recursal/Fanatic-Fandom huggingface dataset:
Keen Eyes

Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Hunt Prey

**Single Action**

When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.

**Source** *Core Rulebook pg. 168* 3.0

You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Ludwig Manor

Lord Mayor  Herbert Ludwig  lives in the family estate with his husband Pabu Galand, Herbert's nephew Tugen Ludwig, and a small contingent of servants. One of the town’s oldest structures, the cross-shaped building is a sprawling affair that’s larger than the Mayor's family needs. The entire west wing of the manor has been closed for two generations, while the eastern wing has been converted into a publicly accessible museum of Engleher's history.

Herbert does his best to keep his roles as businessman and politician separate, devoting the mornings to work as a public figure and the afternoons to managing his company,  Ludwig Lumber

.**Lots** 1;

**Upgrade To** Noble Villa

**Item Bonus** +1 item bonus to Improve Lifestyle

**Herbert Ludwig** Lord Mayor of Engleher

**Pabu Galand** Mayor Ludwig's consort

**Tugen Ludwig** Mayor Ludwig's nephew, Tugen is being positioned to take over the Lumber business for his uncle
Gripilli Skirmisher

NE Small Grippli Humanoid

**Source** *Pathfinder #170: Spoken on the Song Wind pg. 82*

**Perception** +12; darkvision

**Languages** Common, Grippli

**Skills** Acrobatics +12, Athletics +10, Stealth +12, Survival +11, Thievery +10

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

**Springing Step** When the skirmisher uses the Step action they ignore difficult terrain and may move up to 10 feet instead of 5 feet.

**Items** composite shortbow (30 arrows), kukri, leather armor, thieves' tools

**AC** 22; **Fort** +11, **Ref** +14, **Will** +9

**HP** 60

**Hopping Dodge  Trigger** A creature misses the skirmisher with a melee Strike; **Effect** The skirmisher quickly takes advantage of the attacker's error and Steps.

**Speed** 25 feet, climb 20 feet; jungle stride

**Melee**  kukri +14 [+10/+6] (agile, finesse, trip), **Damage** 1d6+4 slashing plus baneback poison

**Ranged**  composite shortbow +14 [+9/+4] (deadly d10, propulsive, range increment 60 feet, reload 0), **Damage** 1d6+3 piercing plus baneback poison

**Baneback Poison** (poison) **Saving Throw** Fortitude DC 21; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and stupefied 1 (1 round); **Stage 2** 2d4 poison damage and stupefied 2 (1 round); **Stage 3** 2d4 poison damage, stupefied 3, and flat-footed (1 round)

**Jungle Stride** Gripplis ignore difficult terrain in forests and jungles.

**Wily Attack** The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures afflicted by a poison.
Frost Vial

Alchemical Bomb Cold Consumable Splash

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

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

**Activate**  Strike

The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.

## Frost Vial (Lesser)Item 1

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

**Price** 3 gp

**Bulk** L

The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty.

## Frost Vial (Moderate)Item 3

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

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls, the bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty.

## Frost Vial (Greater)Item 11

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

**Price** 250 gp

**Bulk** L

You gain a +2 item bonus to attack rolls, the bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty.

## Frost Vial (Major)Item 17

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

**Price** 2,500 gp

**Bulk** L

You gain a +3 item bonus to attack rolls, the bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.
Grim Tendrils

NecromancyNegative

**Source** *Core Rulebook pg. 342* 3.0

**Traditions** arcane, occult

**Bloodline** shadow

**Deities** Charon, Dajermube, Fumeiyoshi, Nhimbaloth, Nyarlathotep (Haunter in the Dark), Orcus, Treerazer

**Cast**  somatic, verbal

**Area** 30-foot line

**Saving Throw** Fortitude

Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.

