recursal/Fanatic-Fandom huggingface dataset:
Effigy Master

The effigy master is an expert in the imitation of true life.

#### Requirements

**Skills:** Craft (leather, metal, or woodworking) 7 ranks , Knowledge (arcana) 3 ranks , Spellcraft 3 ranks , Use Magic Device 2 ranks

**Feats:** Craft Wondrous Item

**Special**: Must have the *simulacrum* spell on a class spell list, whether or not the character is able to cast it.

#### Class Features

**Weapon and Armor Proficiency**: Effigy masters gain no proficiency with any weapon or armor.

**Spells per Day/Spells Known**: At each class level after 1st, an effigy master gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an effigy master, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

**Craft Effigy (Su)**: An effigy master can create constructs known as effigies (see page 151). Unlike other creators, he need not possess the Craft Construct feat to complete this task, nor does he need the feat or ranks in Knowledge (architecture and engineering) to repair an effigy he creates (see page 151 for details on repairing an effigy). An effigy master can add his class level to his caster level to determine the maximum Hit Dice of effigy that he can create. Crafting an effigy requires a body to be built from wood, leather, metal, and wire. This requires a DC 15 Craft (woodworking, leatherworking, or metalworking) check. The gp required to create the effigy depends on its size, as described on page 155.

**Improved Effigy (Ex)**: An effigy master of 3rd level or higher can improve upon his creations, granting them a permanent +2 competence bonus on attack rolls, damage, and saves. This requires one day of work and costs 100 gp of supplies per Hit Die of the effigy to be improved, but has no XP cost.

**Effigy Link (Su)**: At 5th level and higher, an effigy master can create a supernatural bond between himself and one of his effigies. This requires a 1-hour ritual. Afterward, the effigy master can sense the effigy's condition (as if he had cast *status* on the effigy), and can scry on the effigy (as if casting the scrying spell) once per day. Furthermore, an effigy master gains a +1 morale bonus on saving throws and caster level checks as long as he is within 5 feet of his bonded effigy. An effigy master can be linked to only one effigy at any time. If the linked effigy is destroyed, or if the effigy master wants to establish a new link, he can create a link to another effigy (and eliminate the old link) by performing the ritual with the new effigy.
John Brown

## History

 An older gentleman. He was born and raised in a small farming village where he apprenticed under a doctor to take over his position. One day his village got destroyed by a kobold invasion and he had nobody left so he decided to focus on the healing techniques he knew best to make his way in the world. With nothing on him but the clothes on his back, he set out to perfect his healing arts and to join adventurers who help keep villages like his safe.

## Appearance

Brown hair, brown eyes, and scruffy beard. He does not look like a doctor but more of a farmer. he has a lean build and is quite healthy looking despite no muscles on him.

## Personality

He is a kind fellow and often offers to help people for just enough to survive off of. He can be a bit brunt and doesnt hold back his words and speaks in a strange dialect of his village.

## Loves

Helping people, good food, good alcohol, and hard work.

## Fears

Kobolds, his skills not being good enough to help someone.

## Family

He has no family to speak of. all of them died in the kobold invasion.

## Aspirations

He aspires to become the best doctor he can.
Maid

"I only live to please"

## History

Born to a merchant family, Eliza was taken in by a well to do noble after the death of her father. Trained to become a maid for the Evergreen family, Eliza is adept at household chores as well as defense. Once she arrived in the kingdom of SIn, she fell under the employ of Tectus as a maid for the palace.

## Appearance

Eliza is a small busty woman with white hair and bright red eyes. She's often dressed in a white and black maid outfit.

## Personality

Stern, neat, easily amused, slightly perverse, sweet

## Loves

cleaning, baking, dancing, beef stew, romance novels, horses

## Hobbies

Baking, reading, shopping, horseback riding
Moxorix Zozovik

Okrun's character page *To make your own character page, click "New Page" in the upper right corner of the wikia. The infobox displayed is the "Character Infobox" which can be found by using Insert>Infobox. Feel free to omit information you feel is extraneous, but do not purposefully or lie about information or hide apparent information that would be easy to notice when seeing you char. This little section would be used for quotes of your character "I don't know how to quit you!"*

## Moxorix Zozovik

### Titles

N/A

"Every second matters"

## History

Detail your character's backstory. As you play in sessions, you might want to come back to update this section with their notable exploits.

## Personality

Detail your character's personality and quirks.

## Loves

List some of your character's loves in life like: they love beer, men, and a good story.

## Fears

List some of your character's fears in life like: They have the fear of Pixies, orange food coloring, and losing any good friendships.

## Hobbies

List some of your character's Hobbies in life like: They have the hobby of going around the poor parts of town and throwing coins at the poor people to vent aggression and at the same time doing good.

## Enemies

Drow cause their assholes, and other elves cause their related.
Brixton Cross

" Watch out, That first step is a rough one. "

## Appearance

Brixton is a tall man, Many wouldn't call him built or strong. He likes those people they underestimate him. He just reaches six foot seven. His build is lean and agile. his black hair short and styled. his green eyes always watching people judging distances.

