recursal/Fanatic-Fandom huggingface dataset:
Crypt Sergeant

Crypt Sergeants command Tomb Warden squads typically the contingent of a single watch period.

## Officer 5

**Perception** +12; Darkvision

**Languages** Dwarven, Common

**Skills** Acrobatics +12, Athletics +13, Crafting +12, Intimidation +10, Religion +10, Survival +10

Str +5, Dex +3, Con +4, Int +3, Wis +3, Cha +2

**Bravery** Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

**Items** crossbow (10 bolts), clan dagger, sap, scale mail, signal whistle, +1 Warhammer

**AC** 22; Fort +12, Ref +12, Will +9

**HP** 78

**Death Warden** (Dwarf, Heritage) if a Tomb Warden succeeds against a Necromantic Effect they get a critical success instead.

Speed 15 ft

**Melee** (single action) warhammer +15 +10/+5 (Shove), Damage 2d8+7 bludgeoning

**Attack of Opportunity**

**Dwarven Weapon Cunning**

**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.

**Knockdown** (Flourish) You 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.

**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. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
Additional Lore

GeneralSkill

**Source** *Core Rulebook pg. 258* 3.0

**Prerequisites** trained in Lore

Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

**Special** You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

## 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.
Bog Wraith

A rage consumed spirit of a humanoid left to rot in the wild; the souls that would eventually become bog wraiths have been exiled from their home communities. They were criminals left to die alone in the wilderness.

Bog Wraiths are the original proto-form Wraith, when Bog Wraiths accumulate enough magical energy they become full-fledged wraiths.

### Bog Wraith

##### Black, Medium, Incorporeal, Undead, Wraith 4

* Perception +11
* Languages Common, Necril
* Skills Acrobatics +10, Intimidation+12, Stealth +10
* Strength -5, Dexterity +3, Constitution +0, Intelligence +2, Wisdom +2, Charisma +5
* AC 20
* Fortitude +6, Reflex +11, Will +11
* HP 42
* Immunities death effects, disease, paralyzed, poison, precision, unconscious
* Resistances all 2 (except force, ghost touch, or positive; double resistance vs. non-magical)
* Speed 25 ft

Melee Spectral Hand +14 +9/+4 (Finesse ), Damage Negative Plus Drain Life

**Drain Life** (Divine, Necromancy ) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points, and the creature must succeed at a DC 20 Fortitude save or become Drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.

**Eternal Exiles**: As a residual effect of their cursed existence Bog Wraiths are unable to reenter a settlement.
Crafter's Appraisal

General Skill

**Source** *Advanced Player's Guide pg. 204* 2.0

**Prerequisites** trained in Crafting

Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.

## 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.
Ash Cloud

AirConjurationFire

**Source** *Secrets of Magic pg. 90* 1.1

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  material, somatic, verbal

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

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

You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save.

**Critical Success** The target is unaffected.

**Success** The target takes half damage.

**Failure** The target takes full damage and is dazzled for 1 round.

**Critical Failure** The target takes double damage and is blinded for 1 round.

**Heightened (+1)** The damage increases by 1d4.
Animus Mine

AbjurationMental

**Source** *Gods & Magic pg. 106* 2.0

**Traditions** occult

**Deity** Arazni

**Cast**  somatic, verbal

**Saving Throw** Will; **Duration** 1 hour

You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts. You can use a single action, which has the concentrate trait, to suppress the effects of the mine for 1 round to allow someone to safely use a mental effect on you. You can Dismiss the spell.

The first creature that uses a magical mental effect against you triggers the *animus mine*, causing the spell to end. The *animus mine* deals 4d8 mental damage to the triggering creature, which must attempt a Will save.

**Critical Success** The creature is unaffected.

**Success** The creature takes half damage.

**Failure** The creature takes full damage and is stunned 1.

**Critical Failure** The creature takes double damage and is stunned 1. You are unaffected by the triggering mental effect.

