recursal/Fanatic-Fandom huggingface dataset:
Establish Trade Agreement

**Source** *Kingmaker Adventure Path pg. 519*

**Requirements** You have diplomatic relations with the group you wish to establish an agreement with.

You send a band of merchants out to establish a trade agreement between your kingdom and a group with whom you've established diplomatic relations. If a navigable river connects your kingdom with the other group's territory, you can attempt a Boating check to Establish the Trade Agreement. If your kingdom's proficiency rank in Magic is Master or higher, you can attempt a Magic check. Otherwise, attempt a Trade check.

The check's DC is either the group's Negotiation DC (see sidebar) or your kingdom's Control DC, whichever is higher.

**Critical Success** You successfully establish a trade agreement with your target, and your merchants return with gifts! Immediately roll 2 Resource Dice, then gain RP equal to the result of roll.

**Success** You successfully establish a trade agreement.

**Failure** Your traders reach their destination but need to sweeten the deal to secure the trade agreement. Immediately roll 2 Resource Dice, and then spend RP equal to the result of this roll. If you do so, you successfully establish a trade agreement, otherwise the attempt fails.

**Critical Failure** Your trade agreement is a total loss and your traders do not return. Gain 1 Unrest, and until the end of the next Kingdom turn, take a –1 circumstance penalty to all Economy-related checks.
Curse of Baneful Venom

(necromancy, occult) The jinxer magically intensifies toxins in their foes. Creatures within 30 feet of the jinxer that are currently afflicted by a poison immediately attempt their next saving throw against the poison with a –2 status penalty, then are temporarily immune to Curse of Baleful Venom for 1 hour.
Empty Death

**Source** *Pathfinder #165: Eyes of Empty Death pg. 65*, *Gods & Magic pg. 130* 2.0

An especially reclusive Outer God who hunts along the shores of the River of Souls, Empty Death is a shapeless entity known as the Empty Death. She preys on those who hunt souls as they travel down the river, but she devours both hunter and soul indiscriminately; those she consumes have no afterlife or potential for resurrection. They are forever gone, and forever nothing.

Empty Death is said to see through will-o’-wisps, and her trace is left behind in a symmetrical pattern of seven divots along the shoreline, said to be her fingerprints. Faceless undead haunt the places where she has passed, and plant and animal life in the area is especially hostile to the living. One place where she has particular influence is within the Mushfens of southern Varisia, where will-o’-wisp oracles sap the drive and reason from their victims and leave them wandering in a vacuous stupor through the blasted swamp.

**Category** Outer Gods and Great Old Ones

**Edicts** create undead (particularly incorporeal undead), feast upon carnivores that have recently feasted upon others

**Anathema** None

**Follower Alignments** CE

## Devotee Benefits

**Divine Ability** Constitution or Wisdom

**Divine Font** *harm*

**Divine Skill** Nature

**Favored Weapon** flail

**Domains** decay, nature, undeath, void

**Alternate Domains** abomination, delirium

**Cleric Spells** 1st: *grim tendrils*, 2nd: *entangle*, 5th: *cloudkill*
Gotham Knights (group)

## Gotham Knights

**Gotham Knights** are a group of young vigilantes wanted by law for crimes they have not committed, namely the murder of Bruce Wayne. Dubbed the Gotham Knights by the citizens of Gotham after redistributing a large amount of money stolen by mobsters and corrupt cops to the populace, they have sworn to unmask the Court of Owls and clear their names.

Following their successful completion of those goals, the Knights decide to stick together and dedicate themselves to pursuing justice in the mold of Batman.

## Members

* Turner Hayes (leader)
* Harper Row/Bluebird
* Cullen Row
* Duela Doe
* Carrie Kelley/Robin
* Stephanie Brown
* Brody March (joined later)

## Allies

* Harvey Dent/Two-Face (formerly)
* GCPD

## Enemies

* Court of Owls †
	+ Talons †
* Mutant Gang
* McKillens

## Appearances

### Season 1

* Pilot
* Scene of the Crime
* Under Pressure
* Of Butchers and Betrayals
* More Money, More Problems
* A Chill in Gotham
* Bad to Be Good
* Belly of the Beast
* Dark Knight of the Soul
* Poison Pill
* Daddy Issues
* City of Owls
* Night of the Owls
Ardent Armiger

Archetype

**Source** *World Guide pg. 107* 2.0

**Archetype** Hellknight Armiger

**Prerequisites** Hellknight Armiger Dedication

You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against mental effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, Making an Impression on you, or Making a Request of you.