## Personality

Brixton is a man who is all about the jokes and the calmness. His idea of a good time is liquor women and music.. though when he is forced to become a bit more serious he flips a switch. He becomes cold and calculating aiming to disarm or take out his target.

## Fears

Brixton fears the dark, it holds a special horror for him. Outside of the dark not much scares him death holds only absolute release and pain is meaningless when one has suffered it long enough.

## Hobbies

Brixton likes to preform whip tricks, occasionally " disarming" a woman's top when at a bar.

Brixon also enjoys the crafting of weapons for his various tricks.

## Family

Brixons past wasn't one that led to development of family ties.

## Friends

Karva the Angelic Kobold: Met in union pass, she is a wild tease and uses her magic but brixton finds her tolerable enough to be a friend.

Mitsu Qi Shaz: He met her in union pass and works for her on her ranch. Possible breeding partner.

## Enemies

brixton has a deep hatred for drow and elves seeing most of not all of them as enemies

## Aspirations

Brixton aims to be the god of tits an wine, failing that, he plans to drink and party. As well as capture people to get gold to drink and party.
Followers and Cohorts

Rules and extra info on Followers and Cohorts.

**General Rules**

1. Non player characters cannot gain leadership or a leadership score.
2. Your leadership can vary from the base score (character level + Cha modifier) to be (Character Level + Int Modifier with a -2 penalty) OR (Character Level + Wis Modifier with a -2 penalty)
	1. Other that features that allow you to change your leadership score - such as through instructor wizard are able to swap the score without penalty.

**Cohorts:**

1. Cohorts regardless of level they come in at start with no gold.
2. You can get an EXTRA FEAT by setting up your own wiki page for your Cohort using THIS as your base template. then submitting it to the #Wiki-posts-4-feats channel in discord.
3. Cohorts are always at the highest level they can be, in regards to the player and the normal max level for cohorts.
4. Cohorts do NOT start off with access to Hero points or Antihero.
5. Cohorts do NOT start off with Mythic ranks unless they are a cohort to a PC with Mythic Leadership.

**Followers:**

1. Every 10 followers can make 1 labor(still costs 10gp), 1 goods(still costs 10gp), or 1 gold each day.
2. Followers are considered to be NPCs using the non heroic statistic block.
3. Followers are based off of the table displayed with the following notations:
4. You can continue to increase the number of followers that you possess if your Leadership Score exceeds 50. For every 1 above 50 that you possess, use the following guidelines to determine the maximum number of followers that you can attain, based upon your Leadership Score. 2
5. Increase the number of 1st-level followers you possess by 100 for every Leadership Score point above 40 that you attain.
6. You can command one-tenth as many 2nd-level followers as 1st-level followers when your Leadership Score reaches above 40. You can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0).
Mask of Undeath

Aura necromancy [evil]; CL 16th

Slot head; Weight 2 lbs.

Description

This relic is one of the holiest among the faithful followers of Orcus. It serves as a holy symbol for his clerics. It grants its wearer +4 enhancement bonus to the DC of all spells cast with the death descriptor. All undead created by the mask’s wearer gain an additional 3 HD.

If a good divine spellcaster touches the mask of undeath, she takes 6d6 points of damage per round of contact. All other creatures are unaffected by the mask.

Destruction

A vampire must eat the still-beating heart of marilith demon while wearing the mask of undeath.
Bladesinger

Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole.

*Please note: This entry includes the corrections presented in the official Web Enhancement for Tome and Blood.*

#### Requirements

**Base Attack Bonus:** +5

**Race:** Half-Elf or Elf

**Skills:** Acrobatics 1 rank , Perform (Dance) 1 ranks , Perform (Sing) 1 ranks

**Feats:** Combat Casting , Combat Expertise , Dodge , Weapon Focus (Longsword or Rapier)

**Spells:** Able to cast arcane spells of 1st level.

#### Class Features

**Weapon and Armor Proficiency:** Bladesingers gain no proficiency with any weapon. They gain profi ciency with light armor but not with shields.

**Spells per Day:** At every oddnumbered level gained in the bladesinger class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefi t a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class be fore becoming a bladesinger, she must decide to which class she adds the new level for purposes of determining spells per day.

**Bladesong Style (Ex):** When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger gains a dodge bonus to Armor Class equal to his class level, up to a maximum of her Intelligence bonus. If the bladesinger wears medium or heavy armor, she loses all benefi ts of the bladesong style.

**Lesser Spellsong (Ex):** When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger of 2nd level or higher can take 10 when making a Concentration check to cast defensively.

**Song of Celerity (Ex):** Once per day, a bladesinger of 4th level or higher may quicken a single spell of up to 2nd level, as if she had used the Quicken Spell feat, but without any adjustment to the spell’s effective level or casting time. She may only use this ability when wielding a longsword or rapier in one hand (and nothing in the other). At 8th level and higher, she can quicken a single spell of up to 4th level.

