recursal/Fanatic-Fandom huggingface dataset:
Last Watch

**Source** *Gods & Magic pg. 61* 2.0

Ancient beyond mortal reckoning, Groetus is an entity who cannot be easily understood. He hangs in the sky above the Boneyard, a skull-faced moon constantly observing the passage of the souls below. Events can cause him to draw ominously closer to Pharasma’s Spire, or to retreat back to a safer distance, with little obvious rhyme or reason for these actions. He evinces little regard for anything but his singular aim: the dissolution of the universe.

**Category** Other Gods

**Edicts** preach of the upcoming end times, destroy that which has outlived its usefulness, put the suffering out of their misery

**Anathema** artificially extend something’s existence or lifespan, spread hope

**Areas of Concern** apocalypse, empty places, oblivion, ruins

**Follower Alignments** CN, CE

## Devotee Benefits

**Divine Ability** Strength or Charisma

**Divine Font** *harm*

**Divine Skill** Intimidation

**Favored Weapon** war flail

**Domains** darkness, destruction, nightmares, void

**Alternate Domains** decay

**Cleric Spells** 1st: *phantom pain*, 5th: *crushing despair*, 9th: *disjunction*

## Divine Intercession

The God of the End Times almost never directly intervenes in the world, but he sometimes offers flashes of insight or inflicts terrible psychic distress.

**Source** *Gods & Magic - Web Supplement pg. 6*

**Minor Boon**: You wield power over disorder. Once, when you are confused, you act normally enough to control your own actions in combat without penalty for the duration, though you still babble incoherently and otherwise behave strangely.

**Moderate Boon**: Groetus grants you knowledge to further the end times. Each week, he sends you a cryptic, incoherent message about something important to the end times that will happen in the coming week.

**Major Boon**: Your touch unravels things that have survived past their appointed time, according to Groetus’s reckoning. Such a creature or object takes 10d6 negative damage each round you continue touching it; the damage ignores all Hardness and is capable of destroying nonliving objects, creatures immune to negative effects, and even undead or other creatures with negative healing. This boon might even be able to destroy some artifacts that have survived past their time.

**Minor Curse**: Whenever you are illuminated by a light source other than natural sunlight, your head appears to be a bare skull. The DC for your recovery checks is 12 + your dying value, rather than 10 + your dying value, and you don’t benefit from effects that reduce the DC, such as from the Toughness feat.

**Moderate Curse**: The horrors at the end of reality become overwhelming and constantly race through your mind. You are permanently stupefied 2.

**Major Curse**: You bring about the end to everything around you. Every item you carry or wear gains the broken condition after 10 minutes of exposure to you, and is destroyed after a further hour. This effect can’t destroy artifacts or items of similar power.
Reposition

The otyugh attempts to move all creatures that it has grabbed into other spaces within the reach of its tentacles, rolling a single Athletics check and comparing the result against each creature’s Fortitude DC. On a failure, the creature remains in place, and on a critical failure, the creature is no longer grabbed.
Streetwise

GeneralSkill

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

**Prerequisites** trained in Society

You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

## Streetwise Leads To...

Criminal Connections, Underground Network

## 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.
Sirakan Poacher

The frosty forests of Northern Geidnir are protected by kings, some only by wild things. Laws against hunting may protect the private reserves of nobles or guard the viability of animal populations of shared forests during specific seasons. Sirikan Poachers defy those laws. Although penalties against poaching often include public shaming, in lean times a successful poacher is a local hero.

**Perception** +9; Low-Light Vision

**Languages** Common

**Skills** Crafting +4, Deception +4, Nature +7, Stealth +8, Survival +7

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

**Items** club, composite shortbow (20 arrows), padded armor, snare kit

**Forager** While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 4 additional creatures that eat about as much as a human, or 8 creatures on a critical success.

**Snare Crafting** The poacher can use the Crafting skill to create the following snares: alarm snare, hampering snare, marking snare, and signaling snare. The poacher can create four snares each day without paying for the materials, using 3 Interact actions to set up each snare.

