recursal/Fanatic-Fandom huggingface dataset:
Blood Money

**School** transmutation; **Level** arcanist 1, magus 1, red mantis assassin 1, sorcerer 1, witch 1, wizard 1;

**Casting Time** 1 swift action

**Components** V, S

**Range** 0ft

**Effect** 1 material component

**Duration** Special: See text (D)

**Saving Throw** none; **Spell Resistance** no

You cast blood money just before casting another spell. As part of this spell’s casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Constitution damage, plus a further point of damage for every full 500 gp of the component’s value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items or permanent objects with blood money, nor can you use it to cast permanency or resurrection spells.

For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Constitution damage in the process.

The duration of blood money extends for as long the effects of the spell it fuels persist. While blood money remains in effect, the Constitution damage it caused during casting cannot be healed by any means. When blood money ends, the second spell immediately ends and all of its effects cease. The constitution damage remains once blood money ends, but can heal normally through natural or magical means.

Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component, ending the spell. Spellcasters who do not have blood cannot cast blood money, and those who are immune to Constitution damage (such as undead spellcasters) cannot use blood money to create valuable material components. Because the magic is tied to the life force of the caster, the caster must be in their own body to cast this spell.
Salesport Mines

###### Home -> Mortend -> Parcël -> Salesport Mines

The Salesport Mines found on two thin mountainous islands in the system of channels that split Parcël into it's two main landmasses. The islands are scarcely populated by native creatures but are the home of the industrious Vermane who have carved the earth underneath the islands into a web of mines. These mines hold a very unique resource that the Vermane extract and sell to any other faction on Parcël that will trade with them. That unique resource is the remains of giant beasts called Tarrasque, who fell from the sky on a massive chunk of rock ages ago. It is unknown why the remains of the colossal creatures are found in this location or how they died to begin with, but unlike traditional organic creatures they do not rot upon death, instead their flesh turns to a metal-like ore and their blood crystalizes into literal veins of gemstones. Those two resources, as well as the everlasting carapace of the Tarrasque, is what the Vermane gather and trade. In fact, the "Blood Rubies" traded by the Vermane are the closest thing to a universal currency on the island of Parcël, as any faction who trades with the Vermane will accept them and even those who don't might find a use for the extremely rare commodity.

## Known Settlements & Notable Places

* North Salesport
* South Salesport
Skill Focus (linguistics)

###### Home -> Homebrew Feats -> Skill Focus (linguistics)

Note: This is a special addition to the regular Skill Focus feat when selecting the linguistics skill, it is not a seperate feat.

**Benefit**: You get a +3 bonus on all checks involving the linguistics skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

In addition when you select this feat, if you are using Language Percentages alternate rules, each of your current languages increase in comprehension by 15% and any future languages you learn begin at 40% comprehension instead of 25%.
Baylore Calendar

###### Home -> Mortend -> Baylore -> Baylore Calendar

The Divine Kingdom of Baylore uses a calendar that they created and has been adopted by most of the countries on Mortend since. It consists of thirteen, twenty eight day months and the current label for years is DA, which stands for *Divine Age*, which counts the years since for the formation of Baylore following the rebellion against the Lord of Rot.

**Months** (28 days each)

1 – Janid

2 – Flukes

3 – Marn

4 – Apon

5 – Manyum

6 – Junian

7 – Julknot

8 – Aubern

9 – Suric

10 – Orion

11 – Nyu

12 – Drukes

13 – Wuoll

**Days of the Week**

1 – Ex

2 – Bus

3 – Siris

4 – Noor

5 – Prist

6 – Keag

7 – Crog
Artificer

###### Home -> Classes -> Artificer

[Placeholder page entirely, all content here is just a template right now]

*quote*

intro

**Role:**

**Hit Die**: d

**Starting Wealth**:

**Class Skills**

The Artificer’s class skills are [TODO].

Skill Ranks per Level: [TODO] + Int modifier.

## **Class Features**

The following are the class features of the Artificer.

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**Weapon and Armor Proficiency**

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Artificers are proficient with

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**FeatureName**

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Description
Become Invisible

**Benefits**: For a number of minutes per day equal to their level (the minutes do not need to be consecutive, but are used in minute increments. The talent can be ended early but the entire minute is still used), a Vampire with this talent can, as a standard action, bend the light around them to make themselves become invisible, as per the *Invisibility* spell.

