recursal/Fanatic-Fandom huggingface dataset:
Quick Shape

Free Action

**Source** *Ancestry Guide pg. 80* 2.0

**Trigger** You roll initiative.

Your instincts kick in and you take on an aggressive stance. You use Change Shape to enter your hybrid form or a new form granted by a beastkin feat.

## Traits

**Beastkin:**

Humanoids that can partially or fully transform into animal forms.
Tattoo Artist

GeneralSkill

**Source** *Secrets of Magic pg. 164* 1.1

**Archetype** Runelord

**Prerequisites** trained in Crafting

You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you're a master in Crafting, this bonus increases to +2.

## 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.
Penumbral Shroud

DarknessEvocation

**Source** *Gods & Magic pg. 109* 2.0

**Traditions** arcane, occult

**Deities** Black Butterfly, Count Ranalc, Kerkamoth, Nocticula, Set, Thamir

**Cast**  somatic, verbal

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

**Duration** 10 minutes

You envelop the target in a shroud of shadow. The target perceives light as one step lower than it actually is (bright light becomes dim light, for example), affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +1 status bonus to saving throws against light effects. While this effect is helpful to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect.

**Critical Success** The target is unaffected.

**Success** The effect lasts for 1 round

**Failure** The effect lasts its normal duration.
Powerful Leap

GeneralSkill

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

**Prerequisites** expert in Athletics

When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.

## 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.
See Invisibility

Divination Revelation

**Source** *Core Rulebook pg. 367* 3.0

**Traditions** arcane, divine, occult

**Bloodline** phoenix

**Cast**  somatic, verbal

**Duration** 10 minutes

You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.

**Heightened (5th)** The spell has a duration of 8 hours.
Otherworldly Teacher

Perception +6

**Languages** Common, Elvish, Draconic, Aquan, Sylvan, Ignan

**Assurance** Arcana

**Seer Elf** Detect Magic; you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

**Skills** Academia Lore +14, Arcana +14 Diplomacy +9, Intimidation +7.

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

**Items** cane (functions as staff), Spellbook, textbook, writing set

**Font of Knowledge** The teacher can attempt to Recall Knowledge on any general subject with a +10 modifier.

**Inspirational Presence** (aura, emotion, mental) 50 feet. Any of the teacher’s students in the aura gains a +1 circumstance bonus to Recall Knowledge.

**AC** 13; Fort +3, Ref +4, Will +9

**HP** 11

**Speed** 30 feet

**Melee**  cane +5 (two‑hand d8), Damage 1d4+1 bludgeoning

**Otherworldly Magic-** Telekinetic Projectile.

**Arcane Prepared Spells**; DC 17 **Attack** +9; **1st** Anticipate Peril, Message Rune, Pocket Library; **Cantrips** Approximate, Daze, Mage Hand, Read Aura, Time Sense,
Spider Swarm

An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses.

**Recall Knowledge - Animal (Nature)**: DC 14

**Unspecific Lore**: DC 12

**Specific Lore**: DC 9

## Spider Swarm

NLargeAnimalSwarm

**Source** *Bestiary pg. 306*

Perception +4; darkvision, web sense

**Skills** Acrobatics +5, Athletics +2, Stealth +5

Str -2, Dex +3, Con +0, Int -5, Wis +0, Cha -4

**Web Sense** The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web.

**AC** 15; Fort +4, Ref +7, Will +2

**HP** 12; **Immunities** precision, swarm mind; **Resistances** bludgeoning 2, piercing 5, slashing 5; **Weaknesses** area damage 5, splash damage 5

**Speed** 20 feet, climb 20 feet

**Swarming Bites**  Each enemy in the spider swarm’s space takes 1d4 piercing damage with a DC 14 basic Reflex save. A creature that fails its save is exposed to spider swarm venom.

**Spider Swarm Venom** (poison) **Saving Throw** Fortitude DC 14; **Maximum Duration** 4 rounds; **Stage 1** 1 poison and enfeebled 1 (1 round); **Stage 2** 1d4 poison and enfeebled 1 (1 round).
Quick Identification

GeneralSkill

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

**Prerequisites** trained in Arcana, Nature, Occultism, or Religion

You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.