**Heightened (+1)** The damage increases by 2d8.
Arcane Cascade

Concentrate Magus Stance

**Source** *Secrets of Magic pg. 38* 1.1

**Requirements** You used your most recent action to Cast a Spell or make a Spellstrike.

You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.

* **Abjuration** or **Evocation** force
* **Conjuration** or **Transmutation** same type as your weapon or unarmed attack
* **Divination**, **Enchantment**, or **Illusion** mental
* **Necromancy** negative
Beckon Armageddon

**Traditions** divine, occult, Primal

**Prerequisites to Culmination** Revered by a religious order associated with a White-aligned diety

**Ritual Site** A 100 Square Foot platform constructed of a specific Uncommon Material on a fertile Plain;

**Contributing Rituals** Consecrate (During Construction)

**Cast** 1 Day (material, somatic, verbal) **Cost** a unique artifact associated with a white aligned deity; **Secondary Casters** 3

**Primary Check** Religion or Society (legendary); **Secondary Checks** Diplomacy or Performance; Nature; Religion or Society

**Range** unlimited; **Targets** 1 Settlement

You can no longer tolerate the wickedness of a particular Settlement. You call forth a white-devoted deity and make a case for the inequity of this city. Should you convince them of your case, they will surely unleash their wrath upon the wayward population. In preparation for this ritual, the casters construct an exquisite platform where they will make their case for the collective anathema of the target nation.

This space is consecrated and warded in appropriate rituals.

When this ritual culminates, all of the contributing rituals are completed, and materials are gathered, the casters summon a manifestation of the deity to the platform where they entreat with the deity presenting their case against the target settlement.

The casters use their religious and social knowledge to build their case. The DC for the influence attempt is modified from the settlement level. White Devoted Settlements get a +5 modifier to their Level. Red or Black Devoted nations get a -2 to the DC. This can be adjusted based on any other colors that are part of the deity's devotion. Focusing on the anathema of the deity will likely also improve your case.

**Critical Success** The Deity rules the settlement is indeed guilty. Its buildings are razed, and lands are blighted into colorless wastes. Any creatures on the surface are wiped away in holy wrath. This causes the religion to lose standing on this plane, practitioners may find themselves Hunted by bands seeking vengeance. Casters may identify a small enclave of innocents, Equal to an organization of their level, to be spared from this devastation.

**Success** The Deity rules the settlement is indeed guilty. Its buildings are razed, and lands are blighted into colorless wastes. Any creatures on the surface are wiped away in holy wrath. This causes the religion to lose standing on this plane, practitioners may find themselves hunted by bands seeking vengeance.

**Failure** The deity rejects your case.

**Critical Failure** You offend the deity with your hubris; you are expelled from the religious order and now considered Hated.
Charming Liar

GeneralSkill

**Source** *Core Rulebook pg. 259* 3.0

**Prerequisites** trained in Deception

Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.

## 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.
Black Lotus Petals

If the Black Lotus is disabled by skills checks it can them be harvested for petals. A Lotus Petal can assume the material cost of crafting an Alchemical Item or Potion of level equal to the Black Lotus it was harvested from. A Black lotus has 5 fully harvestable petals, how ever if the Lotus has less than three petals it withers and dies. a Black lotus gan regrow one petal a month. Lotuses that are disabled through he reduction of Hit poins are destroyed and no petals can be salvaged from them.

**Optional Variant** If you are using Imbuing rules as found in the Battlezoo Bestiary, the Petals harvested from the Black Lotus yield craftable materials commensurate to the lotus' rank with the Black, Blue, Green, Red, White, Mental, and Spell Imbuing Traits.
Befitting Attire

IllusionVisual

**Source** *Secrets of Magic pg. 90* 1.1

**Traditions** arcane, occult

**Cast**  material, verbal

**Range** 30 feet; **Targets** 5 willing creatures

**Duration** 1 hour

You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes.

