recursal/Fanatic-Fandom huggingface dataset:
Kineticist

**Source:** Occult Adventures

Basic info.

**Role**: Kineticists generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents.

**Alignment**: Any.

**Hit Die**: d8.

**Skill Points at each Level**: 4 + Int modifier.

Kineticist elements can be found here.

Kineticist Wild Talents can be found here.

Kineticist archetypes can be found here.
Catfolk

Catfolk are a race of natural explorers. While most catfolk are nimble, capable, and often active creatures, there is also a strong tendency among some catfolk to engage in quiet contemplation and study. While self-expression is an important aspect of catfolk culture, it is mitigated by a strong sense of community and group effort. In the wild, catfolk are a hunter-gatherer tribal people. The pursuit of personal power never comes before the health and wellbeing of the tribe. More than one race has underestimated this seemingly gentle people only to discover much too late that their cohesion also provides them great strength.

Catfolk often find themselves seeking out communities of other catfolk with similar interests. As a result many of the largest cities in Negrotharl may not have a district of catfolk, but catfolk will live within close proximity to one another in certain districts.

 Catfolk stats, traits, subraces, favored class options, alternate racial traits can be found here
Medium

**Source:** Occult Adventures

Basic info.

**Role**: Mediums are very versatile, filling whatever role the party needs at the moment by channeling the right spirit.

**Alignment**: Any.

**Hit Die**: d8.

**Skill Points at each Level**: 4 + Int modifier.

Medium Spirits can be found here. (Note there are three tabs to switch between types of spirits)

Medium archetypes can be found here.
The Amazons Issue 4 - Dragon's Fury

Dronekiller takes his shot at assassinating Karl Elise and awakens the sleeping fury held close to Drakaina's breast in a rage that threatens an entire city

## Featured in The Amazons #4 - Dragon's Fury

### **Featured Characters**

Dronekiller (Last Appearance)

Hilda Elise

Karl Elise (Last Apperance)

Marta Elise

### **Others**

Eiter Mentioned

Model 71 Recon Droid

## Synopsis

Dronekiller takes his shot at killed Karl Elise using a remote sniper turret mounted on the opposite roof, and succeeds in mortally wounding the old warrior, thanks to the chemical one of his drones had injected into him by one of his drones disguised as a nurse. With Karl dead however, Marta unleashes her rage across the city of Munich, and brutally slays Dronekiller and anyone else who tried to get in her way

[1] Link to the Full Story
Summoner

**Source:** Advanced Player's Guide

Basic info.

**Role**: Summoners spend much of their time exploring the arcane arts alongside their eidolons. While their power comes from within, they rely heavily on their eidolon companions in dangerous situations. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together.

**Alignment**: Any.

**Hit Die**: d8.

**Skill Points at each Level**: 2 + Int modifier.

Eidolon details can be found here.

Eidolon base forms can be found here.

Eidolon evolution can be found here.

Summoner archetypes can be found here.
Shaman

**Source:** Advanced Class Guide

Basic info.

**Role**: Shamans make for potent divine spellcasters, capable of using divine spells and the power of their spirits to aid their allies and destroy their foes. While they aren’t the healers that clerics are, they can still fill that role when needed.

**Alignment**: Any.

**Hit Die**: d8.

**Parent Class(es)**: Oracle and witch.

**Skill Points at each Level**: 4 + Int modifier.

Shaman hexes can be found here.

Shaman spirits can be found here.

Shaman archetypes can be found here.
Half-Orcs

At first glance half-orcs appear to be large brutes with little in the way of brains. Despite their size and ferocity, many hold prestigious positions as the bodyguards of nobles or adventuring halflings. The half-orcs provide the muscle and size that halflings lack while the halflings can provide the personality and brains that the half-orcs lack.

There are other half-orcs that prefer a life outside of the society. They often live in tribes and have to defend themselves from the nomadic elves who have a hatred for half-orcs bred from jealousy. This jealously is derived from the fact that while elves were cursed from their breeding with humans, but the offspring of horrifying beasts raping humans have gained great status in society and that the tribal ones are generally allowed to live peacefully.

Half-Orc stats, traits, subraces, favored class options, alternate racial traits can be found here
Inspektor Lestrade

Zobacz **oryginalny artykuł** i **autorów**.

**Inspektor G. Lestrade** – postać fikcyjna stworzona przez Arthura Conana Doyle’a, drugoplanowy bohater wielu opowiadań o Sherlocku Holmesie. Jest śledczym Scotland Yardu. Conan Doyle zaczerpnął nazwisko dla postaci od swojego przyjaciela z czasu spędzonego w Uniwersytecie Edynburskim, który nazywał się Joseph Alexandre Lestrade.

## Charakterystyka postaci

Imię inspektora nie zostało podane, znany jest jedynie jego inicjał: „G”. W żadnym z 13 utworów o Sherlocku Holmesie, w których się pojawia, nie opisano również faktów dotyczących jego życia osobistego.

