recursal/Fanatic-Fandom huggingface dataset:
Megatron: Age of Ancient Past

## Characters

* Rowan "Binger" Frederick III
* Corym "C" the Half-Blooded
* Flopsy
* Bolurt Emberblood
* Aeryn Kyra

## PC Documents-

Place holder

## Classes/Homebrew Rules

* Fighter Fix
* Sorcerer Fix
* Being Drunk Effects
* Grapple Rules
* Duelist Prestige Class

## Races

* Human
* Rabbitfolk (Mútomyen Ochyrota Lubybirck)

## Religion

* Half-Staff
* Vinnick

## Non-Player Characters

(*italicized* = deceased)

* Crisper -2nd in Command, Gang of the Iron Boars
* "Bob" Robert Clerebold Drydensteel - an incongruous and mysterious man who's life is seems to be entangled within the infinite threads of the temporal weave of existence.
* Arcanus the Merchant - A Saurial merchant who was banished from his home planet and sent to Majitraz.
* Herbert -A living construct that is a master swordsmen. For some reason, he follows Arcanus and acts as his guardian and is severely protective of him. It is unknown if he has the ability to speak since he never spoken a word.
* Kara Jouvesac - barmaid in The Patch in Jabbar

## Excursions

* The first one
* You Never Go Full Badger
* How Much For Your Daughter then?
* Good to see you again! Nothing is better than the first time meeting.
Orb of Storms

This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to use a control weather spell, Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.

**Strong varied; CL 18th; Craft Wondrous Item, control weather, endure elements, storm of vengeance; Price 48,000 gp; Weight 6 lb.**
Kicking down the door

**A Story of Greenskins**

Set in the Forgotten Realms universe, this campaign follows the deeds of a group of adventuring Orcs. Below are detailed the story of how this motley party of green-skinned adventurers came to be and a journal of their exploits as they find their way across Faerun.

## Backstory

History of the Clan

Individual Character Backgrounds

## Adventure Journal

* Gorgoldand's Gauntlet
* Escape from Palischuk
* The Forge of Fury (Current)
* Sidequest: Reincarnating Grutt
* Death, Glory, Magic, Undead, and Dragons; it's why we do it
Shields of Yondalla

*"Something a Halfling would Say"*

—Some HalflingName

**Class Skills:** The shields of Yondalla class skills are Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Jump, Knowledge (Nature), Knowledge (Nobility and Royalty), Knowledge (Religion), Profession, Ride, and Sense Motive, Swim, Spellcraft, Tumble
**Skill Points at 1st Level**: (4 + Int modifier) x 4.
**Skill Points at Each Additional Level**: 6 + Int Modifer

### **Special Abilities**

**Paladin Class Features**: This variant has all the original paladin class features. This paladin variant has GOOD Reflex and Will Saves. It has POOR fortitude saves. In addition, he gains the following abilities listed below.
**Spells Known:** This paladin variant has access to all the normal paladin spells.
**Weapon Finesse** At 1st level this variant gains weapon finesse as a bonus feat.
**Improved Smite Evil** The smite evil offered by this variant is an improved version of the standard paladin's smite evil. It is not limited to melee attacks and the weapon itself transubstantiation into a radiant beacon of light and hope. The damaging portion of the weapon is incorporeal, sheds bright light within a 30 ft. radius (shadowy to a 60 foot radius), overcomes darkness spells and effects of less than 2nd level, and requires only a touch attack to hit. All allies who see this blade gain the effects of the *Bless* spell for one round and heal HP equal to the Paladin's class level regardless of whether the attack hits or misses. This ability counts as smite evil for any prerequisites.
**Precise Blades** Starting at 7th level the Shields of Yondalla wield their blades in such a way that they can take advantage of both their strength and dexterity. They add both strength and dexterity modifiers to hit and both their strength and dexterity modifiers to damage. This ability only works for weapons that are finessable. Furthermore, if they are wielding a finessable weapon in two hands they combine their strength and dexterity as normal, than do 1-1/2 the total modifier in damage.
**Smite Evil** At 20th level, the uses are per encounter instead of per day.
**Shield of Yondalla** Starting at 8th level, you can power your shield with positive energy. As a standard action, by expending a use of your turn undead, you can apply your charisma modifier to your shields armor class bonus. Powered by your faith, your shield can deflect even touch attacks. This ability lasts until the last enemy has fallen, the paladin is knocked unconscious, or there is no anticipation of a fight.
Xarno Darksky

**Xarno Darksky**

Male Wererat Airgoblin Swordsage 1-Wererat1

ECL3

NE Small humanoid (Goblinoid, ShapeChanger)
**Init**+8; **Senses**Listen
+3, Spot +3, Scent 30’, Darkvision 60’, Low Light Vision
**Languages**Common, Planar Trade, Goblin, Draconic

**AC** 24 (+5 Armor)
touch 18, flat-footed 14 DR10/Silver (hybrid only)
**HP** 16/16 (2d8+2)
**Fort** +4, **Ref** +11,**Will** +7

**Speed** 30 feet
**Melee** Dagger +10 (1d3+5/19-20x2), Bite +9 1d4+Filth
Fever DC11) Mouth Pick spiked Chain +??(+1 auto proficient)
**Base Atk** +2; **Grapple** +0
*Stances*-**Island of Blades**

*Strikes*-**Mighty Throw, Clinging Shadow, Shadow Blade Technique, Wolf Fang**

*Counters*-**Moment of Perfect Mind**

*Boost*-**Sudden Leap**

Mythweaver sheet

**Abilities** Str
11, Dex 21, Con 12, Int 14, Wis 17, Cha 11
**Feats** Shadow Blade, Weapon Finesse
**Skills** Balance+11, Climb +17(use Dex), Concentration+5,
Hide+13, Jump+4,  , Gather Information
+4, Intimidate +6, Knowledge (Arcana) +5, Knowledge (Religion) +4, Knowledge
(Local) +4, Knowledge (History) +3, Sense Motive +7, Move Silently +13, Open
Lock+7 Swim+15, Tumble+11
**Possessions**: Leather Armor, 2x Daggers,  50' Silk Rope, 2 Torches, 1 waterskin(water),
1 Wineskin(ale),  6days rations, Flint
and Steel, ½ gallon ale, Chain Shirt, vial of holy water, Infernal platinum
mask(200gd), Scrolls A, B, C, D. 306 GP