Any creature that touches the attire, uses the Seek action to examine it, or otherwise interacts with it can attempt to disbelieve your illusion.

**Heightened (4th)** You can target up to 20 creatures.

**Heightened (5th)** You can target up to 100 creatures.
Acid Arrow

AcidAttackEvocation

**Source** *Core Rulebook pg. 316* 3.0

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Range** 120 feet; **Targets** 1 creature

You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.

**Heightened (+2)** The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.
Advanced Alchemy

During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Dread Ampoule

AlchemicalBombConsumableEmotionFearMentalPoisonSplash

**Source** *Advanced Player's Guide pg. 253* 2.0

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

**Activate**  Strike

This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.

## Dread Ampoule (Lesser)Item 1

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 3 gp

**Bulk** L

The bomb deals 1d6 mental damage and 1 mental splash damage.

## Dread Ampoule (Moderate)Item 3

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage.

## Dread Ampoule (Greater)Item 11

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 300 gp

**Bulk** L

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage.

## Dread Ampoule (Major)Item 17

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 3,000 gp

**Bulk** L

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.
Burrow

Move

**Source** *Core Rulebook pg. 472* 3.0

**Requirements** You have a burrow Speed.

You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can’t burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
Everburning Torch

EvocationLightMagical

**Source** *Core Rulebook pg. 573* 3.0

**Price** 15 gp

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

An *everburning torch* is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can’t be smothered or quenched.
Bonded Animal

Downtime General Skill

**Source** *Core Rulebook pg. 259* 3.0

**Prerequisites** expert in Nature

You forge strong connections with animals. You can spend 7 days of downtime regularly interacting with a normal animal (not a companion or other special animal) that is friendly or helpful to you. After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal. The animal is permanently helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal.

Bonding with a new animal ends any previous bond you had. You can't have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar).

## Traits

**Downtime:**

An activity with this trait takes a day or more, and can be used only during downtime.

**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.
Arcane Sense

General Skill

**Source** *Core Rulebook pg. 258* 3.0

**Prerequisites** trained in Arcana

Your study of magic allows you to instinctively sense its presence. You can cast 1st-level *detect magic* at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

## 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.
Bless

EnchantmentMental

**Source** *Core Rulebook pg. 321* 3.0

**Traditions** divine, occult

**Cast**  somatic, verbal

**Area** 5-foot emanation

**Duration** 1 minute

Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast *bless*, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. *Bless* can counteract *bane*.
Chain Shirt

**Source** *Core Rulebook pg. 275* 3.0

**Price** 5 gp; **AC Bonus** +2; **Dex Cap** +3; **Check Penalty** -1; **Speed Penalty** —

**Strength** 12; **Bulk** 1; **Group** Chain; **Traits** Flexible, Noisy

Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.

## Traits

**Flexible:**

The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.

**Noisy:**

This armor is loud and likely to alert others to your presence. The armor's check penalty applies to Stealth checks even if you meet the required Strength score.

## Armor Specialization Effects

**Source** *Core Rulebook pg. 275* 3.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

**Chain**: The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor’s potency rune for medium armor, or 6 + the value of the armor’s potency rune for heavy armor. This can’t reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.
Disrupt Undead

Double Action CantripNecromancyPositive

**Source** *Core Rulebook pg. 331* 3.0

**Traditions** divine, primal

**Bloodline** psychopomp

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 undead creature

**Saving Throw** Fortitude

You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.

**Heightened (+1)** The damage increases by 1d6.
Bastard Sword

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

**Favored Weapon** Ragathiel, Sorrow's Sword

**Price** 4 gp; **Damage** 1d8 S; **Bulk** 1

**Hands** 1

**Category** Martial

**Group** Sword; **Traits** Two-Hand 1d12

This broad-bladed sword, sometimes called the hand‑and‑a‑half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power.

## Traits

**Two-Hand 1d12:**

This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from *striking* runes.