Once the Vampire reaches 8th level they can choose to create a more potent form of invisibility as per the *Greater Invisibility* spell but doing so is more difficult and each round spent in this enhanced form of invisibility uses 1 minute of their total allotted duration. The Vampire can switch their two forms of invisibility without becoming visible first at the start of each round. Switching from regular invisibility to greater invisibility counts as another use of this talent, hence it wastes any remaining time on the 1 minute increment the vampire was using. Switching from greater invisibility to regular invisibility has no such penalty, the Vampire simply begins their next 1 minute increment.
Warlock’s Scepter

**Aura**: moderate necromancy (+1, +2, and +3), strong necromancy (+4, +5, and +6\*)

**CL**: 10th (+1, +2, and +3), 12th (+4), 15th (+5), 18th (+6\*)

**Slot**: None (held)

**Price**: 5,000 gp (+1), 14,000 gp (+2), 29,000 gp (+3), 50,000 gp (+4), 77,000 gp (+5), 110,000 gp (+6\*).

**Weight**: 3 lbs.

**Description**: This light mace is traditionally constructed from cold iron, with a hand-grip of wrapped leather bindings and features an enhancement bonus of between +1 and +5. Many of these weapons have a sculpted head that resembles the skull of some creature. The warlock’s scepter grants its enhancement bonus not only on attack and damage rolls made with the weapon itself, but also on all attack and damage rolls made for spells, spell-like abilities, supernatural abilities, and invocations that require a ranged touch attack. To gain this bonus the weapon must be firmly grasped in one hand. This is a continuous effect and requires no activation.

Furthermore, the warlock’s scepter allows a Warlock to expend one of his spell slots as a swift action in conjunction with his use of the eldritch blast class feature. When expending a 1st level spell slot, a Warlock may add +2 damage to his eldritch blast. Expending a higher level spell slot increases the additional damage by +2 per spell level (i.e., +4 additional damage for a 2nd level spell slot, +6 for a 3rd level spell slot, etc.) up to +12 additional damage for a 6th level spell slot. The damage type is the same as that of the Warlock's eldritch blast.

A Warlock’s Scepter may be upgraded to add additional weapon properties, but the cost to do so is calculated at 3,000 gp x (the total bonus of the enhancements and special weapon properties added together) squared, plus 2,000 gp (for the cold iron material). For example, a +2 frost warlock’s scepter will cost 29,000 gp (3,000 gp x 3 (effective total bonus) x 3 = 27,000 gp + 2,0000 gp = a total of 29,000 gp). A warlock's scepter may not exceed a total bonus (enhancement AND special weapon properties) of +6, compared to a conventional magic weapon which may attain a total bonus of +10.

Only light or one-handed bludgeoning weapons may be enchanted as a warlock's scepter.

**Construction Requirements**: Craft Magic Arms and Armor, Craft Wondrous Item, eldritch blast class feature, magic weapon, caster level must be three times that of the bonus granted.

Cost: 2,500 gp (+1), 7,000 gp (+2), 14,500 gp (+3), 25,000 gp (+4), 38,500 gp (+5), 55,000 gp (+6\*).

\*Total enhancement bonus cannot exceed +5; a +6 warlock's scepter must have one or more special weapon property or properties that equal or exceed a +1 bonus equivalent.
Gambling

###### Home -> Homebrew/Alternate Rules -> Gambling

Both players make a Bluff check versus the opponent's Sense Motive check. If they succeed on their bluff they get a +4 on the next roll (which will determine the round) but if they fail they get a -4 on the next roll (that's true for both players).

Then to settle the round both players make a Profession (Gambler) check (with the bonus or penalty) and the winner takes whatever was bet.

There's one exception, because Profession requires you to be trained, if someone was playing and not trained in the skill, they would just make a Wisdom check instead but would only be able to benefit +2 from their bluff if they succeed (they still get -4 if they fail). This makes it so people who are trained in gambling have a clear edge over people who don't.
Inscribe Magical Tattoo

###### Home -> Homebrew Feats -> Inscribe Magical Tattoo

**Prerequisites:** Caster level 5th, 5 ranks in Craft (calligraphy, paintings, or tattoos) or Spellcraft, and Inscribe Spell Tattoo.

**Benefits:** You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (non-magical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.

Magical tattoos are difficult to destroy, though they count as magic items for the purposes of *Dispel Magic*. The spell *Erase*can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner.

Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, or tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items the same way that wondrous items are priced.

You can now use *Inscribe Spell Tattoo* on other willing subjects as well rather than just on yourself.
Luck Points

###### Home -> Homebrew/Alternate Rules -> Luck Points

As a complimentary system to Hero Points, Luck Points are a more common form of reward which have no maximum. A player can use the luck points to increase (or decrease if they really wanted to) any of their d20 rolls after the roll is made but before the results are announced by the GM at a rate of 1 point per +1 (or -1) you want to apply to the roll. You can also increase the results of an ally’s d20 roll by spending Luck Points but at half the rate, so 2 points per +1 you want to apply to the roll. This increase changes the result, like a modifier, not the roll itself so this cannot be used to increase a roll into a weapon’s critical range or make a roll count as a natural 20 if it wasn’t that naturally. If a player gains a Hero Point while they are already at max capacity, it is converted into 4 Luck Points.
Ethereum