**Character reference:**

**"***Here's the dark of it, I'm a canny cager*
who knows  the chant around town, and is better than most cutters with a
pair of Chiv's. I like my bub and make a bit of Jink time'n again from
fools. I  aint no cony-catcher but I've made some jink from give'em
the laugh to big lugs from time to time. I seem to make more from clueless berks  who
think their there better than me, and want to run their mouth and test their
tall boy steel verse my chivs.  Well aint no sins taking from Deaders even
if you are the one that put them in the Dead book. Now, I told you a tale. Nutt'n
is free so either buy me a drink or tell me your tale."

him, he's just a
screed."
Shield of the Veleda

This *+1 ebony dvergrcraft mithral heavy shield* was crafted by Eitri. The metal is made of the finest and most pure mithral and due to it's craftsmanship it allows one to freely grip the shield with little hindrence on the Veleda's seiðr. Eitri has colored and dyed the metal ebony using techniques not known in Seron. This shield has no arcane spell failure, provides a +1 bonus on concentration, and weighs only 6.5 pounds.
Heida's Undead

Skeleton Fire Giant 15
NE large undead (fire)
**Init** +4; **Senses** darkvision 60 ft,; listen +0, spot +0
**Languages** -

**AC** 18 (-1 size, +2 natural, +7 half-plate) touch 9, flat-footed 18
**HP** 98/98 (15d12)
**Fort** +5, **Ref** +5, **Will** +9
**DR** 5/bludgeoning
**Immune** Cold, Fire Undead Immunities

**Speed** 30 feet. (40 ft.)
**Melee** greatsword +16 (3d6+15/19-20)
**Full Melee** greatsword +16/+11 (3d6+15/19-20)
**Base Atk** +7; **Grapple** +21

**Abilities** Str 31, Dex 11, Con -, Int -, Wis 10, Cha 1
**Feats** Improved Initiative
**Skills** -
**Possessions**
Skofnung

**+5 cold iron keen greatsword of wounding (size large, 3d6, 17-20/x2, 1 point CON damage per hit)**

* This blade holds a supernatural sharpness and hardness. Rolf Krage, the ancient king of the extinct Yngling clan, once had twelve faithful berserkers as his bodyguards-- and their very souls are bound to the blade
* Once per season, the wielder of Skofnung can call forth 1d10+2 berserkers as a swift action
* These berserkers are compelled to attack whoever the sword wielder indicates
* After defeating all enemies (or being slain themselves, in which case they are at rest until the next season) there is a 75% chance they attack the wielder of the sword unless that person has Fireforge blood
* The spell banishment can be used to send the berserkers back into the sword
* Alternatively, a blood oath can be struck, and those wielders who are worthy can swear to be bound to the blade upon their deaths. In which case the wielder is never attacked, and takes the place of one of the chosen upon their death
* Truly worthy warriors who are slain by the blade can choose to stay between life and death, serving the wielder of the sword - they take the place of another of the berserkers who are then allowed to ascend to Valhalla
* The 12 berserkers are named Hrómundr Harði, Hrólfr Skjóthendi, Svipdagr, Beigaðr, Hvítserkr Inn Hvati, Haklangr, Harðrefill, Haki Inn Frækni, Vöttr Inn Mikilaflaði, Starólfr, Hjalti inn Hugprúði and Bödvar Bjarki
Sorcerer Fix

The class skills of a Sorcerer are Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Knowledge (Arcana), Profession, Sense Motive, Spellcraft, Plus any one other skill
**Skill Points at Each Additional Level: 4 + Int modifier.**

**Eschew Materials**: As the feat, PHB
**Bloodlines:** See Bloodlines
**Obtain Familiar**:You can obtain a familiar in the same manner as a sorcerer or wizard (see the sorcerer class description and the accompanying sidebar, page 52 of the Player’s Handbook). As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. For the purpose of determining familiar abilities that depend on your arcane caster class level, your levels in all classes that allow you to cast arcane spells stack.
**Metamagic Specialist**: Alternatively, at 5th level, you can give up your familiar. Instead you can apply metamagic feats that you know to sorcerer spells without increasing the casting time. This benefit even lets you quicken your sorcerer spells with the Quicken Spell feat. You can use this class feature a number of times per day equal to 3 + your Int modifier (minimum 1). This is an extraordinary ability.
**Armored Casting (Light)** Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail. A sorcerer's innate spellcasting has grown easier to him over the years and his gestures are much simplier compared to a wizards. He can cast spells in light armor and with a light shield with no penalty. Furthermore he gains proficiency with light armor and light shields.
**Bloodline Improvements** At 10, 15th, and 20th level your bloodline grants you additional powers. See bloodlines in the SRD. You gain the benefits of the minor bloodline at level 10, Intermediate bloodline at level 15 and the Major bloodline at level 20 without an increase in level adjustment. Depending on bloodline selected, we may have to homebrew up the major bloodline trait.
Urbash

### Symbol

An image of a fortress or city surrounded by walls, representing Urbash's focus on community and protection.

### Domains

Tyranny, Pride, Community, City, Domination, Dwarf, Earth, Pact, Celerity, Undeath

### Favored Weapon

Jovar

**Urbash** is often depicted as a tall, muscular figure with chiseled features and a stern countenance. He has a broad chest and powerful arms, suggesting great physical strength. The dwarves call him Moradin and depict him with skin a deep bronze or earthy brown, evoking his connection to the earth and dwarves. Urbash's hair is often short and dark, and his beard is thick and well-groomed, further emphasizing his dwarf-like qualities.
Urbash is typically depicted wearing ornate armor that incorporates elements of stone and metal, as well as symbols of his domains. His helmet may feature a stern visage or a stylized crown, emphasizing his authority and power. In his hand, he wields a massive weapon, such as a warhammer or battleaxe, symbolizing his willingness to use force to maintain order and control.
Urbash's eyes are piercing and seem to gaze directly into the souls of his followers. He rarely smiles or shows any sign of weakness or vulnerability, projecting an image of stoicism and unyielding determination. Despite this, his followers still hold him in high esteem and believe he is the only one capable of leading them to victory against the forces of chaos and darkness.

