recursal/Fanatic-Fandom huggingface dataset:
Exacting Strike

FighterPress

**Source** *Core Rulebook pg. 144* 3.0

You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.

**Failure** This attack does not count toward your multiple attack penalty.

## Traits

**Press:**

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.) Because a press action requires a multiple attack penalty, you can't use one when it's not your turn, even if you use the Ready activity.
Ghostly Commoner

The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal.

**Recall Knowledge - Spirit (Occultism)**: DC 19

**Recall Knowledge - Undead (Religion)**: DC 19

**Unspecific Lore**: DC 17

**Specific Lore**: DC 14

## Ghost Commoner Creature 4

CEMediumGhostIncorporealSpiritUndead

**Source** *Bestiary pg. 167*

Perception +10; darkvision

**Languages** Common

**Skills** Dwelling Lore +10 (applies to the place the ghost is bound to), Stealth +12

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

**Site Bound** A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.

**AC** 20; Fort +8, Ref +11, Will +8

**HP** 30 (negative healing, rejuvenation); **Immunities** death effects, disease, paralyzed, poison, precision, unconscious; **Resistances** all damage 5 (except force, *ghost touch*, or positive; double resistance vs. non-magical)

**Rejuvenation** (divine, necromancy) When a ghost is destroyed, it re-forms after 2d4 days within the location it’s bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Setting right the injustice that led to the commoner's death allows it to move on to the afterlife.

**Speed** fly 25 feet

**Melee**  ghostly hand +13 [+9/+5] (agile, finesse, magical), **Damage** 2d6+2 negative**Frightful Moan**  (auditory, divine, emotion, enchantment, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 21 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.
Lozado Smouldur

Ifrit Warpriest of Rove Hired on to a caravan transporting Alchemical components to Xiebei Gou

**Played by Ben**

**XP: 180**

**Hero Points** 1

**Perception** +9;

**Languages** Common, Ignan

**Skills** Athletics +11, Crafting +5, Religion +11, Setting Sun Lore +7, Stealth +8, Survival +9

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

**Items** Adventurer's Pack- Caltrops (2 Sets) Holy Water 3 vails; Breastplate, Spiked Chain (Emblazoned, Religious Symbol), **Coin** 9 GP, 2 SP **Bulk** 5 /7 encumbered/ 12 Max

**AC** 19;

Fort +7, Ref +6, Will +11

**HP** 36/36 **Resistance** Fire 1,

**Speed** 25 feet **Melee**  Spiked Chain +7 [+2/-3] (Disarm, Finesse, Trip,), **Damage** 1d8+3 Slashing

**Pilgrim's Token** You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession when you tie an adversary's initiative roll, you go first.

**Shield Block**

**Emblazon Armament** Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents.

Shield - The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.)

Weapon - The wielder gains a +1 status bonus to damage rolls.

**Assured Identification**

**Ancestral Paragon- Lavasoul** Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an agile, finesse, unarmed attack in the brawling weapon group that deals 1d4 piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes 1d6 persistent fire damage; you gain a bonus on this persistent damage equal to your item bonus to attack rolls on unarmed attacks.

**Divine Spellcasting** Attack +8, DC 18

Spells Per Day

 Current

##### CANTRIPS

Detect Magic, Daze ,Light, Read Aura, Shield
Lengthy Diversion

GeneralSkill

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

**Prerequisites** trained in Deception

When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).

## Traits

**General:**

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

**Skill:**

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

ConjurationForce

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

**Traditions** arcane, occult

**Deities** Casandalee, Horus

**Cast**  somatic, verbal

**Duration** 8 hours

A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.

The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.
Gaff

**Source** *The Mwangi Expanse pg. 259* 2.0, *Bestiary 2 pg. 125* 2.0

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

**Hands** 1

**Category** Martial

**Group** Club; **Traits** Trip, Versatile P

These hooked staffs are popular among Senghor fishers and warriors alike. A gaff sized for a Medium creature is a common martial weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the trip and versatile P weapon traits. Gaffs are readily available in Senghor and nearby settlements for 1 gp.