**Greater Spellsong (Ex):** A bladesinger of 6th level or higher ignores arcane spell failure chances when wearing light armor.

**Song of Fury (Ex):** When a 10th-level bladesinger makes a full attack with a longsword or rapier in one hand (and nothing in the other), she can make one extra attack in a round at her highest base attack bonus, but this attack and each other attack made in that round take a –2 penalty. This penalty applies for 1 round, so it also affects attacks of opportunity the bladesinger might make before her next action.
D'zahje

## History

Nunh D'zahje a mysterious man seldom seen outside of the gatherings of the Nunh Priomh counsel. He gained his position fairly recently but he made his bones as most males do in the Mercanarium fighting far off battles. What the Mercanarium released about his rise was not very clear however during his time in their service a series of brutal assassinations happened in far off lands. When he returned D'zahje make clear his demand to be a Nunh and shortly there after established his clan of houri by slaying the Nunh Priomh in charge of Abercycney.

## Appearance

He is currently the most handsome among the Nunh with intense amber eyes and odd form of dress. Where most dress for the biting cold he wears light and efficient clothing. His body adorned with tattoos and scant few scars. One his right shoulder of his clothing is a medal made of Cold iron and on his left a medal made of pure silver. The two daggers on his belt are a made of Silver or Cold Iron respectively.

## Personality

Secretive, Prideful, No none sense, Some times brutal, Hardworking, Planner

## Loves

His Houri, Silver, Cold Iron, Music, Light clothing, Boxing

## Family

* Prime Houri - D'lyra
* Numerous daughters
* Numerous sons

## Friends

* Nunh O'razuh
* Nunh S'bhevi
* Nunh S'zifah
* Nunh A'zehrun
* Sadhbh
* Grand Raj Tadgh

## Enemies

* Nunh O'razuh
* Nunh S'bhevi
* Nunh S'zifah
* Nunh A'zehrun
* Sadhbh
* Grand Raj Tadgh
* Fey
* Were being
* Vampires
* Witches
* Hags
Administration Roles

## Admin Roles WIP

Here you will find roles of what certain admins are allowed to do, so you know who to contact or reach out to if you ever are in need of something. This also helps show check and balances among new staff members.

### Void Lords

1. Can run missions for any level.
2. Can freely add an artifact to a mission.
3. Can add major NPC's.
4. Can add Kingdoms to the world.
5. Can give player tags.
6. Can give add/edit channels.
7. Can overrule snap rulings over lower ranking admins.

### Senior GMs

1. Can run missions for level 20 and lower without seeking permission from a Void lord.
2. Can freely add an artifact to a mission.
3. Can add major NPC's without seeking permission from a Void lord.
4. Can add metropolis sized cities to the world without seeking permission from a Void lord.
5. Can give player tags.
6. Can give add/edit channels.
7. Can overrule snap rulings over lower ranking admins.

### GMs

1. Can run missions for level 15 and lower without seeking permission from a Senior GM or above.
2. must receive 1 Senior GM or Void lord approval to add an artifact to a mission.
3. Can add major NPC's without seeking permission from a Senior GM or above.
4. Can add towns to the world without seeking permission from a Senior GM or above.
5. Can give player tags.
6. Cannot give add/edit channels.
7. Can overrule snap rulings over lower ranking admins.

Trial GMs

1. Can run missions for level 10 and lower without seeking permission from a Senior GM or above.
2. must receive 2 Senior GMs or a Void lords approval to add an artifact to a mission.
3. Can add minor NPC's without seeking permission from a Senior GM or above.
4. Can add villages to the world without seeking permission from a Senior GM or above.
5. Cannot give player tags.
6. Cannot give add/edit channels.
7. Can overrule snap rulings over lower ranking admins.

### Blanket rules for Admins able to run missions

1. Do not start an argument in a mission with a GM at that point their word holds. If you have an issue with it bring it up after, talk it over like adults. After all we are here to have fun.
Crafting and You

Rules and other notes on crafting are followed:

1. **Making customized magic items**: Customized magic items can only be made by putting two items together no more then 2, by paying the normal associated costs and the two items must be of the same slot type, this can only be bypassed with Mythic craft wondrous item creation feat and being level 15+.
2. **Selling crafted items**: NPC’s do not buy crafted items, gears, or anything of the sort. If you wish to make money from crafting sell to players or use craft skills for down time money gain.
3. **Mundane Crafting**: the progress is per day not week, other normal rules apply
4. **intelligent items**: Players cannot create intelligent items, except by 1% fluke chance, when the player wants to try to roll on the d100 for an intelligent item weapon property, the must ping a GM fist with why they are pining then roll the d100 in the official rolling channel
5. **Crafting Requirements:** Any magic Items with a special crafting requirement for a caster level cannot be bypassed.
	1. scroll, potions, and similar spell completion items cannot be made with a caster level higher then the caster level of the crafter.
	2. weapons and armor enhancements have a caster level requirement 3 per enhancement tier. **EX: (**A caster level of 9 can only enchant items up to an enhancement bonus of +3)
	3. Special Ability bonuses are tracked individually. **EX**: (a caster level of 9 can make a +3 Nullifying long sword.)
Dates and Time

Time in New Horizon functions at a times two scale.