**AC** 19;

Fort +7, Ref +10, Will +7

**HP** 30

**Cold Resistance** 1

Speed 25 feet

**Melee** 1 Action club +8, Damage 1d6+5 bludgeoning

**Ranged** 1 Action composite shortbow +10 (deadly 1d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+3 piercing

**Elemental Wrath** Sirakan Poachers are so attuned to their land that they can call forth a bolt of Ice. They can call to the land to cast the *Ice splash* cantrip as an innate primal spell at will, the spell has only verbal components and deals Cold damage. **Spell Attack** +7 **Damage** 1d6 Cold and 1 Cold Splash Damage

**Hunt Prey**  (concentrate) The poacher designates a single creature they can see and hear, or one they’re Tracking, as their prey. You are talented at outwitting and evading your prey. You gain a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey, and a +1 circumstance bonus to AC against your prey’s attacks.
Putrefy Food and Drink

Necromancy

**Source** *Pathfinder #158: Sixty Feet Under pg. 77*

**Traditions** divine, primal

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 cubic foot of clean food or water

You cause otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. *Holy water*, *unholy water*, and similar food and drink of significance are spoiled by this spell, unless they are associated with a deity of decay or putrefaction, but it has no effect on creatures of any type, potions, or alchemical elixirs. One cubic foot of liquid is roughly 8 gallons.

**Heightened (2nd)** You can target an alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir spoils and becomes a mundane item.

**Heightened (3rd)** You can target a potion or alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir or potion spoils and becomes a mundane item.
Pressure Bomb

Uncommon Alchemical Bomb Consumable Force Splash

**Source** *Pathfinder Special: Fumbus pg. 0*

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

**Activate**  Strike

This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back.

## Pressure Bomb (Lesser)Item 1

**Source** *Pathfinder Special: Fumbus pg. 0*

**Price** 4 gp

**Bulk** L

The bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you.

## Pressure Bomb (Moderate)Item 3

**Source** *Pathfinder Special: Fumbus pg. 0*

**Price** 12 gp

**Bulk** L

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed 5 feet away from you.

## Pressure Bomb (Greater)Item 11

**Source** *Pathfinder Special: Fumbus pg. 0*

**Price** 275 gp

**Bulk** L

You gain a +2 item bonus to attack rolls. The bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed 5 feet away from you.

## Pressure Bomb (Major)Item 17

**Source** *Pathfinder Special: Fumbus pg. 0*

**Price** 2,750 gp

**Bulk** L

You gain a +3 item bonus to attack rolls. The bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you.
Gripilli Trapper

## Gripilli Trapper Forester 2

**Perception** +9; (8 to find concealed objects), Low-Light Vision

**Languages** Common,

**Skills** Crafting +4, Deception +4, Nature +7, Stealth +8, Survival +7

**Forager** While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 4 additional creatures that eat about as much as a human, or 8 creatures on a critical success.

**Gripilli Weapon Familiarity**

**Snap Tongue Gripilli** The Trapper can use thier tongue to deliver touch-range spells and perform extremely simple Interact actions, such as opening some types of unlocked doors.

**Snare Crafting** The poacher can use the Crafting skill to create the following snares: alarm snare, hampering snare, marking snare, and signaling snare. The poacher can create four snares each day without paying for the materials, using 3 Interact actions to set up each snare.

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

**Items** Rungu, composite shortbow (20 arrows), padded armor, snare kit

**AC** 19; Fort +7, Ref +10, Will +7

**HP** 30

**Speed** 25 feet

**Melee**  Rungu +8 [+3/-2], Shove, Thrown 30 ft **Damage** 1d6+5 bludgeoning

**Ranged**  composite shortbow +10 [+5/0] (deadly 1d10, propulsive, range increment 60 feet, reload 0), **Damage** 1d6+3 piercing

**Hunt Prey** (concentrate) The poacher designates a single creature they can see and hear, or one they’re Tracking, as their prey. The poacher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the poacher hits the designated prey in a round, they deal an additional 1d8 precision damage. The poacher also ignores the penalty for making ranged attacks within their second range increment. These effects last until the poacher uses Hunt Prey again.
Scimitar

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

**Favored Weapon** Cyth-V'sug, Diomazul, Dawn maiden

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

**Hands** 1

**Category** Martial

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

This one-handed curved blade is sharp on one side.