If a mental effect would compel you to act in a way that violates your Hellknight order’s tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order’s tenets multiple times.

## Traits

**Archetype:**

This feat belongs to an archetype.
Dark Knight of the Soul

**Dark Knight of the Soul** is the ninth episode of the first season of The CW's superhero drama, *Gotham Knights*. It aired on May 23, 2023.

## Synopsis

**UNCOVERING THE TRUTH** — After one of their own is captured by the Court of Owls, the Knights find themselves in a race against the clock. Stephanie and Harper work together to locate a crucial piece of material that could save their team member. Elsewhere, Harvey takes steps to protect himself, only to have his worst fear confirmed.

## Plot

The Knights try to find a way to get Turner back and discover a possible location of Electrum which they want to use for negotiation. The first site is wrong but they find another hidden clue in another one of Alan Wayne's paintings and ultimately the Electrum. Harvey makes a video journal describing his black-outs and proclaiming his innocence. Meanwhile, Turner is put under hallucinations due to the poison on the Talon's knife. He imagines meeting his parents who accuse him of forgetting them and that he never tried to find their murderer. Lincoln March reveals to him that Batman was responsible for their deaths. Stephanie and Harper find out the Court is hiding out at Wayne Manor. Duela and Carrie argue whether the Court should have the Electrum. Cullen makes a duplicate. Turner refuses to join the Court and Duela and Cullen burst in. Lincoln slashes Turners' throat, so Carrie saves him using the real Electrum which she gives to Lincoln. They head back to the Belfry. Cullen comforts Carrie about giving away the Electrum. Turner breaks down causing Duela to scream for help. Meanwhile, Harvey watches as his alternate personality talks to him from a recording.

## Cast

* Olivia Rose Keegan as Duela Doe
* Navia Robinson as Carrie Kelley/Robin
* Fallon Smythe as Harper Row
* Tyler DiChiara as Cullen Row
* Anna Lore as Stephanie Brown
* Misha Collins as Harvey Dent
* Charlie Bodin as Mr. Hayes
* Emily Rose as Mrs. Hayes

Co-starring* Angel Pean as Aja (Harvey's Assistant)
* Karyn Greer as Gotham News Now Reporter
* Chris Blount as Lab Tech
* David Christian Welborn as Foreman
* Mustapha Slack as Construction Worker

## Gallery

### Videos

Dark Knight of the Soul - Gotham Knights Season 1 Episode 9 Promo - The CW

## References

1. ↑ Gotham Knights - Episode 1.09 - Dark Knight of the Soul - Promo + Press Release - Spoiler TV
Dismantle

Transmutation

**Source** *Advanced Player's Guide pg. 218* 2.0

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 non-magical object in your possession of 1 Bulk or less

**Duration** 1 minute

You touch an object, and it immediately disassembles itself into its component pieces. The spell fails if the target lacks component pieces (such as a statue carved from one block of stone), and using it on a dangerous object like a snare or trap typically triggers it. The object gains the broken condition, and the component pieces become small enough to be hidden under normal clothing and armor. You can Dismiss the spell.

When the spell ends, the object reassembles itself into its original form, appearing in your hand or hands if you have them free, or on the ground in front of you otherwise. Once reassembled, the object loses the broken condition and its Hit Points return to the value the object had when you Cast the Spell.

**Heightened (4th)** The spell lasts for 10 minutes.

**Heightened (6th)** The spell lasts until your next daily preparations.
Whiff

## Whiff The Garbage Engine

**Whiff** is a grubby green tank engine who wears glasses. His main task is to collect garbage and scrap. He is a minor character in ***TTRS***.

## Biology

Whiff is painted in a dark green livery with black and yellow lining (which is very weathered) and green wheels. He has red numberplates on his bunker. He wears large spectacles on his smokebox.