Dates are similar to IRL but when listing the date you double the amount of days.

1. January - Ionawr
2. February - Chwefror
3. March - Mawrth
4. April - Ebrill
5. May - Mai
6. June - Mehefin
7. July - Gorffennaf
8. August - Awst
9. September - Medi
10. October - Hydref
11. November - Lamashen
12. December - Rhagfyr

 5/11/2019 3:30PM
 6/2/2020 7:30AM
Alamaya

Where gold shines like the sun, you shall find me.

"*They say the love of money is the root of all evil. If love of it is the root, what is the control of it?"*

- Alamaya

## History

Alamaya has become a recent arrival. Nobody is quite sure how she amassed her wealth and power, but a kingdom has formed where she rules as a shadow proxy through one of her cohorts. The strange part is, she doesn't appear to have come from another world (certain players will know who she is, really).

## Appearance

Alamaya appears to be a lithe, but built elven fighter, usually holding a pair of serpent swords. Her clothing is intricare, black, and lined with platinum in some cases. While her upper torso appears much like her picture, the bottom cascades down to the bottom half of an ankle-length skirt.

    == Personality ==

Law and order. If people violate her edicts or rules, she will see them punished immediately. However, grave injustices will often earn her wrath - it comes down to her views on what an injustice is.

Injustice to her is violating her given rules and laws, as she often creates laws to govern both the good, evil, and neutral sides of her kingdoms respectively. It is for this reason, she often speaks to many advisors before passing her words and edicts.

## Loves

Platinum: The only thing she loves more than gold. If someone has an offer worth a lot of platinum - trade or something of the nature, she will often *make* time in her schedule for them.

Gold: She adores it. Tributes of gold to her will definitely get her attention and create a favorable disposition for any negotiator.

Kingdom & Country: Her country and kingdom come first, she will never betray them, harm them, and so forth. Anyone who attempts to bribe this diplomat or get her into an unfavorable agreement will often find themselves hard-walled and excluded from her owned trade routes.

Meat: Unlike most elves, she prefers eating meat. Whether it's cheap or expensive, she doesn't seem to mind it.

## Hobbies

While being a shadow ruler, she functions, primarily, as a diplomat within her kingdom and spends her time crafting delicate word-play and possible plans for trade arrangements.

## Friends

Naomi, Ryuuko Tsukiyama, Emmen Sect, Aranea, Narima, Arisia, Kukara Mills, Bera Wick, and Darrion.

## Enemies

Leonardo Katch - assaulted her royal enforcer. She is duty-bound to consider him an enemy.

## Aspirations

Become the trade power-house of the world, take over the oceans, rivers, and coasts.

Grow in power to the point none can oppose or try to claim her belongings.
Ivana Silver

### Relatives

Fenix Silver (Husband), Alister Silver (Son), Iris Silver (Daughter), Vahn Silver (Son), Iradessa Silver (Daughter), Barron Silver (Son), Cordin Silver, Flint (Sister?)

## Misc. Information

### Will holder

Fenix Silver, Iris Silver, Alister Silver, Vahn Silver, Iradessa Silver, Barron Silver, Cordin Silver

Ivana's history will not be given unless in roleplay.

Ivana had not been in this world long, starting in Hammer and quickly was whisked away to Sin by some friends she had met named Zinnee and Illia. Upon arrival they went to a place called the Lustful Brew, where she met the rulers of sin; Emperor Fenix Silver, Avatar of Lust and Empress Flint, Avatar of Greed.

Now the Emperor at first pissed Ivana off without saying a single word. She'd worked hard back in her home to have a similar title, and here this guy was flaunting it. So feeling her pride was now on the line she felt it best to test this man. So she laid on some charm even though she was disoriented from the travel to the world, and talked with the king. Fenix took interest in her and decided she'd be his next conquest.

Later on he took her back to his palace room, and proceeded to do what he often did with the many women as part of his means of inciting them. He projected an aura of lust, then would transform himself into what they desired most, then change into that person, creature, or thing...to enhance their sexual experience while in his care. This wasn't exactly the case with Ivana though.

Ivana's heart beamed only for one person at the time, a person she'd never see again, so as the ability worked itself, he changed into her sweetheart back home. This ripped Ivana's heart in two, she stared at the face she'd never see again and begged Fenix to stop. Her eyes were filled with a deep sadness and love. Fenix dropped the form and stared at her for the longest time, wishing someone would look at him with such passionate love. After that point there were a lot of hit and miss interactions with Fenix and Ivana.

She'd continue about her days, befriending others like the Empress Flint, whom she felt safe around, but also learned she was easy to annoy if one showed a lack of common sense. Fenix would return to try to seduce the girl, which worked almost 100% of the time, but life always stopped them from getting to the deed. This drove the two mad with a wild passion, and they started to feel as if Fate was keeping them apart.