## 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.
Shoddy Equipment

**Source** *Core Rulebook pg. 273* 3.0

Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor’s check penalty by 2. A shoddy item’s Hit Points and Broken Threshold are each half that of a normal item of its type.
Pass Without Trace

Abjuration

**Source** *Core Rulebook pg. 356* 3.0

**Traditions** primal

**Deities** Kalekot, Ketephys, Ng, Tanagaar

**Cast**  somatic, verbal

**Duration** 1 hour

You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one *pass without trace spell* at a time.

**Heightened (2nd)** The duration increases to 8 hours.

**Heightened (4th)** The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.
Mourning Voice Prophet

The Sun Maiden occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. These devotees of the Maiden's repose use their connection to the Mourning Sun to calm restless spirits.

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

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

## Mourning Voice Prophet Creature 4

White Blue Medium Human Humanoid

**Perception** +13

**Languages** Common

**Skills** Diplomacy +12, Performance +12 (+14 to spout prophecy), Religion +10, Survival +10

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

**Items** +1 Scimitar, manifesto (functions as religious text), Crossbow (20 Bolts), robes

**AC** 20; **Fort** +11, **Ref** +11, **Will** +15

**HP** 46

**Speed** 25 feet

**Melee**  Scimitar +11 [+6/+1] (disarm, sweep, trip), **Damage** 2d4+2 Slashing

**Ranged**  Crossbow +9 [+4/-1] (60 feet), **Damage** 1d6 Piercing

**Occult Innate Spells** DC 21, attack +11; **Cantrips** **(2nd)** *daze*, *Guidance*

**Divine Spontaneous Spells** DC 21, attack +11; **2nd** *Heal*, *Calm Emotions, Dispel Magic, Gentle Repose* (4 slots); **1st** *bless*, *heal*, *ray of enfeeblement*, *sanctuary* (4 slots); **Cantrips** **(1st)** Disrupt Undead**,** *detect magic*,Divine Lance *know direction*, *light*, *prestidigitation*, *read aura*

**Cleric Domain Spells** DC 18, 1 Focus Point; **1st** *Share Burden*
Stabilize

Cantrip Healing Necromancy Positive

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

**Traditions** divine, primal

**Mystery** life

**Cast**  somatic, verbal

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

Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Silversheen

AlchemicalConsumable

**Source** *Core Rulebook pg. 554* 3.0

**Price** 6 gp

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

**Activate**  Interact

You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal precious material (such as cold iron) for any physical damage it deals.
The Universal

**Adapted from** Otolmens

**Source** *Gods & Magic pg. 130* 2.0

The primordial inevitable of machinery, math, and physics, **The Universal** is tasked with keeping the galaxies, stars, planets, and other heavenly bodies moving in their proper orbits. From her observatory in the city-plane of Nomos, The Universal and her myriad axiomite assistants track the motions of these objects on the Material Plane. When an anomaly is discovered, The Universal dispatches inevitables to correct the problem. A mechanical being with multiple heads and limbs, The Universal is said to spin like an orrery when in a flurry of activity. Her mathematical precision is revered by engineers and scientists, who form the core of her worship. Most pray to her hoping to receive divine inspiration or to stave off inaccurate calculations, but she may call upon her more powerful worshippers to fight threats to the very planet they inhabit.

The Universal is assisted by thousands of axiomites and visiting mathematicians, who process the data she gathers and investigate or correct the anomalies when she commands them to do so. They often cooperate with aeons when doing so, but sometimes disagree with them over the best course of action.

The Universal's herald, Tenth-by-Third, is a dogmatic creature even by inevitable standards, and cannot stand even the scent of chaos.

**Category** Monitors

**Edicts** Relentlessly document and interpret data, correct cosmic errors

**Anathema** Suppress a factual report, ignore facts, misrepresent quantitative data

**Areas of Concern** machinery, math, and physics

**Follower Devotions** White, Blue

## Public Agenda

The Arbitrators are revered on the material plane as wise mediators with reserved and well considered judgment. Bands of Arbitrators often form circut courts that traverse the prime material administering justice and brokering peace accords.