## Traits

**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.

**Versatile P:**

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.

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

Healing Necromancy

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

**Traditions** divine, occult, primal

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

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

Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast *restoration*, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one *restoration* spell each day, and it can't benefit from *restoration* more than once to reduce the stage of the same exposure to a given toxin.

* **Lessen a Toxin** Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.
* **Reduce a Condition** Reduce the value of the target's clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.

**Heightened (4th)** Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's doomed value by 1. You can't use this to reduce a permanent doomed condition.

**Heightened (6th)** As the 4th-level *restoration*, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.
Pabu Galand

Mayor Ludwig's Consort

Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear—along with a healthy dose of suspicion.

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

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

Level 3 Courtier

Perception +11

**Languages** Common

**Skills** Deception +10, Diplomacy +10, Gambling Lore +8, Intimidation +9

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

**Lip Reader** After years of sticking their nose where it doesn't belong, the noble has learned to read lips from afar, with the effects of the Read Lips feat.

**Items** fashionable fine clothes, loaded dice, rapier, signet ring, silver flask

**AC** 18; Fort +6, Ref +10, Will +11

**HP** 45

**Speed** 25 feet

**Melee**  rapier +12 [+7/+2] (deadly 1d8, disarm, finesse), **Damage** 1d6+5 piercing

**Melee**  fist +12 [+8/+4] (agile, finesse, nonlethal), **Damage** 1d4+5 bludgeoning

**Noble's Ruse**  **Frequency** once per round; **Effect** The noble Feints. On a success, the noble Strikes the target.

**Sneak Attack** The noble deals an extra 1d6 precision damage to flat-footed creatures.
Forensic Acumen

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

**Prerequisites** trained in Medicine

You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.

The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.

## 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.
Student of the Cannon

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

**Prerequisites** trained in Religion

You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

## 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.
Longsword

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

**Favored Weapon** Falayna, Iomedae, Lymnieris, Pazuzu, Ymeri

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

**Hands** 1

**Category** Martial

**Group** Sword; **Traits** Versatile P

Longswords can be one-edged or two‑edged swords. Their blades are heavy and they’re between 3 and 4 feet in length.

## Traits

**Versatile P:**

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.

**Sword**: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Indifferent 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 indifferent to a character doesn't really care one way or the other about that character. Assume a creature's attitude to a given character is indifferent unless specified otherwise.
Logger

Laborers employed at Lumber Worksites and the Lumberyard

**Recall Knowledge - Humanoid (Society)**: DC 14

**Unspecific Lore**: DC 12

**Specific Lore**: DC 9

## Logger Creature 0

N Medium Human Humanoid

**Source** *Kingmaker Adventure Path pg. 71*

**Perception** +6

**Languages** Common

**Skills** Acrobatics +5, Athletics +7, Lumber Lore +6, Nature +4, Survival +6

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

**Items** battle axe, climbing kit, hatchet, padded armor

**AC** 13; **Fort** +8, **Ref** +5, **Will** +6

**HP** 20

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

**Speed** 25 feet

**Melee**  battle axe +7 [+2/-3] (sweep), **Damage** 1d8+3 slashing

**Melee**  hatchet +7 [+3/-1] (agile, sweep, thrown 10 feet), **Damage** 1d6+3 slashing

**Ranged**  hatchet +5 [+1/-3] (agile, sweep, thrown 10 feet), **Damage** 1d6+1 slashing
Ghost Sound

AuditoryCantripIllusion

**Source** *Core Rulebook pg. 340* 3.0

**Traditions** arcane, occult

**Bloodline** fey

**Cast**  somatic, verbal

**Range** 30 feet

**Duration** sustained

You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).