###### Home -> Ethereum

Ethereum is a strange phenomenon that surrounds the planes of existence while having certain traits of a plane itself. It exists in the same metaphysical location as the plane it surrounds which makes travel to Ethereum possible but tricky. When traveling to Ethereum you partially remain in your current plane but colors fade and travel in three dimensions become possible, along with the ability to fade through objects and becoming untouched by attacks. Some magic is able to bridge this gap between the planes though. The purpose of Ethereum seems to be to protect the planes from colliding with each other, along with other large entities that reside in the Sea of Dreams. A barrier of Ethereum also surrounds the Inner Realms, separating the planes in the Sea of Dreams from the Far Realms.
Language Percentages

###### Home -> Homebrew/Alternate Rules -> Language Percentages

Instead of knowing all languages perfectly, this alternate system implements a percentage based system that allows for partial understandings and mistranslations with the ability to enhance your understanding of those languages over time through down-time activity or by putting ranks into the linguistics skill. Whenever a character attempts to read or speak a language that they do not have 100% comprehension with, they roll a d% to determine how close to a perfect translation they were able to make.

## Starting Languages

The amount of languages a character begins play with remains unchanged (a base language plus a number of bonus languages equal to the character's intelligence modifier for the vast majority of races) however only two of those languages begin with a complete understanding, or 100% comprehension. After selecting those two, each additional language comprehension the character begins with is reduced by 25% each to a minimum of 25% (for anyone who begins with 6 or more languages). For example a character that begins the game with four languages would have two at 100%, one at 75%, and one at 50% comprehension.

## Learning New Languages

Learning new languages works the same as always except that starting comprehension for new languages begins at 25%.

## Improving Languages

There are two methods to improve languages. Firstly, putting a rank into the linguistics skill allows you to either increase your comprehension of one language by 15% or to increase an amount of languages equal to the character's intelligence modifier by 5% each.

Alternately you can spend downtime to study and improve your languages. By spending 1 full day working with someone who is more fluent with the language you wish to improve or a source of text written in the language you can improve your comprehension of the language by 2%.

## New Trait

Natural Linguist

*You learnt to speak different languages very early in your life which made them much easier to grasp.*

**Benefit**: Each of your starting languages begin with 25% higher comprehension.

## Spell Changes

Comprehend Languages

Tongues

## The *Common* Concern

The inherent concern with this alternate rules system is how disruptive it could potentially be if someone makes a character without 100% comprehension of Common in a party that doesn't share any other language. Similar to the vanilla issue of roleplaying a character who simply doesn't know Common, the solution isn't to bog down the game with constant language comprehension rolls. Instead, the player who controls this character should attempt to focus on roleplaying their lacking comprehension while communicating with the party by using techniques like misunderstanding certain phrases or terms for example while only using comprehension rolls while interacting with NPCs where failure to communicate has meaningful consequences such as while attempting to negotiate prices or avoid combat. This system is meant to allow languages to be a fun obstacle for the party to overcome, not to make it a burden in the name of realism.
Control Blood (Su)

**Benefits**: Once per day, a Vampire with this talent can attempt to seize control of a target's blood forcing them to freeze in place, or perform simple actions and movements by controlling their limbs like a marionette. When first activated this talent functions like the *Hold Monster* spell except it has a range of close (25 ft. + 5 ft./2 levels) and a duration of 1 minute/level (D) and the Will DC to resist this effect is 10 + ½ the Vampire's level + the Vampire's Charisma modifier. After a creature has been frozen in place, the Vampire can, as a swift action once each turn, force them to perform simple tasks such as moving up to 10ft (including vertically by forcing their blood to rise and dragging the body along with it), dropping or picking something up, or opening a door. These tasks are slow and simple so cannot require more than a move action to perform or require complex bodily movements such as dancing or even speaking. As per the *Hold Monster* spell, the target of this talent may attempt an additional Will saving throw on each of their turns as a full-round action that does not provoke an attack of opportunity to break free of the Vampire's control before the duration of the effect expires. At 17th level, the Vampire can use this talent twice per day.
Identifying Magic Items

###### Home -> Homebrew/Alternate Rules -> Identifying Magic Items

In order to identify the properties of a magic item, you can achieve it in one of two ways. First, with the use of the Identify spell, which can determine the magical properties of almost any magic item. Second, if the magic item you are attempting to identify is the same type of item that you have the appropriate Item Crafting feat for, you can make a Spellcraft check with a DC of 15 + the item’s caster level. This process takes 1 hour for all items except Potions and Scrolls, which only take 30 minutes using this method. If you fail the Spellcraft check your time is wasted but you can try again the following day.

Scrolls can also be identified with one more method. Use of the Read Magic spell allows you to attempt a Spellcraft check in the same way as if you had the Scribe Scroll feat as long as you can cast the spell with a duration of at least 30 minutes (or have the ability to cast it several times totally a duration of at least 30 minutes) to have the time to fully identify the scroll.

