recursal/Fanatic-Fandom huggingface dataset:
Sha Rijan

Popular among the Umbra due to her occupation as the Umbra Hunter, she opened "Cafe Forbidden" 100 Years ago. She had an unnamed child and reportedly became an Umbra.

## Relationships

* Baileu Ton- Her great-granddaughter whom Rijan passed down her magical ring to.
* Vlad Garfunkel- Not much interaction has been shown, but Vlad respect her and blames himself for not protecting her. It is unknown what happened to her in the end hundred years ago.
* Tauryu - She believes he has a heart even when he was a tool that was out of control. That is why she put a talisman on his eyes to control him and to give him a heart.
* Luke & Wayne- Also not much interaction occurs or appears, but it is evident that they, along with Vlad and Tauryu, pay their respects to her wishes for coexistance even today.
* Haysin- It is revealed that he was her elder brother and Ton's great uncle. Because of his desire for power, he ended up being immortal.
Goshant

## The Thing That Crawls

The area that Goshant is bound is known as the Cloak Wood, an area that is shrouded in darkness that extends to the heavens. Vision and Darkvision is severely limited in this region. As Goshant crawls through the earth areas of the underdark are pushed to the surface and parts of the Cloak Wood is dragged far beneath the earth.
Pillar of Skulls

This massive landmark of actual skulls represents devilish trophies taken in the Blood War. Most of the trophies are twisted, demonic skulls, varying in size from minuscule to the size of a house. The pillar rises to a height of more than a mile. The Pillar stands near the part of the ledge where access to the next lower layer is an easy walk down a particularly tall metal spire of the city Dis reaching up through the haze between layers. This spire sees quite a bit of devil and petitioner traffic on its spiral stairwell—and quite a few accidental and not-so-accidental falls. However, a massive cave mouth near the base of the pillar of Skulls holds a particularly terrible sentinel of the ledge: Tiamat.
Sacrificial Ignition Pommel

A perfectly circular piece of amber appx. 3" in diameter (you can see a blood drop trapped inside the amber) encased in silver (the silver encasement has flame patterns that use negative space - you can see the amber inside it).

* The pommel can be affixed to any sword.
* Once affixed to a sword, it creates two blood grooves in each side of the weapon's blade (the sword is forever altered afterward)

**Sacrifice To Surtr**

* You can harm yourself and sacrifice 6, 8, 10 or 12 points of damage (this damage must be healed naturally)
* The number you choose determines duration and fire damage (as a Standard action)
	+ Example: 6 points of damage = 1d6 hours duration and 1d6 fire damage added to each melee strike.
* Liquid fire dances within the grooves, splashing your foe upon a successful strike
* This weapon augmentation is sacred to the god Surtr

**Relic Power:** To fully unlock the the Relic's Power the user must worship Surtr, and either sacrifice a 4th-level divine spell slot or higher or have the True Believer feat and at least 7 HD. Any blade that is affixed with the pommel and able to use the Relic Power is considered Lawful and Evil for the ability to overcome damage reduction. Also any blade affixed with the pommel is considered to be continually under a *Magic Weapon*  spell. The damage and duration of the Sacrifice to Surtr Ability also increases:

* In addition to the normal sacrifice damage and duration, Someone able to unlock the relics full power can add the spell sacrificed to the amount of damage and to the duration of the fire.
	+ Example: 6 points of damage and a 5th level spell were sacrificed then the duration and damage becomes 1d6+5 hours duration and 1d6+5 fire damage added to each melee strike.
	+ A True Believer uses the highest level spell they could cast with their HD. For example if a True Believer had 12HD and sacrificed 8hp then their duration and damage would be 1d8+6 hours duration and 1d8+5 fire damage added to each melee strike.
Haven

## Player Characters

∗Psilo Nightshade
∗Graham Finkle
∗Vorillus Kastrom Scunckorum
∗Horc Magebane
∗Rafe Asher
∗Two Seven