Doktor Watson opisał Lestrade’a jako *chudego, ciemnookiego mężczyznę, mającego w sobie coś ze szczura*. Holmes uważał go za osobę *szybką i energetyczną, lecz ogólnie konwencjonalną*. Można przypuszczać, iż detektyw miał poważanie w opinii publicznej, gdyż w jednej z relacji prasowych nazwany został *słynnym inspektorem policji*.
Magus

**Source:** Ultimate Magic

Basic info.

**Role**: Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

**Alignment**: Any.

**Hit Die**: d8.

**Skill Points at each Level**: 2 + Int modifier.

Magus Arcana can be found here.

Magus archetypes can be found here.
Tales of the Patronverse - Issue 1.1

The 121st Irregulars head for Venice on a deadly mission to stop a deadly triumvirate of foes from completing the synthesis of a deadly chemical weapon known only as Toxin X. But with distrust and racial hatred rising in the group, will the deadliest attacks come from the rnaks of the Axis powers, or from within the 121st Irregulars themselves?

## Appears in Tales of the Patronverse #1.1

### **Featured Characters**

Celina Borgia (First Appearance)

Genaro Capello (First Appearance)

Karl Elise

Marta Elise

Raymond Lewis

Anya North

Ginny Spears

Jack Steel

Frank Thomas

### **Other**

The Nocturne (First Appearance)

Toxin X (Mentioned Only)

## Synopsis

As the Irregulars leave British Occupied Cairo egos clash with Frank Thomas AKA the Owl and Commander Jack Steel arguing over what course of action to take. Eventually thanks to the intervention of the Inuit Goddess Nevalana AKA Any North, the team heads to Venice and gets a first look at the enemies that await them. Can the team hold together long enough to defeat the Gladiator and Doctor Celina Borgia, or will it implode under the mistrust evident between members allowing the Axis powers to unleash the deadly Toxin X throughout the free world?

[1] Click here to read the whole issue
Psychic

**Source:**Occult Adventures

Basic info.

**Role**: With a large suite of spells, psychics can handle many situations, but they excel at moving and manipulating objects, as well as reading and influencing thoughts.

**Alignment**: Any.

**Hit Die**: d6

**Skill Points at each Level**: 2 + Int modifier.

Psychic phrenic amplifications can be found here

Psychic Psi-tech can be found here (note that most, if not all, of these don't exist on Negrotharl and are just listed for completion)

Psychic disciplines can be found here

Psychic archetypes can be found here
Bloodrager

**Source:** Advanced Class Guide

Basic info.

**Role**: Masters of the battlefield, bloodragers unleash fearful carnage on their enemies using their bloodlines and combat prowess. The bloodrager’s place is on the front lines, right in his enemies’ faces, supplying tremendous martial force bolstered by a trace of arcane magic.

**Alignment**: Any.

**Hit Die**: d10.

**Parent Class(es)**: Barbarian and sorcerer.

**Skill Ranks per Level**: 4 + Int modifier.

Bloodrager bloodlines can be found here.

Bloodrager archetypes can be found here.
Mesmerist

**Source:** Occult Adventures

Basic info.

**Role**: Mesmerists wield power over lesser minds, suppressing foes’ wills to weaken them. Priding themselves on their trickery and inventiveness, they also support their allies—and often themselves—with magical tricks, most of which offer protection. Their limited healing ability primarily provides temporary hit points, so mesmerists aren’t the strongest primary healers, but they can easily remove conditions that typically affect the mind.

**Alignment**: Any.

**Hit Die**: d8.

**Skill Points at each Level**: 6 + Int modifier.

Mesmerist stares can be found here.

Mesmerist tricks can be found here.

 Mesmerist archetypes can be found here.
Downtime

Their is much to do in Nyamaris such as carousing, assisting with daily business, or training. Watcher's may spend their downtime in Nyamaris instead of the Watcher's Keep. Staying in Nyamaris will cost the Watcher, but these can be offset by working around town.

During a Watcher's downtime, of any duration, the adventurer receives one Downtime Action. The action can be spent in one of the following ways:

### Frelka's Tavern - Level 1

A Watcher who spends their downtime action at Frelka's Tavern may:

* Spend 15 GP on a Good Spirits die (d4).  This die may be spent at any time during the session on any Constitution or Charisma check, saving throw, or skill use.

### Invest in Nyamaris

A Watcher may spend their downtime investing in Nyamaris. To begin this process a bank will need to be established. Once a bank has been established Watcher's will be able to invest their hard earned gold into businesses and services that will benefit them on their travels. See Nyamaris Upgrades for more information.
Cavalier

## Cavalier

**Source:** Advanced Player's Guide

Basic info.

**Role**: Cavaliers tend to marshal forces on the battlefield,
using their mounted talents and challenges to control the flow of the
fight. Outside of battle, cavaliers can be found advancing their cause
through diplomacy and, if needed, subterfuge. The cavalier is no
stranger to courtly intrigue and can hold his own in even the most
delicate of social situations.

**Alignment**: Any.

**Hit Dice**: d10.

**Skill Ranks per Level**: 4 + Int modifier.

Cavalier orders can be found here.