## Philosophy

Urbash is often depicted as a stern, no-nonsense figure who values efficiency and results over sentimentality or personal relationships.
His followers often view him as a savior who brought order and structure to the chaotic early days of mankind's development on Haven.
Some view Urbash as a necessary evil, as his methods of control and domination can be seen as oppressive, but necessary for the greater good.
Urbash has a particular affinity for dwarves and their craftsmanship, as they are known for their disciplined work ethic and skilled craftsmanship. He is also associated with the earth and the stability it provides.
It's known that he grants the undead domain; some followers believe Urbash may have a willingness to employ extreme measures such as necromancy to maintain his hold on power and protect his followers.
His worshippers may include not only military and political figures, but also those who value structure and order in their daily lives, such as craftsmen, merchants, and bureaucrats.
Urbash's followers may view themselves as the only ones capable of keeping the primordial at bay and maintaining order in the face of chaos. This may lead to a certain level of arrogance and a belief in their own superiority over other races and cultures.
While Urbash may be seen as a controversial figure, he is also seen as a necessary one. Without him, many believe that Haven would devolve into chaos and destruction, with the primordial running rampant and destroying everything in their path.
The Sodkillers

The Sodkillers are a faction in the city of Sigil. They have the distinction of being the only faction currently operating in the open within Sigil following the Lady's Edict.

The Sodkillers are of a mind that any dilemma can be resolved with force. Might makes right. And since they see themselves as being mighty, they see themselves as being right. Overall, they see the multiverse as an inherently chaotic and flawed place, and can only be saved by beating it into shape. If any order is going to be made out of the mess, someone with the will to do it is going to have to make it the hard way. The more cynical of the Mercykillers (or simply the meaner ones) who didn’t think that the Sons of Mercy’s way would work decided if Arwyl Swan’s Son was going to revive an old faction, so were they. This time they wouldn’t make the mistake of sharing the reins of power with anyone, much less annoying idealistic do-gooders like the Sons of Mercy. Now they hire themselves out as mercenaries, proving their philosophy works. They’ve already cemented themselves in Sigil behind the cover of the Minder’s Guild, biding their time until the factions regain their status. When that time comes, they’ll seize their goals with all of their might until they have everything they want in their grasp.

The Sodkillers have a great deal of power on the first layer of the plane of Acheron.

Sodkiller characters
Ni'shand, a factotum
Trelib Hatherys, a factor
Zelina Hatherys, a bounty hunter
Sub-lieutenant Vrin, a factotum
Kaive Mrestor, a factotum guard

Victor Saint-Demain, an inquisitive, is associated with and frequently contracted by the Sodkillers
Zeyrix D'Lyrandar

**XP** 0 / 1,000; **Level** 1
gender race class 1
LG size type (subtype 1, subtype 2)
**Init** +0; **Senses**  listen +0, spot +0
**Languages** common

**AC** 12 (+1 dex, +1 armor), touch 11, flat-footed 11
**HP** 5/5 (1d4+1)
**Temp HP** 0
**Fort** +1, **Ref** +1, **Will** +1
**DR**
**SR**
**Immune**
**Resist**

**Speed** 30 feet.
**Melee** longsword +1 (1d8+1/19-20)
**Ranged** dagger +1 (1d4+1/19-20)
**Base Atk** +0; **Grapple** +1
**Special Actions**
**Class Spells Known** (CL 1st):
      1st (8/8)— *Spell 1*, *Spell 2*

**Abilities** Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
**SQ**
**Feats**
**Skills**
**Skill Points**
**Possessions**
**Coins** 7
**Potions**
**Scrolls**

**Class or Race feature 1**
**Class or Race Feature 2**
Sigil Campaign Setting

According to Guvner records, Sigil is a torus with r = .8 miles, R = 2.4 miles, and a surface area of 57 square miles. It has a population of around 500,000 people (37% human, 20% planetouched, 10% bariaur, 10% githzerai, 5% dwarves, 3% goblinoid, 2% elves, 2% gnomes, 2% halfling, 2 % orc, 10% other, with a margin of error of ±5%).

Although the city’s stable population averages something around a half million souls, it’s not unusual to have over a million people in the city at any given point and time.

## Navigation

* World
* Character Creation
* Characters
* Excursions

## Introduction

A new adventure's guild is opening in Sigil.  Not much is known about it and for the most part, real adventurer's are more likely to go, literally, anywhere except for this particular shitty little hole in the wall.  The ale is watered down crap, the food is bricks of rations, and the bounties seem more like errands than anything else.

The types of patrons the place attracts are probably only good enough for errands so no problems there. Enjoy the shit ambiance, the terrible stuffs that qualify as sustenance, and the "bard" Tango who often fills the room with a cacophonous mixture of sounds that only deaf Bernie enjoys.

## Overview

Sigil: the City of Doors. It’s considered by some to be the jewel of the Outlands, the nexus of power of the multiverse, a place of great beauty or ugliness. Every day in Sigil, deals are made that seal the fate of hundreds and thousands, negotiators barter for peace in the Blood War, and factotums seek the truth to the meaning of everything. People die, ideals are born, and great power is wielded with the flick of a finger.
Sigil is a place of contradictions. It’s the center of an infinite multiverse. It’s an embattled neutral ground in a battlefield of philosophy. It’s the City of Doors and yet it’s called the Cage. It’s home to pit fiends and solars, devas and yugoloths, all living and drinking and socializing in more or less peaceful state.
The Full HB

**Dire Honey Badger Form Stat Block**
male dwarf were-dire honey badger fighter 1 (ECL 2)
CN medium humanoid (dwarf, shapechanger)
**Init** +2; **Senses** low-light vision, darkvision 60 ft., scent; listen +2, spot +2
**Languages** Common, Dwarven, Open, Open