## Overview of Haven

     *The world of Haven is an isolated planet in the cosmos. No moons adorn it's sky, no celestial bodies cross the heavens. Even the stars, what few there are, are distant. Night is a time where darkness reigns supreme, the high seas are dark and foreboding, and few venture beyond their city walls. In the beginning were the primordials, eternal beings banished to the world. Horrors with unfathomable goals. For eons, it's told, they roamed Haven free to decimate, torture, pervert, or assimilate any life they came across.*
     *The longest living races of nature shared their druidic traditions and over the centuries, one by one, they bound the primordials using powerful arcane and druidic magic. The primordials have tested the limits of these seals ever since.*
     *Then the races of good appeared; huddled masses with few defenses against the hoards of evil. With them came the voice of distant gods from distant realms. Urbash, the uniter, taught the races of light what they needed to do to carve out cities. Under his banner laws and order was eked out. The humanoids were taught the tools of survival, formed militaries that worked together to defend against the wild beasts, and eventually more and more areas have been brought under their rule. But most of the world is shrouded in mystery, untouched by man. What few druids that are left find their numbers dwindling along with their arcane allies who are just as likely to fall from their brothers as they are to primordial spawn.*
     *The date of the first play session was Brutus the 67th, 487, five years since the last real skirmish in the civil war that has torn apart the two main cities: Thantis and Garrison. The human military might in the region has never been as weak. This was the day that Goshant tore through the weakest of arcane seals binding him in place. The earth was torn asunder, the first of several signs of the apocalypses was reported, and most of the feywood was cloaked in darkness. It would be nothing but a matter of time before the rest of the seals were broken and Goshant was free to roam the world.*

## Notes

* Character Creation
* Various Organizations known to PC's
	+ Military of Thantis
	+ The Coven of Witches (Rogue Arcane spellcasters who are not affiliated (but has worked with) the military
	+ The Druids
	+ The White Company, aka "Coinswords" (Mercenaries guild). Sigil is a white coin with a sword on the front.
	+ Nobles of Thantis

## Places

* Thantis
* Garrison
* Fort Waylend
* Chanteau
* Vassa
* Melant
* Freehold
* Feywood
* Cloakwood

## Religion

### The Five

∗Urbash, Savior of Mankind
∗Half-Staff, Spirit of Battle
∗Brutus, The Wise Father
∗Shala, The Prophet Druid
∗Vinnick, Seeker of Truth

## Sessions

* Recap 001- Haven Continues
* Recap 002- Ancient Memories
* Recap 003- Mirror Match
* Recap 004- The Ritual Begins
Marchosias

male erinyes outsider 2 (1,000 xp)
LE Medium Outsider (Lawful, Evil, Baatezu, Extraplanar )
**Init** -2; **Senses** See in Darkness (Su); Listen +10, Spot +10
**Languages** Infernal, Celestial, Draconic, Planar Trade, Common
**Telepathy** 10 ft.

**AC** 8 (-2 Dex) touch 8, flat-footed 8
**HP** 10/10 (2d8-4)
**DR** 5/Good
**Fort** +1, **Ref** +1, **Will** +8
**Immune** Fire and Poison
**Resist** Acid and Cold 10
**SR** 13

**Speed** 30 feet.; Fly 50 (Clumsy)
**Melee** Quarterstaff +1 (1d6-1/x2)
**Melee** Falchion +1 (2d4-1/18-20)
**Ranged** Rope +0 (entangle)
**Base Atk** +2; **Grapple** +1
**Combat Options** Rope entangles opponents of any size as an animate rope spell, Summon Devil (Least)

**Abilities** Str 8, Dex 7, Con 7, Int 18, Wis 21, Cha 20
**Feats** Mindsight
**Skills** Knowledge (The Planes) +9, Knowledge (Local) +9, Concentration +3, Sense Motive +10, Listen +10, Spot +10, Survival +10, Hide +3, Bluff +7, Diplomacy +10, Move Silently +3, Use Magic Device +6
**Possessions** Scroll of Light, Oil of Bless, Quarterstaff, Rope, Falchion, 4 gp

