recursal/Fanatic-Fandom huggingface dataset:
Keep up Appearances

Uncommon Human

**Source** *Character Guide pg. 12* 2.0

**Access** Tordic nationality

**Trigger** You are affected by an emotion effect.

Tordic pride means you never show weakness. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.

## Traits

**Human:**

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

**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.
Knock

Transmutation

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

**Traditions** arcane, occult

**Deities** Alseta, Barzahk, Dranngvit, Lao Shu Po, The Deliberate Journey, Urban Prosperity

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 door, lock, or container

**Duration** 1 minute

You make the target easier to open. *Knock* grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. You can attempt a Thievery check to open the target as part of casting *knock*, and you add your level even if you're untrained.

*Knock* counteracts *lock*.
Hobnobber

General Skill

**Source** *Core Rulebook pg. 262* 3.0

**Prerequisites** trained in Diplomacy

You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.

## 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.
Ghost Strike

Archetype

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 81*

**Archetype** Ghost Hunter

**Prerequisites** Ghost Hunter Dedication

Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the *ghost touch* property rune for 10 minutes.

At 10th level, you can apply this effect to two weapons instead of one.
Horizon Thunder Sphere

AttackElectricityEvocation

**Source** *Secrets of Magic pg. 110* 1.1

**Traditions** arcane, primal

**Cast**  to 2 rounds

**Range** varies; **Targets** 1 creature

You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.

**(somatic, verbal)** This spell has a range of 30 feet.

**(material, somatic, verbal)** This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.

**Two Rounds** 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 do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.

**Heightened (+1)** The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.
Gravitational Pull

Evocation

**Source** *Secrets of Magic pg. 109* 1.1

**Traditions** arcane, occult

**Cast**  to

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

**Saving Throw** Fortitude

By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell.

**(somatic)** The spell targets one creature.

**(somatic, verbal)** The spell targets one creature and pulls the target 20 feet instead of 10.

**(material, somatic, verbal)** The spell targets up to 5 creatures.
Message Rune

DivinationLinguisticMental

**Source** *Gods & Magic pg. 108* 2.0

**Traditions** arcane, occult

**Deities** Lissala, Mephistopheles, Nyarlathotep (The Crawling Chaos), Pillars of Knowledge, Thoth, Ydajisk

**Cast** 5 minutes (material, somatic, verbal)

**Range** touch; **Targets** 1 flat unattended surface

**Duration** 1 day

You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach. The nature of the rune’s appearance is up to you, but it is visible to everyone and it must be no smaller than 2 inches in diameter. You also specify a trigger that creatures must meet to activate the rune. For the duration of the spell, creatures who meet the criteria of the trigger can touch the rune to hear the recorded message in their head as though you were speaking to them telepathically. You know when someone is listening to the message, but you do not know who is listening to it. You can Dismiss the spell.
Greatclub

While many greatclubs are intricately carved, others are little more than a sturdy tree branch. These massive clubs are too heavy to wield with only one hand.

**Price** 1 gp

**Damage** 1d10 B

**Hands** 2

**Bulk** 2

**Traits** Club Backswing, shove

**Backswing**: You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.

**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.

**Club:** You knock the target away from you up to 10 feet (you choose the distance). This is forced movement (page 475).
Hold Scrivener

Keepers of ancestral knowledge, Scriveners document discoveries, events, and laws. A Scrivener typically knows four to six additional languages, often including Ignan and Undercommon. A Scrivener is a 3rd-level challenge for encounters involving research.

## Hold Scrivener

**Source**

**Perception** +7; Darkvision

**Languages** Common, Dwarven, Ignan, Undercommon

**Skills** Arcana +9, Crafting +11, Dwarven Lore +13, Nature +8, Religion +8

**Assurance** (Dwarven Lore)

**Methodical Research** (concentrate) When Searching through stacks of books, a Scrivener can find the answer to almost any question. This allows the Scrivener to use Dwarven Lore in place of other lore skills, given enough time. The GM determines the DC of the check and the amount of time it takes (typically, a Scrivener can attempt three or four checks during 1 day of downtime).