**AC** 17 (+2 dex, +5 natural), touch 12, flat-footed 15 (+4 dodge vs giants)
**HP** 17/17 (1d10+7)
**Fort** +6, **Ref** +2, **Will** +4 (+2 vs poison, spells, spell-like effects)
**DR** 1/Silver

**Speed** 30 feet.
**Melee** Claw +4 (1d4+3/x2)
**Full Attack** Claw/Claw +4 (1d4+3/x2) and Bite -1 (1d6+1/x2)
**Base Atk** +1; **Grapple** +4
**Combat Options** Basic Training
**Special Abilities** Curse of Lycanthropy, Dwarf Traits, Alternate Form

**Abilities** Str 17, Dex 15, Con 18, Int 14, Wis 10, Cha 10
**Special** Stonecunning, Weapon Familiarity (dwarven waraxes, dwarven urgroshes), Lycanthropic empathy
**Feats** AlertnessB, ToughnessB, Iron WillB, TrackB, Endurance
**Skill Points**
**Skill Modifiers**
**Possessions**
**Coins**

**Weapon, Armor, and Shield Aptitude:** You can spend 1 hour in practice to change the designated weapon or group of weapon for any feat you have that applies only to a single weapon or a group of weapons (such as Ranged Weapon Mastery). You can change the designated armor for any feat you have that applies only to a single type of armor or armor type (such as Heavy Armor Optimization). You can change the designated shield for any feat you have that applies only to a single type of shield or shield category (such as Shield Specialization). You must have the newly designated weapon, armor, or shield available during your practice session to make this change. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess.
**Basic Training** A fighter has the best "all-around" fighting capabilities. He gains the benefits of Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, and Improved Unarmed Strike. He does not need to meet the ability score prerequisites to use these abilities as long he does not multi-class or prestige class.

Dwarf Form
Hybrid HB
Vorillus Kastrom Scunckorum

Mythweavers Sheetmale Silverbrow Human Marshal 3
NG Medium Humanoid (Human)(Dragonblood)
**Init** +0; **Senses**  listen +1, spot +4
**Languages :** Common, Elven, Orc, Old Common(Draconic)

**AC** 17 (+2 shield, Chain Mail +5), touch 10, flat-footed 17
**HP** 18/18 (3d8, 8, 4, 6)
**Fort** +3, **Ref** +0, **Will** +4

**Speed** 30 feet. **Reach** 5 ft.
**Melee** +2 Longsword (1d8+1/19-20x2) or +2 Guisarme (2d4+1/20x3)Guisarme
**Ranged**
**Base Atk** +1; **Grapple** +1
**Special Actions** Feather Fall 1xday, Disguise Self 1xday, Minor Auras 60' radius

**Abilities** Str 12, Dex 10, Con 10, Int 14, Wis 12, Cha 18
**Special**
**Feats** Born Under the New Moon, Combat Expertise, Skill Focus (Diplomancy)
**Skills** Bluff +10, Intimidate +7 Knowledge (Nobility and royalty) +7, Perform (Oratory) +5, Disguise +11, Spot +5, Sense Motive +5, Listen +1, Knowledge (Local) +3, Diplomacy +16, Gather Information+4, Knowledge (History) +3
**Skill Points:** Bluff 5, Diplomacy 5, Disguise 3, Intimidate 1, Knowledge (History) 1, Knowledge (Nobility and Royalty) 7, Knowledge (Local) 1, Perform (Oratory) 9, Sense Motive 5, Spot 4, Speak Language 1 (Elven)

**Minor Auras**:(+CHA)
    *1-Motivate Dexterity:* Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.Master of Tactics 2-Bonus on damage rolls when flanking

**Major Auras**:+1
      *Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 times the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed.*

**Dragon/Other Auras**:+1
      Senses: This aura grants you a bonus on Listen checks, Spot checks, and initiative check

**Body Slots:**

*Head:* none

*Eyes:* none

*Body:* Chainmail

*Clothes:* Explorer outfit

*Waist:* Belt of Healing

*Shoulders:*

*Arms/Wrists:* none

*Shield:* Heavy, Steel shield

*Weapon1: Long Sword*

*Weapon2* Guisarme

*Weapon3*

*Slotless:*
*Other Possessions:    Backpack, 2xbelt pouches, Flint and Steel,   Waterskin,    Torches (5),     Ink (1oz), Ink Quill,    Clearwater Tablet (2),    Trail rations (3)*
The Five

Few gods have revealed themselves to the world. The following are referred to as "The Five" and have guided both man and monster since well before recorded history. Clerics usually revere two of the five but not always. There are no alignment restrictions although as a group clerics tend to lean towards lawful behavior, mystics tend towards chaotic behavior. Some aspects of a god's portfolio may not make as much sense (A chaotic worshipper of Urbash would focus on his pragmatism side over order for example). A cleric of any deity may select good, evil, law, and chaos as one of their domains. Larger cities of humans are swayed more by Urbash, Half-Staff, and Brutus. Although Vinnick, as the judge is still prominent. Smaller cities are swayed more by Vinnick, Half-Staff, and Urbash. Although even in such small communities, a cleric of Brutus or a Voice for the Guilty is allowed to speak. Cities where Vinnick is prominent tend to be superstitious, close minded, and xenophobic. Cities where Brutus is dominant tend to be unrealistic, gullible, and soft. Cities where Urbash is dominant can be unforgiving and issues dealt with too expeditiously. Cities where Half-Staff is dominant can be warmongers or create an underclass of those left behind. Cities where Shala is dominant tend to be fatalistic and lawless. Most cities do not hold one god dominant. Followers of each god can be found in most cities. Temples built are for all clerics with an area to pray to their respective deities. Wild monsters often have different names for the deities and few mortals believe they worship the same gods as these monsters. The orcs, for example, know them as Yurtrus, god of death and tyranny. Gruumsh, One-Eye, God of vengeance. Bahgtru, wild heart. Luthic, the zealot. Illneval, the cunning god of war.