Cavalier archetypes can be found here.
The Invitation

The Invitation is the mysterious force that created and maintains The Watcher's. No origin has ever been given to The Invitation and it only contacts each Watcher once with the exception of the Portent who is the recipient of The Invitation's will.

## Purpose

The Invitation is the force that calls new Watcher's to Delorn's Keep and assigns them QPPs.
Frelka's Tavern

Frelka's Tavern, a large stone-and-plaster timber framed building that has likely existed longer than any other building on Negrotharl borders, is the main source of relaxation for the people of Nyamaris. The discoloration of brick and a foundation that isn't quite the right size hints to the fact that the Tavern has been rebuilt countless times over the ages. The sign outside is easily distinguished as being newer than the rest of the building, but that's no hard task. The current sign has a plank of wood nailed on top of it which, assumedly, has the name of the previous owner on it, Frelka just being the most recent.

## Rumors

Frelka's Tavern is a boiling pot for all people visiting the Isle of The Watcher's, and because of this there are many rumors to be heard here. A friendly relationship with Frelka could prove to provide many interesting adventures for Watcher's interested in a break from the tasks of The Invitation.

## Level 1 (Cost = Free) - Purchased

- Watcher's can spend a downtime action to:

* Spend 15gp to gain a Good Spirits die (d4).  This die may spent on any ability check, saving throw, or skill check related to Wisdom or Charisma.
Character Creation

Once you've chosen your race and class we'll be using the following rules for character creation:

###

## Roll20

Before character creation can begin, every player will need an account on Roll20.net. We can make the accounts during character creation, but if you can make one before hand it will make the process faster.

## Traits/Drawbacks:

You must select two traits from the list available here. You can also select a drawback from here or here allowing you to take a third trait.

You can only select 1 trait from each category (each basic category counts as a seperate list, allowing you to take one from basic(magic) and basic (combat)).

Some traits may not fit with the changes to the world of Negrotharl, just bring them up to the GM and we can discuss if and how they fit.

## Point Buy/ Roll:

To determine ability scores you can either roll 5 d20's and keep the best 3 (reroll 1's once) or you can use a 30+1d6 point point buy using the following table (Min = 7 Max = 18)

## Equipment

Shortly after your arrival on the Isle of the Watcher's the kingdom of Koira sent an envoy inquiring about your need for gear. The group of you can request up to 250 gp of mundane travel/adventuring gear and 100 gp each of mundane weapons and armor. Upon returning with the gear the envoy bared a gift from the Gray King: the unspent portion of each persons stipend was returned as a gift and the remainder of the 250 was split amongst you evenly.

## Hit Points

At level 1 all players get max hit points from their first hit die. Each following level a player can choose to roll for hit points or take their average for their hit die as per the chart below:

## Languages

The world of Negrotharl has an extensive list of languages, below are a list of the known living languages and who speaks them:

* Abyssal - Demons and other chaotic evil outsiders
* Aklo - Derro, inhuman or otherworldly monsters, evil fey
* Aquan - Aquatic and water-based creatures
* Auran - Flying creatures, air based creatures
* Boggard - Boggards
* Celestial - Angels and other good outsiders
* Common - The Many Races
* Cyclops - Cyclops and their kin
* Dark Folk - Dark creepers, dark slayers, dark stalkers, and other Dark Folk
* Draconic - Dragons and reptilian humanoids
* Drow Sign Language - Secret language of the Drow
* Druidic - Secret language of the druid
* Dwarven - Dwarves
* D'ziriak - Insectoid race
* Elven - Elves
* Giant - Cyclops, ettins, giants, ogres, trolls
* Gnoll - Gnolls
* Gnome - Gnomes
* Goblin - Bugbears, goblins, savage hobgoblins
* Grippli - Grippli
* Halfling - Halflings
* Ignan - Fire based creatures
* Infernal - Devils and other lawful evil outsiders
* Necril - The dead, but on Negrotharl primarily spoken by ancient undead
* Orc - Orcs, half-orcs
* Protean - Proteans
* Sphinx - Sphinxes
* Sylvan - Centaurs, fey creatures, plant creatures, unicorns
* Tengu - Tengus
* Terran - Earth based creatures
* Treant - Treants
* Undercommon - Drow, duergar, morlocks, svirfneblin
* Vegepygmy - Vegepygmies
Bard

**Source:** Advanced Class Guide

Basic info.

**Role**: Bards capably confuse and confound their foes while
inspiring their allies to ever-greater daring. While accomplished with
both weapons and magic, the true strength of bards lies outside melee,
where they can support their companions and undermine their foes without
 fear of interruptions to their performances.

**Alignment**: Any

**Hit Die**: d8

**Skill Ranks Per Level**: 6 + Int modifier.

Bards are able to sacrifice feats or spells known in exchange for Bardic Masterpieces. An explanation and list of Masterpieces can be found in the Ultimate Magic book or here .

Bard archetypes can be found here.
Nyamaris

Nyamaris is the only city located on the Isle of the Watchers.

From the dimensions of its border to the size and renown of the population the city of Nyamaris is ever changing in relation to the number and prowess of The Watchers. In it's past Nyamaris has been home to not only some of the most famous Watchers, but also some of Negrotharl's most notable scholars, entertainers, mercenaries, political figures, etc.
Alchemist

**Source:** Advanced Player's Guide

Basic info.