So time went on, Ivana sought to try her blade and way of shadow to gain a little notoriety and money. One such encounter while helping a poor smithy who's wares kept getting stolen from kobolds she was able to convince most the tribe she was their Chief and now held around 50 kobolds to tend to....which size keeps growing.

Amongst the Kobolds a few stood out to her and they were issued different names and given certain chores to do around her Villa. Her most trusted of these kobolds was Broom Sweep. Who was actually a decently strong warrior, and had an for detail.
DJ Hoosier Daddy

Okrun's character page *To make your own character page, click "New Page" in the upper right corner of the wikia. The infobox displayed is the "Character Infobox" which can be found by using Insert>Infobox. Feel free to omit information you feel is extraneous, but do not purposefully or lie about information or hide apparent information that would be easy to notice when seeing you char. This little section would be used for quotes of your character "I don't know how to quit you!"*

## Okrun

### Titles

the big barracuda

"Never gonna give you up, never gonna let you down!"

## History

Detail your character's backstory. As you play in sessions, you might want to come back to update this section with their notable exploits.

## Appearance

Okrin appears to be human although he is in fact an Aasimar, a Garuda Blooded Aasimar to be accurate. He has birdlike feet but this is easily hidden with his boots. He also has a thin layer of jet black feathers on his body but this is easily hidden with his clothes. But still cant hide the fact that he still oozes some odd liquid from when he was exposed to Chaositech experimentation, as his boots are always overflowing with the ooze.

## Personality

Detail your character's personality and quirks.

## Loves

List some of your character's loves in life like: they love beer, men, and a good story.

## Fears

List some of your character's fears in life like: They have the fear of Pixies, orange food coloring, and losing any good friendships.

## Hobbies

List some of your character's Hobbies in life like: They have the hobby of going around the poor parts of town and throwing coins at the poor people to vent aggression and at the same time doing good.

## Family

Jill-They live at the top of Brokeback Mountain in a small tent, and Jack hasn't seen them for a few years now last time he did they feel down a hill, trying to fetch some water.

## Friends

List your friends and allies. Detail why they are your friend.

## Enemies

List your enemies and rivals. Detail why they are your enemy.

## Aspirations

What are your character's goals? These can be both long term and short term goals. What do they want to see changed in the world, and how do they plan on changing it.
Jace Silverfang

== History ==
Detail your character's backstory. As you play in sessions, you might want to come back to update this section with their notable exploits.

== Appearance ==

See art!

== Personality ==
Meet him and find out on your own.

== Loves ==
In the order of most adored to list is.
Food
Fighting
Fucking

== Fears ==
Death, plain and simple Jace doesn't want to die and most certainly will do anything and everything within his power to prevent his own death. If it comes down to you or him, he will choose himself every single time.

== Hobbies ==
Jace doesn't have any real hobbies other than creating weapons for his own use as well as others who are apart of his warband.
Other than than that he is always up to spare with a powerful opponent.

== Friends ==
More to come as they come

== Enemies ==
More to come as they come

== Aspirations ==
Why don't you ask him yourself.
Marchi

## **Back Story**

Marchi was born to a farmer and his wife on a tiny rice plantation his child hood was not hard, it was difficult because he had to help his father and with his crop but other then that they did not have any needs, untill the day a large man in a Monk's outfit came to there town for food and rest Marchi also in town getting into fights as he was known for doing  that day the monk found the boy ruthlessly beating on some other kids for pulling his tail  that day the monk saw something in the boy paying the father to hire some farm hands so he could take the boy with him he took the boy to a hidden temple to the  Horned King the highest of the Oni Daimyo

## Marchi

### Titles

The War Cat

"The Calm before the storm is not, as worrying as the calm in the Storm"

## Character Information

### Class

War priest (sacred fist) /Unchained Monk (Master of many stiles)
Bravo 01

## History

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As of ██-██-████ all audio and visual feeds of fireteam bravo leader: ████ ████████ and his squad have gone dark. Until contact can be reestablished the entirety of fireteam bravo are to be assumed MIA.

## Appearance

████ ████████ has a muscular build, upward facing eyebrows, pronounced cheekbones, and a military style hair cut.

On the field ████ ████████ wears a set of advanced combat armor called a ███████████ ████ ██████████ ██████████ █████, or more widely known as a ████████, which consists of an armored helmet with built in sensors and holographic user interface, a control gauntlet, and a set of combat fatigues with kevlar which provides sufficient protection against small arms fire.
Approved content

### **Spells:**

* **All first and third party spells on PFSRD (Not alternate spells or casting styles)**
* **Awaken undead**
* **occult rituals**

### **Traits:**

* **Technologist**
	+ **Category:** Region
	+ **Requirements**: Technological Kingdom (Abergian Federation, Landagamma) Being born in this kingdom has resulted in endless exposure to technology and development of awareness in the field. You gain Technologist as a bonus feat

### **Items:**

* **Primal Iron**
* **Mithral Celestial**
* **Vampire Hunting Kits no longer contain Masterwork Stakes**