## Personality

Whiff enjoys his job of collecting garbage. He either does not seem to care what the other engines think about him or is oblivious to their opinions. Whiff is also very nerdy and would prefer not to leave the comfort of his garbage dump to interact with others.

## Trivia

* Whiff likes finding items in the garbage and using them to invent new products.
* Whiff is actually blind and cannot see without his glasses.
* Whiff hates the smell of scented candles.
Doug Bradley

**Douglas William Bradley** is an English actor and author. He portrays Joe Chill on The CW's superhero drama, *Gotham Knights*.

## Biography

Bradley is best known for his role as the horror icon Pinhead in the *Hellraiser* film franchise, as well as Captain Elliot Spencer in *Hellbound: Hellraiser II* and *Hellraiser III: Hell on Earth*. Additionally, he was credited as an assistant make-up artist for his removal and application of the Pinhead make-up. Bradley has also starred in *Nightbreed*, *Pumpkinhead: Ashes to Ashes*, and *Exorcismus*.

## External Links

* Doug Bradley's official site

* Doug Bradley at the Internet Movie Database

* Follow Doug Bradley (@RealDougBradley) on Twitter

* Follow Doug Bradley (@officialdougbradley) on Instagram

* Follow Doug Bradley (@officialdougbradley) on Facebook
Ancestral Paragon

General

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

Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.

## 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.
Channel Protection Amulet

**Source** *Core Rulebook pg. 608* 3.0

**Price** 56 gp

**Usage** worn

This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from *harm* spells if you’re living, or against *heal* spells if you’re undead.
Bloodsiphon

BLOODSIPHONCREATURE 4

UNIQUE, BLACK, GREEN, MEDIUM, UNDEAD

 Perception
 Languages
 Skills
 AC
 Saving Throws
 HP
 Speed
 Melee
 Ranged
 Special Abilities
Death Burst (aura, necromancy, occult) When the bloodsiphon dies, its body explodes in a cloudy red burst of necrotic dried blood in a 20‑foot area. Creatures in range must attempt a DC 21 Reflex save. Critical Success The creature is unaffected. Success The creature takes negative damage. Failure The creature takes negative damage. Critical Failure The creature takes negative damage and is enfeebled 2 for 1 hour.
Blood Drain  Requirements The bloodsiphon has a creature grabbed or restrained; Effect The bloodsiphon drains blood from the creature it has grabbed. This deals damage and the bloodsiphon grows temporarily moist and slimy as it regains 8 Hit Points, gaining any excess as temporary Hit Points that last for 1 minute. A creature that has its blood drained by the bloodsiphon is drained 1 until it receives any type of healing.
Battle Medicine

GeneralHealingManipulateSkill

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

**Prerequisites** trained in Medicine

**Requirements** You are holding healer's tools, or you are wearing them and have a hand free

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

## Battle Medicine Leads To...

Godless Healing, Medic Dedication, Paragon Battle Medicine

## 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.

**Healing:**

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

**Manipulate:**

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

**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.
Bon Mot

AuditoryConcentrateEmotionGeneralLinguisticMentalSkill

**Source** *Advanced Player's Guide pg. 203* 2.0

**Prerequisites** trained in Diplomacy

You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

**Critical Success** The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.

**Success** As critical success, but the penalty is –2.

**Critical Failure** Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

## Traits

**Auditory:**

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

**Concentrate:**

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

**Emotion:**

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

**General:**

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

**Linguistic:**

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

**Mental:**

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

**Skill:**

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

Attack Cantrip Evocation

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

**Traditions** divine

**Cast**  somatic, verbal

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

You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.

**Heightened (+1)** The damage increases by 1d4.
Lisa Kelley

Dr. **Lisa Kelley** is Carrie's mother and a doctor at Gotham General.

## Biography

Lisa had Carrie Kelley 16 years prior to the series. At some point their lives were endangered which resulted in Batman saving them. Carrie found out his true identity but never told her mom and went to become his sidekick.

## Powers and abilities

### Abilities

* **Medical knowledge**: As a doctor at Gotham General, Lisa has advanced medical knowledge.