## Alchemist

**Role**: The alchemist's reputation is not softened by his
exuberance (some would say dangerous recklessness) in perfecting his
magical extracts and potion-like creations, infusing these substances
with magic siphoned from his aura and using his own body as experimental
 stock. Nor is it mollified by the alchemist's almost gleeful passion
for building explosive bombs and discovering strange new poisons and
methods for their use. These traits, while making him a liability and
risk for most civilized organizations and institutions of higher
learning, seem to fit quite well with most adventuring groups.

**Alignment**: Any.

**Hit Die**: d8.

**Skill Ranks per Level**: 4 + Int modifier.

Alchemist discoveries can be found here.

Alchemist archetypes can be found here.
Barbairan

## Barbarian

**Source:** Advanced Class Guide

Basic info.

**Role**: Barbarians excel in combat, possessing the martial prowess
and fortitude to take on foes seemingly far superior to themselves. With
 rage granting them boldness and daring beyond that of most other
warriors, barbarians charge furiously into battle and ruin all who would
 stand in their way.

**Alignment**: Any non-lawful

**Hit Die**: d12

**Skill Ranks Per Level**: 4 + Int modifier.

Barbarian rage powers can be found here.

Barbarian archetypes can be found here.
Brawler

**Source:** Advanced Class Guide

Basic info.

**Role**: Brawlers are maneuverable and well suited for creating flanking situations or dealing with lightly armored enemies, as well as quickly adapting to a rapidly changing battlefield.

**Alignment**: Any.

**Hit Die**: d10.

**Parent Class(es)**: Fighter and monk.

**Skill Points at each Level**: 4 + Int modifier.

Brawler archetypes can be found here.
Penance Issue 3 - The Pixxu and the Eagle

El Aquilla seeks to form a deadly alliance with the current lord of San Francisco's Underworld. Meanwhile the CSI team at the SFPD closes in on another victim of the Circle of Sin.

## Appears in Penance #3 - The Pixxu and the Eagle

### **Featured Characters**

El Aquilla

Father Beckett

John Branson

Dragon-Eel (Mentioned)

Ifan El-Sabim

Jan Fisher (First Appearance)

Naima Gutierrez

Clarissa Loach

The Pixxu (First Appearnce)

### **Organisations**

Dragons Tooth Triad (First Appearance)

El Aquilla Crime Syndicate

Followers of Falstaff

SFPD

## Synopsis

As the detective work continues, the lords of San Francisco's Underworld hold a meeting to form a deadly alliance to flood the cities streets with a new narcotic.

Link to Completed Story
Gaster

* Chronology
* Relationships
TBA

TBA

## Description

He is the god of magic and one of the creators of Sans and Papyrus, along with Asgore and Gerson. He is a natural-born god.

## Profile

### Appearance

W.D Gaster seems to be a mysterious man who resembles a skeleton with holes in his hands. He wears a black robe with a cape on which the universe can be seen. He has a Scars on his face, which joins over his right eye an another jointing under his left eye.

### Personality

W.D Gaster is shown to be very caring towards his fellow gods, as in The Mirror he was shown to become immensely furious when Chara admitted to killing Toriel. He deeply cares for his fellow gods, especially his creations, Sans and Papyrus.
Gnomes

The gnomes are a bit of an enigma in Negrotharl. While they claim to have arrived on Negrotharl at the same time as the rest of the Many Races there is much debate on this subject. Divinations performed by the esteemed scholars at the Delroth’s Academy proved that gnomes shared blood with the Fey, and some suspect that they may have existed before the Many Races appeared and that they may have been created by Fey trickery.

While there is debate to their origin, there is no debate over the value of their contribution to the many cultures of Negrotharl. While small in stature gnomes have great capacity for curiosity, ambition, and learning. Over the ages many have written ballads that will never be lost, traveled with the greatest of legends, defeated the most dangerous threats to civilization, and made great discoveries.

Gnomes are known for not being able to settle and to always be searching for something new. Some do discover their calling and will drill into it with a passion only a gnome can, developing what other races see as zealot-like obsession. Something that holds true for gnomes regardless of what part of the world they reside is that male gnomes have a fondness for strange and unusual hats and headgear while female gnomes find pride and identity in their elaborate and eccentric hairstyles that often include intricate jeweled baubles and headpieces.

Gnomes felt The Banishment in their very essence. It became clear early on that their connection to the Fey had been severed by The Banishment. While gnomes were amongst the races with the fewest members lost to The Banishment their numbers were quickly reduced by a sudden reduction in their lifespans. In addition to their shortened lifespans the unique colors in their hair and eyes became so dulled that female gnomes resorted to wearing hats to hide the, now grey hair that they were once so proud of. Since the return of magic both their longevity and hair color has returned to their former glory the females have begun to experiment with dramatic hairstyles again, but unfortunately many of the old styles have been lost to history. This has produced great hope in the elves and dwarves that they’ll soon begin to have their lifespans restored as well.

