidestep

Rogue

**Source** *Core Rulebook pg. 187* 3.0

**Trigger** The attack roll for a Strike targeting you fails or critically fails.

You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.
Summon Animal

Conjuration

**Source** *Core Rulebook pg. 375* 3.0

**Traditions** arcane, primal

**Deities** Baphomet, Chamidu, Lao Shu Po

**Cast**  material, somatic, verbal

**Range** 30 feet

**Duration** sustained up to 1 minute

You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is –1, such as those below. Heightening the spell increases the maximum level of creature you can summon.

**Heightened (2nd)** Level 1.

**Heightened (3rd)** Level 2.

**Heightened (4th)** Level 3.

**Heightened (5th)** Level 5.

**Heightened (6th)** Level 7.

**Heightened (7th)** Level 9.

**Heightened (8th)** Level 11.

**Heightened (9th)** Level 13.

**Heightened (10th)** Level 15.
Shield Spell

AbjurationCantripForce

**Source** *Core Rulebook pg. 368* 3.0

**Traditions** arcane, divine, occult

**Spell List** elemental

**Bloodline** draconic

**Mystery** battle

**Cast**  verbal

**Duration** until the start of your next turn

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the *magic missile* spell.

Heightening the spell increases the shield's Hardness.

**Heightened (3rd)** The shield has Hardness 10.

**Heightened (5th)** The shield has Hardness 15.

**Heightened (7th)** The shield has Hardness 20.

**Heightened (9th)** The shield has Hardness 25.
Surgeon

The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better than the surgeon. While their expertise is of grave importance in the medical world, the downside is that when one is in need of their talents, it is likely the complaint is serious. In medical matters, a surgeon is a 6th-level challenge.

**Recall Knowledge - Humanoid (Society)**: DC 16

**Unspecific Lore**: DC 14

**Specific Lore**: DC 11

## Surgeon Healer 2

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 221*

**Perception** +14

**Languages** Common

**Skills** Crafting +10, Diplomacy +8, Medicine +16

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

**Doctor's Hand** When the surgeon rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead.

**Items** healer's tools, scalpel

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

**HP** 30

**Speed** 25 feet

**Melee**  scalpel +11 [+7/+3] (agile, versatile P), **Damage** 1d4+1 slashing

**Ranged**  scalpel +11 [+7/+3] (agile, thrown 10 feet, versatile P), **Damage** 1d4+1 slashing

**Medical Malpractice**  The surgeon attempts a Medicine check against the Fortitude DC of one living creature they can see within 60 feet. On a success, the surgeon's melee Strikes deal an extra 1d6 precision damage against that creature (2d6 on a critical success) until 1 minute passes or the surgeon critically hits that creature, whichever comes first. Using this action again designates a new target and ends the effect for any previous target. A surgeon can target an individual creature no more than once per day with this ability.
Ration Tonic

ConjurationConsumableMagicalPotion

**Source** *Advanced Player's Guide pg. 259* 2.0

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

**Activate**  Interact

This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a *ration tonic* magically nourishes you with the equivalent of a day's worth of food and water. The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted.

## Ration TonicItem 1

**Source** *Advanced Player's Guide pg. 259* 2.0

**Price** 3 gp

**Bulk** L

## Ration Tonic (Greater)Item 7

**Source** *Advanced Player's Guide pg. 259* 2.0

**Price** 55 gp

**Bulk** L

A *greater ration tonic* nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week.
Sigil

Cantrip Transmutation

**Source** *Core Rulebook pg. 369* 3.0

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

**Spell List** elemental

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 creature or object

**Duration** unlimited (see below)

You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.

**Heightened (3rd)** The sigil instead fades after 1 month.

**Heightened (5th)** The sigil instead fades after 1 year.

**Heightened (7th)** The sigil never fades.
Seasoned

GeneralSkill

**Source** *Advanced Player's Guide pg. 209* 2.0

**Prerequisites** trained in Crafting, Cooking Lore, or Alcohol Lore

You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.