## 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.
Darkvision

**Source** *Bestiary pg. 343*

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level *darkness* spell, block normal darkvision. A monster with greater darkvision, however, can see through even these forms of magical darkness.

# Darkvision Spell 2

Divination

**Source** *Core Rulebook pg. 327* 3.0

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

**Spell List** elemental

**Cast**  somatic, verbal

**Duration** 1 hour

You grant yourself supernatural sight in areas of darkness. You gain darkvision.

**Heightened (3rd)** The spell's range is touch and it targets 1 willing creature.

**Heightened (5th)** The spell's range is touch and it targets 1 willing creature. The duration is until the next time you make your daily preparations.
Cheetah's Elixir

AlchemicalConsumableElixir

**Source** *Core Rulebook pg. 547* 3.0

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

**Activate**  Interact

Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.

## Cheetah's Elixir (Lesser)Item 1

**Source** *Core Rulebook pg. 547* 3.0

**Price** 3 gp

The bonus is +5 feet, and the duration is 1 minute.

## Cheetah's Elixir (Moderate)Item 5

**Source** *Core Rulebook pg. 547* 3.0

**Price** 25 gp

The bonus is +10 feet, and the duration is 10 minutes.

## Cheetah's Elixir (Greater)Item 9

**Source** *Core Rulebook pg. 547* 3.0

**Price** 110 gp

The bonus is +10 feet, and the duration is 1 hour.
Animate Object

Uncommon Transmutation

**Source** *Core Rulebook pg. 409* 3.0

**Cast** 1 day; **Cost** rare oils, see Table 7–1; **Secondary Casters** 1

**Primary Check** Arcana (expert); **Secondary Checks** Crafting

**Range** 10 feet; **Target(s)** 1 object

You transform the target into an animated object with a level up to that allowed and of a type corresponding to the object (so a broom would become an animated broom).

## Table 7-1: Creature Creation Rituals

**Critical Success** The target becomes an animated object of the appropriate type. If it’s at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.

**Success** As critical success, except an animated object that doesn’t become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command.

**Failure** You fail to create the animated object.

**Critical Failure** You create the animated object, but it goes berserk and attempts to destroy you.
Deafness

Necromancy

**Source** *Core Rulebook pg. 327* 3.0

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

**Cast**  somatic, verbal

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

**Saving Throw** Fortitude

The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute.

**Critical Success** The target is unaffected.

**Success** The target is deafened for 1 round.

**Failure** The target is deafened for 10 minutes.

**Critical Failure** The target is deafened permanently.
Destructive Croak

Double Action (sonic) The swampseer utters a powerful croak that deals 4d6 sonic damage to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save); any creature with the *frightened* condition takes additional sonic damage equal to twice the value of their frightened condition. The boggard can’t use Destructive Croak again for 1d4 rounds
Agitate

EnchantmentMentalNonlethal

**Source** *Gods & Magic pg. 106* 2.0

**Traditions** arcane, occult

**Deity** Alglenweis

**Cast**  somatic, verbal

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

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

You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage that turn; The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement. The duration of this effect depends on the target's Will save.

**Critical Success** The spell has no effect.

**Success** The duration is 1 round.

**Failure** The duration is 2 rounds.

**Critical Failure** The duration is 4 rounds.

**Heightened (+1)** The damage increases by 2d8.
Bottled Sunlight

AlchemicalBombConsumableFireLightPositiveSplash

**Source** *Book of the Dead pg. 18*

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

**Activate**  Interact

This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet).

During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed.

## Bottled Sunlight (Lesser)Item 2

**Source** *Book of the Dead pg. 18*

**Price** 7 gp

**Bulk** L

The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (4 instead of 1d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice.

## Bottled Sunlight (Moderate)Item 4

**Source** *Book of the Dead pg. 18*

**Price** 20 gp

**Bulk** L

The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage.