**Critical Success** The creature is unaffected.

**Success** The creature takes half the negative damage and no persistent bleed damage.

**Failure** The creature takes full damage.

**Critical Failure** The creature takes double negative damage and double persistent bleed damage.

**Heightened (+1)** The negative damage increases by 2d4, and the persistent bleed damage increases by 1.
Leather Couch

A fancy couch for two henchmen to sit and relax when not laundering valuables

The **Leather Couch** provides two Henchmen a comfortable place to sit and relax while they wait for the next laundering assignment.

Leather couches must be placed in a Henchmen Area and have at least one meter of space in front so Henchmen can access it.
Lochi Guard

The **Ulfen** (pronounced OOL-fen) are a human ethnicity once feared along Avistan's coastlines for the fierce and merciless raiding they conducted in their longboats. They are sometimes referred to as **Vikings**, though this may more specifically be applied to Ulfen fighters and warriors. The days of raiding have passed, but the Ulfen are still renowned for their height, blonde hair, and their prowess as warriors. Ulfen bodyguards are highly desired throughout the courts of the Inner Sea region.
Improvised Repair

General

**Source** *Advanced Player's Guide pg. 206* 2.0

You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a broken non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.

## 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.
Mauler Dedication

ArchetypeDedication

**Source** Advanced Player's Guide pg. 183 2.0

**Archetype** Mauler

**Prerequisites** Strength 14

You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the two-hand trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.

**Special** You can't select another dedication feat until you have gained two other feats from the mauler archetype.
Gripilli Archer

These sharpshooters are renowned for their patience and their accuracy.

**Recall Knowledge - Humanoid (Society)**: DC 18

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

## Grippli Archer Officer 3

N Small Grippli Humanoid

**Source** *Pathfinder #146: Cult of Cinders pg. 87*

**Perception** +10; darkvision

**Languages** Common, Grippli

**Skills** Acrobatics +9, Athletics +6, Nature +8, Stealth +11 (+13 in forests), Survival +8

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

**Items** leather armor, shortbow (30 arrows), shortsword

**AC** 20; **Fort** +9, **Ref** +11, **Will** +10

**HP** 44

**Speed** 25 feet, climb 20 feet

**Melee**  shortsword +11 [+7/+3] (agile, finesse, versatile S), **Damage** 1d6+3 piercing

**Ranged**  shortbow +11 [+6/+1] (deadly 1d10, range increment 60 feet, reload 0), **Damage** 1d6+2 piercing

**Hail of Arrows**  The grippli archer makes three ranged Strikes with their shortbow, all against a single target. Combine the damage of any Strikes that hit for the purpose of resistances and weaknesses.

**Jungle Stride** A grippli ignores difficult terrain in forests and jungles.
Kua Hunter

The Zenj are believed to be the most common of the Mwangi ethnicities, living in hundreds of small tribes in the jungles and savannas of the Mwangi Expanse. Some of the tribes live in villages alongside the region's many rivers, while others are nomadic herders who graze their cattle or goats in the Expanse's grasslands and hills. Jungle tribes tend to be patriarchal, while savanna tribes lean toward matriarchy. The two types are on friendly terms but avoid intermarriage. The Zenj are below average height, with slender, muscular frames and wiry black hair. Their simple clothing is made from animal hides or plant fibers. Many Zenj follow an ancient tradition of shamanism. Zenj tribes include the Kalabuta, the Mulaa, the plains-dwelling Bas'o, and the jungle-dwelling Ara and Ngali. Among the Zenj, a long throwing club called an iwisa is used as a symbol of authority as well as a weapon. Zenj names sometimes contain complex consonants, glottal stops and clicks that are hard to transliterate (the click sound here is represented by a "!"). Examples of Zenj names include Mpaadi and Xabala for women and !Kunat and Kpu'unde for men.
False Life

Necromancy

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

**Traditions** arcane, occult

**Bloodline** undead

**Deities** Osiris, Qi Zhong, Touch of the Sun, Urgathoa

**Cast**  somatic, verbal

**Duration** 8 hours

You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

**Heightened (+1)** The temporary Hit Points increase by 3.
Healer's Blessing

Uncommon Cleric Necromancy

**Source** *Core Rulebook pg. 393* 3.0

**Domain** healing

**Cast**  verbal

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

**Duration** 1 minute

Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 2 additional Hit Points.