## Traits

**General:**

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

**Skill:**

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

Consumable Magical Necromancy Oil

**Source** *Core Rulebook pg. 561* 3.0

**Price** 3 gp

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

**Activate**  Interact

A shimmering liquid, *nectar of purification* is often stored in bottles similar to those used for vinegar. This oil casts a 1st-level *purify food and drink* spell over any food or drink onto which it’s poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered.
Pest Form

PolymorphTransmutation

**Source** *Core Rulebook pg. 356* 3.0

**Traditions** arcane, primal

**Deities** Bastet, Daikitsu, Grandmother Spider

**Patron Theme** mosquito witch

**Cast**  somatic, verbal

**Duration** 10 minutes

You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell.

You gain the following statistics and abilities:

* AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.
* Speed 20 feet.
* Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
* Low-light vision and imprecise scent 30 feet.
* Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier –4.

**Heightened (4th)** You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
Roper Lodge

A large sign depicting a man riding at breakneck speed on horseback as he balances a stack of packages in one hand stands out in front of this large building. Owned and operated by Maho Roper (LN human ranger 4, Indifferent, Perception DC 21, Will DC 19) , a retired Vrur ranger, Engleher Caravan Company handles Englehers ’s post, both within town limits and beyond.

Yard

A stable consists of a yard and smaller structures to house, train, and sell mounts.

**Lots** 1;

**Item Bonus** +1 item bonus to Establish Trade Agreement

### Wares

Stabling, transportation (caravan or carriage) Deliveries Local deliveries cost 1 cp per Bulk and are generally delivered within 24 hours. Deliveries to Irurma or Zuhah (or for points beyond) cost 5 cp per Bulk and are delivered weekly; for 1 gp per Bulk, a delivery can be expedited to arrive in 2 days.
Scatter Scree

CantripEarthEvocation

**Source** *Secrets of Magic pg. 127* 1.1

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Range** 30 feet; **Area** two contiguous 5-foot cubes

**Saving Throw** basic Reflex; **Duration** 1 minute

You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to 1d4 plus your spellcasting ability modifier to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can Interact to clear a square of this scree.

If you cast this spell again, any previous *scatter scree* you have cast ends.

**Heightened (+1)** The damage increases by 1d4.
Nimble Elf

Elf

**Source** *Core Rulebook pg. 40* 3.0

Your muscles are tightly honed. Your Speed increases by 5 feet.

## Traits

**Elf:**

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Rock Runner

Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
Spiderfang Spear

Diminutive- This Item is smaller than others of its typical type. Weapons with this trait have their damage adjusted to 1 die size lower and attack rolls with this weapon take a -1 circumstance penalty.

Pernicious- Weapons with the pernicious trait are designed to deliver Poisons when they strike. The Interact action required to apply poisons to these weapons are 1 degree faster; double actions are single actions and single actions are free actions instead; additionally, contact poisons can be loaded into these weapons, allowing them to be delivered upon injury with those weapons.

Small- This weapon was designed for use by a small creature, Creatures of small size or smaller may ignore this weapon's Diminutive trait.

Thrown 20 ft- You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

Critical Specialization Effects- Spear: The weapon pierces the target, weakening its attacks. The target is Clumsy 1 until the start of your next turn.

— Size Matters
Pick Up the Pace

General

**Source** *Advanced Player's Guide pg. 208* 2.0

**Prerequisites** Constitution 14

You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can Hustle for up to 20 additional minutes, to a maximum of the amount of time the character with the highest Constitution modifier could Hustle alone.

## Traits

**General:**

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

Death Light Necromancy

**Source** *Advanced Player's Guide pg. 223* 2.0

**Traditions** divine, occult, primal

**Cast**  somatic, verbal

**Area** 5-foot emanation

**Saving Throw** Fortitude; **Duration** 1 minute

You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you Cast the Spell, or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from healing effects while within the area. Undead targets that fail their Fortitude saves become enfeebled 1 while within the area. Once a creature attempts a save against *reaper's lantern*, it uses the same outcome if it leaves the area and enters it again.

Once per turn, starting on the turn after you cast *reaper's lantern*, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against *reaper's lantern* to attempt one.
Oddity Identification

GeneralSkill

**Source** *Core Rulebook pg. 264* 3.0

**Prerequisites** trained in Occultism

You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.

## Traits

**General:**

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

**Skill:**

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

Emotion Illusion Mental

**Source** *Advanced Player's Guide pg. 223* 2.0

**Traditions** arcane, occult

**Cast**  somatic, verbal

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

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

A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. The target's response to the treasure is based on the outcome of the target's Will save.