## Traits

**Forceful:**

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

**Sweep:**

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

## Critical Specialization Effects

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

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

**Sword**: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Spider Climb

Transmutation

**Source** *Core Rulebook pg. 371* 3.0

**Traditions** arcane, primal

**Cast**  somatic, verbal

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

**Duration** 10 minutes

Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed.

**Heightened (5th)** The duration increases to 1 hour.
Summon Construct

3 Actions

Conjuration

**Source** *Core Rulebook pg. 375* 3.0

**Traditions** arcane

**Deity** Soralyon

**Cast**  material, somatic, verbal

**Range** 30 feet

**Duration** sustained up to 1 minute

You conjure a construct to fight for you. This works like *summon animal*, except you summon a common creature that has the construct trait and whose level is –1, such as those below.

**Heightened (2nd)** Level 1.

**Heightened (3rd)** Level 2.

**Heightened (4th)** Level 3.

**Heightened (5th)** Level 5.

**Heightened (6th)** Level 7.

**Heightened (7th)** Level 9.

**Heightened (8th)** Level 11.

**Heightened (9th)** Level 13.

**Heightened (10th)** Level 15.
Silver Weapons

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

**Usage** varies by weapon; **Bulk** — varies by weapon

Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils.

## Silver Weapon (Low-Grade)Item 2

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

**Price** 40 gp (+4 gp per Bulk)

**Craft Requirements** at least 20 sp of silver + 2 sp per Bulk

## Silver Weapon (Standard-Grade)Item 10

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

**Price** 880 gp (+88 gp per Bulk)

**Craft Requirements** at least 110 gp of silver + 11 gp per Bulk

## Silver Weapon (High-Grade)Item 16

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

**Price** 9,000 gp (+900 gp per Bulk)

**Craft Requirements** at least 4,500 gp of silver + 450 gp per Bulk
Snap Tongue Tracker

The forest offers dangerous creatures—whether they walk on four legs or two—a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature’s passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry’s lair.

## Snap Tongue Tracker

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

**Perception** +13; (14 to find concealed objects)

**Languages** Upach

**Skills** Forest Lore +5, Nature +11, Stealth +9, Survival +13

**Forager** While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 16 additional creatures, or 32 on a critical.

**Master Tracker** The tracker can Track while moving at full speed.

**Gripilli Weapon Familiarity**

**Snap Tongue Gripilli** The Trapper can use thier tongue to deliver touch-range spells and perform extremely simple Interact actions, such as opening some types of unlocked doors.

**Snare Crafting** The poacher can use the Crafting skill to create the following snares: alarm snare, hampering snare, marking snare, and signaling snare. The poacher can create four snares each day without paying for the materials, using 3 Interact actions to set up each snare.

**Survey Wildlife** You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.

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

**Items** composite longbow (60 arrows), leather armor, Rungu

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

**HP** 45

**Speed** 25 feet

**Melee**  Rungu +9 [+4/-1], (Shove, Thrown 30 ft) **Damage** 1d6+4 bludgeoning

**Ranged**  composite longbow +11 [+6/+1] (deadly 1d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), **Damage** 1d8+3 piercing

**Hunt Prey**  (concentrate) The poacher designates a single creature they can see and hear, or one they’re Tracking, as their prey. The poacher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the poacher hits the designated prey in a round, they deal an additional 1d8 precision damage. The poacher also ignores the penalty for making ranged attacks within their second range increment. These effects last until the poacher uses Hunt Prey again.
Steady Balance

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

**Prerequisites** trained in Acrobatics

You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

## 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.
Rest and Relax

**Source** *Kingmaker Adventure Path pg. 521*

## Skill Uses

[Arts] Rest and Relax

[Boating] Rest and Relax

[Scholarship] Rest and Relax

[Trade] Rest and Relax

[Wilderness] Rest and Relax

**Source** *Kingmaker Adventure Path pg. 521*

Working non-stop can burn out even the most devoted and dedicated individual. As such, it's important to take time for yourself, and thus set a good example for the nation.