### **Books:**

* **Legendary Gunslingers (Technological Shootist still starts with start play with the black powder blunderbuss, pistol, or rifle.)**

	+ Targeting Shot

		- Arms: On a hit and a failed reflex save, the target drops one carried item of the legendary gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
		- Head: On a hit and a failed fortitude save, the target is also confused for 1 round. This is a mind-affecting effect.
		- Legs: On a hit, the target is knocked prone and a failed reflex save. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
	+ Expanded Targeting:
		- Ears: On a hit and a failed fortitude save, the target is deafened for 1 minute.
		- Eyes: On a hit and a failed fortitude save, the target takes treats all creatures as though they had concealment for 1 round.
		- Throat: On a hit and a failed fortitude save, the target is unable to breathe for 1 minute or until they receive 1 or more points of magical healing or regeneration.
* **Modern firearms (x10 price)**

	+ Metal Cartridges count as if they were a bullet for the purposes of crafting ammunition with Gunsmithing.
* **Technological Weapons: The majority of technological weapons are ranged weapons, although some high-tech melee weapons can be found in dungeons as well.**
* **Technological Armor: Technological armor works in a similar manner to standard armor, but often requires a power source to fully function.**
* **Pharmaceuticals: Pharmaceuticals include drugs, poisons, and medicines. They can be ingested or injected, and generally have relatively minor or temporary effects.**
* **Cybertech: Cybertech is a form of technology that must be implanted in a body before it can function. Cybertech typically augments a character’s abilities and statistics.**
* **Technological Gear: This catchall category includes a wide range of devices, from relatively minor gizmos like zipsticks to technological wonders like clonepods.**
* **More cyber tech**
* **Arms and Equipment Guide**
* **stronghold builder guide** (Ignore Part 3: Buildings In The Kingdom, starting on page 22 and ends on page 23)
* **Trade Routes Expanded Caravan Sourcebook**
* **Ultimate Factions**
* **Technological Companions and Vehicles**
Anaberg

The southern most settlement on the whole continent, Anaberg is an incredibly old settlement in the Taiga forests of southern Inverden.

## History

Anaberg is one of the oldest settlements in the kingdom, far older than Port Invers. Founded by a human woman Anna Francais along with dozens of other pioneer's who sailed across the dangerous waters to find a new home. After travelling inland they found a suitable area by a small fresh water lake and settled. Life in this new settlement was rough, as the area was not good for farming, although with a plethora of wild game to hunt the people found surviving capable enough.

The settlement was originally named as Homeburg, but after Anna's death it was renamed to Anaberg in her honor as the founding mother of the settlement. While her bloodline has tragically died out, the pioneering and hunting spirit that she fostered lives on in the settlement. Anaberg serves as the lifeblood of hunters in the area, and is where merchants come to buy the hides, furs, and other valuable materials such as Ivory from the hunters. The strong wood of the forests is also often sought out for its high quality.

## Settlements Laws

The Settlement of Anaberg holds the main laws of the Kingdom without very many local differences.

## Notable NPCs

Marquise Mi'kal Nunh - A proud Miqo'tei catfolk who serves as the head of the Settlement. He is known to go out and partake in hunts quite often leaving things in the hands of his capable first wife.

Dane Ber'us Nunh - A proud Arte'tei catfolk known as the Wyrmbane earned his title when after a hunt he came back with the head of a White Dragon.

Dane Augustus Invers - Son of Menethil Invers, he earned his title through purging a goblin den that was threatening one of the thorps in the county.
Mindspy

By reading the minds of her enemies, a mindspy knows exactly what they're going to do a fraction of a second before they do it.

#### Requirements

**Base Attack Bonus:** +3

**Skills:**

**Special:** Able to cast the *detect thoughts* spell or to use *detect thoughts* as a spell-like ability.

#### Class Features

**Weapon and Armor Proficiency:** Mindspies gain no proficiency with any weapon or armor.

**Anticipate (Su):** Because she is reading her foe's thoughts, a mindspy knows where she needs to block and how she needs to dodge before an attack from the foe arrives. In addition, a mindspy can detect weak points in a foe's defense by observing her enemy's thoughts. At 1st level, a mindspy can add 1 point of Charisma bonus (if any) per mindspy class level as a bonus to her Armor Class against attacks from a foe whose surface thoughts she is detecting (if the normal 3 rounds passes and the target fails its Will save) as well as an insight bonus on attack rolls against any foe whose surface thoughts she is detecting. If a mindspy is caught flat-footed or is otherwise denied her Dexterity bonus, she also loses this insight bonus to her Armor Class.

**Combat Telepathy (Su):** By reading her opponents' surface thoughts, a mindspy can anticipate their every move. She can make a Concentration check (DC 10 + damage taken during the previous round) at the beginning of her turn. If the mindspy succeeds, she can maintain concentration on *detect thoughts* as a free action. If the mindspy casts a spell or uses another spell-like ability, *detect thoughts* ends.

**Spherical detect thoughts (Su):** A mindspy can widen the area of her *detect thoughts* spell or ability into a sphere centered on her, rather than a cone. The radius of the sphere is equal to the length of the cone.