**Critical Success** The target is unaffected.

**Success** The target becomes fascinated with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends.

**Failure** As success, but the duration is 1 minute.

**Critical Failure** As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.)
Faerie Fire

# Faerie Fire Spell 2

Evocation Light

**Source** *Core Rulebook pg. 337* 3.0

**Traditions** divine, occult, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Range** 120 feet; **Area** 10-foot burst

**Duration** 5 minutes

All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by *faerie fire*. If the creatures are invisible, they are concealed while affected by *faerie fire*, rather than being undetected.
Sickle

**Source** *Core Rulebook pg. 280* 3.0

**Favored Weapon** Green Man, Mother Vulture, Shei, The Green Mother, Thoth

**Price** 2 sp; **Damage** 1d4 S; **Bulk** L

**Hands** 1

**Category** Simple

**Group** Knife; **Traits** Agile, Finesse, Trip

Originally a farming tool used for reaping grain, this one-handed weapon has a short wooden handle ending in a curved blade, sometimes sharpened on both sides.

## Traits

**Agile:**

The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

**Finesse:**

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

**Trip:**

You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Knife**: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Shambler

A zombie shambler is a slow-moving horror dangerous in larger groups.

**Recall Knowledge - Undead (Religion)**: DC 13

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Zombie Shambler Creature -1

NEMediumMindlessUndeadZombie

**Source** *Bestiary pg. 340*

Perception +0; darkvision

**Skills** Athletics +5

Str +3, Dex -2, Con +2, Int -5, Wis +0, Cha -2

**Slow** A zombie is permanently slowed 1 and can’t use reactions.

**AC** 12; Fort +6, Ref +0, Will +2

**HP** 20 (negative healing); **Immunities** death effects, disease, mental, paralyzed, poison, unconscious; **Weaknesses** positive 5, slashing 5

**Speed** 25 feet

**Melee**  fist +7 [+2/-3], **Damage** 1d6+3 bludgeoning plus Grab**Jaws**  (attack) **Requirement** The zombie has a creature grabbed or restrained. **Effect** The zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing damage.
Summoner's Precaution

ContingencyNecromancy

**Source** *Secrets of Magic pg. 135* 1.1

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

**Cast** 10 minutes (material, somatic, verbal); **Requirements** You have an eidolon.

**Duration** until your next daily preparations

You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends.

**Sever Conduit**  (concentrate) **Trigger** Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a death effect; **Effect** You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage.
Scorching Ray

AttackEvocationFire

**Source** *Secrets of Magic pg. 127* 1.1

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  to  somatic, verbal

**Range** 60 feet; **Targets** 1 or more creatures

You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage.

For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for *scorching ray*. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.

**Heightened (+1)** The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions.
Sleep

Double Action

EnchantmentIncapacitationMentalSleep

**Source** *Core Rulebook pg. 370* 3.0

**Traditions** arcane, occult

**Deities** Bes, Desna, Kitumu, Lady Jingxi, Luhar, The Prismatic Ray

**Lesson** lesson of dreams

**Patron Theme** night

**Cast**  somatic, verbal

**Range** 30 feet; **Area** 5-foot burst

**Saving Throw** Will

Each creature in the area becomes drowsy and might fall asleep. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.

**Critical Success** The creature is unaffected.

**Success** The creature takes a –1 status penalty to Perception checks for 1 round.

**Failure** The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.

**Critical Failure** The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.

**Heightened (4th)** The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
Subtle Theft

# Feat 1

GeneralSkill

**Source** *Core Rulebook pg. 267* 3.0

**Prerequisites** trained in Thievery

When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.

## Traits

**General:**

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

**Skill:**

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

PlantTransmutation

**Source** *Core Rulebook pg. 369* 3.0

**Traditions** primal

**Deities** Andoletta, Arundhat, Elven Pantheon

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 club or staff you hold

**Duration** 1 minute The target grows vines and leaves, brimming with primal energy. The target becomes a *+1 striking weapon* while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three.
Soul Focus Gem

Some cultures in the Sundered Cosmos exclusively trade in souls. Once harvested by a Bind Soul these souls can be stored in Soul Focus Gems.

### Soul Focus Gem

##### Rare, Black, Consumable, Magic, Necromancy, Soulbound Item 2+

* Bulk: L

Soul focus gems power soulbound objects. The price and power of these gems vary dependent on the level of the soul bound within. When broken these gems can no longer contain the energies stored within; They explode with Black energy that causes damage to those within 30ft.