## Devotee Benefits

**Divine Ability** Dexterity or Intelligence

**Divine Font** *heal*

**Divine Skill** Crafting

**Favored Weapon** mace

**Domains** creation, fate, knowledge, perfection

**Cleric Spells** 1st: *true strike*, 4th: *gravity well*, 7th: *reverse gravity*
Spear Launcher Trap

MechanicalTrap

**Source** *Core Rulebook pg. 523* 3.0

**Complexity** Simple

**Stealth** DC 20 (trained)

**Description** A wall socket loaded with a spear connects to a floor tile in one 5-foot square.

**Disable** Thievery DC 18 (trained) on the floor tile or wall socket

**AC** 18, Fort +11, Ref +3

**Hardness** 8, **HP** 32 (BT 16); **Immunities** critical hits, object immunities, precision damage

**Spear**  (attack); **Trigger** Pressure is applied to the floor tile. **Effect** The trap shoots a spear, making an attack against the creature or object on the floor tile.

**Ranged** spear +14, **Damage** 2d6+6 piercing
Stunned

**Source** *Core Rulebook pg. 622* 3.0

You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.

Stunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn.
Shatter

Evocation Sonic

**Source** *Core Rulebook pg. 368* 3.0

**Traditions** occult, primal

**Deity** Zyphus

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 unattended object

A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic damage to the object, ignoring the object's Hardness if it is 4 or lower.

**Heightened (+1)** The damage increases by 1d10, and the Hardness the spell ignores increases by 2.
Persistent Servant

Conjuration

**Source** *Secrets of Magic pg. 121* 1.1

**Traditions** arcane, occult

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

**Range** 120 feet; **Area** 60-foot burst

**Duration** until your next daily preparations

You call forth an unseen servant and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area.

The servant isn't a minion, and you don't need to Sustain the Spell in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range.

Tasks that rely on timing, discretion, or significant manual dexterity are doomed to failure. For instance, a servant tasked to pick objects off the floor won't discriminate between trash, misplaced treasure, or objects that are supposed to be on the floor, like a mousetrap.
Radiant Field

UncommonEvocationLight

**Source** *Pathfinder #172: Secrets of the Temple City pg. 78*

**Traditions** arcane, divine, occult, primal

**Cast**  material, somatic, verbal

**Range** 120 feet; **Area** 20-foot burst

**Duration** 1 minute

You create an area of bright light. Creatures with light blindness that are blinded by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains blinded for 1 round; this is an incapacitation effect. This spell also suppresses magical darkness of your *radiant field* spell's level or lower.

**Heightened (4th)** Creatures seen through the area are concealed to creatures with light blindness, even those that are outside the area.
Rhoka Swords

**Source** *Pathfinder #165: Eyes of Empty Death pg. 73*, *Bestiary 2 pg. 273* 2.0

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

**Hands** 1

**Category** Advanced

**Group** Sword; **Traits** Deadly d8, Two-Hand 1d10, Uncommon

These dual-bladed swords are commonly used by urdefhan warriors.

## Traits

**Deadly d8:**

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

**Two-Hand 1d10:**

This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from *striking* runes.

**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.
Recognize Spell

Reaction

General Skill

**Source** *Core Rulebook pg. 265* 3.0

**Prerequisites** trained in Arcana, Nature, Occultism, or Religion

**Trigger** A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

**Critical Success** You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.

**Success** You correctly recognize the spell.

**Failure** You fail to recognize the spell.

**Critical Failure** You misidentify the spell as another spell entirely, of the GM’s 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.

**Secret:**

The GM rolls the check for this ability in secret.

**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.
Resilient Rune

Abjuration Magical

**Source** *Core Rulebook pg. 581* 3.0

**Usage** etched onto armor

*Resilient* runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws.

You can upgrade the *resilient* rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices.

## Resilient Item 8

**Source** *Core Rulebook pg. 581* 3.0

**Price** 340 gp

## Resilient (Greater) Item 14

**Source** *Core Rulebook pg. 581* 3.0

**Price** 3,440 gp

The armor grants a +2 item bonus to saving throws.

## Resilient (Major) Item 20

**Source** *Core Rulebook pg. 581* 3.0

**Price** 49,440 gp

The armor grants a +3 item bonus to saving throws.
Phantom Crowd

IllusionVisual

**Source** *Secrets of Magic pg. 121* 1.1

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Range** 60 feet; **Area** a 10-foot square

**Duration** sustained up to 10 minutes

A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion.