## Appearances

### Season 1

* More Money, More Problems
* A Chill in Gotham
* Poison Pill
* Daddy Issues (voice)
* City of Owls
* Night of the Owls

## Behind the scenes

* Lisa is an original character created specifically for *Gotham Knights*, who gets her namesake from Navia Robinson's (Carrie Kelley) actual mother, Lisa Robinson.
Cold Iron Weapons

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

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

Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.

## Cold Iron 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 cold iron + 2 sp per Bulk

## Cold Iron 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 cold iron + 11 gp per Bulk

## Cold Iron 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 cold iron + 450 gp per Bulk
Misha Collins

**Dmitri "Misha" Collins** is an American actor and writer. He portrays Harvey Dent in The CW superhero drama, *Gotham Knights*.

## Biography

Raised in an irreligious family as Dmitri Krushnic, Collins is best known for his role as fan favorite angel Castiel on The CW's hit drama *Supernatural*, from 2008-2020. He's also received recognition for his roles in *24*, *ER*, and *The Angel of Vine*. In addition to acting, Collins is a published poet and has also co-written a cookbook, *The Adventurous Eaters Club,* with his wife.

## External links

* Misha Collins at the Internet Movie Database

* Follow Misha Collins (@mishacollins) on Twitter

* Follow Misha Collins (@misha) on Instagram

* Follow Misha Collins (@officialmisha) on Facebook

* Follow Misha Collins (@MishaCollins) on YouTube
Discreet Inquiry

GeneralSkill

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

**Prerequisites** expert in Deception or Diplomacy

You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts.

## 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.
Boss Grawsk

### Boss Buzel Grawsk

The Mitflits chose the abbandoned barracks of the Fen Watchtower for their commander, Boss Grawsk, to use as a throne hall. Boss Grawk’s fragile throne requires constant upkeep, a task two mitflits perform when they aren’t sleeping in the filthy nests here.

**Perception** +8; darkvision, Scent (Imprecise) 30ft

**Languages** Common, Undercommon

**Skills** Acrobatics +8, Diplomacy +5 ((+11 vs. arthropods)), Nature +6, Stealth +8, Thievery +8

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

**Self-Loathing** (emotion, mental)  A mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.

**Vermin Empathy** Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.

**Vengeful Anger** (emotion, mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.

**Items** blowgun (10 darts, 2 with Graveroot, 2 with spear frog poison), mud and bug crown, trident

**AC** 18; Fort +5, Ref +10, Will +9

**HP** 36; **Weaknesses** Cold Iron 2

**Speed** 20 feet, climb 20 feet

**Melee** trident +9/+4/-1, Damage 1d10+4 piercing

**Ranged** blowgun +11/+7/+3 (agile, nonlethal, range increment 20 feet), Damage 1 piercing plus spear frog poison

trident +11/+6/+1 (thrown 20 feet), Damage 1d10+4 piercing

**Innate Primal Spells** DC 18, attack +8 (1); **2nd** Speak With Animals (at will; arthropods only); **1st** Bane; **cantrips** (2nd) prestidigitation

**Spear Frog Poison** (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)

**Graveroot** (Poison); Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage and stupefied 1 (1 round); Stage 3 2d6 poison damage and stupefied 2 (1 round)
Buffeting Winds

AirEvocationNonlethal

**Source** *Knights of Lastwall pg. 92*

**Traditions** primal

**Cast**  somatic, verbal

**Area** 15-foot cone

**Saving Throw** Reflex

You release a quick burst of wind that batters your living opponents without causing them lasting harm, while also blowing undead away. The wind deals 2d4 bludgeoning damage, which is nonlethal against living creatures. Against undead, the winds are more vicious, and the spell loses the nonlethal trait against such creatures. Each creature in the area must attempt a basic Reflex save. On a failure, undead creatures are also knocked back 5 feet (or 10 feet on a critical failure).