**Heightened (3rd)** The range increases to 60 feet.

**Heightened (5th)** The range increases to 120 feet.
Mesmerizing Opal

ConsumableEnchantmentMagicalTalisman

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

**Price** 7 gp

**Usage** affixed to armor

**Activate**  envision; **Trigger** You attempt a Deception check to Feint, but you haven't rolled yet

This silver-bound opal pendant is afire with iridescence. When you activate it, if the outcome of your triggering Deception check is a critical failure, you get a failure instead (or if the outcome is a success, you get a critical success instead).
Shielded Advance

**Requirements** The captain of the guard has their shield raised; **Effect** The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.
Magnetic Attraction

Evocation

**Source** *Secrets of Magic pg. 114* 1.1

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Range** 60 feet; **Targets** up to 10 metal objects with a total Bulk or 1 or less

You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a spell attack roll instead of an Athletics check to do so.

Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action.
Forge Apprentice

**Tradesperson** 1

**Perception** +4, Darkvision

**Languages** Common, Dwarven

**Skills** Athletics +6, Crafting +7, Geography Lore +7

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

**Anvil Dwarf** You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestors or from the Forgefather himself, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.

**Crafter's Appraisal** 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.

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

**Specialty Crafting** (Blacksmithing, Leatherworking) Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases . If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

**Items** Light hammer, Clan Dagger, Leather Apron

**AC** 15; Fort +6, Ref +7, Will +4

**HP** 21

**Speed** 20 feet

**Melee** (Single Action) light hammer +3 -1/-5 (agile), Damage 1d6+1 Bludgeoning

**Ranged** (Single Action) light hammer +4 0/-4 (agile, thrown 20 feet), Damage 1d6+1 Bludgeoning

**Apprentice's Ambition** Free action **Frequency** once per day; **Requirements** A direct superior is supervising the apprentice; **Effect** The apprentice gains a +2 circumstance bonus to attack rolls, damage rolls, saving throws, and skill checks until the end of their next turn.
Swampcall

Uncommon Earth Transmutation

**Source** *Pathfinder #171: Hurricane's Howl pg. 77*

**Traditions** primal

**Cast**  somatic, verbal

**Range** 30 feet; **Area** 10-foot burst

**Duration** 1 minute

You call upon the spirits of the soil to twist and churn, transforming the terrain in the targeted area into a sodden mess. The area becomes difficult terrain. Creatures in the area when you Cast this Spell must attempt a Reflex saving throw.

**Success** The creature is unaffected.

**Failure** The creature sinks partially into the mud. The creature takes a –10-foot circumstance penalty to its Speeds (except for its swim Speed, if any) and becomes flat-footed. These effects last until the creature leaves the area or until the end of its next turn, whichever comes first.

**Critical Failure** As failure, but the penalty to Speeds (except Swim speed) is –15 feet.

**Heightened (3rd)** The range increases to 60 feet, and the area increases to a 20-foot burst.
Geneology mask

Uncommon Divination Invested

**Source** *The Mwangi Expanse pg. 34* 2.0

***PFS Note*** *The genealogy mask may be purchased to strengthen your character’s story and roleplay, but cannot be used to impact gameplay during Organized Play adventures.*

**Price** 10 gp

**Usage** worn; **Bulk** L

**Access** Nele ethnicity

These large masks are forged of precious metals or carved of wood and tasked with guarding the history of a family. Most Alijae are granted a *genealogy* mask when they come of age, which they bequeath to their next of kin upon death. When a member of the family recounted in the *genealogy mask* performs a particularly significant event while wearing the mask, its eyes and ears animate, allowing the item to witness and record the deeds for posterity. Different families have different standards for their *genealogy masks*—some may value accuracy and objective, clinical facts, while others may relish embellishing their stories to the very brink of believability in the name of a good story.

**Activate**  command; **Frequency** once per day; **Effect** You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it.
Studded Leather Armor

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

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

**Strength** 12; **Bulk** 1; **Group** Leather; **Traits** —

This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.