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

**Items** Clan Dagger, writing set

**AC** 13; Fort +2, Ref +3, Will +7

**HP** 6

**Speed** 20 feet

**Melee**  Clan Dagger +3 [-1/-5] Agile, Finesse, Versatile, **Damage** 1d4 Slashing

**Call on Ancient Blood**
Grave's Voice

Archetype

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 81*

**Archetype** Ghost Hunter

**Prerequisites** Ghost Hunter Dedication

You can use your choice of Spirit Lore or Haunt Lore to Make an Impression or Request things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out.
Manawhirl

These brightly-colored birds in the rainforests of Mifob are descended from bird familiars that were left behind after students dropped out of the Mage's College in Irhurma. The bodies still channel magical energy, and their plumage is sought after by crafters

**Manawhirl Creature 2**

**Perception** +11; low-light vision

**Languages** Auran

**Skills** Acrobatics +7, Athletics +7, Stealth +5

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

**Manawoven** (Primal) Manawhirls are natural conduits for magical energy. Spellcasters with a Manawhirl familiar or companion may tap into them for 1 additional spell slot at any level below their spellcaster level.

**Items** Manawoven Plumage

AC 17; Fort +5, Ref +11, Will +8

HP 21

**Latent Spell** (Primal, Death Throw) When a Manawhirl is reduced to 0 hit points, the last of its life energy is expended as any 1Level 1 Primal Spell. The Manwhirl's Spell Attack is +7, and its spellcasting DC is 15

**Speed** 10 feet, fly 60 feet

**Melee** (Single Action) beak +11 +6/+1 (Finesse), Damage 1d8+4 piercing

**Melee** (Single Action) claw +11 +6/+1 (Agile, Finesse), Damage 1d6+3 slashing

**Blinding Flurry** Birds instinctively peck at their foes’ eyes when they get an opening. When an ally successfully strikes an opponent adjacent to a Manawhirl, the bird tears at the creature's face and deals 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage.

**Flyby Attack** The bird Flies and makes a talon Strike at any point along the way.
Jackal

Dodra scout, joined a band of adventurers to investigate a virulent plague in Engleher. They left him buried in rubble at the Engleher silver mine. He has since signed to the Drill Lodge in furthering their interests in Vrur.

 Skills
 Items
 Saving Throws
 HP
 Speed
 Melee
 Special Abilities
**Tumble Behind** You tumble under and behind your foe to catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is flat-footed against the next attack you make before the end of your turn.
**Sneak Attack** 1d6
**Cleaver Gambit** (Reaction)  **Trigger** Your Strike critically hits and deals damage to a creature you've identified with Recall Knowledge. Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to adjust your movements to maximum advantage instantly. You Step or Stride; this movement doesn't trigger reactions from the triggering creature.
Green Dragon Whelp

* Skills Acrobatics +7, Arcana +8, Athletics +12, Deception +10, Diplomacy +10, Intimidation +12, Stealth +8
* Str +5, Dex 0, Con +3, Int 0, Wis +2, Cha +2

* AC 20; Fort +14, Ref +8, Will +11
* HP 70; Immunities paralyzed, poison, sleep;
* Speed 25 feet; Fly 50 feet

 **Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.

**Attack of Opportunity** Jaws only.

#### Melee

* Jaws +14 +9/+4(Fire), Damage Piercing plus Fire
* Claws +14 +10/+6(Agile), Damage slashing

Arcane Spells DC 18, attack +10

* 2nd Resist Energy, See Invisibility;
* 1st Charm, Ray of Enfeeblement, True Strike;
* cantrips (2nd) Detect Magic, Read Aura, Chill Touch, Daze, Mage Hand, Message, Sigil

**Breath Weapon** (arcane, evocation, Poison) The dragon breathes a cloud of Poison that deals 5d6 Poison damage in a 25-foot cone (DC 20 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds.
Grievous

Enchantment Magical

**Source** *Core Rulebook pg. 584* 3.0

**Price** 700 gp

**Usage** etched onto a weapon

When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group.