**Heightened (+1)** The damage increases by 2d4.
Ant Haul

Transmutation

**Source** *Core Rulebook pg. 318* 3.0

**Traditions** arcane, primal

**Deities** Balumbdar, Droskar, Dwarven Pantheon, Hearth and Harvest, Kurgess

**Cast**  somatic, verbal

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

**Duration** 8 hours

You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
Canny Acumen

General

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

Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

## 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.
Dawn's Pillar

## Temple 10

A Solid Pillar of Basalt Raising 200 ft above the Eastern coast of Mifob, This site serves as a greeting place for the rising sun for the Dawnbringers. Stone Circle Druids of Mifob also gather at the site on the summer and winter solstices. The site is protected by a contingent of Dawnbringer Rectors These solid stone structures act as Churches or Lodges in the regions they are found in.

**Wares** tbd

**Spellcasting** Divine spells and Primal spells are available for purchase from the Dawnbringers or the Druids. Dispel magic, heal, and restore sense are always available, with other spells available at your discretion.
Black Adder Venom

Alchemical Consumable Injury Poison

**Source** *Core Rulebook pg. 551* 3.0

**Price** 6 gp

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

**Activate**  Interact

Adder venom is a simple but effective way to enhance a weapon.

**Saving Throw** DC 18 Fortitude; **Maximum Duration** 3 rounds; **Stage 1** 1d8 poison damage (1 round); **Stage 2** 1d10 poison damage (1 round); **Stage 3** 2d6 poison damage (1 round)
Attack of Opportunity

Reaction

**Source** *Core Rulebook pg. 142* 3.0

**Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Clone

Rare Necromancy

**Source** *Advanced Player's Guide pg. 240* 2.0

**Cast** 7 days; **Cost** rare laboratory supplies and reagents worth the target's level (minimum 1) × 100 gp; **Secondary Casters** 3

**Primary Check** Crafting (legendary); **Secondary Checks** Arcana, Occultism, Medicine

**Range** 10 feet; **Target(s)** 1 living creature up to 20th level

You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual and can be one of the casters. You then use that flesh to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature.

In order to perform the ritual, you need an expanded alchemist's lab or a superior set of equipment. Once the ritual is successfully completed, the duplicate grows within the laboratory equipment for 2d4 months. While direct involvement isn't required during this period of growth, you must prevent any interference or interruption or the ritual fails. When the duplicate is complete, the original creature's soul enters it as soon as their original body dies, or immediately if the creature died during the intervening months, as long as the soul is free and willing. If the Lady of Graves has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, the duplicate remains empty until the impediment is removed. While unoccupied, the inert duplicate must be preserved in suitable alchemical equipment to prevent it from rotting.

**Critical Success** The cloning process is successful. When the soul occupies the completed clone, it is clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.

**Success** As critical success, but each condition value is 2.

**Failure** You fail to form the clone.

**Critical Failure** The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature such as an invidiak demon.
Adze

**Source** *Ancestry Guide pg. 138* 2.0

**Price** 1 gp; **Damage** 1d10 S; **Bulk** 2

**Hands** 2

**Category** Martial

**Group** Axe; **Traits** Forceful, Grippli, Sweep

A common cutting tool, an adze resembles an axe—but the cutting edge is horizontal, rather than vertical. The adze's shape makes it popular among wood workers, and grippli builders often use them to construct their treetop homes. The tool also serves as an effective weapon, due in part to the immense strength required to swing it.

## 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.

**Grippli:**

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

**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* 4.0

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

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

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

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

**Activate**  Interact

This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn’t automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.

## Comprehension Elixir (Lesser) Item 2

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

**Price** 7 gp

The duration is 1 minute.

## Comprehension Elixir (Greater) Item 7

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

**Price** 54 gp

The duration is 10 minutes.
Bane

EnchantmentMental

**Source** *Core Rulebook pg. 320* 3.0

**Traditions** divine, occult

**Cast**  somatic, verbal

**Area** 5-foot emanation

**Saving Throw** Will; **Duration** 1 minute

You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a –1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast *bane*, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. *Bane* can counteract *bless*.
Demolitionist Dedication

Uncommon Archetype Dedication

**Source** *Guns & Gears pg. 133*

**Archetype** Demolitionist

You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in Engineering Lore or become an expert in it if you were already trained. You gain the Set Explosives action.

**Set Explosives**

**Special** You can't select another dedication feat until you've gained two other feats from the demolitionist archetype.
Barkskin

Abjuration Plant

**Source** *Core Rulebook pg. 320* 3.0

**Traditions** primal

**Deity** Gendowyn

**Cast**  somatic, verbal

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

**Duration** 10 minutes

The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt.