## 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.

**Leather**: The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.

## Specific Magic Armor

Fungal Armor, Jerkin of Liberation, Spangled Rider's Suit
Fire Mephit

Fire mephits are conniving and quick to anger. They aren’t evil, but they delight in inflicting pain, and their love of burning things pushes them the closest to this alignment of all mephits. They have bright-orange skin, and wisps of flame flicker along their wings as they flap through the air. The rivalry between fire and water mephits is notorious, and these creatures loathe working together for any amount of time.

**Recall Knowledge - Elemental (Arcana, Nature)**: DC 15

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

**Source** *Bestiary pg. 151*

Perception +3; darkvision, smoke vision

**Languages** Ignan

**Skills** Acrobatics +7, Deception +7

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

**Smoke Vision** The fire mephit ignores the concealed condition from smoke.

**AC** 17; Fort +3, Ref +9, Will +7

**HP** 16 (fast healing 2 (while touching fire)); **Immunities** bleed, fire, paralyzed, poison, sleep; **Weaknesses** cold 3

**Speed** 20 feet, fly 25 feet

**Melee**  jaws +9 [+4/-1] (finesse), **Damage** 1d6 piercing and 1d4 fire**Arcane Innate Spells** DC 15; **Cantrips** **(1st)** *daze*, *light*

**Breath Weapon**  (arcane, fire) The fire mephit breathes flames in a 15-foot cone that deals 2d4 fire and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save). The fire mephit can’t use Breath Weapon again for 1d4 rounds.
Melma Ann Sendari

The scion of a Saol family who fled the nation after the Cator Ascendancy, Melma Ann carries the pedigree of old nobility whose legacy ended with the political upheaval of the Saol Civil War. Nonetheless, she carries herself with impressive self-assurance, and she understands diplomacy and statesmanship better than perhaps any other politician on the council.

# Noble

Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear—along with a healthy dose of suspicion.

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

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

# NobleCreature 3

NMediumHumanHumanoid

**Source** *Gamemastery Guide pg. 206*

Perception +11

**Languages** Common

**Skills** Deception +10, Diplomacy +10, Gambling Lore +8, Intimidation +9

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

**Lip Reader** After years of sticking their nose where it doesn't belong, the noble has learned to read lips from afar, with the effects of the Read Lips feat.

**Items** fashionable fine clothes, loaded dice, rapier, signet ring, silver flask

**AC** 18; Fort +6, Ref +10, Will +11

**HP** 45

**Speed** 25 feet

**Melee**  rapier +12 [+7/+2] (deadly 1d8, disarm, finesse), **Damage** 1d6+5 piercing**Melee**  fist +12 [+8/+4] (agile, finesse, nonlethal), **Damage** 1d4+5 bludgeoning**Noble's Ruse**  **Frequency** once per round; **Effect** The noble Feints. On a success, the noble Strikes the target.**Sneak Attack** The noble deals an extra 1d6 precision damage to flat-footed creatures.
No Cause for Alarm

AuditoryConcentrateEmotionGeneralLinguisticMentalSkill

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

**Prerequisites** trained in Diplomacy

You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.

**Critical Success** Reduce the creature's frightened value by 2.

**Success** Reduce the creature's frightened value by 1.

## Traits

**Auditory:**

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

**Concentrate:**

An action with this trait requires a degree of mental concentration and discipline.

**Emotion:**

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

**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.

**Linguistic:**

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

**Mental:**

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

**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.
Magic Stone

NecromancyPositive

**Source** *Advanced Player's Guide pg. 222* 2.0

**Traditions** divine, primal

**Spell List** elemental

**Cast**  to  (verbal, somatic)

**Range** touch; **Targets** 1 to 3 non-magical stones or sling bullets

**Duration** 1 minute

You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use Casting this Spell. The stones must be unattended or carried by you or a willing ally. The stones become *+1 striking disrupting sling bullets*. Each stone can be used only once, after which it crumbles to dust.
Shortbow

**Source** *Core Rulebook pg. 282* 3.0

**Favored Weapon** Gruhastha

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

**Hands** 1+; **Range** 60 ft.; **Reload** 0

**Category** Martial

**Ammunition** Arrows

**Group** Bow; **Traits** Deadly d10

This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.