You take time to relax, and you extend the chance to unwind to your citizens as well. The Kingdom skill you use to determine the effectiveness of your time off depends on how you want to spend it: Use a basic Arts check to spend the time engaged in entertainment or the pursuit of a hobby. Use a basic Boating check to enjoy trips on the lakes and rivers of your kingdom. Use a basic Scholarship check to spend the time reading or studying a topic of personal interest beyond your daily duties. Use a basic Trade check to spend your time shopping or feasting. Use a basic Wilderness check to get away from the bustle and relax in the countryside. If your kingdom Rested and Relaxed the previous Kingdom turn, the DC increases by 4, as your kingdom's production and output hasn't had a chance to catch up to all those vacation days.

**Critical Success** The citizens enjoy the time off and are ready to get back to work. Reduce Unrest by 1, and the next Leadership activity you take gains a +2 circumstance bonus.

**Success** The time spent relaxing has calmed nerves; reduce Unrest by 1.

**Failure** The rest is welcome, but not particularly beneficial in the long term.

**Critical Failure** The time is wasted, and when you get back to work, you have to spend extra time catching up. Take a –2 circumstance penalty to your next skill check made as a Leadership activity
Summon Fey

Conjuration

**Source** *Core Rulebook pg. 375* 3.0

**Traditions** occult, primal

**Deity** Gendowyn

**Cast**  material, somatic, verbal

**Range** 30 feet

**Duration** sustained up to 1 minute

You conjure a fey to fight for you. This works like *summon animal*, except you summon a common creature that has the fey trait and whose level is –1, such as those below.

**Heightened (2nd)** Level 1.

**Heightened (3rd)** Level 2.

**Heightened (4th)** Level 3.

**Heightened (5th)** Level 5.

**Heightened (6th)** Level 7.

**Heightened (7th)** Level 9.

**Heightened (8th)** Level 11.

**Heightened (9th)** Level 13.

**Heightened (10th)** Level 15.
Great Serpentine Wall

Short walls were used to make the limits of the Tordic Empire. Tordic Artificers would Imbue sections of these walls with magic so when imperial territory was threatened these sections would animate to participate in the empire's defense. With the collapse of the empire many of these sections were left abandoned for centuries.

Some sections of enchanted wall are augmented with a troop of guardian statues.

## **Great Serpentine Wall** Construct 15

**Perception** +23; Darkvision

**Skills** Athletics +33

Str +9, Dex +2, Con +8, Int -5, Wis +0, Cha -5

**Enormous** A Serpentine Wall takes up a space of 1 squares by 60 squares (5 feet by 300 feet) and is 4-6 feet tall.

**AC** 39 (35 when broken); Fort +31, Ref +21, Will +0

**HP** 245; **Immunities** bleed, death effects, diseased, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; **Resistances** Hardness 15

**Construct Armor** Like normal objects, a Serpentine Wall has Hardness. This Hardness reduces any damage the wall takes by an amount equal to the Hardness. Once an animated colossus is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 35 when broken.

**Speed** 50 feet

**Melee** bite +30 (Unarmed), Damage 3d12+17 piercing plus Improved Grab

**Crushing Body** (Single to Triple action) Frequency once per round; Effect The Wall slams its body against enemies within 5 feet (DC 33 basic Reflex save) for bludgeoning damage depending on the number of actions. **Single Action** 4d6 Damage **Double Action** 8d6 Damage **Triple Action** 12d6 Damage

**Constrict** DC 36
Morningstar

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

**Favored Weapon** Ayrzul, Milani, The Godclaw, Tlehar

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

**Hands** 1

**Category** Simple

**Group** Club; **Traits** Versatile P

This weapon has a short shaft ending in a metal ball studded with spikes.

## 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.

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

Earth Evocation

**Source** *Gods & Magic pg. 110* 2.0

**Traditions** arcane, primal

**Spell List** elemental

**Deities** Ayrzul, Ragdya, Yamatsumi

**Cast**  somatic, verbal

**Area** 15-foot cone

**Saving Throw** Reflex

You create a wave of energy that ripples through the earth. Terrestrial creatures in the affected area must attempt a Reflex save to avoid stumbling as the shockwave shakes the ground.