Most other abilities that allow the character to identify specific items, such as the Alchemist's ability to identify potions with the Craft (Alchemy) skill still function the same way.
Greater Shape Change

###### Home -> Homebrew Feats -> Greater Shape Change

*You have become so familiar with your ability to shape change that you can now condense your size slightly and emulate complex movement based limbs and organs.*

**Prerequisites**: Improved Shape Change, disguise 7 Ranks

**Benefit**: You gain any moment types and speeds of the creature you shape change into.
Hypnotic Gaze

**Benefits**: A Vampire with this talent can, as a full-round action, stare directly into the eyes of a target within 30ft to attempt to hypnotize them. The target of this talent must make a Will saving throw (DC 10 + ½ the Vampire's level + the Vampire's Charisma modifier) or become fascinated for as long as the Vampire continues to stare plus 2 rounds after the Vampire breaks contact. If the Vampire breaks eye contact or moves more than 30ft from the target, their concentration breaks and the effects only lasts 2 additional rounds. To maintain concentration on their target, the Vampire must spend a standard action each turn they wish to do so.

Any creature facing the Vampire and within 5ft may also succumb to this gaze attack when the Vampire uses this talent. They also make a Will saving throw, but receive a +5 bonus on the save because they are only looking indirectly into the Vampire's eyes.

While under the effects of the Vampire's Hypnotic Gaze, the target (but not any creatures who succumb indirectly) is more susceptible to the Vampire's influence and receives a -4 penalty to any Will saving throws made against mind affecting abilities the Vampire uses on them, such as the Charm Mortal talent. Because these abilities tend to be longer actions, the Vampire will usually have to break contact to perform them during the 2 rounds the target remains fascinated. Using an ability in this manner does not count as an obvious threat to the target, and does not automatically break the fascination.

Once the Vampire reaches 8th level their influence on the mind of their target grows. After breaking contact with their target, if the Vampire had been concentrating to hold the Hypnotic Gaze for at least 5 rounds (this does not include the 2 rounds the target remains affected after breaking the concentration), they are able to muddle the target's recent memory causing them to forget up to 1 minute per two HD that the Vampire has. The target would feel lightheaded after this and likely feel out of place but unless someone else points out the strangeness of their memory loss, they are unlikely to think anything of it.

Once a creature has been affected by Hypnotic Gaze or has successfully made their saving throw to resist it, they are immune to it's effects for 24 hours. This ability counts as a Gaze attack for the purposes of resistances, immunities, or any other effects that alter such attacks.
Greater Arcane Exploit

###### Home -> Homebrew Feats -> Greater Arcane Exploit

[Currently Not Allowed]*You’ve discovered even stronger methods of manipulating your arcane power.*

**Prerequisites**: Caster level 11th, Power Reservoir feat.

**Benefit**: You gain a Greater Arcane Exploit, as the Arcanist class feature.

**Special**: You can take this feat multiple times, selecting a different greater exploit each time, but you cannot take this feat more than three times.
Corruption Mist (Su)

**Benefits**: Once per day, a Vampire with this talent can manifest a small bead of Tainted Blood within a target that's within 100 ft. + 10 ft./level. This single cell of Tainted Blood grows rapidly, infecting the blood cells around it until, 1d4 rounds after being infected, the infected blood cells explode outward into a contagious Blood Mist. When this explosion of corrupted blood happens, the target takes 1d8/level damage and can make a Reflex saving throw (DC 10 + ½ the Vampire's level + the Vampire's Charisma modifier) to half this damage. In addition a Blood Mist forms with the target at the center. Anyone other than the original target who breaths in this mist (by failing their Fortitude saving throw and becoming staggered) also becomes infected with a weakened Corruption Mist which takes effect once the staggered condition wears off. These weakened Corruption Mists only deal 1d4/level damage (reflex half), form a Blood Mist with a radius of 10ft, and are not contagious. At 14th level the Vampire can use this ability an additional time each day.
Domaine Profond du Tigre Blanc

Mentionné au chapitre xx.

## Description

**Localisation :** Le Royaume Mystérieux du Tigre Blanc se trouvait au fond de l'océan, près de la Mer Immortelle Libre.

C'est un domaine profond énormément grand possédant trois type d'énergie : l'intention de tuer, l'aura de mort et le Qi spirituel causant des Tempête de la mort ce forme lorsqu'elle fusionnent.

## Apparence

C'était le Royaume Mystérieux du Tigre Blanc, mais il était différent de ce qu'il avait vu lorsqu'il y était entré pour la première fois. À l'époque, les environs n'étaient que glace et neige, mais maintenant, l'endroit était rempli du parfum des fleurs et des oiseaux.