## Traits

**Deadly d10:**

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

## 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.
Shining Ammunition

ConsumableEvocationLightMagical

**Source** *Core Rulebook pg. 560* 3.0

**Price** 3 gp

**Ammunition** any

A piece of *shining ammunition* gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an Interact action, but the ammunition itself continues to glow for the rest of the duration or until destroyed.
Phase Bolt

AttackCantripEvocation

**Source** *Dark Archive pg. 106*

**Traditions** arcane, occult

**Cast**  somatic, verbal

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

You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage.

**Heightened (+1)** The bolt's damage increases by 1d4.
Star Dancer

**Source** *Gods & Magic pg. 128* 2.0

Dancing through the northern sky, the Shimmering Maiden represents constellations, homesickness, and northern lights. Pulura understands that the constellations are the guide with which mortals navigate their world, lighting the way so that those who travel or explore can always find their way home. The stories of the constellations not only entertain with tales of goodness and light and strength, but they are also a tool for helping others learn and remember the stars. This ensures that the map in the sky is easy to read and never forgotten. To learn this map and to guide those who are lost or otherwise in need of direction are exceptional callings, but even more so is to teach a petitioner to navigate the skies themself on the journey.

The Shimmering Maiden is often difficult to see, appearing to mortals from great distances as a bright, hot star. When she can be seen, she has the appearance of a Tian woman whose dark hair twinkles with bright stars. Her green and pink robes appear as though they are made of light, rather than any fabric. Travelers, guides, nomads, explorers, sailors, stargazers, and hunters are some of Pulura’s followers.

**Category** Empyreal Lords

**Edicts** Aid travelers, comfort the lonely, teach the constellations

**Anathema** Mock the homesick, deny warmth to others, pollute the skies with smoke or light

**Areas of Concern** constellations, homesickness, and northern lights

**Follower Alignments** NG, CG

## Devotee Benefits

**Divine Ability** Constitution or Wisdom

**Divine Font** *heal*

**Divine Skill** Survival

**Favored Weapon** sling

**Domains** cold, darkness, sorrow, star

**Cleric Spells** 1st: *color spray*, 5th: *chromatic wall*, 6th: *teleport*
Spirit Sense

DetectionDivinationMental

**Source** *Advanced Player's Guide pg. 225* 2.0

**Traditions** divine, occult

**Cast**  somatic, verbal

**Area** 30-foot emanation

**Duration** 10 minutes

You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits.

**Heightened (6th)** The spell's duration lasts until the next time you make your daily preparations.
Spirit Hunter

Spirit Hunters are constantly on the move, whether within city walls or the wilderness, trailing rumors of restless spirits and haunted ruins. Often relying on stealth or deception as much as martial skill, Haunt Investigators employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows.

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

**Unspecific Lore**: DC 17

**Specific Lore**: DC 14

## Spirit Hunter Creature 4

N Medium Human Humanoid

**Perception** +14

**Languages** Common

**Skills** Athletics +9, Deception +10, Diplomacy +8, Intimidation +8, Stealth +12, Survival +10, Spirit Lore +10

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

**Items** crossbow (10 bolts), falchion, studded leather armor

**AC** 21; **Fort** +9, **Ref** +12, **Will** +12

**HP** 60

**Speed** 25 feet

**Melee**  falchion +13 [+8/+3] (forceful, sweep), **Damage** 1d10+6 slashing

**Ranged**  crossbow +14 [+9/+4] (range increment 120 feet, reload 1), **Damage** 1d10+5 piercing

**Hunt Prey**  (concentrate) The Spirit Hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The spirit hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. This effect lasts until the spirit hunter uses Hunt Prey again.

**Precision Edge** The first time the spirit hunter hits their hunted prey in a round, they deal an additional 1d8 precision damage.