**Heightened (+2)** The resistances increase by 2, and the weakness increases by 3.
Echoing Weapon

Evocation Sonic

**Source** *Secrets of Magic pg. 101* 1.1

**Traditions** arcane, divine, occult

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 weapon

**Duration** 1 minute

You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes).

**Heightened (+2)** The sonic damage increases by 1 per Strike (and the maximum damage increases by 4).
Charles Mesure

**Charles Mesure** is an English actor. He portrays Henri Ducard on The CW's superhero drama, *Gotham Knights*.

## External Links

* [ Charles Mesure's official site]

* Charles Mesure at the Internet Movie Database

* Follow Charles Mesure (@) on Twitter

* Follow Charles Mesure (@) on Instagram

* Follow Charles Mesure (@) on Facebook

* Follow Charles Mesure (@) on YouTube
Establish Work Site

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

Your hire a crew of workers to travel to a hex that contains Lumber, Ore, or Stone to be harvested. Spend RP as determined by the hex's most inhospitable terrain . Then attempt a basic check. Lumber camps can be established in any hex that contains a significant amount of forest terrain. Mines and quarries can be established in any hex that contains a significant amount of hill or mountain terrain.

**Critical Success** You establish a Work Site in the hex and proceed to discover an unexpectedly rich supply of high quality Commodities. All Commodity yields granted by this site are doubled until the end of the next Kingdom turn.

**Success** You establish a Work Site in the hex.

**Failure** You fail to establish a Work Site in the hex.

**Critical Failure** Not only do you fail to establish a Work Site, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.
Climbing kit

**Source** *Core Rulebook pg. 289* 3.0

**Price** 5 sp

**Hands** 2; **Bulk** 1

This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

## Climbing Kit Item 0

**Source** *Core Rulebook pg. 287* 3.0

**Price** 5 sp

**Hands** 2; **Bulk** 1

## Climbing Kit (Extreme)Item 3

**Source** *Core Rulebook pg. 287* 3.0

**Price** 40 gp

**Hands** 2; **Bulk** 1

You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit.
Dueling Parry

Single Action

**Source** *Core Rulebook pg. 146* 3.0

**Archetype** Duelist\*

**Requirements** You are wielding only a single one-handed melee weapon and have your other hand or hands free.

\* This archetype offers Dueling Parry (Fighter) at a different level than displayed here.

You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.

## Archetype Use

This feat can be used for one or more Archetypes in addition to the listed Classes. When selected this way, the feat is not considered to have its class traits.

## Dueling Parry (Fighter) Leads To...

Dueling Dance (Fighter), Dueling Riposte, Selfless Parry
Ancestral Longevity

ELF

Prerequisites at least 100 years old You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.
Adventurer"s Pack

**Source** *Core Rulebook pg. 289* 3.0

**Price** 1 gp, 5 sp

**Bulk** 1

This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary.

The pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Create Food

Conjuration

**Source** *Core Rulebook pg. 326* 3.0

**Traditions** arcane, divine, primal

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

**Range** 30 feet

You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

**Heightened (4th)** You can feed 12 Medium creatures.

**Heightened (6th)** You can feed 50 Medium creatures.

**Heightened (8th)** You can feed 200 Medium creatures.
Cuaxutlan Sailor

The Tian-Min are the primary ethnicity of the Minkai archipelago. They have the widest variety of eye color among the Tian, ranging from orange-red to green, violet, and blue, but also including the more common brown. Their culture places great importance on honor and loyalty. Popular female names include Hiriko, Umie, and Meguma, while Shirota, Yuto, and Zaiho are common among men.
Bottomless Stein

UncommonConjurationMagical

**Source** *Gods & Magic pg. 121* 2.0

**Price** 25 gp

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

**Access** follower of the Wanderer

A magic item regarded as holy by followers of the Wanderer, this ornate metallic stein is always filled to the brim with delicious ale, no matter how much is drunk or spilled. If it is emptied (such as by being gulped quickly or upended onto the floor), the *bottomless stein* will fill again within 1 round as long as it is right side up, though it’s impossible to transfer the ale to another container to sell it or store it for later. The exact type of ale with which the stein is filled is determined at the item’s creation, and cannot be changed thereafter.
Dwarven Lore

DWARF

You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation.