**Axe** You can damage a third creature, with the same restrictions.

**Bow** The Athletics check to pull the missile free is DC 20.

**Brawling** The target takes a –4 circumstance penalty to its save.

**Club** You can knock the target up to 15 feet away.

**Dart** The base persistent bleed damage increases to 2d6.

**Flail** You move the target 5 feet. You can't move it away from you, but you can move it in another direction of your choice.

**Hammer** You can also knock the target 5 feet away from you.

**Knife** The target takes a –5-foot status penalty to its Speed while it has the persistent bleed damage.

**Pick** The extra damage from the critical specialization effect increases to 4 per weapon damage die.

**Polearm** You can move the target up to 10 feet.

**Shield** You can knock the target up to 10 feet away.

**Sling** The target also takes a –10-foot status penalty to its Speed for 1 round if it fails the save.

**Spear** The clumsy condition lasts for 2 rounds.

**Sword** The target is flat-footed until the end of your next turn.
Light Hammer

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

**Favored Weapon** Brigh, Droskar, Grundinnar, Keepers of the Hearth, Kols, Nivi Rhombodazzle, Pillars of Knowledge

**Price** 3 sp; **Damage** 1d6 B; **Bulk** L

**Hands** 1

**Category** Martial

**Group** Hammer; **Traits** Agile, Thrown 20 ft.

This smaller version of the warhammer has a wooden or metal shaft ending in a metal head. Unlike its heavier cousin, it is light enough to throw.

## 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.

**Thrown 20 ft.:**

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

## Critical Specialization Effects

**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.

**Hammer**: The target is knocked prone.
Hatchet

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

**Favored Weapon** Immonhiel, Likha, Narriseminek

**Price** 4 sp; **Damage** 1d6 S; **Bulk** L

**Hands** 1

**Category** Martial

**Group** Axe; **Traits** Agile, Sweep, Thrown  10 ft.

This small axe can be used in close combat or thrown.

## 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.

**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.

**Thrown  10 ft.:**

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

## Critical Specialization Effects

**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.

**Axe**: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its *potency* rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.
Flail

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

**Favored Weapon** Anubis, Arshea, Daikitsu, Nhimbaloth, Osiris

**Price** 8 sp; **Damage** 1d6 B; **Bulk** 1

**Hands** 1

**Category** Martial

**Group** Flail; **Traits** Disarm, Sweep, Trip

This weapon consists of a wooden handle attached to a spiked ball or cylinder by a chain, rope, or strap of leather.

## Traits

**Disarm:**

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

**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.

**Trip:**

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

## Critical Specialization Effects

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

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

**Flail**: The target is knocked prone.
Fear

Emotion Enchantment Fear Mental

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

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

**Bloodline** demonic

**Deities** Dhalavei, Kelizandri

**Cast**  somatic, verbal

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

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

You plant fear in the target; it must attempt a Will save.

**Critical Success** The target is unaffected.

**Success** The target is frightened 1.

**Failure** The target is frightened 2.

**Critical Failure** The target is frightened 3 and fleeing for 1 round.

**Heightened (3rd)** You can target up to five creatures.
Forager

GENERAL SKILL

**Prerequisites** trained in Survival

While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
Ill Omen

Curse Divination Misfortune

**Source** *Advanced Player's Guide pg. 221* 2.0, *Gods & Magic pg. 108* 2.0

**Traditions** occult

**Deities** Ahriman, Azathoth, Gyronna, Imot, Lubaiko, Sifkesh, Zyphus

**Lesson** lesson of calamity

**Cast**  somatic, verbal

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

**Duration** 1 round

The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.

**Success** The target is unaffected.

**Failure** The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.

**Critical Failure** Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
Loose Time's Arrow

Transmutation

**Source** *Dark Archive pg. 182*

**Traditions** arcane, occult, primal

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** up to 6 creatures

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

You pluck the time stream like a bow—pull one string back, release, and watch a creature fly. All affected targets are quickened. They can use the extra action only to Step or Stride.
Infiltrator's Elixir

AlchemicalConsumableElixirPolymorph

**Source** *Core Rulebook pg. 548* 3.0

**Price** 6 gp

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

**Activate**  Interact

Favored by spies and tricksters, an infiltrator’s elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren’t a humanoid, you might take on a form more similar to your own, at the GM’s discretion.