The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once.

**Heightened (+1)** The additional healing increases by 2 HP.
Magnetic Repulsion

Abjuration

**Source** *Secrets of Magic pg. 115* 1.1

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Duration** 1 minute

You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a –1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is –2 and the squares adjacent to you are greater difficult terrain.

While this spell is active, you require an additional Interact action before using a metal object (including to Strike with a metal weapon), and if you're wearing metal armor, you're slowed 1.

**Heightened (+3)** The status penalty to attack rolls increases by 1.
Harrow Deck

**Source** *Pathfinder #160: Assault on Hunting Lodge Seven pg. 66*

**Hands** 2; **Bulk** L

Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games. Common harrow decks are made from higher-quality paper and feature illustrations—harrow readers typically use these decks. Fine harrow decks are made from a variety of materials, such as high-quality paper, woods, bone, ivory, or metal.

## Harrow Deck (Common)Item 0

**Source** *Pathfinder #160: Assault on Hunting Lodge Seven pg. 66*

**Price** 10 gp

**Hands** 2; **Bulk** L

## Harrow Deck (Fine)Item 0

**Source** *Pathfinder #160: Assault on Hunting Lodge Seven pg. 66*

**Price** 11 gp (+)

**Hands** 2; **Bulk** L

## Harrow Deck (Simple)Item 0

**Source** *Pathfinder #160: Assault on Hunting Lodge Seven pg. 66*

**Price** 1 gp

**Hands** 2; **Bulk** L
Infectious Enthusiasm

CantripEmotionEnchantmentMental

**Source** *Secrets of Magic pg. 112* 1.1

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Duration** 1 round

With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn.

Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell.
Mace

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

**Favored Weapon** Asmodeus, Bolka, Dispater, Nurgal, Orcus, Otolmens, Qi Zhong, Ragdya, Winlas

**Price** 1 gp; **Damage** 1d6 B; **Bulk** 1

**Hands** 1

**Category** Simple

**Group** Club; **Traits** Shove

With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor.

## Traits

**Shove:**

You can use this weapon to Shove 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 Shove 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.

**Club**: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.
Hydraulic Push

**Source** *Core Rulebook pg. 344* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Deities** Besmara, Dagon, Hanspur, Lysianassa, Ragadahn, Sobek

**Cast**  somatic, verbal

**Range** 60 feet; **Targets** 1 creature or unattended object

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

**Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet.

**Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet.

**Heightened (+1)** The damage increases by 2d6.
Kingdom Skill Training

General Kingdom

**Source** *Kingmaker Adventure Path pg. 532*

Your kingdom receives the trained proficiency rank in a Kingdom skill of your choice. You can select this feat multiple times, choosing a new skill each time

## 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.

**Kingdom:**

A kingdom gains feats as it increases in level. Some feats are general-purpose abilities that apply all the time. Others grant benefits to specific kingdom activities or events or allow kingdoms to perform special activities. Each time a kingdom gains a feat, players can select any feat whose level does not exceed their kingdom's level and whose prerequisites their kingdom satisfies.
Falchion

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

**Favored Weapon** Lamashtu, Sobek

**Price** 3 gp; **Damage** 1d10 S; **Bulk** 2

**Hands** 2

**Category** Martial

**Group** Sword; **Traits** Forceful, Sweep

This weapon is a heavier, two-handed version of the curved-bladed scimitar. It is weighted toward the blade’s end, making it a powerful slashing weapon.