**Critical Success** The creature is unaffected.

**Success** The creature is flat-footed until the start of its next turn.

**Failure** The creature falls prone.

**Critical Failure** As failure, plus the creature takes 1d6 damage.

**Heightened (+1)** The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on).
Quick Coercion

**Source** *Core Rulebook pg. 264* 3.0

**Prerequisites** trained in Intimidation

You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
Summon Plant or Fungus

Conjuration

**Source** *Core Rulebook pg. 376* 3.0

***PFS Note*** *The level 1 version of summon plant or fungus can be used to summon a leaf leshy that has the weak adjustment. This is an exception to the rule that summon spells do not normally allow you to adjust the level of the summoned monsters by applying adjustments or templates to them*

**Traditions** primal

**Deities** Cyth-V'sug, Green Man, Halcamora, Xhamen-Dor

**Cast**  material, somatic, verbal

**Range** 30 feet

**Duration** sustained up to 1 minute

You conjure a plant or fungus to fight for you. This works like *summon animal*, except you summon a common creature that has the plant or fungus trait and whose level is –1, such as those below.

**Heightened (2nd)** Level 1.

**Heightened (3rd)** Level 2.

**Heightened (4th)** Level 3.

**Heightened (5th)** Level 5.

**Heightened (6th)** Level 7.

**Heightened (7th)** Level 9.

**Heightened (8th)** Level 11.

**Heightened (9th)** Level 13.

**Heightened (10th)** Level 15.
Remove Paralysis

Healing Necromancy

**Source** *Core Rulebook pg. 363* 3.0

**Traditions** divine, occult, primal

**Cast**  somatic, verbal

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

A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.

**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures.
Runestone

ConsumableMagical

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

**Price** 3 gp

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

This flat piece of hard stone is specially prepared for etching a magical fundamental rune or property rune. You can etch only one rune upon a stone. Once the stone is etched, it gains the magic school trait of the rune etched upon it. When a rune is transferred from the *runestone* to another object, the *runestone* cracks and is destroyed. The Price listed is for an empty stone; a stone holding a rune adds the Price of the rune.
Rage

Barbarian Concentrate Emotion Mental

**Source** *Core Rulebook pg. 84* 3.0

**Requirements** You aren’t fatigued or raging.

You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:

* You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
* You take a –1 penalty to AC.
* You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Shocking Grasp

Attack Electricity Evocation

**Source** *Core Rulebook pg. 369* 3.0

**Traditions** arcane, primal

**Cast**  somatic, verbal

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

You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with *shocking grasp*, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.

**Heightened (+1)** The damage increases by 1d12, and the persistent electricity damage increases by 1.
Spirit Warden

Spirit Wardens command clutches of ghost hunters in particularly insidious hauntings. They are seasoned spiritual exorcists that ply their skills with wisdom and mercy.

**Recall Knowledge - Humanoid (Society)**: DC 23

**Unspecific Lore**: DC 21

**Specific Lore**: DC 18

## Spirit Warden Creature 8

N Medium Human Humanoid

**Perception** +19

**Languages** Common

**Skills** Athletics +15, Deception +15, Diplomacy +14, Intimidation +13, Stealth +17, Survival +15, Spirit Lore +16

**Clever Improviser** Untrained Improvisation - You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. You can also use a skill's trained actions.

**Str** +4, **Dex** +5, **Con** +2, **Int** +1, **Wis** +5, **Cha** +2

**Items** crossbow (10 bolts), Dawnlight, +1 Striking falchion, studded leather armor

**AC** 27; **Fort** +14, **Ref** +17, **Will** +18

**HP** 135

**Speed** 25 feet

**Melee**  falchion +19 [+14/+9] (forceful, sweep), **Damage** 2d10+7 slashing

**Ranged**  crossbow +20 [+15/+10] (range increment 120 feet, reload 1), **Damage** 2d8+7 piercing

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

**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.

**Peer Beyond** You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against mental effects caused by incorporeal undead and haunts, and you can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present.