The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can’t change your form into that of a specific person. After the form takes hold, you retain it for the next 10 minutes.

Drinking this elixir counts as setting up a disguise to Impersonate. You gain a +4 status bonus to your Deception DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained.
Hand crossbow

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

**Price** 3 gp; **Damage** 1d6 P; **Bulk** L

**Hands** 1; **Range** 60 ft.; **Reload** 1

**Category** Simple

**Ammunition** Bolts

**Group** Bow; **Traits** —

Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It’s small enough to be shot one-handed, but it still requires two hands to load.

## 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.

**Bow**: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Firegate Recruit

The most junior members of the Firegate battalion of Hinahilat

**Source** *Gamemastery Guide pg. 232*

**Perception** +7; (8 to find concealed objects) Darkvision

**Languages** Common, Dwarven

**Skills** Athletics +7, Intimidation +5, Legal Lore +3

**Forge Dwarf** you treat environmental heat effects as if they were one step less extreme

**Quick Coercion**

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

**Items** Club, crossbow (10 bolts), clan dagger, sap, scale mail, signal whistle

**AC** 18; Fort +7, Ref +5, Will +5

**HP** 20

**Resistance** 1 Fire

**Attack of Opportunity**

**Speed** 15 feet

**Melee**  Club +9 [+4/-1], **Damage** 1d6+4 bludgeoning **Melee**  sap +9 [+5/+1] (agile, nonlethal), **Damage** 1d6+4 bludgeoning

**Ranged**  crossbow +7 [+2/-3] (range increment 120 feet, reload 1), **Damage** 1d8 piercing

**Vengeful Hatred** You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against Orcs. In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait.
Hostile Attitude

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

This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC. A creature that is hostile to a character actively seeks to harm that character. It doesn't necessarily attack, but it won't accept Requests from the character.
Negate Aroma

Abjuration

**Source** *Core Rulebook pg. 354* 3.0

**Traditions** arcane, primal

**Deity** Skode

**Cast**  somatic, verbal

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

**Duration** 1 hour

The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise scent. A creature attempting a Perception check to Seek with scent and other senses might notice the lack of natural scent. If the target has any abilities that result from its smell, such as an overpowering scent, those abilities are also negated.

**Heightened (5th)** The range increases to 30 feet, and you can target up to 10 creatures.
Jade Cat

AbjurationConsumableMagicalTalisman

**Source** *Core Rulebook pg. 568* 3.0

**Price** 6 gp

**Usage** affixed to armor

**Activate**  command; **Trigger** You fall or attempt an Acrobatics check to Balance; **Requirements** You are trained in Acrobatics

A thumb-sized feline carved of rare stone, the *jade cat* is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not flat-footed when you Balance, and narrow surfaces and uneven ground are not difficult terrain for you.
Insider Trading

**Source** *Kingmaker Adventure Path pg. 531*

**Prerequisites** trained in Industry

Your leading citizens share valuable business information with one another and with associates in other lands, and they hire one another's workers to supply the labor they need to fuel their production. You gain a +1 status bonus to Establish Work Site, Establish Trade Agreement, and Trade Commodities activities. In addition, gain 1 bonus Resource Die at the start of each Kingdom turn.

## 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.
Infiltration

**Source** *Kingmaker Adventure Path pg. 526*

You send spies out to gather intelligence on a neighboring nation, a cult or thieves' guild within your borders, an unclaimed Freehold, or even an unexplored adventure site. Alternately, you can simply send your spies out to investigate the current health of your kingdom. Attempt a basic check.

**Critical Success** You learn something valuable or helpful. If you were infiltrating a specific target, the GM decides what is learned, but the information is exact and precise. For example, if you were infiltrating an unexplored ruin, you might learn that the site is infested with web lurkers and spider swarms. If you were investigating your kingdom's health, your spies reveal easy methods to address citizen dissatisfaction, allowing you to choose one of the following: reduce Unrest by 1d4 or reduce a Ruin of your choice by 1.