## Bottled Sunlight (Greater)Item 12

**Source** *Book of the Dead pg. 18*

**Price** 360 gp

**Bulk** L

The bomb deals 3d4 positive damage, 3 positive splash damage, and 3d4 additional fire damage.

## Bottled Sunlight (Major)Item 18

**Source** *Book of the Dead pg. 18*

**Price** 4,500 gp

**Bulk** L

The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.
Coerce

AuditoryConcentrateEmotionExplorationLinguisticMental

**Source** *Core Rulebook pg. 247* 3.0

With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions page.

**Critical Success** The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.

**Success** As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.

**Failure** The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly.

**Critical Failure** The target refuses to comply, becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
Deceptive Worship

GeneralSkill

**Source** *Advanced Player's Guide pg. 204* 2.0

**Prerequisites** trained in Occultism

Members of your cult frequently pass themselves off as worshippers of other religions. You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating. You still need to use the Deception skill to Impersonate a specific worshipper or to perform other deceptive actions, such as attempting to Lie about any other matter.

## 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.
Darkvision Elixir

**Source** *Core Rulebook pg. 547* 3.0

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

**Activate**  Interact

After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.

## Darkvision Elixir (Lesser)Item 2

**Source** *Core Rulebook pg. 547* 3.0

**Price** 6 gp

The duration is 10 minutes.

## Darkvision Elixir (Moderate)Item 4

**Source** *Core Rulebook pg. 547* 3.0

**Price** 11 gp

The duration is 1 hour.

## Darkvision Elixir (Greater)Item 8

**Source** *Core Rulebook pg. 547* 3.0

**Price** 90 gp

The duration is 24 hours.
Deny Advantage

As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Clan Dagger

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

**Price** 2 gp; **Damage** 1d4 P; **Bulk** L

**Hands** 1

**Category** Simple

**Group** Knife; **Traits** Agile, Dwarf, Parry, Uncommon, Versatile B

This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.

## Traits

**Agile:**

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

**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.

**Parry:**

This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.

**Uncommon:**

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

**Versatile B:**

A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

## Critical Specialization Effects

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

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

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

Conjuration

**Source** *Secrets of Magic pg. 89* 1.1

**Traditions** primal

**Cast**  somatic, verbal

**Area** 5-foot emanation

**Saving Throw** basic Reflex

You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.

**Heightened (+1)** The damage increases by
Elven Weapon Familiarity

Elf

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

You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.

In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.

## Elven Weapon Familiarity Leads To...

Elven Weapon Elegance, Elven Weapon Expertise

## Traits

**Elf:**

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

Most numerous in the nation of Dtang Ma in southern Tian Xia, the Tian-Dtang people are seen by others as light-hearted and full of wisdom. They generally have slender builds and tan skin. Dark brown or black hair is the most common, although men often shave their heads, leaving only a single braid or topknot.
Animal Form

PolymorphTransmutation

**Source** *Core Rulebook pg. 317* 3.0

**Traditions** primal

**Deities** Angazhan, Cernunnos, Geryon, Kazutal, Lamashtu, Ravithra, Rowdrosh, Stag Mother of the Forest of Stones, Wadjet

**Cast**  somatic, verbal

**Duration** 1 minute

You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose:

* AC = 16 + your level. Ignore your armor's check penalty and Speed reduction.
* 5 temporary Hit Points.
* Low-light vision and imprecise scent 30 feet.
* One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
* Athletics modifier of +9, unless your own modifier is higher.