### Grand Arbre

Shen Xiang a suivi Bai Zhan jusqu'à un arbre géant qui était aussi épais qu'une montagne. Cet arbre avait quelques trous, il a deviné que des gens restaient à l'intérieur. Shen Xiang regarda attentivement l'arbre géant en face de lui, dont le tronc était comme un pilier vers le ciel. À cet instant, il pouvait clairement ressentir la puissante vitalité de cet arbre. Le grand arbre avait été obtenu par le Tigre blanc. Il fournissait à l'ensemble du Royaume Mystérieux du Tigre blanc une grande quantité de force vitale, et était la ligne de vie de ce Royaume Mystérieux.

## Lieux Important

* Terre Sainte du de Dieu de la Guerre

1. ↑ Chapitre 914
2. ↑ Chapitre 483
3. ↑ Chapitre 484
Frozen Atoll

###### Home -> Mortend -> Parcël -> Frozen Atoll

Located off the northwest coast of Parcël, the Frozen Atoll consists of small islands surrounded by tall and sharp icy mountains. The region's name refers to these frozen mountains but the small islands in the center of the atoll are actually quite habitable and have warm, humid climates for most of the year. These islands are the home to a race of bird-like humanoids collectively known as just Avians but are extremely diverse and consist of dozens of species with unique traits and cultures.

The mountains circling the inner islands are a much more dangerous place in terms of both climate and native creatures. The mountains are very steep and are affected by constant rock slides, avalanches, and blizzards near the peaks. The creatures that live there are either extremely hardy or very talented predators and a faction of Frost Giant-Kin raid the surrounding shorelines for resources as well, constantly setting up temporary camps then moving on to stay ahead of the weather that they may be resistant to, but their equipment is not.

## Known Settlements & Notable Places

* Drenzo
* Rue-Sha

## Factions

* Avians
* Frost Giant-Kin
Divine Kingdom of Baylore

###### Home -> Mortend -> Baylore

Baylore is a country on the east coast of Mortend that is ruled over by noble families of humans. The country was part of the Lord of Rot's empire but early on in the civil war that would eventually topple that empire, a number of noble houses lead by House Baylore, House Artanis, and House Vardona led a rebellion that pushed the empire's forces out of the country to claim it as their own. The country they formed was named the Divine Kingdom of Baylore after the largest of the three houses leading the rebellion. Modern-day Baylore is still run by noble families who each have a number of representatives based on their size that make up a governing council. This council is based in the Holy City of Vardona (named after House Vardona), the capital city of Baylore.

Baylore's Calendar

## Settlements & Forts

* Braxlow
* Cliffside
* Crumbled Cathedral
* Grand Temple of Caelum
* Holy City of Vardona
* Infinity Towers
* Malfield
* Miltidge
* Northwatch
* Reelton
* Sandfield Inn
* Sandguard
* Sateeg
* Slumberhaven

## Locations

* Deep Bay
* Deepbed Lake
* Mist Coast
* Mithral Sea
* Shielding Spine Mountains
* Treesnake Forest

## Native Races

* Aasimar
* Changelings
* Dhampir
* Halflings
* High Elves
	+ Half-High Elves
* Humans
* Sylphs
* Tieflings
* Volc-Nah

## Factions

* Barbed Gang
* Church of Caelum
* Cult of Eyes
* Fringe Religions
* House Artanis
* House Baylore
* House Vardona
Feral Gardens

###### Home -> Mortend -> Parcël -> Feral Gardens

Nestled in by a crescent, coastal mountain range in the south west region of Parcël, the Feral Gardens are a humid jungle home to many dangers, but none more lethal than the fiendish creatures that rule the area, the Rakshasa. The Rakshasa are the physical manifestations of fiendish spirits on the Material Plane who relish in opulent pleasures and cruelty, and usually take the form of humanoid shaped large cats but no matter what form they take, they all share one common feature, their hands are twisted backwards.

Although there is no shortage of threats native to the Feral Gardens, they also act as a twisted reflection of the Goblin Weald to the east due to the undead goblinoids that roam the jungle. This is because the Rakshasa's preferred servants are the undead and the Ironbound Clan of Hobgoblins are more than happy to sell living and recently dead slaves to the Rakshasa in exchange for the magical aid and wealth the Rakshasa can provide. The Rakshasa have their undead servants roam the jungle as a representation of their grip on the region.

Under the mountains along the south coast of the Feral Gardens resides another mysterious group of small pale creatures known as Dromites, who have insectoid traits and psionic abilities. There are many rumors about the Dromites including that they kidnap children and worship abhorrent extraplanar monsters.

## Factions

* Dromites
* Rakshasa
Великая Сварофская стена

Эта стена что располагается на границе Сварофа. Предназначена для защиты от вампиров и рискнувших пересечь границу. Свароф очень трепетно относится к своим территориям, поэтому постройка этой стены не заставила долго ждать. Считается что это самая длинная, и большая стена созданная руками людей. Уже только после появления вампиров этой стене дали предназначение защищать от них
Homebrew Traits

###### Home -> Traits

When you create your character for a campaign, ask your GM how many traits you can select. In default Mistveil games a new PC can choose up to two traits plus up to two bonus traits if they take drawbacks (one bonus trait per drawback). Some GMs may wish to adjust this number somewhat, depending upon their style of play. Even if your GM normally doesn’t allow bonus traits, you might still be able to pick up some with the Additional Traits feat. Homebrew traits are highly encouraged as well and work with your GM to make traits that work best for your character. Below are examples of homebrew traits.