Illneval, the cunning god of war.

* **Urbash**, savior of mankind (Pragmatism, Order)
	+ Domains: Tyranny, Pride, Community, City, Domination, Dwarf, Earth, Pact, Celerity, Undeath
	+ Typical Worshippers: Militia, City Folk
* **Half-Staff**, spirit of battle (Progress, Free-Will)
	+ Domains: War, Transformation, Competition, Elf, Portal, Magic, Protection, Glory, Fire, Spell
	+ Typical Worshippers: Military, Spellcasters, Athletes, Engineers
* **Brutus**, the wise father (Belief, Compassion)
	+ Domains: Halfling, Passion, Mysticism, Luck, Life, Knowledge, Healing, Family, Courage, Charm
	+ Typical Worshippers: Defenders of the Guilty, Healers, Monks, Families, Bards
* **Shala**, the prophet druid (Freedom, Determinism)
	+ Domains: Animal, Destiny, Fate, Liberation, Oracle, Renewal, Storm, Gnome, Travel, Time
	+ Typical Worshippers: Stoics, Rangers, prophets
* **Vinnick**, seeker of truth (Justice, Tradition)
	+ Domains: Planning, Wrath, Hatred, Retribution, Balance, Inquisition, Nobility, Revered Ancestors, Strength, Truth
	+ Typical Worshippers: Judges, Mercenaries, Leaders, witch hunters
Silver Saddle of Speed

* in the possession of Glaer/Vindr
* engraved within the silver upon the saddle is the symbol of Sleipnir and the runic name of Hermod
* Speed
	+ Increases animal’s base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally.
The Traveler

### Worshippers

Those who embrace the philosophy of nonviolence, such as Redmist Halflings, peaceful gypsy clans, some nomadic nature tribes, and other pacifistic cultures.

### Favored Weapon

Unarmed Strike

**The Traveler** is an enigmatic deity who travels through the worlds and planes, taking on different forms to blend in with the environment. This deity rarely intervenes in the affairs of mortals, preferring to observe and interact without interfering. Some speculate that The Traveler created the philosophy known as The Way of the Leaf, a pacifistic code of honor that prohibits the use of force, even in self-defense.

Followers of The Way of the Leaf view the falling leaf as a model for life, embracing nonviolence and avoiding conflict whenever possible. They believe that all life is connected, and harming another being harms oneself. The philosophy is held in contempt by many warrior societies who view it as cowardice, but those who follow The Way of the Leaf see it as a path to peace and enlightenment.

As a deity of travel and trickery, The Traveler is often invoked by those seeking to evade pursuit or escape danger. Worshipers of The Traveler often lead nomadic lifestyles, moving from place to place without a fixed home. They are known for their cleverness and adaptability, as well as their reluctance to resort to violence.
Stormreach

Justin's play by post game set in Eberron. Specifically Stormreach. The intent of the game is to be a player driven, "sandbox" style game where there is no major plotline thrust upon the PC's instead the PC's get to choose what they do.

## Characters

* Fogvrit Ashlord "Foggy"
* Juke Brass
* Paluk "Luck" Deneith
* Sil
* Gleam
* Arava

### Dead or Lost

* Phoebe, knocked herself unconscious and eaten by ghouls
* Dilettante, lost in the blizzard. Unknown
Temp

male human fighter 1
LG medium humanoid (human)
**Init** +0; **Senses**  listen +0, spot +0
**Languages**

**AC** 13 (+3 shield), touch 10, flat-footed 13
**HP** 10/10 (1d10)
**Fort** +2, **Ref** +0, **Will** +2

**Speed** 30 feet.
**Melee**
**Ranged**
**Base Atk** +1; **Grapple** +1
**Special Actions**

**Abilities** Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
**Special** Weapon, Armor, and Shield Aptitude
**Basic Training** Power Attack, Two-Weapon Fighting, Shield Specialization (heavy), Point Blank Shot, and Improved Unarmed Strike
**Feats** Martial Study (Crusader's Strike)
**Skills**
**Skill Points** Sense Motive 4, Balance 4, Diplomacy 4, Knowledge (History) 1, Knowledge (Nobility and Royality) 1, Knowledge (Architecture and Engineering) 1, Martial Lore 1

# Sloth McGee

His shield and armor bonus's apply to his touch attacks. He has no penalty while fighting prone.

Level 1: Cleric (cloistered variant). Domains: Knowledge, Sloth, Drow. Worships "The Great God who Sleeps". Dogma: We get ahead by never getting up. Race: Phrenic Changeling. Feats: Power Attack
Level 2: Fighter (Jopustopin). Feats: Shield Specialization
Level 3: Fighter (Jopustopin). Feats: Prone Attack, Weapon Focus (Bite), Shield Ward
Level 4: Fighter (Jopustopin). Feats: -
Level 5: Fighter (Jopustopin). Feats: Heavy Armor Optimization, Weapon Specialization (Bite)
Level 6: Warshaper Deflective Armor
Level 7: Warshaper
Level 8: Swordsage
Level 9: Crusader. Racial Emulation
Level 10: Crusader
Level 11: Deepstone Sentinel
Level 12: Deepstone Sentinel
Level 13: Deepstone Sentinel
Level 14: Deepstone Sentinel
Level 15: Deepstone Sentinel
Level 16: Crusader
Level 17: Swordsage
Level 18: Swordsage
Level 19: Swordsage
Level 20: Swordsage
Warp Destiny

Transmutation

**Level:** Destiny 6

**Component:** V, S

**Casting Time:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** Instantaneous

*You reshape your personal fate to potentially avoid some tragic action, but the ripples caused in your destiny have unpleasant side effects for a brief period.*

After learning the result of a saving throw that you have rolled, you may cast this spell to reroll the save, but with an insight bonus equal to your caster level (maximum +20). Alternatively, if you are struck in combat you can apply the insight bonus to your AC against the attack (even if flat-footed); if your new AC exceeds the attack roll, the attack misses you. Casting this spell has a side effect: until the start of your next turn, you take a -4 penalty on all saving throws and to your AC.
Tempus

## Overview of Tempus

An alternate timeline for our favorite Sigil characters where we all grew up together!