When you spend 1 or more actions to cast a composition spell or to perform an activity that includes a Performance check, you can also Sustain this Spell as part of that action.

**Heightened (+1)** The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares.
Warp Step

CantripConjuration

**Source** *Dark Archive pg. 107*

**Traditions** arcane, occult

**Cast**  somatic, verbal

When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Seek

Single Action

Concentrate

**Source** *Core Rulebook pg. 471* 3.0

You scan an area for signs of creatures or objects. If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that's far away.

If you're using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you're searching a particularly cluttered area.

The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as *invisibility*) prevents the subject from being observed.

**Critical Success** If you were searching for creatures, any undetected or hidden creature you critically succeeded against becomes observed by you. If you were searching for an object, you learn its location.

**Success** If you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM.
Shielding Strike

1 Action

Uncommon Abjuration Magus

**Source** *Secrets of Magic pg. 143* 1.1

**Cast**  verbal

As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee Strike. You can then either Raise your Shield if you're wielding one or cast *shield* if you have the spell.
Spell Book

Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled *Theses on the Stratagems of Supernatural Warfare* to a tattered collection of training pamphlets with your name scrawled on the cover.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures (see Learn a Spell). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.

If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.
Striking Rune

Evocation Magical

**Source** *Core Rulebook pg. 581* 3.0

**Usage** etched onto a weapon

A *striking* rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a *+1 striking dagger* would deal 2d4 damage instead of 1d4 damage.

You can upgrade the *striking* rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices.

## Striking Item 4

**Source** *Core Rulebook pg. 581* 3.0

**Price** 65 gp

## Striking (Greater)Item 12

**Source** *Core Rulebook pg. 581* 3.0

**Price** 1,065 gp

The weapon deals three weapon damage dice.

## Striking (Major)Item 19

**Source** *Core Rulebook pg. 581* 3.0

**Price** 31,065 gp

The weapon deals four weapon damage dice.
Rungu

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

**Price** 4 sp; **Damage** 1d6 B; **Bulk** L

**Hands** 1

**Category** Martial

**Group** Club; **Traits** Grippli, Shove, Thrown 30 ft.

This specialized club is designed for throwing and is useful for both combat and hunting. Rungus were invented by Zenj humans of the Mwangi Expanse and are most common among their tribes, though gripplis have also adopted rungus for hunting creatures that hide high in treetops.

## Traits

**Grippli:**

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

**Shove:**

You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

**Thrown 30 ft.:**

You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

## 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.

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

AuditoryConjurationSonic

**Source** *Secrets of Magic pg. 129* 1.1

**Traditions** occult

**Cast**  somatic, verbal

**Area** 30-foot line

**Duration** sustained

By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge.
Quell Unrest

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

You send your agents among the citizenry with the charge of suppressing dissent and calming unrest. You can attempt a basic Arts, Folklore, Intrigue, Magic, Politics, or Warfare check to Quell Unrest, but you can never use the same skill for this activity in consecutive Kingdom turns. This activity cannot be attempted more than once per Kingdom turn.

**Critical Success** Reduce Unrest by 1d6.

**Success** Reduce Unrest by 1.

**Failure** You fail to reduce Unrest.

**Critical Failure** You not only fail to reduce Unrest, but actually incite further anger among the citizenry. Choose one of the following: increase Unrest by 1d4 or increase two Ruins of your choice by 1.
Primal Spellcasting

The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you're a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a material component pouch.

At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list, or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3–11: Druid Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear in Spell Attack Rolls.
Tempest Surge

UncommonAirDruidElectricityEvocation

**Source** *Core Rulebook pg. 400* 3.0

**Cast**  somatic, verbal

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

**Saving Throw** Reflex

You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals 1d12 electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.

**Heightened (+1)** The initial damage increases by 1d12, and the persistent electricity damage on a failure increases by 1.
Nimble Dodge

RogueSwashbuckler

**Source** *Advanced Player's Guide pg. 88* 2.0, *Core Rulebook pg. 183* 3.0

**Trigger** A creature targets you with an attack and you can see the attacker.

**Requirements** You are not encumbered.

You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Skitter

General

**Source** *Advanced Player's Guide pg. 209* 2.0

**Prerequisites** Dexterity 16; Fleet

You can scoot swiftly across the ground. You can Crawl up to half your Speed.