**Tools of War**

*You've spent a large portion of your life around a forge for an army or other militaristic group, assisting in the creation of armor and weapons. You pressed so many breastplates and hammered out endless swords and as such they have all become part of the same task for you.*

**Benefits**: Whenever using the *Craft* (Weapons) or *Craft* (Armor) skill to craft or repair nonmagical weapons or armor, you use whichever of the two has a higher bonus. In addition you get a +2 in one of those two skills, chosen when you take this trait.

**Versatile Education**

*Your adaptable genetics have given you an edge over others when it comes to picking up and mastering new talents.*

**Prerequisites**: Human or Half-Human

**Benefits**: Pick a number of skills equal to your Intelligence modifier (min 1) up to a maximum of three, those skills are always class skills for you.

**Potent Bloodline**

*Your family has specifically cultivating your Sorcerer Bloodline in a way to make it stronger.*

**Prerequisites**: Sorcerer with Bloodline class feature.

**Benefits**: You gain access to your Bloodline Bonus Spells one level sooner than normal.

**Necromantic Obsession**

*Your curiosity in the bridge between life and death has developed into a compulsion.*

**Prerequisites**: A class that adds new spells each level (ie a Wizard adding spells to their spellbook)

**Benefits**: Whenever you learn new spells per level, you must have one of these spells be of the Necromancy School (if possible).
Red Dragonborn

###### Home -> Races -> Dragonborn -> Red Dragonborn

Red Dragonborn are the largest of seven variations at an average height and weight of 7' and 300 pounds respectively. They are capable of breathing a cone of fire and are also resistant to it.

## Red Dragonborn Racial Traits

* Ability Score Racial Traits: Red Dragonborn are larger and bulkier than any of their siblings but tend to struggle when it comes to learning new things. They gain +2 Strength, +2 Constitution, and -2 Intelligence.
* Size: Red Dragonborn are Medium creatures.
* Type: Red Dragonborn are Humanoids with the Draconic subtype.
* Base Speed: Red Dragonborn have a base speed of 30 feet.
* Languages: Red Dragonborn's native language is Draconic.
* Draconic Resistances: Red Dragonborn are immune to sleep effects and gain +2 racial bonus to saving throws against paralysis.
* Energy Resistance: Red Dragonborn possess 5 points of energy resistance against fire damage.
* Natural Armor: Red Dragonborn thick scales give them +2 natural armor bonus.
* Bite: Red Dragonborn possess a natural bite attack dealing 1d6 points of damage.
* Breath Weapon (Su): Three times per day, Red Dragonborn can breathe a 15-ft. long cone of fire dealing 1d6 points of fire damage. This damage increases by 1d6 for every two levels beyond 1st that the Red Dragonborn achieves. Affected creatures suffer half damage on a successful Reflex saving throw (DC 10 + 1/2 character level + Con modifier).
* Age:
	+ Adulthood: 18 years
	+ Middle Age: 100 years
	+ Old: 200 years
	+ Venerable: 270 years
	+ Maximum Age: 350 years

### Red Dragonborn Favored Class Bonuses

* Barbarian: tbd
* Bloodrager: tbd
* Brawler: tbd
* Fighter: tbd
* Paladin: tbd
* Skald: tbd
Gold Dragonborn

###### Home -> Races -> Dragonborn -> Gold Dragonborn

Gold Dragonborn are the rarest variation of the race, only born once every 300 years on average, and are seen as a good omen for the clan; a sign of upcoming prosperity or period of safety from outside threats. Physically a Gold Dragonborn has an average height and weight of 5'10" and 260 pounds respectively. They are capable of breathing a cone of sunlight and are resistant to fire damage.