**Faster Mindscan (Su):** By 2nd level, a mindspy has become adept at tuning into others' thoughts quickly. In the round when she activates *detect thoughts*, she detects the presence or absence of thoughts and the Intelligence score of each thinking mind in the area. In the next round, she detects the surface thoughts of any one mind in the area.

**Multiple Surface Thoughts (Su):** A mindspy of 3rd level or higher can simultaneously detect the surface thoughts of any two creatures who fail their Will saves. This means that she gains anticipate bonuses against both of them. Once per round as a free action, she can choose new minds to listen in on. At 5th level, a mindspy can simultaneously detect the surface thoughts of four creatures.

**Instant Mindscan (Su):** At 4th level and higher, a mindspy can enter her enemies' minds at the speed of thought. She gains all the information from *detect thoughts* (presence or absence of minds, Intelligence scores, and surface thoughts) in the same round when she activates the spell or ability. The mindspy's enemies still get Will saves to keep their surface thoughts secret.
Minxiao

### Lore

Settled in the earlier days of the country, Minxiao has long had an ugly feud with the Onii nearby, using lanterns to ward their servants.

## Details

### Unique Feature(s)

Minxiao is most known for their stone lanterns used to ward evil spirits, which can be found across the town.

## The Town Filled with Lanterns

Minxiao is a moderate sized town at the foot of the Morayuki Mountains. These mountains are heavily populated by various onii from multiple different tribes that have different goals. As a result of this, the people of Minxiao are often assaulted by the Onii and their servants. Primarily shadow demons, the servants of these Onii tend to avoid light, so tradition has evolved to place lanterns around the town to prevent the creatures from entering and slaughtering the citizens. The town has been around since the early days of Essen, however hasn't grown quite so much as it's capital. Much of it's population is elven and kitsune, with some humans settling here, so the magical nature of the location is inherently observed in it's populace.

## A Thousand Lanterns

Tradition dictates the constant placement of lanterns as the city grows, leading to a generally large number of these stone lanterns scattered throughout the area- both in and around the city. This has shaped some of the way society moves, with many individuals placing prayers to the gods at the locations of these lanterns- some lanterns even being attributed to certain deities, with large numbers of these lanterns coming together in various places to create something akin to a "shrine" of sorts. Small carvings on these such lanterns depict the deities in question that the lantern or group of lanterns are attributed to, and villagers pray for safety, prosperity, or other such wishes.

The destruction, unlawful altering, or removal of these lanterns without permission as a result is often seen as highly offensive, in some cases being viewed even as treason or sedition. It is rather rare for these lanterns to be altered in any major way by the population, however when they are the punishment is quite often very severe- not limited to but including death. Being not only focuses of religious significance, but the only line of defense from the forces of darkness swirling around Morayuki Mountain, these lanterns are protected to the best of the settlement's ability.
Leviathan Hunter

(Stormwrack variant, p. 61)

The leviathan hunter is dedicated to hunting down creatures of the perilous depths.

#### Requirements

**Base Attack Bonus:** +5

**Skills:** Knowledge (nature) 1 ranks

**Feats:** Iron Will , Track

**Special**: Favored enemy (aberrations, animals, dragons, or magical beasts).

#### Class Features

**Hunter's Insight (Ex)**: You possess significant bits of knowledge regarding the types of creatures you battle. You gain an insight bonus equal to your class level + 5 on all Knowledge checks made to identify an aberration, animal, dragon, or magical beast or its special powers or vulnerabilities. You gain the same bonus on Survival checks made to track such creatures.

**Trophy (Su)**: You have the ability to wear your enemy and protect yourself from its power. Whenever you slay a
Huge or larger aberration, animal, dragon, or magical beast, you can take a body part as a trophy, such as a horn, tooth, or claw. You must have dealt damage to the creature in the encounter that killed it (you can't just watch the wizard blast it and then claim the trophy), and you must harvest the trophy within 1 minute of the creature's death. You must then treat the trophy with a mixture of precious oils and magical preservatives costing at least 500 gp. This process takes 24 hours. When worn, a trophy grants you a +2 competence bonus to AC and on saves against all creatures of that type. For instance, wearing the claw of a red dragon grants you the bonus against the attacks of red dragons (but not other kinds of dragons). At 5th level, the bonus to AC and saving throws improves to +4. A trophy works only for the leviathan hunter who created it. Although you can create many trophies, you can benefit from the effects of no more than one trophy per class level. Simultaneously wearing more trophies than this negates the effects of all trophies.

**Fell the Leviathan (Ex)**: You learn to place your attacks where they will have the most harmful effect against big creatures. Beginning at 2nd level, you deal an extra 1d6 points of damage with any melee attack made against an aberration, animal, dragon, or magical beast of Huge or greater size. This extra damage increases to 2d6 points at 4th level.

**Clever Wrestling**: You face many creatures capable of crushing you in their tentacles, claws, or teeth. To better resist such attacks, you gain Clever Wrestling (see page 92) as a bonus feat at 3rd level, even if you would not otherwise qualify for the feat.