You also gain specific abilities based on the type of animal you choose:

* **Ape** Speed 25 feet, climb Speed 20 feet; **Melee**  fist, **Damage** 2d6 bludgeoning.
* **Bear** Speed 30 feet; **Melee**  jaws, **Damage** 2d8 piercing; **Melee**  claw (agile), **Damage** 1d8 slashing.
* **Bull** Speed 30 feet; **Melee**  horn, **Damage** 2d8 piercing.
* **Canine** Speed 40 feet; **Melee**  jaws, **Damage** 2d8 piercing.
* **Cat** Speed 40 feet; **Melee**  jaws, **Damage** 2d6 piercing; **Melee**  claw (agile), **Damage** 1d10 slashing.
* **Deer** Speed 50 feet; **Melee**  antler, **Damage** 2d6 piercing.
* **Frog** Speed 25 feet, swim Speed 25 feet; **Melee**  jaws, **Damage** 2d6 bludgeoning; **Melee**  tongue (reach 15 feet), **Damage** 2d4 bludgeoning.
* **Shark** swim Speed 35 feet; **Melee**  jaws, **Damage** 2d8 piercing; breathe underwater but not in air.
* **Snake** Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; **Melee**  fangs, **Damage** 2d4 piercing plus 1d6 poison.

**Heightened (3rd)** You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.

**Heightened (4th)** Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.

**Heightened (5th)** Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.
Deadly Aim

OPEN RANGER

**Prerequisites** weapon specialization

You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level.
Drowning Drone

Reaction(auditory, mental) **Trigger** The boggard swampseer or one of its allies within 60 feet attempts a saving throw against an *auditory* or *sonic* effect.

**Effect** The swampseer releases a croak that drowns out other sound. It rolls a *Performance* check. It and boggard allies in the area can use the higher result of the swampseer’s Performance check or their saves to resolve the effects against the *auditory* or *sonic* effect.
Alchemy

You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.

You gain the Alchemical Crafting feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. Alchemical Items can be found here. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.
Adroit Manipulation

UncommonHalfling

**Source** *Character Guide pg. 44* 2.0

**Access** Toti ethnicity

You’ve fiddled with knots, locks, and blacksmith’s puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in Thievery (or another skill of your choice, if you’re already trained in Thievery). If you roll a success on a Thievery check to Pick a Lock, you get a critical success instead.

## Traits

**Halfling:**

A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.

**Uncommon:**

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Holy Prayer Beads

Uncommon Divine Healing Necromancy Positive

**Source** *Core Rulebook pg. 573* 3.0

**Usage** held in 1 hand

This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity’s religious symbol and iconography. The beads don’t transform or function for a spellcaster without the White Devotion Trait.

Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive healing effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell’s targets instead of yourself.

**Activate** Cast a Spell; **Effect** Cast *bless* or *heal*, each once per day.

**Craft Requirements** You have a spellcasting class feature with the divine tradition.

## Holy Prayer Beads Item 5

**Source** *Core Rulebook pg. 573* 3.0

**Price** 160 gp

## Holy Prayer Beads (Greater)Item 11

**Source** *Core Rulebook pg. 573* 3.0

**Price** 1,400 gp

You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots. Change the beads’ list of spells to the 4th-level versions of *bless*, *divine wrath* (matching one component of your deity’s Devotion), *heal*, *neutralize poison*, and *remove disease*. You can cast each of these once per day.
Dogslicer

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

**Price** 1 sp; **Damage** 1d6 S; **Bulk** L

**Hands** 1

**Category** Martial

**Group** Sword; **Traits** Agile, Backstabber, Finesse, Goblin, Uncommon

This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It’s a favored weapon of goblins.

## Traits

**Agile:**

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

**Backstabber:**

When you hit a flat-footed creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a *+3 weapon*.

**Finesse:**

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

**Goblin:**

A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.

**Uncommon:**

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

## 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.
Calm Emotions

Emotion Enchantment Incapacitation Mental

**Source** *Core Rulebook pg. 322* 3.0

**Traditions** divine, occult

**Bloodlines** nymph, psychopomp

**Cast**  somatic, verbal

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

**Saving Throw** Will; **Duration** sustained up to 1 minute

You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.

**Critical Success** The creature is unaffected.

**Success** Calming urges impose a –1 status penalty to the creature's attack rolls.

**Failure** Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by *calm emotions*.

**Critical Failure** As failure, but hostility doesn't end the effect.