## Gold Dragonborn Racial Traits

* Ability Score Racial Traits: Gold Dragonborn are renowned for their wisdom and resilience but lack the physical deftness of some of their smaller siblings. They gain +2 Constitution, +2 Wisdom, and -2 Dexterity.
* Size: Gold Dragonborn are Medium creatures.
* Type: Gold Dragonborn are Humanoids with the Draconic subtype.
* Base Speed: Gold Dragonborn have a base speed of 30 feet.
* Languages: Gold Dragonborn's native language is Draconic.
* Draconic Resistances: Gold Dragonborn are immune to sleep effects and gain +2 racial bonus to saving throws against paralysis.
* Energy Resistance: Gold Dragonborn possess 5 points of energy resistance against fire damage.
* Natural Armor: Gold Dragonborn thick scales give them +2 natural armor bonus.
* Bite: Gold Dragonborn possess a natural bite attack dealing 1d6 points of damage.
* Breath Weapon (Su): Three times per day, Gold Dragonborn can breathe a 15-ft. long cone of golden sunlight dealing 1d6 points of damage, half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. This damage increases by 1d6 for every two levels beyond 1st that the Gold Dragonborn achieves. Affected creatures suffer half damage on a successful Reflex saving throw (DC 10 + 1/2 character level + Con modifier). Creatures that are damaged or destroyed by sunlight also become staggered for 1 round upon failing their saving throw.
* Age:
	+ Adulthood: 18 years
	+ Middle Age: 100 years
	+ Old: 200 years
	+ Venerable: 270 years
	+ Maximum Age: 350 years

### Gold Dragonborn Favored Class Bonuses

* Cleric: tbd
* Inquisitor: tbd
* Monk: tbd
* Oracle: tbd
* Paladin: tbd
* Warpriest: tbd
Dampened Presence

**Benefits**: A Vampire with this talent can, as a free action, make it difficult for those around them to perceive their presence, allowing them to go about unnoticed with ease for an number of rounds equal to their level (the rounds do not need to be consecutive). While active this talent allows the Vampire to use the Stealth skill to hide from any creature attempting to perceive them using blindsight or blindsense, even if they are clearly in that creature’s perceptual field. While this talent is active, being difficult to perceive does make social interactions more difficult however, due to the target being unable to focus on the Vampire for more than a few moments, making use of social skills like Bluff and Diplomacy nearly impossible.

Once the Vampire reaches 5th level they are undetectable by scent while this talent is active, at 8th level they are able to use Stealth to hide from creatures with tremorsense, and at 13th level they are able to use the Stealth skill to hide even while being directly observed.
Identify

**School** divination; **Level** alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, warlock 1, witch 1; Domain magic 1; Bloodline arcane 1

**Casting Time** 1 Hour

**Components** V, S, M

**Range** Touch

**Duration** Instantaneous

**Saving Throw** none; **Spell Resistance** no

The spell determines all magic properties of one magic item per two caster levels (minimum 1), including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify sometimes does not function when used on an artifact or may only partially reveal properties and could have unexpected results.

**Arcane Material Component**

A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
Ice Sheets

###### Home -> Mortend -> Parcël -> Ice Sheets

The Ice Sheets are a collection of semi-stationary glacial sheets in the north west corner of Parcël, just before the Veil begins to form over the ocean. The weather conditions are rough and ocean life in the area are dangerous which makes living on the Ice Sheets difficult and only a handful of creatures make this place their home. The most populous of these creatures are the native goblin tribes that take up residence on the Ice Sheets. These goblins, unlike their cousins that live in the Goblin Weald, are covered in hair and usually have much paler, sometimes white or light blue, skin colors.
Bestow Slumber

###### Home -> Classes -> Vampire Scion -> Vampire Talents -> Bestow Slumber

**Benefits**: A Vampire with this talent can, as a standard action, breath out a cloud of toxic gas that causes a creature within 15 feet to fall into a deep, magical sleep, as per the spell *Sleep*. The creature receives a Fortitude save (DC 10 + ½ the Vampire's level + the Vampire's Charisma modifier) to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the Vampire's level.

This talent can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This talent ends immediately if the creature takes damage. Once affected, a creature cannot be the target of this talent again for 24 hours.
Gathlain

###### Home -> Races -> Gathlain

According to some fey ballads, Gathlain were one of the first peoples awakened in the the primal Feywilds. Gathlain grow from the seeds of an enormous Archtree, which can spread across the entire Feywilds before planting themselves and sprouting into juvenile Gathlain. Rarely, these seeds even leave the plane of existence entirely and float across the Sea of Dreams, picked up by Planar Winds, until they settle in another plane of existence or demiplane. Despite being born with a basic understanding of their world, Gathlain are inquisitive to a fault. They are known to be invaluable guides and knowledgeable explorers once they become familiar with an area but some find their incessant curiosity and constant questions to be quite grating.

Physically Gathlain stand between two and a half and three and a half feet tall and typically weigh between twenty two and thirty pounds. Sprouting from the back of these Fey creatures are wings made of vines, bark, and leaves that give them flight, albeit not the most graceful flight. Gathlain prefer to wear a mix of clothing, with a base of natural materials like grass skirts or simply woven tunics combined with bits of finery gathered from a variety of sources.

Gathlain society is built around art, discovery, experimentation, and storytelling. These fey constantly seek new ways to look at the world. Although Gathlain tend to engage in raucous romances born of melodramatic or fanciful encounters, they do not procreate conventionally from such pairings, even when the two happen to be of different physical sexes. Gathlain show little interest in gender, finding it quaint when other races use it as a basis for assigning roles or choosing partners.