— Hoplessly Devoted
Signaling snare

CONSUMABLE MECHANICAL SNARE TRAP

**Price** 3 gp

A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements of vegetation, and so forth.

When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, unobtrusive disruption to the terrain that allows the snare’s creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square.
Owlbear Claw

# Owlbear Claw Item 1

ConsumableEvocationMagicalTalisman

**Source** *Core Rulebook pg. 569* 3.0

**Price** 3 gp

**Usage** affixed to a weapon

**Activate**  envision; **Trigger** You critically succeed at an attack roll with the affixed weapon

This claw set in an iron clasp and chain isn’t always the claw of an owlbear. When you activate the claw, the triggering attack gains the weapon’s critical specialization effect.
Precise Debilitations

**Source** *Core Rulebook pg. 187* 3.0

**Prerequisites** thief racket; Debilitating Strike

You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

* **Debilitation** The target takes an additional 2d6 precision damage from your attacks.
* **Debilitation** The target becomes flat-footed.
Pocket Library

DivinationExtradimensional

**Source** *Secrets of Magic pg. 122* 1.1

**Traditions** arcane, occult

**Cast**  material, somatic, verbal

**Duration** 24 hours

You collect information from the world's libraries about a particular subject and store it in an extradimensional library. When you Cast this Spell, choose any skill in which you are at least trained that has the Recall Knowledge action.

During the duration of this spell, you can call forth a tome from the extradimensional library when attempting a Recall Knowledge check using your chosen skill. This is part of the action to Recall Knowledge. You must have a hand free to do so. The tome appears in your hand, open to an appropriate page. This grants you a +1 status bonus on the Recall Knowledge check. If you roll a critical failure on this check, you get a failure instead. If the roll is successful and the subject is a creature, you gain additional information or context about the creature. Once you reference a book from your *pocket library*, the spell ends.

**Heightened (3rd)** The status bonus increases to +2 and you can reference your *pocket library* twice before the spell ends.

**Heightened (6th)** The status bonus increases to +3 you can reference your *pocket library* three times before the spell ends.

**Heightened (9th)** The status bonus increases to +4 and you can reference your *pocket library* four times before the spell ends.
Soothe

EmotionEnchantmentHealingMental

**Source** *Core Rulebook pg. 370* 3.0

**Traditions** occult

**Deities** Ashava, Atreia, Bolka, Immonhiel, Isis, Kofusachi, Korada, Mother Vulture, Naderi, Osiris, Qi Zhong, Selket, The Lost Prince, The Offering Plate, Tlehar, Touch of the Sun, Tsukiyo, Wards of the Pharaoh

**Cast**  somatic, verbal

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

**Duration** 1 minute

You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.

**Heightened (+1)** The amount of healing increases by 1d10+4.
Sudden Blight

NecromancyNegative

**Source** *Advanced Player's Guide pg. 226* 2.0

**Traditions** divine, primal

**Cast**  somatic, verbal

**Range** 120 feet; **Area** 20-foot burst

**Saving Throw** basic Fortitude

You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a –2 circumstance penalty to this save.

You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. *Sudden blight* attempts to counteract any magical effect on the plants before withering them.

**Heightened (+1)** The damage increases by 1d10.
Rapier

**Source** *Core Rulebook pg. 281* 3.0

**Favored Weapon** Arazni, Besmara, Cayden Cailean, Count Ranalc, Hastur, Touch of the Sun, Zura

**Price** 2 gp; **Damage** 1d6 P; **Bulk** 1

**Hands** 1

**Category** Martial

**Group** Sword; **Traits** Deadly d8, Disarm, Finesse

The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.