**Running Reload**  The spirit hunter Stride, Steps, or Sneaks, and then Interacts to reload.

**Spirit Spells** DC 21, attack +11; **Cantrips (2nd)** Daze, Guidance **1st** Object Reading
Teleportation Circle

Uncommon Conjuration Teleportation

**Source** *Advanced Player's Guide pg. 244* 2.0

**Cast** 1 day; **Cost** rare incense, precious metals, and purified chalk worth 500 gp; **Secondary Casters** 2

**Primary Check** Arcana or Occultism (master); **Secondary Checks** Crafting, Survival

**Range** 20 feet

**Duration** 1 day

You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous.

A secondary caster attempting a Survival check for this ritual can be located at the exact site of the destination, instead of with you at the point of origin. If the secondary succeeds at their check at the destination and you roll a success, the ritual is a critical success instead.

While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns.

The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions.

**Critical Success** You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point.

**Success** As a critical success, but the destination of the teleportation circle is slightly inaccurate, and is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target.

**Failure** The teleportation circle doesn't function.

**Critical Failure** The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater.

**Heightened (9th)** The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet.

**Heightened (10th)** The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet.
Puff of Poison

CantripEvocationInhaledPoison

**Source** *Secrets of Magic pg. 124* 1.1

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Range** 5 feet; **Targets** 1 creature

**Saving Throw** Fortitude

You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 persistent poison damage, depending on its Fortitude save.

**Critical Success** The creature is unaffected.

**Success** The target takes half initial and persistent damage.

**Failure** The target takes full initial and persistent damage.

**Critical Failure** The target takes double initial and persistent damage.

**Heightened (+2)** The initial poison damage increases by 1d8 and the persistent poison damage increases by 1.
Sling

**Source** *Core Rulebook pg. 282* 3.0

**Favored Weapon** Pulura

**Price** 0; **Damage** 1d6 B; **Bulk** L

**Hands** 1; **Range** 50 ft.; **Reload** 1

**Category** Simple

**Ammunition** Sling Bullets

**Group** Sling; **Traits** Propulsive

Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.

## Traits

**Propulsive:**

You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.

## 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.

**Sling**: The target must succeed at a Fortitude save against your class DC or be stunned 1.
Experienced Smuggler

GeneralSkill

**Source** *Core Rulebook pg. 261* 3.0

***PFS Note*** *Allows you to always Earn Income with the Underworld Lore with tasks of your level -1 (instead of the normal level -2).*

**Prerequisites** trained in Stealth

You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.

## 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.
Nocturnal Grippli

**Source** *The Mwangi Expanse pg. 120* 2.0

You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.

**Special** You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.

## Traits

**Grippli:**

Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.
Prescient Planner

General

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

**Cost** the Price of the chosen item

**Requirements** You haven't used this ability since the last time you were able to purchase goods.

You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.

## 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.
Shambler Troop

NEGargantuanMindlessTroopUndeadZombie

**Source** *Bestiary 3 pg. 302*

Perception +7; darkvision

Str +5, Dex +0, Con +3, Int -5, Wis +1, Cha -2

**Slow** A shambler troop is permanently slowed 1 and can't use reactions.

**AC** 18; Fort +11, Ref +8, Will +9

**HP** 90 (16 squares); **Thresholds** 60 (12 squares), 30 (8 squares); **Immunities** death effects, disease, mental, paralyzed, poison, unconscious; **Weaknesses** area damage 5, positive 5, slashing 5, splash damage 2

**Troop Defenses**

**Speed** 20 feet; troop movement

**Form Up** **Grave Tide** The shambler troop is less organized than most troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to other creatures.**Shambling Onslaught**  to  **Frequency** once per round; **Effect** The shamblers lash out at any enemies in their squares or within 5 feet (DC 18 basic Reflex save). The damage depends on the number of actions.  2d6+5 bludgeoning damage  2d6+9 bludgeoning damage**Troop Movement** Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by–20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.