Gnome stats, traits, subraces, favored class options, alternate racial traits can be found here
Wayangs

Wayangs, are small humanoid creatures who can trace their ancestry to the Plane of Shadows. Wayang legends state that early in Negrotharls history a wizard opened a portal to the Shadow plane. When light poured into the Plane of Shadows from the Material Plane, so did shadows escape from the Plane of Shadows. Those escaped shadows would become the first wayangs.

Wayangs are extremely gaunt, with pixielike stature and skin the color of deep shadow. Deeply spiritual, they follow a philosophy known as “The Dissolution,” which teaches that in passing they may again merge into the shadow. They readily express their beliefs through ritual scarification and skin bleaching, marking their bodies with raised white dots in ornate spirals and geometric patterns. This often leads to suspicions from more superstitious individuals, and often wayangs will form tight nit communities where they can practice their culture together and away from those who would be offended by it. Post Banishment superstition and predjudice  this has been taken to an extreme and most wayangs live in tribes and do their best to avoid all other races.

Wayangs stats, traits, subraces, favored class options, alternate racial traits can be found here
Ranger

**Source:** Core Rulebook

Basic info.

**Role**: Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.

**Alignment**: Any.

**Hit Die**: d10.

**Skill Points at each Level**: 6 + Int modifier.

Ranger combat styles can be found here.

Ranger traps can be found here.

 Ranger archetypes can be found here.
Vishkanyas

Owing in large part to their mostly human appearance, vishkanyas are assumed to be fairly rare in most parts of Negrotharl, but their true numbers are unknown. Even when their differences from humans (faint scales that are usually patterned the way a snakes scales are, pupil-less eyes, and forked tongue) are spotted, they’re assumed to be tieflings, half-blood dragonborn or dragon sorcerers, or half-blood Nagari.

These oversights work to the vishkanyas’ favor, for most prefer lifestyles involving poison, espionage, and secrecy. Though they make great assassins, spies, and thieves guild members a large number of vishkanyas gravitate more “honest” work such as undercover guards or political espionage.

 Vishkanya stats, traits, subraces, favored class options, alternate racial traits can be found here
Investigator

**Source:** Advanced Class Guide

Basic info.

**Role**: Investigators live to solve mysteries and find inventive ways to get out of jams. They serve as advisors and support for their adventuring parties, but can take center stage when knowledge and cunning are needed. No slouches in battle, they know how to make surprise attacks and use inspiration to bring those attacks home.

**Alignment**: Any.

**Hit Die**: d8.

**Parent Class(es)**: Alchemist and rogue.

Investigator talents can be found here.

Investigator archetypes can be found here.
Blacksmith

The local blacksmith is a master of the trade, but only has the equipment and supplies to make farm equipment. He needs the capital to invest in the tools to create weapons and armor.

## Level 1 (Cost = 100gp)

- Can upgrade weapons to masterwork for 300gp.

- Through crafting techniques passed down from the times of the ancient Watcher's the blacksmith can increase the damage output of a masterwork weapon. For 100gp the damage of a weapon increases as though the weapon were 1 size larger for 10 rounds of combat. This buff cannot be applied again until it has worn off.
Elves

An elven beggar

According to elven lore, when the Many Races arrived on Negrotharl the elves emerged as a dominant race. They used their innate magics to wield raw magic and near, if not true, immortality to advance civilization. Stories passed amongst elves claim that for several centuries, while friendly with the Many Races, elves didn’t procreate with other races. These same stories indicate that elves and humans were the first of these unions, and something about this union had a degenerating effect on the innate magics of the elves. to begin to fade. An degenerating effect they claim continues to this day.

Today however, there’s no evidence that elves were ever immortal though they do possess some longevity. Their claims to have once been able to wield raw magic is also scrutinized as today they possess no more ability to wield magic than any of the other Many Races. In actuality elves are regarded as vermin to most of the Many Races. Most elves would choose to reside in large cities where their heritage might go unnoticed amongst the huge variety of other races. Outside of large cities most elves live as impoverished outcasts, and have adopted many human customs to avoid sticking out more than necessary. Overall, the elves are associated with poverty, crime, barbarism, and are often used as scapegoats by the rest of the Many Races. Much of the slave trade worldwide involves the trade of elves.

Since The Banishment, elves have become even more separated from their innate magics. Most notable is the shortening of their lifespans. Where before The Banishment the average elf to live 500 years, and extraordinary members could live hundreds of years longer. Now it’s rare to hear of an elf older than 300.

Elf stats, traits, subraces, favored class options, alternate racial traits can be found here
Alphys

* Chronology
* Relationships
TBA

TBA

## Description

Alphys is the goddess of knowledge. She is a natural born god.

## Appearance

Alphys is an yellow anthropomorphic lizard. she has a big pair of round glasses and wears a white robe with a green scarf.

## Personality

Alphys is similar to her original counterpart, being that all other gods and goddesses are given a role of the god that best fits their personality.
Wizard

**Source:** Core Rulebook

Basic info.