## Traits

**Deadly d8:**

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a *greater striking rune* and three dice if the weapon has a *major striking rune*. For instance, a rapier with a *greater striking rune* deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

**Disarm:**

You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

**Finesse:**

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Sword**: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Morlock Scavenger

The morlock scavenger is a lankier, smaller version of a typical morlock. Their stature allows them to wriggle into areas other morlocks can't access.
**Recall Knowledge - Humanoid (Society)**: DC 15
**Unspecific Lore**: DC 13
**Specific Lore**: DC 10

## Morlock Scavenger Creature 1

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

Perception +6; darkvision

**Languages** Undercommon

**Skills** Acrobatics +7, Athletics +5 (+7 Climbing), Stealth +7

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

**Light Blindness**

**Items** dagger

**AC** 16; Fort +4, Ref +9, Will +6; +2 status to all saves vs. disease and poison

**HP** 20

**Speed** 30 feet, climb 20 feet

**Melee**  dagger +9 [+5/+1] (agile, finesse, versatile S), **Damage** 1d4+2 piercing**Melee**  jaws +7 [+3/-1] (agile), **Damage** 1d4+2 piercing**Ranged**  dagger +9 [+5/+1] (agile, thrown 10 ft., versatile S), **Damage** 1d4+2 piercing**Scuttling Attack**  The morlock scavenger Strides twice, ignoring difficult terrain caused by natural cavern features like rubble or stalagmites. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach.**Sneak Attack** The morlock deals an extra 1d6 precision damage to flat-footed creatures.**Swarming Stance** A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls.

### Morlock Machines

Morlock engineers are talented at figuring out ancient machinery or damaged constructs, but don't keep notes or record their techniques. As a result, a morlock enclave might well be defended by strange, ancient mechanical hazards or constructs that treat morlocks as allies, even though none of the morlocks can say who built the machines they use.
Potency Crystal

ConsumableEvocationMagicalTalisman

**Source** *Core Rulebook pg. 569* 3.0

**Price** 4 gp

**Usage** affixed to a weapon

**Activate**  envision; **Trigger** You make an attack with the affixed weapon, but you haven't rolled yet

This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a *+1 striking weapon* for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice.
Restore Senses

**Two Actions**

**Source** *Core Rulebook pg. 364* 3.0

**Traditions** divine, occult, primal

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 creature

You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.

**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.
Mounted Combat

**Source** *Gamemastery Guide pg. 14*

The logistics of mounted combat take some extra work. If you know one is coming up, make sure the fight takes place in a location with plenty of space to move, since you’ll likely be dealing with multiple larger creatures. For a fight in which only one side has mounts, you might want an environment with a few areas too small for mounts, so the side on foot can get a tactical advantage there to offset the other side’s greater mobility.

When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. Having foes target PCs’ mounts too often gets really annoying, so have the enemies remember who the real threat is! When PCs fight mounted enemies, try to keep the mount’s level fairly close to the PCs, rather than putting a 13th-level enemy on a 2nd-level war horse, use an 11th-level greater nightmare or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls prone. Setting a simple expert DC of 20 often works well for such checks.

Mounted combat on a grid is difficult for a running fight with both sides racing at full speed. For something like that, it can be better to no grid at all, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead.

## Different Types of Mounts

**Source** *Gamemastery Guide pg. 14*

The mount rules are for common cases: humanoids riding quadrupedal animals. However, you might allow someone to ride a beast or other type of creature by making a few adjustments. For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to Command an Animal, the rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether Diplomacy checks or the like are needed. It’s recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.
Speak with Animals

Divination

**Source** *Core Rulebook pg. 370* 3.0

**Traditions** primal

**Deity** Rowdrosh

**Cast**  somatic, verbal

**Duration** 10 minutes

You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.
Terrified Retreat

GeneralSkill

**Source** *Core Rulebook pg. 268* 3.0

**Prerequisites** master in Intimidation

When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.

## Traits

**General:**

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

**Skill:**

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

**Source** *Bestiary pg. 344*

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Star Cultist

These cultist finds exalted purpose in the veneration of the Zodiac Barons. The Stargazer took these worshipers under their patronage; in return these adherents never questioning their leader, or their agents. they devote themselves to achieving their most perfect spiritual form.

**Recall Knowledge - Humanoid (Society)**: DC 15

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

## Star Cultist Mystic 1

Blue Red Black Medium Human Humanoid

**Perception** +4

**Languages** Common

**Skills** Astrology Lore +8, Unveiled Night Lore +8, Deception +3, Intimidation +3, Occultism +3, Society +4, Stealth +6

**Dubious Knowledge**

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

**Items** cultist garb (functions as leather armor), dagger

**AC** 17; **Fort** +7, **Ref** +8, **Will** +4

**HP** 20

**Speed** 25 feet

**Melee**  dagger +7 [+3/-1] (agile, versatile S), **Damage** 1d4+4 piercing

**Ranged**  dagger +6 [+2/-2] (agile, thrown 10 feet, versatile S), **Damage** 1d4+4 piercing

**Fanatical Frenzy**  **Requirements** The cultist has taken damage and is neither fatigued nor already in a frenzy; **Effect** The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a -2 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.