**Success** You learn something helpful about the target, but the information is vague and imprecise. For example, if you were infiltrating the same ruin mentioned in the critical success above, you might learn that some sort of aberration uses the ruins as its lair. If you were investigating your kingdom's health, your spies learn enough that you can take action. Reduce your kingdom's Unrest by 1.

**Failure** Your spies fail to learn anything of import, but they are not themselves compromised.

**Critical Failure** You never hear from your spies again, but someone certainly does! You take a –2 circumstance penalty on all kingdom checks until the end of the next Kingdom turn as counter-infiltration from an unknown enemy tampers with your kingdom's inner workings.
Fortune Reader

**Perception** +7; Low-Light Vision

**Languages** Common

**Skills** Diplomacy +10, Occultism +7, Fortune-telling Lore +10

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

**Seer Elf** you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

AC 15; Fort +4, Ref +7, Will +10

HP 24

Speed 25 feet

Melee sickle +7 (agile, finesse, trip), Damage 1d4+1 slashing

Occult Spells DC 14, attack +6 ; cantrips (1st) Detect magic

**Fated Doom** While Fortune readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how to best survive. In the harrow reader's first encounter each day, they gain a +1 status bonus to their initiative roll, their attack rolls, and their AC.
Guidance

CantripDivination

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

**Traditions** divine, occult, primal

**Mystery** ancestors

**Cast**  verbal

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

**Duration** until the start of your next turn You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Lokor

The second of the two devils Dretha stationed on the upper levels of the Inverted Tower stands guard here. The Barbazu Lokor takes his post literally, and without any new orders from Dretha over the past several centuries, he’s remained here patiently under her final command to “wait here and let no one out until I come for you.” She never did.

This isn’t the longest posting that Lokor has served, but it’s already starting to grate on his patience. If the heroes enter the room, he stands at attention and in a slightly bored voice informs them that, as intruders, they are under arrest and should hand over their gear before stepping into the adjoining prison. He fights to the death if attacked or if any hero attempts to leave (this gives him an excuse to leave the room).
Message

AuditoryCantripIllusionLinguisticMental

**Source** *Core Rulebook pg. 351* 3.0

**Traditions** arcane, divine, occult

**Spell List** elemental

**Cast**  verbal

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

**Duration** see below

You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.

**Heightened (3rd)** The spell's range increases to 500 feet.
Improvise Tool

GeneralSkill

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

**Prerequisites** trained in Crafting

You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.

If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book.

## 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.
Hire Adventurers

**Source** *Kingmaker Adventure Path pg. 524*

While the PCs can strike out themselves to deal with ongoing events, it's often more efficient to Hire Adventurers. When you Hire Adventurers to help end an ongoing event, the DC is equal to your Control DC adjusted by the event's level modifier. Roll 1 Resource Die and spend RP equal to the result each time you attempt this activity.

**Critical Success** You end the continuous event.

**Success** The continuous event doesn't end, but you gain a +2 circumstance bonus to resolve the event during the next Event phase.

**Failure** You fail to end the continuous event. If you try to end the continuous event again, the cost in RP increases to 2 Resource Dice.

**Critical Failure** As failure, but word spreads quickly through the region—you can no longer attempt to end this continuous event by Hiring Adventurers.
Fungal Infestation

Conjuration

**Source** *Advanced Player's Guide pg. 220* 2.0

**Traditions** primal

**Cast**  somatic, verbal

**Range** touch; **Area** 15-foot cone

**Saving Throw** Fortitude

Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save.

**Critical Success** The creature is unaffected.

**Success** The target takes half the persistent poison damage.

**Failure** The target takes the full persistent poison damage. While it is taking this persistent poison damage, it has weakness 1 to fire and weakness 1 to slashing.

**Critical Failure** As failure, but double the persistent poison damage. While it is taking this persistent poison damage, it has weakness 2 to fire and weakness 2 to slashing.

**Heightened (+2)** The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure.
Moon Frenzy

Morph Transmutation

**Source** *Core Rulebook pg. 353* 3.0

**Traditions** primal

**Deities** Angazhan, Chamidu, Sekhmet

**Cast**  somatic, verbal

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

**Duration** 1 minute

A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage.