**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 27, attack +17; **Cantrips (2nd)** Daze, Guidance **1st** Object Reading **2nd** Blistering Invective **3rd** Enthrall

#### Dawnlight

**Activate** Cast a Spell; **Frequency** once per day for each spell; **Effect** The dawnlight casts 1st-level *disrupt undead* or *light*. The *dawnlight's* spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness.
Relocate Capital

**Source** *Kingmaker Adventure Path pg. 525*

**Requirements** One of your settlements that is not your current capital must contain a Castle, Palace, or Town Hall. All leaders must spend all of their leadership activities during the Activity phase of a Kingdom turn on this activity.

The kingdom leaders announce that they are uprooting the seat of government from its current home and reestablishing it in another settlement. Attempt a check with a DC equal to the kingdom's Control DC + 5. You cannot Relocate your Capital again for at least 3 Kingdom turns.

**Critical Success** The move goes off splendidly, with people excited about the new capital and celebrating the leadership's wisdom.

**Success** The move goes smoothly and with minimal disruption, but some folks are upset or homesick. Increase Unrest by 1.

**Failure** The move causes unhappiness. Gain 1 Unrest and increase two Ruins of your choice by 1.

**Critical Failure** The people reject the idea of the new capital and demand you move it back. The move is unsuccessful, and your capital remains unchanged. Gain 1d4 Unrest. Increase three Ruins of your choice by 1 and the fourth Ruin by 3.
Skeleton Guard

NEMediumMindlessSkeletonUndead

**Source** *Bestiary pg. 298*

Perception +2; darkvision

**Skills** Acrobatics +6, Athletics +3

Str +2, Dex +4, Con +0, Int -5, Wis +0, Cha +0

**Items** scimitar, shortbow (20 arrows)

**AC** 16; Fort +2, Ref +8, Will +2

**HP** 4 (negative healing); **Immunities** death effects, disease, mental, paralyzed, poison, unconscious; **Resistances** cold 5, electricity 5, fire 5, piercing 5, slashing 5

**Speed** 25 feet

**Melee**  scimitar +6 [+1/-4] (forceful, sweep), **Damage** 1d6+2 slashing**Melee**  claw +6 [+2/-2] (agile, finesse), **Damage** 1d4+2 slashing**Ranged**  shortbow +6 [+1/-4] (deadly 1d10, range increment 60 feet, reload 0), **Damage** 1d6 piercing
Storm King

A timeless entity birthed from the first wind to stir the vast oceans, the Storm King wanders the world in the air and the seas. Sailors drop boxes of cargo as offerings to avoid a fatal storm, hoping to please the Wind and the Waves, even though they know that such pleas are far more likely to go unnoticed as they are to draw their deity’s attention. The deity’s temperament is fickle and their fury swift, hurling bolts of lightning and dragging to the crushing depths those who dare befoul the natural world. The Storm King is the sea that encapsulates the land and the wind that moves its surface, the birds that traverse the sky and the clouds that shield them.

**Category** Gods of Saskhaj

**Edicts** cherish, protect, and respect nature in all its forms

**Anathema** bring civilization to intrude on the wild, create undead, despoil areas of natural beauty

**Areas of Concern** nature, the sea, and weather

**Follower Devotions** Blue, Green Red

## Devotee Benefits

**Divine Ability** Constitution or Wisdom

**Divine Font** *heal*

**Divine Skill** Survival

**Favored Weapon** trident

**Domains** air, cold, lightning, nature, travel, water

**Cleric Spells** 1st: *gust of wind*, 3rd: *lightning bolt*, 5th: *control water*

## Divine Intercession

The Storm King is pleased when their creatures and waterways are treated with respect but quick to show their displeasure.

**Source** *Gods & Magic pg. 27* 2.0

**Minor Boon**: The Storm King grants their guidance while at sea. You are under the constant effects of *know direction* and become trained in Sailing Lore (or another Lore skill if you are already trained in Sailing Lore).

**Moderate Boon**: You gain the touch of the sea. You can breathe underwater and gain a swim Speed equal to your land Speed.

**Major Boon**: The Storm King has blessed you with their wind in your stride. You gain a +30-foot status bonus to your Speeds, and you gain a fly Speed equal to your land Speed.

**Minor Curse**: Lightning begins to strike twice. You gain weakness 5 to electricity, and any natural or magical bolts of lightning always target you rather than the other creatures around you.