**Role**: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.

**Alignment**: Any.

**Hit Die**: d6.

**Skill Points at each Level**: 2 + Int modifier.

Wizard arcane discoveries can be found here.

Wizard schools can be found here.

Wizard archetypes can be found here.
Kitsune

Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Kitsune possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling.

Kitsune’s love for storytelling and art makes them seek out homes in cities and towns where excitement is likely to occur. They’re often present in bars to listen and perform and eavesdrop and gossip.

Kitsune stats, traits, subraces, favored class options, alternate racial traits can be found here
Rogue

**Source:** Core rulebook.

Basic info.

**Role**: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

**Alignment**: Any.

**Hit Die**: d8.

**Skill Points at each Level**: 8 + Int modifier.

Rogue talents can be found here.

Rogue archetypes can be found here.
Witch

**Source:** Advanced Player's Guide

Basic info.

**Role**: While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.

**Alignment**: Any.

**Hit Die**: d6.

**Skill Points at each Level**: 2 + Int modifier.

Witch hexes can be found here..

Witch patron spells can be found here.

Witch archetypes can be found here.
Luke Reordan

**Luke Reordan** jest postacią z filmu *Sherlock Holmes*.

## Wygląd

Jest niskim mężczyzną - ma 1,47 m wzrostu. Ma rude włosy i nie ma przednich zębów.

## Biografia

Irene Adler prosi Sherlocka Holmesa, aby znalazł Reordana. Jednak robi to w imieniu profesora Moriarty'ego, który uważa, że Reordan jest kluczem do rozwiązania zagadki Blackwooda.

Holmes znajduje ciało Reordana w trumnie straconego Lorda Blackwooda, dla którego Reordan pracował. Jego zadaniem było opracowanie broni chemicznej, której Blackwood mógłby użyć do zniszczenia całego brytyjskiego parlamentu za jednym zamachem. Po tym, jak Reordan skończył tę broń, został zabity.
Druid

**Source:** Core Rulebook

Basic info.

**Role**: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

**Alignment**: Any neutral.

**Hit Die**: d8.

**Skill Points at each Level**: 4 + Int modifier.

Druid domains can be found here.

Druid Archetypes can be found here.
Paladin

**Source:** Core Rulebook

Basic info.

**Role**: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

**Alignment**: Lawful good.

**Hit Die**: d10.

**Skill Points at each Level**: 2 + Int modifier.

Paladin oaths can be found here.

Paladin archetypes can be found here.
Cemetery

The Old Guard is the name of the vast cemetery on The Isle of the Watcher's where the headstones of fallen Watcher's are placed. The citizens of Nyamaris create a tombstone each time a new Watcher arrives on the island, and place it in the graveyard if the Watcher should fail to return to the Watcher's Keep.
Half-orcs

Half-Orcs continue the trend of a
race gaining unexpected status. Half-Orcs are one of the Many Races, but seem
to share blood with common Orcs of Negrotharl according to the diviners at
Delroth’s Academy. Despite their size and ferocity, many hold prestigious
titles as the bodyguards of noble or adventuring Halflings. The Half-Orcs
provide the muscle and size that Halflings lack while the Halflings can provide
the personality and brains that the Half-Orcs lack.

There are other Half-Orcs that
prefer a life outside of the society. They often live in tribes and have to
defend themselves from the nomadic Elves who have a hatred for Half-Orcs bred
from jealousy. This jealously is derived from the fact that while Elves were
cursed from their breeding with humans, but the offspring of horrifying beasts
raping humans have gained great status in society and that the tribal ones are
generally allowed to live peacefully.

 Half-Orc stats, traits, subraces, favored class options, alternate racial traits can be found here
Samurai

**Source:** Ultimate Magic

Basic info.

**Role**: While typically sworn to the service of a lord, a samurai is usually given free reign as to how he performs that service. As such, samurai can sometimes be found with other adventurers, taking the fight to the enemies of their masters. Other samurai become ronin, striving to serve an ideal without paying fealty to a lord. In either case, samurai make powerful allies, capable of withstanding nearly any harm while dispatching their foes with deadly precision. The samurai is an alternate class for the cavalier base class.

**Alignment**: Any.

**Hit Die**: d10.

**Parent Class(es)**: Cavalier.

**Skill Points at each Level**: 4 + Int modifier.

Samurai orders can be found here.

Samurai archetypes can be found here.
Library

The library in the Watcher's Keep once held more knowledge than any other room in Negrotharl. However, in the hundreds of years since the last Watcher's entered The Keep a majority of the books have been removed and sold to private collectors. The books that weren't removed have undergone decay and rot due to the climate of The Isle of the Watcher's.

## Level 1 (Cost = 100gp)

The Watcher's have invested in the re-development of the libraries' collection.