## Traits

**Forceful:**

This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

**Sweep:**

This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

## 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.
Lie to Me

GeneralSkill

**Source** *Core Rulebook pg. 263* 3.0

**Prerequisites** trained in Deception

You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

## 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.
Hellknight Prospect

White, Black, MediumHumanHumanoid

**Source** *Pathfinder #145: Hellknight Hill pg. 19*

Male human fighter 2

Perception +7

**Languages** Common, Infernal, Varisian

**Skills** Athletics +8, Intimidation +4, Religion +5, Society +4

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

**Items** full plate armor, greatsword, javelin (2)

**AC** 20; Fort +9, Ref +7, Will +5

**HP** 34

**Attack of Opportunity**

**Speed** 20 feet

**Melee**  greatsword +10 [+5/+0] (versatile P), **Damage** 1d12+4 slashing**Ranged**  javelin +7 [+2/-3] (versatile P), **Damage** 1d6+4 piercing**Intimidating Strike**  Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.**Power Attack**  You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage.
Gagiet Jail

A collection of cells adjacent to Gagiet Outpost

The holding cells for the Order of the Lance in the austere outpost, this sturdy stone building hung with banners that depict a Drake pierced by three spears.

This jail is Maned by a Platoon of Prospective Armigers who act a guards for a wage while they wait to be called up for their opportunity to join the Order of the Lance.
Eye for Treasure

Dwarf

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

You know good artisanship when you see it and can wax poetic about crafting techniques and forms. You become trained in Crafting and gain a +1 circumstance bonus on all Crafting checks made to Recall Knowledge. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Crafter's Appraisal skill feat, enabling you to identify magic items using the Crafting skill.

## Traits

**Dwarf:**

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

Cantrip Detection Divination

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

**Traditions** divine, occult, primal

**Cast**  somatic, verbal

In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).

**Heightened (7th)** You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.
Merchant

Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce. For encounters involving negotiation or mercantile skill, a merchant is a 4th—level challenge. A merchant might have an additional Lore skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than Mercantile Lore.

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

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Merchant Creature -1

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 244*

**Perception** +6

**Languages** Common

**Skills** Deception +10, Diplomacy +12, Mercantile Lore +10, Performance +8, Society +8

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

**Appraising Eye** The merchant can use Mercantile Lore to Recall Knowledge about items, including determining their value. They can also attempt to Identify Magic using Mercantile Lore and can do so without first knowing whether the item is magical.

**Items** crossbow (10 bolts), padded armor

**AC** 13; **Fort** +1, **Ref** +2, **Will** +10

**HP** 7

**Speed** 25 feet

**Melee**  fist +4 [+0/-4] (agile, nonlethal, unarmed), **Damage** 1d4+2 bludgeoning

**Ranged**  crossbow +4 [-1/-6] (range increment 120 feet, reload 1), **Damage** 1d8 piercing
Green-Eyed Priest

Belief is perhaps the strongest force in the universe, driving many to great heights. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the Green-Eyed Priest can gain influence among the powerful, entice a follower to dispose of all their possessions, and make a believer out of a cynic.

**Recall Knowledge - Humanoid (Society)**: DC 19

**Unspecific Lore**: DC 17

**Specific Lore**: DC 14

## Green-Eyed Priest Mystic 4

N Medium Gripilli Humanoid

**Perception** +10

**Languages** Common

**Gripilli Weapon Familiarity**

**Skills** Acrobatics +10, Athletics +8, Deception +12, Performance +12, Religion +8, Society +6

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

**Items** wooden religious symbol, alchemical tools (used as "blessed items" to fool marks), backpack, cloak, collection of fake relics, hand crossbow (20 bolts),Hand Adze, studded leather armor

**AC** 21; **Fort** +11, **Ref** +12, **Will** +10

**HP** 51

**Speed** 25 feet

**Melee**  Hand Adze +12 [+7/+2] (Agile, Forceful, Grippli, Sweep, Thrown 10 ft.), **Damage** 1d4+8 piercing

**Ranged**  hand crossbow +12 [+7/+2] (range increment 60 feet, reload 1), **Damage** 1d6+4 piercing

**Deceiver's Surprise** On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are flat-footed to the false priest.

**Fickle Prophecy**  (emotion, mental) The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first.

**Sneak Attack** The false priest deals an extra 1d6 precision damage to flat-footed creatures. This increases to 2d6 against creatures flat-footed due to the false priest's Feint or deceiver's surprise.