**Immunity to Fear (Ex)**: You eventually learn to steel your will against the terror that defeats those of less determination. When you reach 5th level, you become immune to fear.
Dark Horizon Wiki

# == == Welcome to Dark Horizon == ==

Below should be the main content to help you get started with this campaign.

## World Lore & Campaign Setting

1. The overworld setting is found here: Dark Horizon Setting

## Rules

1. The base/RP rules: Rules 1.0
2. Combat and Session rules: Combat Rules 1.0
3. Other alternative rules: Alternate Rules 1.0
4. Mature content rules: X-Rate Rules 1.0
5. Tec and Magic kingdom rules: Zone Rules 1.0

## Approved Content

1. All Approved Content that isn't base Pathfinder is found here: Approved Content 1.0
2. All Banned Content that is not allowed is found here: Banned Content 1.0
3. All Approved Races: Approved Races 1.1

## Character Creation

1. Base character creation guide: Character Creation 1.0
2. Mythic Rules: Mythic 1.0

## Guides

1. Dark Horizon cohorts and followers: Cohorts & Followers Guide 1.0
2. Crafting and all its glory: Crafting Guide 1.0
3. Downtime guide for your daily craziness: Downtime 1.0
4. City building: house, bars, magical stuff, etc.: Building Guide 1.0
Caiden Morse

"Junk Em"

## History

Caiden Morse Grew up with a simple enough life. He had sweet parents who pushed him further and taught him how to survive Properly, But that wasn't enough as he showed Talent. After tinkering and adapting he found ways to make little automated devices to act on orders. His parents were proud of him and he keep going, at the age of 14 he left home with his devices to find a life in adventuring. As he Travelled he learned how little he connected to people but used it as a chance to learn new things and adapt his devices further so he can make more progress. Now finding himself On new dark Horizons needing to be weary of the Void lords domains but hoping for find a place that suits him best.

## Appearance

Caiden is a Slim Well Built man but not much strength, He has no distinct marks and wears custom clothing for well fitting and maneuvering. Various tools are noticeable as he has several belt pouches with items for quick building of minor gadgets.

## Personality

Caiden is fairly Laid back and Relaxed, but has his issues not understanding how to Properly speak to others and forgets tactfulness, Sometimes he even sits there talking to machines when left alone. He has small tendency to grab his neck when stressed and doesn't like staying still.

## Loves

Caiden Loves Machinery, Puzzles, And Adventuring

## Fears

Caiden is afraid of Solitude, he doesn't do well alone so he creates things to substitute people so he's never alone.

## Hobbies

He works on his machines frequently as it gives a easy pass time, making sure to tweaking his equipment, other than that he plays thinking games and chess with his Drones.

## Family

Caiden's only Family is his mother and father who live far away and it's unknown how they are doing, but he is grateful to them for raising him but uncaring of it.

## Friends

Caiden Never was good at making friends but he considers his drones His closest of friends

## Enemies

Caiden Doesn't know if he has any enemies as of Yet

## Aspirations

His Goal is to Make his machines fully autonomous so they can live with him as they explore the Vast unknown worlds, Knowing they are the closest friends he'll Ever Have
Cup of Forbidden Knowledge

Slot none; CL 20th; Weight 2 lbs.; Aura strong divination

DESCRIPTION

This ivory goblet is decorated with carvings of impossibly tall towers rising above modest abodes. The goblet is always filled to the brim with wine. Any drops spilling from the cup vanish into nothingness before they touch the ground.

Once per day, the cup grants a permanent +1d4 insight bonus on all Knowledge checks to a creature that drinks from it, but it permanently reduces the drinker’s Wisdom score by the same amount. If your campaign uses the sanity rules, this instead reduces the drinker’s sanity score by double the amount.

The bonus on Knowledge checks and reduction to Wisdom stack with multiple drinks from the same cup, but the bonus can never exceed +10. If the insight bonus ever becomes greater than the drinker’s Intelligence modifier or reaches +10, she must succeed at a Will save with a DC equal to 20 + the amount by which the insight bonus exceeds her Intelligence modifier (or DC 20 if the bonus reaches +10 but she has an Intelligence modifier of +10 or greater). If the user fails, she becomes insane (as per insanity).

Even if the user succeeds, the inescapable feeling of knowing too much continues to vex her, and she must repeat the saving throw once per day. Only spells that can remove insanity can put her mind at ease. However, curing the effect (or the insanity that it causes) permanently removes the insight bonus and Wisdom reduction and makes the user unable to ever again be affected by a cup of forbidden knowledge.

DESTRUCTION

A creature with an Intelligence score of 7 or lower can destroy a cup of forbidden knowledge by beating it savagely with physical attacks that deal a total of 100 points of damage or more within 1 round. The creature must not know that the item is the cup of forbidden knowledge, nor can it be commanded, influenced, or tricked into destroying the cup by another creature that knows of the cup and its destruction condition.