- Watchers can spend a downtime action to:

* Spend 15gp to gain Study die (d4). This die may spent on any ability check, saving throw, or skill check related to Intelligence or Wisdom.
Drakaina '96 - Issue 1

Drakaina '96 follows the post war, modern era adventures of Marta and Karl Elise

## Appears in Drakaina '96 #1

### **Featured Characters**

Caracal #1 (First Appearance)

Caracal #2 (First Appearance)

Drachenkönig

Elton Hawker (First Appearance)

Helena Elise (Mentioned) (First Appearance)

Hilda Elise

Karl Elise

Marta Elise

Natalia Sedova (First Appearance)

Sao Wunna (First Appearance)

Ratel (First Appearance)

Vijay Sao Wunna (First Appearance)

### **Locations**

Berlin University

The Serpent's Nest

### **Other**

Eiter (Mentioned)

Hawker Pioneer Armour (First Appearance)

## Synopsis

After ten years of peace and quiet, Marta and Karl Elise are about to find themselves under fire as a powerful new force looking to build an empire comes a knocking. Tracked by some of the deadliest mercenaries in the world, Drakaina and her allies may be the only thing keeping the current world order intact.

[1] Link to the Full Story
Oracle

**Source:** Advanced Player's Guide

Basic info.

**Role**: Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.

**Alignment**: Any.

**Hit Die**: d8.

**Skill Points at each Level**: 4 + Int modifier.

Oracle curses can be found here.

Oracle mysteries can be found here.

Oracle Archetypes can be found here.
Oreads

Oreads are humans whose ancestry includes the touch of an elemental being of earth somewhere along the line, often that of a shaitan genie. Stoic and contemplative, oreads are a race not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded mountain hideaways find oreads to be quiet, dependable, and protective of their friends.

As a minor offshoot of the human race, oreads have no real established society of their own. Instead, most oreads grow up in human communities learning the customs of their parents. Adult oreads have a well-deserved reputation among other races for being hermits and loners. Few take well to the bustle of city life, preferring instead to spend their days in quiet contemplation atop some remote mountain peak or deep below the earth in a secluded cavern. Oreads with a greater tolerance for life among humans often join the city watch, or find some other way to serve their community in a position of responsibility. Oreads are most commonly found in Theros.

Oread stats, traits, subraces, favored class options, alternate racial traits can be found here
Suli

Suli are possibly the rarest race in Negrotharl. They only appear in certain bloodlines from time to time, and are believed to only be born into families who ancestry include the blood of ifrits, oreads, sylphs, *and* undines. They can also result from the breeding of a Janni with another of the Many Races, but these Suli are rarely able to produce offspring. Being that they’re so uncommon the suli don’t have their own culture, and can vary wildly from one to another, perhaps reflecting the prominent element in their blood and the uniqueness of their race.

Suli stats, traits, subraces, favored class options, alternate racial traits can be found here
Mythic Advancement

**Ability Score**

Upon reaching the 2nd mythic tier, an ability
score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th
tiers, another ability score of your choice permanently increases by 2; this
can be an ability score you’ve already increased or a different ability score.

**Mythic Feat**

Select one mythic feat or non-mythic feat as a
bonus feat. You must qualify for this feat normally.

You gain another mythic feat at 3rd tier, and
again every 2 tiers thereafter.

**Mythic Power (Su)**

Mythic characters can draw upon a wellspring
of power to accomplish amazing deeds and cheat fate. This power is used by a
number of different abilities. Each day, you can expend an amount of mythic
power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd,
etc.). This amount is your maximum amount of mythic power. If an ability allows
you to regain uses of your mythic power, you can never have more than this
amount.

**Surge (Su)**

You can call upon your mythic power to
overcome difficult challenges. You can expend one use of mythic power to
increase any d20 roll you just made by rolling 1d6 and adding it to the result.
Using this ability is an immediate action taken after the
result of the original roll is revealed. This can change the outcome of the
roll. The bonus die gained by using this ability increases to 1d8 at 4th tier,
1d10 at 7th tier, and 1d12 at 10th tier.

**Amazing Initiative**
(Ex)

At 2nd tier, you gain a bonus on initiative checks equal to
your mythic tier. In addition, as a free action on your turn,
you can expend one use of mythic power to take an additional standard action during that
turn. This additional standard action can’t be used to
cast a spell. You can’t gain an extra action in this way more than once per
round.

**Force of Will (Ex)**

At 3rd tier, you can exert your will to force
events to unfold as you would like. As an immediate action, you can expend one
use of mythic power to reroll a d20 roll you just made, or force any non-mythic
creature to reroll a d20 roll it just made. You can use this ability after the
results are revealed. Whoever rerolls a roll must take the result of the second
roll, even if it is lower.

**Mythic Saving Throws (Ex)**

At 5th tier, whenever you succeed at a saving
throw against a spell or special ability, you suffer no effects as long as that
ability didn’t come from a mythic source (such as a creature with a mythic tier
or mythic ranks). If you fail a saving throw that results from a mythic source,
you take the full effects as normal.
Dhampir

Dhampir are not one of the Many Races, but were instead introduced shortly after magic beings – specifically vampires – began to tread on Negrotharl, making dhampir the oldest of the New Races. They were once greatly feared, but over time the general attitude towards them has turned to pity. They share the curse of the Vampire, unable to be healed by the average Cleric, struggling to be outside when the sun is up, and sharing a resemblance to their undead progenitor, and worse yet receiving few if any of the benefits.