**Toxic Skin** Reaction **Frequency** once per hour **Trigger** A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you. **Effect** You exude a deadly toxin. The triggering creature takes 1d4 poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by 1d4.

**The Jig Is Up** Reaction **Frequency** once per hour; **Trigger** The false priest critically fails a Deception or Performance check; **Effect** The false priest Strides.
Lantern of Empty Light

Rare Enchantment Magical

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 78*

**Price** 240 gp

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

It's said that the pale blue light of this eldritch lantern shines from another dimension or even is linked, somehow, to the glow of a ghost when it is consumed by the Outer Goddess Nhimbaloth. A lantern of empty light is not intrinsically an evil item, though it remains a favored tool of those who would manipulate the minds of others for sinister reasons. It can be used as a normal bull's-eye lantern, but prolonged use tends to instill in the user a vague sense of being watched by unseen eyes.

**Activate**  Interact (emotion, visual); **Frequency** once per day; **Effect** You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's effects.

**Critical Success** The creature is unaffected and realizes that you attempted to mentally influence them with the light.

**Success** The creature is unaffected but thinks the light was harmless, unless it knows the true nature of the lantern already.

**Failure** The creature becomes fascinated by the lantern's light, and remains fascinated as long as you Sustain the Activation, up to 10 minutes.

**Critical Failure** As failure, but you can Sustain the Activation for up to 1 hour. When the effect ends, the fascinated creature remembers any events that took place while fascinated only as indistinct, dream-like memories.

**Activate**  Interact; **Frequency** once per day; **Effect** You direct the lantern's light upon a single incorporeal undead creature within 60 feet to siphon away some of the creature's essence, dealing 4d8 positive damage to the creature (DC 20 basic Will save).
Light

CantripEvocationLight

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

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

**Spell List** elemental

**Bloodline** angelic

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally

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

The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the *light* spell on the first object ends.

**Heightened (4th)** The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).
Lay On Hands

**Source** *Core Rulebook pg. 387* 3.0

**Cast**  somatic

**Range** touch; **Targets** 1 willing living creature or 1 undead creature

Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use *lay on hands* on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.

**Heightened (+1)** The amount of healing increases by 6, and the damage to an undead target increases by 1d6.
Item Façade

IllusionVisual

**Source** *Core Rulebook pg. 347* 3.0

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 object no more than 10 feet by 10 feet by 10 feet

**Duration** 1 hour

You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.

**Heightened (2nd)** The duration is 24 hours.

**Heightened (3rd)** The duration is unlimited.
Long-lived Sojourner

These elder scholars have spent many decades traversing every corner of Memory and beyond. They have accumulated bot treasure and renown. For some reason they still risk it all for discovery.

Explorer 9

**Perception** +19 Low-light Vision

**Languages** Common, Elvish

**Skills** Acrobatics +20, Architecture Lore +17, Athletics +20, Deception +12, Engineering Lore +17, Society +14, Stealth +17, Thievery +20

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

**Items** Boots of Elvenkind climbing kit, hand crossbow (20 bolts), +1 Striking kukri 5th level

**Ageless Patience**

**Ancestral Longevity**

**Deny Advantage**

**Expert Longevity**

**Hazard Spotter** The tomb raider automatically attempts a Perception check to notice a hazard when they are within 10 feet of the hazard.

**Seer Elf** you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature.

**AC** 27; Fort +16, Ref +21, Will +17

**HP** 155

**Speed** 30 feet, climb 15 feet

**Melee** [one-action] kukri +21 +17/ +13 (agile, magical, trip), Damage 2d6+4 slashing

**Ranged** [one-action] hand crossbow +21 +16/ +11 (range increment 60 feet, reload 1), Damage 1d6+3 piercing

**Cantrip** Detect Magic

**Sidestep** [reaction] **Trigger** The attack roll for a Strike targeting you fails or critically fails. **Effect** 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.

**Sneak Attack** 2d6 Precision Damage plus Debilitating Strike

**Debilitating Strike** [free action] the Sojourner applies one of the following debilitations, which lasts until the end of your next turn.