## 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.
Survey Wildlife

GENERAL SKILL

**Prerequisites** trained in Survival

You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation.

Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.
Remove Fear

Enchantment

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

**Traditions** divine, occult, primal

**Cast**  somatic, verbal

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

With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.

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

Fighter

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

**Archetypes** Bastion\*, Viking\*

\* This archetype offers Shielded Stride at a different level than displayed here.

When your shield is up, your enemies' blows can't touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.

## 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.
Skilled Bibliophile

These scholars love few things more than a good book, and as a result they are frequently found at the local bookstore. The bookseller supplies them with fiction, anthologies, and other delightful reads, and he's always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too..

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

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

## Skilled Bibliophile Scholar 1

N Medium Human Humanoid

**Perception** +9

**Languages** Common

**Skills** Academia Lore +13, Arcana +9, Library Lore +13, Nature +8, Religion +8

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

**Arcane Sense** Detect Magic.

**Methodical Research** (concentrate) When Searching through stacks of books, a librarian can find the answer to almost any question. This allows the librarian to use Library Lore in place of other lore skills, given enough time. The GM determines the DC of the check and the amount of time it takes (typically, a librarian can attempt three or four checks during 1 day of downtime).

**Items** dagger, writing set

**AC** 14; **Fort** +4, **Ref** +5, **Will** +9

**HP** 25

**Speed** 25 feet

**Melee**  book +4 [-1/-6] (nonlethal), **Damage** 1d4 bludgeoning

**Melee**  fist +3 [-1/-5] (agile, nonlethal), **Damage** 1d4 bludgeoning

**Ranged**  book +5 [+0/-5] (nonlethal, thrown 10 feet), **Damage** 1d4 bludgeoning
Pet Cache

ConjurationExtradimensional

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

**Traditions** arcane, divine, occult, primal

**Spell List** elemental

**Cast**  somatic

**Range** touch; **Targets** 1 willing creature that is your animal companion or familiar

**Duration** 8 hours

You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.

You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).
Stupefied

**Source** *Core Rulebook pg. 622* 3.0

Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.
Ray of Enfeeblement

AttackNecromancy

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

**Traditions** arcane, divine, occult

**Patron Theme** curse

**Cast**  somatic, verbal

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

**Saving Throw** Fortitude; **Duration** 1 minute

A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.

**Critical Success** The target is unaffected.

**Success** The target becomes enfeebled 1.

**Failure** The target becomes enfeebled 2.

**Critical Failure** The target becomes enfeebled 3.
Protector Tree

ConjurationPlant

**Source** *Secrets of Magic pg. 123* 1.1

**Traditions** primal

**Cast**  somatic, verbal

**Range** 30 feet

**Duration** 1 minute

A Medium tree suddenly grows in an unoccupied square within range. The tree has AC 10 and 10 Hit Points. Whenever an ally adjacent to the tree is hit by a Strike, the tree interposes its branches and takes the damage first. Any additional damage beyond what it takes to reduce the tree to 0 Hit Points is dealt to the original target. The tree isn't large enough to impede movement through its square.

If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree, and continues to grow and thrive. The GM might determine that the tree disappears immediately in certain inhospitable situations.

**Heightened (+1)** The tree has an additional 10 Hit Points.
Robust Recovery

GeneralSkill

**Source** *Core Rulebook pg. 266* 3.0

**Prerequisites** expert in Medicine

You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.

## 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.
Spirit Link

HealingNecromancy

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

**Traditions** divine, occult

**Lesson** lesson of life

**Cast**  somatic, verbal

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

**Duration** 10 minutes

You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.

This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, *spirit link* works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, *spirit link* ends automatically.

**Heightened (+1)** The number of Hit Points transferred each time increases by 2.
Sling Bullets

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

**Price** 1 cp (price for 10); **Bulk** L

**Category** Ammunition

**Group** Sling; **Traits** —

These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.