**Summon Devil (Least)** Once per day an erinyes can attempt to summon 1d4 lemures 50% chance of success.
**See in Darkness (Su)** Erinyes can see perfectly in darkness of any kind, even that created by a deeper darkness spell
**Entangle (Ex)** Each Erinyes carries a stout rope some 50 ft. long that entangles opponents of any size as an animate rope spell (CL 16th). An erinyes can hurl its rope 30 ft. with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

**Backstory** Marchosias (Mar-CO-zee-us) is a recently fallen celestial who has adopted the philosophy of The Sodkillers. He is extremely weak due to his conversion (when he fell, he landed in the second layer of Baator, where he was unable to move for a year. He was forced to bargain with a deity on God Street to survive). He has grand plans that only an eternal being would consider.

Marchosias was too weak to escape hell on his own and bargained with Grim Grey to assist him with his escape.
Coryn

> "*I'm not my parents.*"
> ― Coryn
>
>

   **Coryn (Nyroc​​​​​)** is the main protagonist of the second half of the *Guardians of Ga'Hoole*

## History

### Background

Born under an eclipse, Coryn is named "Nyroc" and Nyra swears he'll grow up just like his father.

However, Nyroc is the opposite of both his parents, and is actually kind and considerate and like his uncle, Soren.

## Abilities

* **Firesight -** Coryn had the ability to see bits and pieces of the future in the flames.

## Family

* **Kludd** (father)
* **Nyra** (mother)
* **Sacred Orb**(older sibling)
* **Noctus**(paternal grandfather)
* **Marella** (paternal grandmother)
* **Soren**(paternal uncle)
* **Eglantine**(paternal aunt)
* **Pellimore "Pelli"** (paternal aunt by marriage)
* **Blythe** (paternal cousin)
* **Bash** (paternal cousin)
* **Bell** (paternal cousin)
Hammerfist Holds

In the high foothills of the Wyvernwatch Mountains lie the Hammerfist Holds, a half-dozen dwarf clanholds that sometimes trade with the humans of the vale. Each of the holds is a hamlet or village, home to a hundred or more dwarves.

Taken together the Holds have the following characteristics:

**Hammerfist Holds (Large Town)**: Conventional; AL LG; 3,000 gp limit (12,000 gp for arms and armor); Assets 870,000 gp; Population 2,900; Isolated (96% dwarf, 2% gnome, 1% human, 1% halfling).
     *Authority Figure*: Othrek Hammerfist (LG male dwarf fighter 8), clanlord of the Hammerfist clan.
     *Important Characters*: Thaardin Ironhand (LG male dwarf cleric 7 of Moradin), ranking cleric among the clanholds; Uldrina Flamehair (CG female dwarf bard 8), stonesinger of the clan; Guildmaster Derra Copperfist (TN male dwarf rogue 5), wealthiest merchant of the holds).
     *Hammer Guards*: Othrek's elite guards are known as the Hammer Guards. The group includes one 6th-level fighter, six 4th-level fighters, seventeen 3rd-level fighters, twenty-two 2nd-level fighters, and twenty-six 1st level fighters.
     *The Clan Muster*: The dwarves of the Hammerfist holds can muster a militia made up of two 4th-level clerics, five 3rd-level clerics, eleven 2nd-level clerics, sixteen 1st-level clerics, fifty-five 3rd-level warriors, one hundred five 2nd-level warriors, and two hundred forty 1st-level warriors.
Otto Brewmeister

male halfling rogue 2
LE small humanoid (halfling)
**Init** +4; **Senses**  listen +8, spot +6
**Languages**  common, halfling, two more languages