## Player Characters

* Darea Wynn the human warmage
* Tibbur the silverbrow human rogue/duskblade
* Rhino the elf warblade
* Az the human druid
* Boon the halfling artificer
* Bordecai Buckmuckle gnome illusionist

## Recaps

* Game 001 - The one where Darea turns 30!
Valiant Fury

Transmutation

**Level:** Courage 5

**Component:** V, S, DF

**Casting Time:** 1 action

**Range:** Close (25 ft. + 5 ft. / 2 levels)

**Target:** One Living Creature

**Duration:** 1 round/level

**Saving Throw:** Will negates (harmless)

**Spell Resistance:** Yes (harmless)

The affected creature gains a +4 morale bonus to Strength and Constitution and a +2 morale bonus on Will saves. In addition, when making a full attack, the affected creature may make one additional attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by the haste spell, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
The Grimmreaver

**Medium Cold Iron Battleaxe + 2 of Sweeping and Warning**

* Martial One-Handed Melee, slashing, critical x3, 1d8 damage
* Both sides of the axe are engraved with a runic symbol of the Grimmlyor Clan
* Hardness 9 (cold iron 5, enhancement value 4)
* HP 25 (cold iron 5, enhancement value 20)
* Value 34,320 GP
* Sweeping
	+ This property grants a +4 bonus on any Strength checks the wielder makes as part of an attempt to trip an opponent with the weapon.
	+ Caster Level: 11th
	+ Requirements: Craft Magic Arms and Armor, bull's strength
	+ Price: +1 bonus

* Warning
	+ The wielder of a warning weapon never loses his Dexterity bonus to AC if caught flat-footed (just as if he had the uncanny dodge ability). This doesn't stack with any other form of the uncanny dodge ability.
	+ Caster Level: 7th
	+ Requirements: Craft Magic Arms and Armor, uncanny dodge ability
	+ Price: +1 bonus
Arlow Bexley

male human child(14 years old) (paladin route) 1
LG medium humanoid (human), age 14 (full at 16)
**Init** -1; **Senses** listen +1, spot +1
**Languages** common, one-god common

**AC** 12 (+3 studded leather, -1 dex) touch 9, flat-footed 12
**HP** 5/5 (1/2 Paladin)
**Fort** +1, **Ref** -1, **Will** +1

**Speed** 30 feet.
**Melee** +1 Longsword +3 (1d8+3/19-20)
**Base Atk** +0; **Grapple** +2

**Abilities** Str 15, Dex 8, Con 12, Int 11, Wis 13, Cha 15
**Feats** Squire
**Skills** Speak Language 2, Knowledge (Local) 1.0, Knowledge (Religion) 1, Knowledge (Nobility and Royalty) 1, handle animal 3, ride 3

**Wealth:**  8 gp, 22 sp,

**Possessions:**

* **+1 L.sword**
* MW Aesier medium shield, MW studded leather armor
* MW short bow -- 30 arrows
* **Healing Belt** (0/3 used)
* White Dire Lion cloak
* Potion Bandolier (drink as a free action) - 10 slots - ***heidrun's milk (2d8) x2** -*

**Adult Stats**(16 years old) Str: ~19, Dex ~10, Con ~14, Int ~15, Wis ~14, Cha ~16

 **Squire** You gain proficiency with shields and one martial weapon of your choice. You can now *detect evil* a number of times/day equal to your Cha modifier. You gain 8 skill points (12 if human) which you may assign as if the paladin skills were your class skills.
SundaySigil Wiki

## Mission Statement

This wiki will hold all the general knowledge needed for the various campaigns and characters that we use.

## Table of Contents

* Tempus
* Sigil
* Haven
* Seron
* Megatron: Age of Ancient Past
* Megatron: The Darkest Timeline
* Character Master List

### Retired/Paused/Wiki Unused Games

* Kicking Down the Door: The Campaign
* Stormreach
* Elsir Vale
* Megatron
* For Biden
* Evil World
* Giant List of Stat Blocks

## Homebrew Stuff

* Fighter
* Sorcerer
* Paladin
* Ranger
* Hexblade
* Ordained Knight
* Scout
* Psionic-Magic Transparency
* Tier Balancing Project / DM Specific House Rules
Sloyk

**Sloyk**, The Great Drow God Who Sleeps, is often depicted as a massive drow with a bloated and corpulent body. His skin is a deep shade of obsidian, and his hair is long and tangled. His eyes are usually closed or half-closed, and his mouth hangs open in a perpetual expression of laziness.

Slolyk is often depicted reclining on a throne or a pile of cushions, surrounded by his most devoted worshippers. He is usually dressed in lavish robes and adorned with jewelry and other symbols of his wealth and power.

Despite his appearance of sloth and gluttony, Slolyk is a formidable deity with a presence that commands respect and fear. His voice is deep and booming, and his mere presence can cause mortals to feel a sense of overwhelming lethargy.

When he awakens from his slumber, his eyes glow with a fiery red light, and his body swells with a terrifying strength. His powers of temptation and gluttony become even more potent, and his enemies are often consumed by their own desires and addictions.