Mischievous and capricious, Gathlain have discordant temperaments. Most are chaotic, and they tend to be morally neutral. The typical Gathlain finds mortal religions strange; like many Fey, they trade respect and token offerings to godlike Archfey in exchange for protection, but they see little difference between that and offerings to lesser kings and queens.

## Gathlain Racial Traits

* Ability Score Racial Traits: Gathlain are quick, with dynamic and engaging personalities, but are rather fragile. They gain a +2 bonus to Dexterity and Charisma but suffer a –2 penalty to Constitution.
* Type: Gathlain are Fey.
* Size: Gathlain are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
* Speed: Gathlain have a base speed of 30 feet and a fly speed of 40 feet with poor maneuverability, giving them a -4 to Fly checks.
* Fey Resilience: Even Gathlain who leave the Feywilds can retain a bit of the supernatural resilience shared by many Fey and gains DR 1/cold iron. This DR increases by 1 for every 5 HD the Gathlain has.
* Natural Armor: Gathlain have a +1 natural armor bonus.
* Low-Light Vision: Gathlain can see twice as far as humans in dim light.
* Age:
	+ Adulthood: 40 years
	+ Middle Age: 125 years
	+ Old: 188 years
	+ Venerable: 250 years
	+ Maximum Age: 450 years
Braxlow

###### Home -> Mortend -> Baylore -> Braxlow

A medium sized town a few miles off the south west coast of the Deepbed Lake, Braxlow is a farming town that used to be a hub for traveling merchants. The majority of businesses in Braxlow are on the main road that comes into the town from the north and bends west, referred to as the "King's Road" by locals. Entering the town from the north, the first building you'd see would be the "King’s Road Inn" which is one of three inns of Braxlow and also the largest of the three.

Lately the town has had it's fair share of trouble. A few years ago a group of Manticores moved into the area and begun terrorizing the roads until, shortly after, a clan of Tieflings arrived and offered to defend the roads and hunt the Manticores in return for gold. Not having any other obvious alternatives since no help seemed to be coming from the capital and the Manticores weren't going north enough to force the soldiers of Sandguard Fort to act either, they agreed. The Tieflings, led by a man who calls himself the Barbed Baron took over the Crumbled Cathedral south of Braxlow and begun patrolling the roads and keeping the Manticores at bay. The arrangement was good at first but the Barbed Baron begun to increase the protection prices and started charging a large "tax" of anyone entering the area via the King's Road which has kept away merchants and traveler's for years, drying up most of the area's economy. Many businesses refused to pay the Baron after this all started but once the Manticores started to attack the town and the Baron's men only protected the businesses who paid, most who survived came around to their demands.

On top of troubles with flying beasts and exorbitant taxes, something strange and unexplained happened in the noble manor outside of the town and ever since then the residents of the town have been suffering from terrible nightmares. Luckily, in late Junian of 1486 DA, a group of adventurers came to Braxlow and managed to solve whatever strange occurrence was happening in that manor house, curing the town of their nightmares.
Half-Elves

###### Home -> Races -> Half-Elves

A hybrid between High Elves and Humans, Half-Elves are very common in Baylore and completely mixed into the society. Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their Elven lineage, but their skin color is normally dictated by their human side. While Half-Elves retain the pointed ears of elves, theirs are more rounded and less pronounced. Their eyes tend to be human-like in shape, but feature an exotic range of colors from amber or violet to emerald green and deep blue.

[placeholder until homebrew tweaks]
https://www.d20pfsrd.com/races/core-races/half-elf/
Kurt Fabari

###### Home -> Mortend -> Baylore -> Cliffside -> Kurt Fabari

Without doubt the wealthiest man in Cliffside, Kurt Fabari comes from the family who owned a farm on this land when the town of Cliffside was formed. His family was promised a percentage of the mines if they agreed to let it be dug on their lands and throughout the years the Fabari family has maneuvered to make that percentage higher and higher which has brought them great wealth. They are well liked in the town however and take great pains to ensure the safety of the miners and, despite the current head of the house famed grumpiness and fading memory, Kurt has upheld that image. Kurt's son Alec Fabari was suppose to take over for Kurt very soon as the head of the house and manager of the mines because Kurt's dementia has been getting worse but tragically Alec was slain by Formains while defending his father and other citizens that fled to the local inn when the creatures raided the town.
Comprehend Languages

**School** divination; **Level** alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1; **Domain** knowledge 1; **Subdomain** language 1

**Casting Time** 1 standard action

**Components** V, S, M/DF (pinch of soot and salt)

**Range** personal

**Target** you

**Duration** 10 min./level

You can understand more of the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to partially understand or read an unknown language, not speak or write it. Your comprehension of all languages you do not already know becomes 60% and any you already know that are below 60% raised to 60% but only for the purpose of understanding spoken words or written text, not for speaking it yourself.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

*Comprehend languages* can be made permanent with a permanency spell.