The targets can't use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell's effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself.

If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.

**Heightened (6th)** The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice.

**Heightened (10th)** The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice.
Harm

Necromancy Negative

**Source** *Core Rulebook pg. 343* 3.0

**Traditions** divine

**Bloodline** undead

**Cast**  to

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

You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

**(somatic)** The spell has a range of touch.

**(somatic, verbal)** The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8.

**(material, somatic, verbal)** You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area.

**Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Force Open

Single Action

Attack

**Source** *Core Rulebook pg. 242* 3.0

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

**Critical Success** You open the door, window, container, or gate and can avoid damaging it in the process.

**Success** You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.

**Critical Failure** Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.

### Sample Force Open Tasks

**Untrained** fabric, flimsy glass

**Trained** ice, sturdy glass

**Expert** flimsy wooden door, wooden portcullis

**Master** sturdy wooden door, iron portcullis, metal bar

**Legendary** stone or iron door
Mellwell

**Played By Ashley**

An Adventuring Witch of the Nightvoice.

 Hero Points
 AC
 Hit Points

* **Perception** +7; darkvision

* **Languages**- Common, Dwarven, Jotun, Terran, Undercommon

**Trained Skills** Crafting +8, Deception +7, Diplomacy +7, Medicine +7, Occultism +7 Stealth +5, Subterranian Lore +5, Survival +7

\*1 Skill Increase

**Alchemical Crafting**

**Lengthy Diversion** When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn.

\*1 Skill Feat

* **STR** +0, **DEX** +0 **CON** +2, **INT** +3, **WIS** +2, **CHA** +2

**Items** Adventurer's Pack, Clan Dagger, Lesser Comprehension Elixir, Four Daggers, Formula Book, Minor Healing Potion, Scroll of Restore Senses, Steel Shield, 1st Level Wand of Heal, **Bulk** 3 / 5 Encumbered/ 10 Max **Coin** 8 cp, 9 sp, 11 gp

 Ref
 Will

**Steel Shield** +1 when Raised Hardness 5 / HP 20

**Dwarven Doughtiness** At the end of your turn, reduce your Frightened condition by 2 instead of 1.

**Call on Ancient Blood** (Reaction) **Trigger** You attempt a saving throw against a magical effect, but you haven't rolled yet. Your ancestors’ innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus to the triggering saving throw and until the end of this turn.

* **Speed** 20 feet

**Trained** in Unarmed Attacks, Simple Weapons and Alchemical Bombs

**Melee Attacks** +5/+1/-3 **Ranged Attacks** +5/+1/-3

**Witchcraft** Trained +7 **DC** 17 **Tradition** Occult Magic; **Innate Cantrip** Guidance **Hexes Focus Points** 1 **1st Level** Phase Familiar **Cantrip** Shroud of Night **Spells 1st Level** 3/3 **2nd Level** 2/2

**Advanced Alchemy DC** 17 **Infused Reagents:**3/3. **Formula Book:** Lesser Bottled Lightning, Lesser Cognitive Mutagen,  Lesser Drakeheart Mutagen, Minor Elixir of Life

**Witch's Familiar** Toni- an albino rat with jet black eyes; Toni manifested during Mellwell's Walk in the Dark and led her back home.

## Personal history

### Ancient Blooded Dwarf

Mellwell is descended from dwarven Nobles of old could shrug off their enemies’ magic.

### Blessed

Melwell has been blessed by divine interest, a deity has granted special favor to her. She has no Idea which Deity has granted this boon.

### Education

#### Witch

During Mellwell's Walk in the Dark a voice reached to her from the darkness; a voice that offered to take her home if she would listen

##### Night Patron

From a pitch-black recess the Nightvoice sent a White Rat that led Mellwell back to her home. After her trial, she would dream of an obsidian palace under a starry sky. On a terrace in her dreamscape, Mellwell would meet with a pale girl in a white dress with pitch-black eyes. Each night the girl would teach Mellwell the ways of Occult Magic and how to cast Spells. Even still in her nightly visit to the dream palace Mellwell is gifted her spells.