Overall, Slolyk is a deity to be feared and respected, with a physical appearance that reflects his domains of sloth, gluttony, and wealth.
Zephyr

male animal 2
TN medium sub-adult animal (amur tiger)
**Init** -1; **Senses**  scent, low-light vision; listen -3, spot -3
**Languages** Tiger

**AC** 14 (+2 armor, +3 natural, -1 dex), touch 9, flat-footed 14
**HP** 9/9 (2d8)
**Fort** +3, **Ref** +2, **Will** -3

**Speed** 40 ft.
**Melee** claw +0 (1d3-1/x2)
**Full Attack** 2 claws +0 (1d3-1/x2) and bite -5 (1d3-1/x2)
**Combat Options**
**Base Atk** +1; **Grapple** +0

**Abilities** Str 9, Dex 8, Con 10, Int 2, Wis 5, Cha 6
**Feats** light armor proficiency
**Skills** Balance +8, Hide +3, Listen -3, Move Silently +3, Spot -3, Swim -1
**Skill Points** Balance 5
**Possessions** leather barding

**Progression of teenager to adult Tiger**
     **Druid 1/LA+1**: Current Stats
     **Druid 1/LA+2**: Str 11, Dex 9, Con 11, Int 2, Wis 6, Cha 6
     **Druid 1/Wizard 1**: Str: 13, Dex 10, Con 12, Int 2, Wis 7, Cha 6, 3 HD
     **Druid 2/Wizard 1**: Str: 15, Dex 11, Con 13, Int 2, Wis 8, Cha 6, 3 HD
     **Druid 3/Wizard 1**: Str 17, Dex 12, Con 14, Int 2, Wis 9, Cha 6, 4 HD
     **Druid 3/Wizard 2**: Str 19, Dex 13, Con 15, Int 2, Wis 10, Cha 6, 4 HD, Rake, Bite: 1d4
     **Druid 3/Wizard 3**: Str 21, Dex 14, Con 16, Int 2, Wis 11, Cha 6, 5 HD, Powerful Build, Pounce, Claw 1d4, Bite 1d6
     **Druid 3/Wizard 3/Mystic Theurge 1**: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6, 6 HD, Improved Grab, Claw 1d6, Bite 1d8, Lose powerful build, size large

**Description**
Summon Desert Ally

## Summary

The following compiles an expanded Summon Desert Ally (SDA) tables. Sandstorm (2005) originally introduced this spell series late in introduction of 3.5ed books (2000-2007), so relatively little was done to expand the summon tables compared to the Summon Monster (SM) and Summon Nature's Ally (SNA) spell series. To do this, the original tables for SDA are taken, and then any base creatures from SM and SNA that are consistent with existing SDA spells in flavor are added with the Dustform Template applied:
Hopper Nightshade

male kender nightstalker 2
CG small humanoid (kender)
**Init** +2; **Senses** Listen -2, Spot +0
**Languages** Common, Kenderspeak, Goblin, Planar Trade

**AC** 17 (+4 Armor, +2 Dex, +1 Size) touch 13, flat-footed 15
**HP** 11/11 (2d6+4)
**Fort** +3, **Ref** +6, **Will** +2 (+1 bonus on all saving throws vs negative energy and necromantic spells or effects)
**Immune** Fear

**Speed** 30 feet
**Melee** Hoopak (Melee) +0 (1d4-2/x2)
**Ranged** Light Crossbow +3 (1d6/19-20)
**Base Atk** +1; **Grapple** -5
**Combat Options** Rebuke Undead

**Abilities** Str 6, Dex 16, Con 14, Int 12, Wis 6, Cha 18
**Feats** Dynamic Priest
**Skills** Bluff +8 (+12 to taunt), Concentration -2, Disable Device +5, Escape Artist +4, Hide +10, Move Silently +6, Open Lock +8, Search +3, Spellcraft +2, Spot +0, Use Magic Device +2
**Possessions** Thieves Tools, Traveler's Outfit, 15 Pouches, Waterskin, sack, crossbow bolts x 16, Fiend Rhino Sack, Crystal 1, Wand Cure Light Wounds (5 charges used), Coin Pouch 25 pp, Wand B (Unknown), Wand C (Unknown), 2 scrolls of Dancing Light, 5 steel pieces, 1 gold piece

**Death Sight**
**Trapfinding**
**Spiritual Resilience +1**

**Backstory**
Vairgar Loegil

male Aasimar Crusader 2, Fighter 2 (XP = 6,672/10,000)
LN Medium Outsider (Native)
**Init** +2; **Senses** Darkvision (60 ft); Listen +2, Spot +2
**Languages** Planar Trade, Celestial

**Abilities** Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 14

**AC** 26 (+7 armor, +5 shield, +2 Dex, +2 ring) touch 19, flat-footed 24, missile 31
**HP** 46/46(10+5+10+6) + 12 Con + 3 Eel eggs
**DDP:** 0/5 **Temp HP:** 0

**Fort** +7, **Ref** +3, **Will** +5, Cloak +1 included
**Resist** - Acid, Cold, Electricity 5
**~~Zealous Surge -~~** ~~once per day, re-roll any saving throw (C3)~~

**Speed** 30 ft. base
**Combat Options** *Daylight* (1/day)
**BAB** +4; **Grapple** +7

**Melee** +1 Long Sword +10 (d8+5, 19,20 x3)

**Maneuvers and Stances Known**, Readied 5(3), Initiator Level 3

* *Stances* - Martial Spirit (1st), Iron Guard's Glare (2nd)
* *Strikes* - Crusader's Strike, Vanguard Strike, Stone Bones, Charging Minotaur, Douse the Flames

**Feats** (feat progression) Extra Granted Maneuver (1st), Shield Spec (FF), Law Devotion (3rd), Weapon Focus - Long Sword (FF), Shield Ward (F2)
**Skills Ranks** Balance 5, Bluff 6, Diplomacy 6, Intimidate 6, Sense Motive 5, Knowledge - Planes 1 (free)
**Skills** Balance +7, Diplomacy +9, Intimidate +9, Sense Motive +4, Bluff +5

**Possessions:**

* **Twilight Soulforged Mithril Breastplate + 2 (w/spell component pouch), w/Crystal of Restful Crystal**
* **Long Sword +1 w/Crystal of Returning**
* **Mithril Heavy Shield +2 w/ Crystal of Arrow Deflection**
* **Amulet of Tears**
* **Ring of Pro + 2**
* **Brute Gauntlets +1 Str**
* **Cloak of Protection +1** (white flowing cloak with torn ends)
* Backpack

	+ 50' rope, flint and steel, water skin,
	+ 5 torches, coin purse - 25pp
	+ Scavenger list (Sigil Trade Commission)
* Knife

**Steely Resolve 5:** You have a delayed damage pool. Any damage taken goes into this damage up to 5 points of damage. You take this damage at the end of your next turn

**Furious Counterstrike:** When you have between 1 - 9 points of damage in your delayed damage pool you get a +1 to hit and a +1 to damage.