**Starbat** Familiar **AC** 17; **Fort** +7, **Ref** +8, **Will** +4 **HP** 5 **Perception** +2, **Acrobatics** +2, **Stealth** +2; Darkvision; **Speed** Fly 25ft; **Snoop; Stored Spells: 1st Level** Color Spray, Concordant Choir, Magic Missile, Object Reading, Sleep, Unseen Servant **Cantrips** Chill Touch, Dancing Lights, Daze, Haunting Hymn, Mage Hand, Phase Bolt, Protect Companion, Telekinetic Projectile, Time Sense, Warp Step

**Occult Spells DC** 14 **Spell Attack** +4

**Hex Cantrip** Shroud of Night
Restyle

Transmutation

**Source** *Secrets of Magic pg. 126* 1.1

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

**Cast** 1 minute (material, somatic, verbal)

**Range** touch; **Targets** 1 piece of clothing currently worn by you or an ally

**Duration** unlimited

You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes can't alter the clothing's overall shape, size, or purpose. The changes can't increase the quality of the craftsmanship or artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or creates more material than what's originally part of the object. The object's statistics also remain unchanged.
Shattering Gem

AbjurationEarth

**Source** *Gods & Magic pg. 109* 2.0

**Traditions** arcane, primal

**Spell List** elemental

**Deities** Ashukharma, Mammon, Sairazul, Yuelral

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 creature

**Duration** 1 minute

A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature Strikes the target, the target attempts a DC 11 flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it 1d8 slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target.

**Heightened (+1)** The gem has 5 additional HP, and the damage dealt by its detonation increases by 1d8.
Refocus

Concentrate Exploration

**Source** *Core Rulebook pg. 300* 3.0

**Requirements** You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.

You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually Refocus while tending the wounds of their allies, and a wizard of the illusionist school might be able to Refocus while attempting to Identify Magic of the illusion school.

## Focus Points from Multiple Sources

It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.
Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you Refocus, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells.
Pahrbub Klorte

If the heroes earn the support of Tavish Mill, Klorte allows them to Earn Income using Survival by patrolling the flume’s length. If you choose, encounters with local wildlife might liven up a shift of flume-walking. If Klorte warms to the heroes, he might even gift them one of his old +1 hatchets.

**Perception** +9

**Languages** Common, Orcish

**Skills** Athletics +13, Crafting +16, Diplomacy +10, Society +12, Engleher Lore +16

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

**Bravery**  When Pahrbub succeeds at a Will save against a fear effect, he gets a critical success instead. In addition, anytime he gains the frightened condition, reduce its value by 1

**Items** Two +1 Hatchets, Leather Armor

**AC** 22;

Fort +12, Ref +12, Will +9

**HP** 78

Speed 25 feet

**Melee** hatchet +15 (agile, Sweep, Thrown 10 ft), Damage 2d8+7 Slashing plus smith's fury

**Attack of Opportunity** (Reaction)

**Intimidating Strike** (Double Action) (emotion, fear, mental) Pahrbub's blows not only wound creatures but also shatter their confidence. If he hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.

**Knockdown** (Flourish) Pahrbub makes an attack to knock a foe off balance. If it hits and deals damage, he attempts an Athletics check to Trip the creature he hit. Both attacks count toward his multiple attack penalty, but the penalty doesn't increase until after he's made both of them.

**Power Attack** (Flourish) Klorte unleashes a particularly powerful attack. This counts as two attacks when calculating his multiple attack penalty. If this Strike hits, he deals an extra die of weapon damage.

**Smith's Fury** The smith deals an additional 1d6 damage when they hit with a weapon they created.
Sanctuary

Abjuration

**Source** *Core Rulebook pg. 366* 3.0

**Traditions** divine, occult

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 creature

**Duration** 1 minute

You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.

**Critical Success** *Sanctuary* ends.

**Success** The creature can attempt its attack and any other attacks against the target this turn.

**Failure** The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.

**Critical Failure** The creature wastes the action and can't attempt to attack the target for the rest of *sanctuary*'s duration.