##### Alchemist Dedication

After her encounter with Jakk Tornclaw, Mellwell took up study of Alchemy under Reni Sixen.

## Sessions

 **To the Cursed Fens** | Jartkiir
 **Here's Mud in your Eye** | Mudhunters
Medical Malpractice

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

**Source** *Secrets of Magic pg. 109* 1.1

**Traditions** primal

**Spell List** elemental

**Cast**  somatic

**Range** 5 feet; **Targets** a handful of dirt or mud

**Duration** 10 minutes

You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.

**Heightened (3rd)** The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.
Forbidding Ward

AbjurationCantrip

**Source** *Core Rulebook pg. 339* 3.0

**Traditions** divine, occult

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 ally and 1 enemy

**Duration** sustained up to 1 minute

You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.

**Heightened (6th)** The status bonus increases to +2.
Magic Weapon

**Source** *Core Rulebook pg. 599* 3.0

**Usage** held in 1 hand

A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon’s number of weapon damage dice.

The Prices here are for all types of weapons. You don’t need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron.

## Magic Weapon (+1)Item 2

**Source** *Core Rulebook pg. 599* 3.0

**Price** 35 gp

This weapon has a *+1 weapon potency* rune (+1 item bonus to attack rolls with the weapon).

## Magic Weapon (+1 Striking)Item 4

**Source** *Core Rulebook pg. 599* 3.0

**Price** 100 gp

This weapon has a *+1 weapon potency* rune (+1 item bonus to attack rolls with the weapon) and a *striking* rune (one extra damage die).

## Magic Weapon (+2 Striking)Item 10

**Source** *Core Rulebook pg. 599* 3.0

**Price** 1,000 gp

This weapon has a *+2 weapon potency* rune (+2 item bonus to attack rolls with the weapon) and a striking rune (one additional damage die).

## Magic Weapon (+2 Greater Striking)Item 12

**Source** *Core Rulebook pg. 599* 3.0

**Price** 2,000 gp

This weapon has a *+2 weapon potency* rune (+2 item bonus to attack rolls with the weapon) and a *greater striking* rune (two extra damage dice).

## Magic Weapon (+3 Greater Striking)Item 16

**Source** *Core Rulebook pg. 599* 3.0

**Price** 10,000 gp

This weapon has a *+3 weapon potency* rune (+3 item bonus to attack rolls with the weapon) and a *greater striking* rune (two extra damage dice).

## Magic Weapon (+3 Major Striking)Item 19

**Source** *Core Rulebook pg. 599* 3.0

**Price** 40,000 gp

This weapon has a *+3 weapon potency* rune (+3 item bonus to attack rolls with the weapon) and a *major striking* rune (three extra damage dice).

## Magic Weapon Spell 1

Transmutation

**Source** *Core Rulebook pg. 349* 3.0

**Traditions** arcane, divine, occult

**Spell List** elemental

**Patron Theme** rune

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 weapon that is unattended or wielded by you or a willing ally

**Duration** 1 minute

The weapon glimmers with magic and energy. The target becomes a *+1 striking weapon*, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Healing Potion

**Source** *Core Rulebook pg. 563* 3.0

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

**Activate**  Interact

A *healing potion* is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a *healing potion*, you regain the listed number of Hit Points.

## Healing Potion (Minor)Item 1

**Source** *Core Rulebook pg. 563* 3.0

**Price** 4 gp

The potion restores 1d8 Hit Points.

## Healing Potion (Lesser)Item 3

**Source** *Core Rulebook pg. 563* 3.0

**Price** 12 gp

The potion restores 2d8+5 Hit Points.

## Healing Potion (Moderate)Item 6

**Source** *Core Rulebook pg. 563* 3.0

**Price** 50 gp

The potion restores 3d8+10 Hit Points.

## Healing Potion (Greater)Item 12

**Source** *Core Rulebook pg. 563* 3.0

**Price** 400 gp

The potion restores 6d8+20 Hit Points.

## Healing Potion (Major)Item 18

**Source** *Core Rulebook pg. 563* 3.0

**Price** 5,000 gp

The potion restores 8d8+30 Hit Points.