**Indomitable Soul:** You add your charisma modifier to your will saves

Jazirian

**Backstory**
Special Material: Druchite

Light armor
 Medium armor
 Heavy armor
 Weapon

* The twin ores of aszite and druchite are found only on the Shadow Plane. These ores are highly sought after for structural construction, as well as for their use in enhancing armor and weapons.
* The black-and-violet ore known as druchite is so dark that even creatures that are adapted to see in lightless conditions can have extreme difficulty perceiving it.
* Druchite ore can be worked into armor and weapons by applying it in delicate veins or inlaid patterns across the equipment.
* Druchite-veined armor grants the wearer additional defenses against creatures with darkvision.
* The wearer always benefits from a 10% miss chance while in an area of dim light or darkness, even if she is perceived by a creature using darkvision. Other sensory abilities, such as blindsense or true seeing, bypass this effect entirely. Druchite-veined weapons grant their wielder a +2 circumstance bonus on attack rolls against creatures perceiving them with darkvision.
* The wielder receives no bonus when attacking creatures using other senses, such as blindsense, or benefiting from true seeing.
* Druchite has hardness 10 and 40 hit points per inch of thickness.
Tier Balancing Project

* Abrupt Jaunt is now a spell-like ability. It's a standard action that provokes AoO.

### Casters Brainstorming

* Defensive Casting doesn't exist (Jeff?)
* Defensive Casting is an opposed roll - concentration check vs. AoO roll (Justin)
* Concentration doesn't exist - anytime concentration is required per the skill, the spell fails (Jeff)
* 4th level spells require a full round to cast like summon spells (Justin)
* Tier 1's progress new spell levels as per Tier 2's i.e. a wizard gets 2nd level spells at 4th level like a sorcerer etc. (Justin)
* ACF Abrupt Jaunt banned (Justin)
* Natural Spell Feat banned (Jeff)
* Planar Shepherd banned (Jeff)
* Alter Self, Polymorph and Shapechange banned (Jeff)
* The Celerity family of spells banned (Jeff)
* Contingency spell/effects banned (Jeff)
* Control Winds banned or make it a Level 8 spell (Jeff)
The Law Speakers

There are three factions of Law Speakers, differentiated by their masks and robes:

* The Green wear carven wooden masks depicting Anguish and green robes
* The White wear carven wooden masks depicting Rage and white robes
* The Red wear carven wooden masks depicting Joy and red robes

Not much is know about the Law Speakers. The party suspects the colors represent the three moons of Seron. The Law Speakers preside over semi-annual festivals, conducting ceremonies and making judgments concerning inter-clan disputes. Esbjorn and Brydd were recruited by the Law Speakers to drive the One God worshippers from Seron. The Red Robes gave Esbjorn a scroll to recover Raen's Arm Rings. The White Robes recruited Brydd and advised that the party visit Ornolf, a hermit who lives near Odin's Heart. The Green robes recruited Gryfhild and advised the party to seek the advice of the Firehand Clan dwarves.
Franchesca Lagua

**Franchesca Lagua** competed on cycle 3 and represented the Philippines. She was eliminated in the fifth episode, and placed 9th.

## During the show

 Reward Challenge Wins
 Lowest call-out
 Call-out average
 Times in the Bottom

Franchesca Lagua

  Won best performance.
  Was in the top three call-outs of the week.
  Was not in the top/bottom three of the week.
  Was called before the bottom, or was in the bottom three.
  Was one of the bottom contestants, but was not eliminated.
  Was eliminated that week.

## Trivia

* During Franchesca's season, she became the lowest placing Filipina, in 9th place. The others being Stephanie Retuya (C1; 2nd/3rd), Jodilly Pendre (C2; 2nd) and Katarina Rodriguez (C2; 3rd). She also became the first rep to not make it to the finale.
* She was eliminated over Amanda, who was told to yell at the judges just prior to Franchesca's elimination.
* Franchesca's the only Filipina to be from Quezon City.
* Franchesca was called 9th three out of the five weeks she was in the competition, and was eliminated in 9th place.
* Prior to the show, she had been modeling for five years.
Were-Honey Badger

## 2nd Level

* Alternate Form (Dire Badger), Alternate Form (Hybrid)
* +2 Wisdom
* All Base Animal feats (Alertness, Toughness, Track)
* Iron Will as a Bonus Feat
* DR 1/Silver in Animal and Hybrid Form with +1 Str, +1 Dex, +2 Con in those forms
* +2 natural armor class to all forms (+2 Humanoid / +5 Hybrid / +5 Dire Badger)
* Lycanthropic Curse (Bite in hybrid and animal form only), Lycanthropic Empathy

## 3rd - 5th Level Skill Points

* Gains skill points equal to (2 + int modifier) and has Listen and Spot as class skills
Nguyen Thanh Vy

**Nguyễn Phương Thanh Vy** is currently competing on cycle 6, and is representing Vietnam.

## During the show

Thanh Vy came into the competition and made it through the first runway challenge. She was placed onto Shikin's team during the first week. Thanh Vy did not manage to stand out during the first week, and received 8th call-out for her performance.

### **Statistics**

 Reward Challenge Wins
 Best Performances
 Highest Score
 Lowest Score
 Average Score
 Times in the Bottom
 Episode Eliminated

Nguyen Thanh Vy

  Won best performance.
  Was in the top three call-outs of the week.
  Was not in the top/bottom three of the week.
  Was called before the bottom, or was in the bottom three.
  Was one of the bottom contestants, but was not eliminated.
  Was eliminated that week.

## Trivia

* Thanh Vy is the shortest contestant in the competition, standing at 168 cm (5 ft 6 in).
* Thanh Vy has experience as an actress in music videos and movies.
* She believes her strength is her face.
* She describes herself as "sweet, powerful, and easy to work with."
* Thanh Vy doesn't have a favorite model, but her favorite designer is Christian Dior.
* Thanh Vy has competed in pageants.
* She is afraid of cockroaches, ghosts and drama.