* **Debilitation** The target takes a –10-foot status penalty to its Speeds.
* **Debilitation** The target becomes enfeebled 1.

**Trick Attack** [one-action] The tomb raider musters their guile to attempt a clever attack that catches their foe unprepared. The tomb raider chooses one of their weapons. The next attack with that weapon deals an extra 2d6 precision damage. In addition, the tomb raider can Interact to draw the weapon (or to reload it if they choose the hand crossbow).

**Twist the Knife** [single Action] **Requirements** Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target. After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
Instant Armor

Conjuration Contingency Extradimensional

**Source** *Secrets of Magic pg. 112* 1.1

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

**Cast** 10 minutes (material, somatic, verbal)

**Duration** 24 hours

Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you.

**Armor Up!**  (manipulate) **Effect** You snap your fingers. The armor returns to your body.
Make An Impression

Auditory Concentrate Exploration Linguistic Mental

**Source** *Core Rulebook pg. 246* 3.0

With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.

**Critical Success** The target’s attitude toward you improves by two steps.

**Success** The target’s attitude toward you improves by one step.

**Critical Failure** The target’s attitude toward you decreases by one step.
Holy Water

Consumable Divine White Blue Black Red Green Tacit Splash

**Source** *Core Rulebook pg. 571* 3.0

**Price** 3 gp

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

**Activate**  Strike

This vial contains water blessed by a good deity. You activate a vial of *holy water* by throwing it as a Strike. It’s a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn’t add the manipulate trait to the attack made with it.

*Holy water* deals 1d6 Devotion damage and 1 Devotion splash damage. It damages only fiends, undead, and creatures that have a weakness to your deities devotion damage.
Ghoulish Cravings

Disease Necromancy

**Source** *Core Rulebook pg. 341* 3.0

**Traditions** divine, occult

**Cast**  somatic, verbal

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

**Saving Throw** FortitudeYou touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.

**Critical Success** The target is unaffected.

**Success** The target is afflicted with ghoul fever at stage 1.

**Failure** The target is afflicted with ghoul fever at stage 2.

**Critical Failure** The target is afflicted with ghoul fever at stage 3.

**Ghoul Fever** (disease); **Level** 3; **Stage 1** carrier with no ill effects (1 day); **Stage 2** 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 3d8 negative damage and the creature gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** the creature dies and rises as a ghoul at the next midnight
Inner Radiance Torrent

ForceLightNecromancy

**Source** *Secrets of Magic pg. 112* 1.1

**Traditions** divine, occult

**Cast**  to 2 rounds

**Area** line 60 feet or longer

**Saving Throw** basic Reflex

You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, *inner radiance torrent* attempts to counteract the darkness.

**(somatic, verbal)** The line is 60 feet long.

**(material, somatic, verbal)** The line is 120 feet long.

**Two Rounds** The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you.

**Heightened (+1)** The initial damage, as well as the additional damage for the 2-round casting time, each increase by 4d4, and the damage to adjacent creatures dealt while in your shining state increases by 1.
Gust of Wind

AirEvocation

**Source** *Core Rulebook pg. 342* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Deities** Gozreh, Hei Feng, Hshurha, Pazuzu, Seafarer's Hope, Sky Keepers

**Patron Theme** winter

**Cast**  somatic, verbal

**Area** 60-foot line

**Saving Throw** Fortitude; **Duration** until the start of your next turn

A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.

**Critical Success** The creature is unaffected.

**Success** The creature can't move against the wind.

**Failure** The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead.

**Critical Failure** The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.
Fine Living

**Source** *Kingmaker Adventure Path pg. 513*

Your people celebrate your leadership by indulging you with feasts and finery. All PCs associated with the kingdom enjoy a Fine standard of living at no cost whenever they're in the kingdom. Any PCs in hostile wilderness, a monster-filled dungeon, or otherwise cut off from their citizens must provide their own sustenance as usual even if they are within the boundaries of their kingdom.