**Moderate Curse**: The current of the waves constantly fights against you, putting you at risk of drowning any time you must Swim. You lose any swim Speed you have, unless it’s your only Speed, in which case you take a –20-foot status penalty to your swim Speed. When you roll an Athletics check to Swim, you always use the outcome for one degree of success worse than the result of your roll.

**Major Curse**: Those who displease The Storm King are shunned by nature itself. All animals and nonsapient plant creatures are hostile to you, and any animal companion or familiar abandons you. Sapient plants’ attitude toward you begins two categories worse than normal, as something about you seems repugnant to them. While plants and animals might not attack you outright if it’s not normally in their nature to do so when they are hostile, dogs growl at you, cats hiss, and so on.
Spear Frog Poison

Alchemical Consumable Injury Poison

**Source** *Bestiary 2 pg. 121* 2.0

**Price** 3 gp

**Usage** held, 2 hands; **Bulk** L

**Activate**  Interact

A single spear frog yields enough toxin to Craft 1 dose of spear frog poison. **Saving Throw** DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and enfeebled 1 (1 round)
Purify Food and Drink

Necromancy

**Source** *Core Rulebook pg. 362* 3.0

**Traditions** divine, primal

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 cubic foot of contaminated food or water

You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons.
Morlock Engineer

Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering.

**Recall Knowledge - Humanoid (Society)**: DC 20

**Unspecific Lore**: DC 18

**Specific Lore**: DC 15

## Morlock Engineer Creature 3

UncommonCEMediumHumanoidMorlock

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 84*

Perception +8; darkvision

**Languages** Undercommon

**Skills** Acrobatics +8, Athletics +9 (+11 Climbing), Crafting +10, Stealth +10

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

**Light Blindness**

**Items** projectile launcher, warhammer

**AC** 18; Fort +7, Ref +12, Will +10; +2 status to all saves vs. disease and poison

**HP** 46

**Speed** 30 feet, climb 20 feet

**Melee**  warhammer +11 [+6/+1] (shove), **Damage** 1d8+6 bludgeoning**Melee**  jaws +11 [+7/+3] (agile), **Damage** 1d4+6 piercing**Ranged**  projectile launcher +10 [+5/+0] (deadly d8, range increment 50 feet, versatile P), **Damage** 1d6+6 bludgeoning**Improvised Projectile**  The morlock engineer quickly crafts an improvised projectile from objects it carries or that are readily accessible in adjacent squares. Where unusual materials are available, an improvised projectile might deal damage other than bludgeoning or piercing—for example, a morlock engineer by a campfire could build a projectile that deals fire damage.**Sneak Attack** The morlock deals an extra 1d6 precision damage to flat-footed creatures.**Swarming Stance** A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls.**Uncanny Tinker**  The morlock engineer tinkers with an adjacent construct or mechanical hazard. They attempt a Crafting check against the construct's or hazard's Fortitude DC. The morlock can't get an outcome better than failure if the target's level is more than double the morlock's. This ability reflects hasty battlefield repairs; once a construct or hazard regains Hit Points from this ability, it can't do so again until it's been Repaired.

**Critical Success** The target regains 8d6 Hit Points and a +1 circumstance bonus to attack rolls for 1 minute. Alternately, the morlock can deal 8d6 damage (bludgeoning, piercing, or slashing, as chosen by the morlock engineer) to the construct or hazard.

**Success** As critical success, but the target regains 4d6 Hit Points or the morlock deals 4d6 damage.

**Critical Failure** The morlock injures themself, taking 3d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion).
Summon Elemental

Conjuration

**Source** *Core Rulebook pg. 375* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Deities** Ayrzul, Hshurha, Kelizandri, Ymeri

**Cast**  material, somatic, verbal

**Range** 30 feet

**Duration** sustained up to 1 minute

You conjure an elemental to fight for you. This works like *summon animal*, except you summon a common creature that has the elemental trait and whose level is 1 or lower, such as those below.