Dhampir often avoid large cities, and prefer to live in small villages where they can prove their worth and have the chance at a normal life. They often have to work indoors or at night to avoid the Sun, and some choose to just abandon civilization to avoid these difficulties. It’s said there’s several dhampir tribes who live on Suuri Paha under the protection of the permanent clouds.

Dhampir stats, traits, subraces, favored class options, alternate racial traits can be found here
Squid Icing Johnasquid Wray Eggersquin the 4th

Squid Icing Johnasquid Wray Eggersquin the 4th (Ice), is a frozen squid, who came from Antarctica. He came into existence, after Prince Icing Johnathan Wray Eggerton the 4th fell into a pool of squids that he froze in for 800 years. Eventually, Icing evolved into a squid, however is not allowed to enter into any turf wars because all of his ink gets frozen. This ended up leading to an "Ice Lives Matter" movement, which was a protest to get frozen beings into turf wars. It ended up leading to World War Splat.. so stay tuned to find out if Ice finally got his freedom!

## Personality

Won't talk, since he has forgotten how to talk after 800 years. Cries on the inside because doesn't know how to cry on the outside. Depression.

## Powers

Frozen ink, but that's more of a setback than a power.
Adventurer's Guild

The Final Rebirth is a guild of Sages who were once adventurer's. Their name is a reference to the Sixth Rebirth, who was one of Irori's (The God of Knowledge) servants. They provide their knowledge to help guide others to meet their full potential. They have expressed interest in providing their services to the new group of Watcher's; For a price, of course.

## Level 1 (Cost = 50gp)

The Watcher's investment has afforded The Final Rebirth a large hall. They offer their services to The Watcher's.

- Watcher's can spend a downtime action in order to:

* Spend 150 GP for a 5% increase to session XP.
Halflings

At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone to violent or emotional outbursts as some of the more volatile races. Even in the jaws of catastrophe, halflings almost never lose their sense of humor. Their ability to find humor in the absurd, no matter how dire the situation, often allows halflings to distance themselves ever so slightly from the dangers that surround them. This sense of detachment can also help shield them from terrors that might immobilize their allies.

Halflings consider this urge to devote time, money, and energy toward improving their dwellings a sign of both respect for strangers and affection for their loved ones. Whether for their own blood kin, cherished friends, or honored guests, halflings make their homes beautiful in order to express their feelings toward those they welcome inside. Even traveling halflings typically decorate their wagons or carry a few cherished keepsakes to adorn their campsites.

For many halflings, these traits extend to their community as well, granting favor to voters and kings alike. This has led to halflings holding more noble titles and sitting on more thrones per-capita than any other race. While rarely one to pick up arms against another halflings with political aspirations, those seeking adventure, and may others have frequently found a symbiotic relationship with half-orcs. Halflings providing the brains and personality while half-orcs can provide the might and size.

                                    Halfling stats, traits, subraces, favored class options, alternate racial traits can be found here
Anesthesia

**Anesthesia** is my Spaltoon OC, do not delete and edit! She is an young Inkling who is madly in love with Djoctavio, Callie, Marie, and the Squid Sisters. She loves Japanese and everyone is her fried but she was an oprhan and had a very sad childhood, so maybe just out of emthapy? She is very very good at Turf Wars and will win every time because of her custom-made weapon, the Squid Kiler 42 ULTRO. She smells like beatufiul flowers and always carries around the Inkopolis' top perfumes in her stylish handbag. She got the medal for top swimmer in 2016. Anasthesia is in love with Marie. She is my favorite charasctor I ever made. She watches Stoven Universe and Adventure time. She is a large fan of Cartoon Network.
"Spy" Network

Watcher's of old would hire detectives, investigator's, thieves, and other rogues to gather factual information on what's happening in the world in exchange for turning a blind eye on some of their less-than-legal activities. Along with the wealth of information collected this also gives The Watcher's a network to unload valuable relics, heirlooms, and artifacts.

## Level 1 (Cost = 100)

The Watcher's have contributed to the construction of a building along the docks that will act as a Port Authority. This will be the front for the Thieve's Guild. It will allow them to come and go anonymously, conduct business, and keep an eye on anyone who steps foot on the Isle of the Watchers.

- The Watcher's can spend a downtime action to:

* Spend 15gp to gain a nimbleness die (d4). This die may spent on any ability check, saving throw, or skill check related to Dexterity or Charisma.

- The Watcher's may also exchange art, gems, and mundane items.
Hobgoblins

Hobgoblins are fierce and militaristic brutes. Life for hobgoblins often consists of duty to those of higher station, domination of those below, and the rare opportunities to seize personal glory and elevate their status. In most societies they serve in militaries, mercenary companies, city watches, and any other venture where their natural ambitions can flourish.

In tribal societies, hobgoblins live in militaristic tyrannies, each community under the absolute rule of a hobgoblin general. Every hobgoblin in a settlement receives military training, with those who excel serving in the army and the rest left to serve more menial roles. Those deemed unfit for military service have little social status, barely rating above favored slaves.

Hobgoblins stats, traits, subraces, favored class options, alternate racial traits can be found here