## Critical Specialization Effects

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

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

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

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

**Price** 13 gp; **AC Bonus** +5; **Dex Cap** +1; **Check Penalty** -3; **Speed Penalty** -10 ft.

**Strength** 16; **Bulk** 3; **Group** Composite; **Traits** —

This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer’s torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.

## Armor Specialization Effects

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

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

**Composite**: The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Sound Burst

EvocationSonic

**Source** *Core Rulebook pg. 370* 3.0

**Traditions** divine, occult

**Cast**  somatic, verbal

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

**Saving Throw** Fortitude

A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.

**Critical Success** The creature is unaffected.

**Success** The creature takes half damage.

**Failure** The creature takes full damage and is deafened for 1 round.

**Critical Failure** The creature takes double damage and is deafened for 1 minute, and stunned 1.

**Heightened (+1)** The damage increases by 1d10.
Slowed

**Source** *Core Rulebook pg. 622* 3.0

You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn.
Slick Rune

Magical Transmutation

**Source** *Core Rulebook pg. 583* 3.0

**Usage** etched onto armor

This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze.

## SlickItem 5

**Source** *Core Rulebook pg. 583* 3.0

**Price** 45 gp

## Slick (Greater)Item 8

**Source** *Core Rulebook pg. 583* 3.0

**Price** 450 gp

The item bonus is +2.

## Slick (Major)Item 16

**Source** *Core Rulebook pg. 583* 3.0

**Price** 9,000 gp

The item bonus is +3.
Phantom Steed

Conjuration

**Source** *Core Rulebook pg. 357* 3.0

**Traditions** arcane, occult, primal

**Deity** General Susumu

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

**Range** 30 feet

**Duration** 8 hours

You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk.

**Heightened (4th)** The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

**Heightened (5th)** The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also *air walk* but must end its turn on solid ground or fall.

**Heightened (6th)** The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain.
Otto Hari

**Played By Oyfum**

Sorcerer descended from a river spirit and found on the shore of Athwaria Island

 Hero Points
 AC
 Hit Points

* **Perception** +4; Low-Light Vision

* **Languages**- Common, Alghollthu, Aquan

**Trained Skills** Athletics +3, Deception +7, Diplomacy +7, Intimidation +7, Nature +4, Ocean Lore +5, Stealth +4

**Song of the Deep** Otto can Breath Underwater.

* **STR** +0, **DEX** +1 **CON** +1, **INT** +1, **WIS** +1, **CHA** +4

**Items** Adventurer's Pack, Dagger, Sling, Sling Bullets 20, 5 Seashells **Bulk** 1 /5 Encumbered/ 10 Max **Coin** 8 cp 1 sp, 12 gp

 Ref
 Will

**Hydration** While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a –1 status penalty to Fortitude saves.

* **Speed** 20 feet, **Swim** 30 feet

**Trained** in Unarmed Attacks and Simple Weapons

**Melee Attack** Dagger +3/-1/-5 (Traits Agile, Finesse, Versatile S) 1d4 Piercing

**Ranged Attack** Sling +3/-2/-7 (Propulsion) 1d4 Bludgeoning

**Beastkin** The blood of a beast flows through Hari's veins, granting him the ferocity and might of animals.

**Water Elemental Bloodline** Otto's heritage provides him with incredible magical power. he can cast Primal Magic spells. **Spell Attack** +7 **Spell DC** 17 **Primal Spells 1st Level** Hydraulic Push, Mud Pit, Seashell Of Stolen Sound, **Cantrips** Electric Arc, Healing Plaster, Ray of Frost, Spout, Tame **Bloodline Focus Spells** Elemental Toss **Focus Points** 1/1

**Elemental Blood Magic** When Otto casts a bloodline spell, Elemental energy surrounds him or a target. Either he gains a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning . If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.

## Personal history

### Beastkin Akarzeti

Otto washed up on the shore of Anthwaria where he was adopted by a Regian Priest of the Storm King. Otto showed an uncommon affinity for elemental water and honed his ability into Primal spellcasting by practicing on the shore where he was found.

### A Legacy of Fire

Anthwaria was attacked by Saolish pirates, that desecrated the Gozrehian temple. taking special interest in Otto the crew chained him and sold him to some handlers in Porantlan. He woke up in the back of a cart headed for Gagiet Jail, with a red fox following at a cautious distance.