You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore.
Diehard

General

**Source** *Core Rulebook pg. 260* 3.0

It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

## 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.
Crushing Despair

Emotion Enchantment Mental

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

**Traditions** arcane, occult

**Bloodlines** diabolic, nymph

**Deities** Ahriman, Charon, Groetus, Naderi, Sifkesh, The Lost Prince

**Cast**  Double Action somatic, verbal

**Area** 30-foot cone

**Saving Throw** Will; **Duration** 1 or more rounds

You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.

**Critical Success** The creature is unaffected.

**Success** For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably.

**Failure** As success, but the duration is 1 minute.

**Critical Failure** As failure, and the creature is automatically slowed 1 for 1 minute.

**Heightened (7th)** The area increases to a 60-foot cone.
Endure Elements

Abjuration

**Source** *Core Rulebook pg. 335* 3.0

**Traditions** arcane, divine, primal

**Spell List** elemental

**Cast** 10 minutes (somatic, verbal)

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

**Duration** until the next time you make your daily preparations

You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

**Heightened (3rd)** The target is protected from severe cold and heat.

**Heightened (5th)** The target is protected from severe cold, severe heat, extreme cold, and extreme heat.
Cartridges

**Source** *Guns & Gears pg. 151*

***PFS Note*** *Gunslingers (and characters with the Gunslinger archetype) gain access to all uncommon weapons, ammunition, and related items from Chapter 4 of this book, with the exception of Beast Guns and any limited or restricted items, unless the item indicates otherwise. Characters with a Home Region of Tien Xia or Vudra have access to hand cannons and fire lances, associated ammunition and accessories. Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all black powder guns, ammunition and related accessories.*

**Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles

**Price** 1 sp; **Bulk** —

**Category** Ammunition

**Group** Firearm; **Traits** Uncommon

Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.

## Traits

**Uncommon:**

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

## Critical Specialization Effects

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

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

**Firearm**: The target must succeed at a Fortitude save against your class DC or be stunned 1.
Boggard Scout

Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to make it easier to issue threats and insults toward trespassers.

**Recall Knowledge - Humanoid (Society)**: DC 15

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

## Boggard Scout Forester 1

CE Medium Amphibious Boggard Humanoid

**Source** *Bestiary pg. 44*

**Perception** +7; darkvision

**Languages** Boggard, Common

**Skills** Acrobatics +5, Athletics +8, Stealth +7 (+9 in water)

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

**Items** leather armor, morningstar, sling (10 bullets)

**AC** 16; **Fort** +9, **Ref** +5, **Will** +7

**HP** 24

**Speed** 20 feet, swim 25 feet; swamp stride

**Melee**  morningstar +8 [+3/-2] (versatile P), **Damage** 1d6+3 bludgeoning

**Melee**  tongue +8 [+3/-2] (reach 10 feet), **Effect** Tongue Grab

**Ranged**  sling +7 [+2/-3] (propulsive, reload 1, range increment 50 feet), **Damage** 1d6+1 bludgeoning

**Swamp Stride** A boggard scout ignores difficult terrain caused by swamp terrain features.

**Terrifying Croak**  (auditory, emotion, fear, mental) The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes *frightened 1* unless they succeed at a DC 17 Will save; those who critically succeed are temporarily immune for 1 minute.

**Tongue Grab** If the boggard scout hits a creature with its tongue, that creature becomes *grabbed* by the boggard. Unlike with a normal grab, the creature isn’t *immobilized*, but it can’t move beyond the reach of the boggard’s tongue. A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing damage. Though this doesn’t deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week.
Elven Curve Blade

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

**Price** 4 gp; **Damage** 1d8 S; **Bulk** 2

**Hands** 2

**Category** Martial

**Group** Sword; **Traits** Elf, Finesse, Forceful, Uncommon

Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin.

## Traits

**Elf:**

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

**Finesse:**

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

**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.

**Uncommon:**

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

## Critical Specialization Effects

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

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

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