**Heightened (3rd)** Level 2.

**Heightened (4th)** Level 3.

**Heightened (5th)** Level 5.

**Heightened (6th)** Level 7.

**Heightened (7th)** Level 9.

**Heightened (8th)** Level 11.

**Heightened (9th)** Level 13.

**Heightened (10th)** Level 15.
Repair

Exploration Manipulate

**Source** *Core Rulebook pg. 243* 3.0

**Requirements** You have a repair kit.

You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can’t Repair a destroyed item.

**Critical Success** You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).

**Success** You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).

**Critical Failure** You deal 2d6 damage to the item. Apply the item’s Hardness to this damage.
Stone Ring of Vrur

Two dozen standing stones, each exactly 12 feet high, stand sentinel around the shores of this shallow pond. These stones were raised generations ago by the church of the Storm King soon after Engleher was retaken from the Swampscale kobolds, and have remained a place of worship for druids, rangers, and naturalists ever since. The waters of the pond are unusually reflective but, despite whispered rumors, aren’t magical. A small cabal of nomadic clerics and druids faithful to the Storm King include Stone Ring Pond in their peregrinations, and there’s always a few temporarily camping nearby. For the most part, these travelers have avoided contact with Engleher for 30 years, ever since one of their number, Jaul Mezmin, soured their relationship with the town. A werewolf who’d kept his nature from even the other priests, Jaul lost control one night and slaughtered a half dozen locals before he was driven over a cliffside. His body was never recovered. About 5 years after Jaul’s disappearance, an idealistic gnome druid named Worliwynn heard of Jaul’s rampage and came to Engleher specifically to repair the damage the werewolf had done to the Stormclouds’ reputation and guide locals interested in living in greater harmony with the land. A generation later, Worliwynn has been largely successful, with the significant exception of still-grieving Lathan. Worliwynn shares more than grief with Lathan. She also suspects that Jaul survived his fall from the cliff. She patrols the Engleher hinterlands nightly, vigilant for any sign that Jaul might have returned to his old hunting grounds.

## Temple

### Wares

druid equipment, nature-themed magic items, primal scrolls

### Spellcasting

Divine spells are available for purchase from Worliwynn or her acolytes. Heal, remove disease, and restoration are always available, with other spells available at your discretion

### Hirelings

Allies of the Druidic Circle may request hired hands from the order. Druids will commission hirelings to individuals with a Liked reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.

## Loyalty Boons

 **Hireling** |  | Liked
 **Lodge** |  | Liked

Worliwynn (NG female gnome druid 4, Friendly, Perception DC 19, Will DC 21)
Spiritual Weapon

EvocationForce

**Source** *Core Rulebook pg. 373* 3.0

**Traditions** divine, occult

**Bloodline** angelic

**Cast**  somatic, verbal

**Range** 120 feet

**Duration** sustained up to 1 minute

A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon.

When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.

The weapon's Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.

The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.

**Heightened (+2)** The weapon's damage increases by 1d8.
Potion of Expeditious Retreat

Consumable Magical Potion Transmutation

**Source** *Advanced Player's Guide pg. 258* 2.0

**Price** 3 gp

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

**Activate**  Interact

The stopper for a *potion of expeditious retreat* is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride.
Tether

Abjuration

**Source** *Gods & Magic pg. 111* 2.0

**Traditions** arcane, primal

**Deity** Dispater

**Cast**  somatic, verbal

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

**Saving Throw** Reflex; **Duration** 1 minute or until dismissed; see text

You use magical chains, vines, or other tethers to bind your target to you. The creature can still try to Escape, and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points). You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell. The target must attempt a Reflex save.

**Critical Success** The target is unaffected.

**Success** The target takes a –5-foot circumstance penalty to its Speed as long as it is within 30 feet of you.

**Failure** The target takes a –10-foot circumstance penalty to its Speed and cannot move more than 30 feet away from you until it Escapes or the spell ends.

**Critical Failure** The target is immobilized until it Escapes or the spell ends.

**Heightened (+1)** The tethers’ AC increases by 3 and their Hit Points increase by 10.
Swarm Shape

(concentrate) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can’t use attack actions and can’t cast spells, but it can move through areas small enough for its individual worms to fit without having to Squeeze. It can use the same action to coalesce back into its normal form.