You gain a +1 circumstance bonus to all checks made to Craft or Earn Income while in your kingdom.
Gordon

* Recall Knowledge - Animal (Nature): DC 18
* Unspecific Lore: DC 16
* Specific Lore: DC 13

SCORPION VENOM
While scorpions are often symbols of death or evil, their venom can be extracted and used for various medical applications. A character can milk an incapacitated giant scorpion to extract raw scorpion venom, which can be used as raw materials to craft giant scorpion venom or lesser antiplague. To determine the value of ingredients, you gain each day and the DC of the appropriate Medicine or Lore check,
 Perception
 Skills
 Items
 AC
 Saving Throws
 HP
 Speed
 Melee
 Special Abilities
Constrict  bludgeoning, DC 19.
Giant Scorpion Venom (poison) Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds;
* Stage 1 poison damage and enfeebled 1 (1 round)
* Stage 2 poison damage and enfeebled 1 (1 round)
* Stage 3 poison damage and enfeebled 2 (1 round).
Gripilli Weapon Familiarity

Grippli

**Source** *The Mwangi Expanse pg. 119* 2.0

You've trained with weapons ideally suited to marshes and dense forests. You are trained with blowguns, hatchets, scythes, shortbows, and composite shortbows. You also gain access to all uncommon grippli weapons. For the purpose of determining your proficiency, martial grippli weapons are simple weapons, and advanced grippli weapons are martial weapons.

## Grippli Weapon Familiarity Leads To...

Grippli Weapon Expertise, Grippli Weapon Innovator

## Traits

**Grippli:**

Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.
Invisible Item

Illusion

**Source** *Advanced Player's Guide pg. 221* 2.0

**Traditions** arcane, occult

**Cast**  material, somatic

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

**Duration** 1 hour

You make the object invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker.

**Heightened (3rd)** The duration is until the next time you make your daily preparations.

**Heightened (7th)** The duration is unlimited.
Fleeing

**Source** *Core Rulebook pg. 620* 3.0

You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't Delay or Ready while fleeing.
Hamje Commoner

The Tian-Hwan are native to the small nation of Hwanggot, located in the southeast of Tian Xia's northern landmass. Long under the heel of Imperial Lung Wa, they have only recently been able to re-establish their country and its unique culture. Tian-Hwan people have strong ideas about gender roles, although these differ from many other cultures: large percentages of Tian-Hwan women are soldiers and scholars, while men more commonly are farmers, craftsmen, or artists.
Knockdown

Double Action

FighterFlourish

**Source** *Core Rulebook pg. 146* 3.0

**Archetype** Mauler

**Prerequisites** trained in Athletics

You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you're wielding a two-handed melee weapon, you can ignore Trip's requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.

## Archetype Use

This feat can be used for one or more Archetypes in addition to the listed Classes. When selected this way, the feat is not considered to have its class traits.

## Traits

**Flourish:**

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.
Extract Poison

Abjuration

**Source** *Secrets of Magic pg. 104* 1.1

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 poison on or in an object

With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add 1d6 poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal.
Interact

Single Action

Manipulate

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

You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
Root Magic

GeneralSkill

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

**Prerequisites** trained in Occultism

Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.

## 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.
Go Fishing

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

**Requirements** Must have at least one claimed hex that includes river or lake terrain.

Attempt a basic check to fish for food from the rivers and lakes in your kingdom.

**Critical Success** Gain 1d4 Food commodities.

**Success** Gain 1 Food commodity.

**Failure** Gain no Food commodities.

**Critical Failure** You lose some fishers to tragic accidents; gain 1 Unrest.
Humanoid Form

Polymorph Transmutation

**Source** *Core Rulebook pg. 344* 3.0

**Traditions** arcane, occult, primal

**Deities** Arshea, Belial, Daikitsu, Isis, Nyarlathotep (The Crawling Chaos)

**Cast**  somatic, verbal

**Duration** 10 minutes

You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the *shrink* spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size.

*Humanoid form* grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.

**Heightened (3rd)** You gain darkvision or low-light vision if the form you assume has that ability.

**Heightened (5th)** You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the *enlarge* spell.