**AC** 18 (+1 size, +4 dex, +3 armor) touch 15, flat-footed 14
**HP** 12/12 (2d6)
**Fort** +1, **Ref** +8, **Will** +3
**Resist** Evasion

**Speed** 20 feet.
**Melee** dagger +2 (1d3/19-20)
**Ranged** Sling +7 (1d3/x2)
**Base Atk** +1; **Grapple** -3
**Special Actions** Sneak Attack (+1d6), +1 to hit with throw weapons and slings

**Abilities:** Str 10, Dex 18, Con 11, Int 15, Wis 15, Cha 6
**Special Qualities** Trapfinding
**Feats:** Wild Cohort
**Skills Points**: Balance 4, Disable Device 5, Forgery 4, Hide 4, Listen 4, Move Silently 5, Open Lock 5, Sleight of Hand 5, Spot 4, Use Rope 4, Handle Animal 2.5CC, Search 1
**Skill Modifier**: Balance +8, Climb +2, Disable Device +9, Forgery +6, Handle Animal +2, Hide +12, Jump -4, Listen +8, Move Silently +11, Open Lock +11, Search +3, Sleight of Hand +9, Spot +6, Use Rope +8

**Trapfinding:** Can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
**Evasion** At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Randy

male boar animal 1
TN small animal
**Init** +0; **Senses**  low-light vision, scent; listen +3, spot +3
**Languages**  boar

**AC** 11 (+1 size), touch 11, flat-footed 10
**HP** 11/11 (1d8+3)
**Fort** +2, **Ref** +2, **Will** +1

**Speed** 30 feet
**Melee** gore +1 (1d6/x2)
**Base Atk** +0; **Grapple** -4

**Abilities** Str 10, Dex 10, Con 10, Int 2, Wis 13, Cha 4
**SQ** Ferocity
**Feats** Toughness, Armor Proficiency (light)
**Skills** Listen +3, Spot +3
**Skill Points** Listen 2, Spot 2
**Tricks** (6+1 bonus) general purpose: Sniff Out Dragon Shard DC 20 (track/seek/fetch), attack DC 20 (2 trick slots for unnatural enemies), stay DC 15, down DC 15

**Ferocity** A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
**Class Skills**: Listen and Spot are the only class skills for the boar

*The small boar is rapidly growing and already displaying some of the more aggressive traits of his kind. This boar FUCKS. I mean he FUCKS. Look at him.*
Punt recovery attempt

A **punt recovery attempt** is when the defensive team tries to recover a punt and get possession of the ball. Most punt recovery attempts are hanging punts, but some can be grounding punts also. If the defensive team recovers the hanging punt, they can try to return it for a interception return.

If there is almost no time left, the defense might try an emergency punt.
Donald Drumpfson

very male god gifted human paladin 1
LG medium humanoid (fully human and fully divine, like Jesus)
**Init** +18; **Senses** low-light vision, darkvision 120 ft., Auto-Search; listen +18, spot +18
**Languages**  English, Red-neck, merican', Latin (Pig), Nobody speaks more languages than me

**AC** 54 (+18 dex, +3 studded leather, +23 being the best at dodging), touch 51, flat-footed 54
**HP** 30/30 (1d12+18)
**Fort** +20, **Ref** +18, **Will** +18
**DR** 15/Liberal News Attacks
**SR** 11
**Immune** Logic, News (unless it's real news), Facts, The Don is never flat-footed

**Speed** 30 feet.
**Melee** Debate +19 (3d6+18/19-20)
**Ranged** stand in the middle of Fifth Avenue and shoot somebody +19 (10d6/x2)
**Base Atk** +1; **Grapple** +19
**Special Actions** Media Beat Down, Punk Democratic, Impeachment Evasion, Media Mettle, Emulate Third-World Dictator
**Paladin Spells Known** (CL 1st):
      Knows all the Best Paladin spells.
**Spell-like Abilities** (CL 1st):
      Same as Jesus

**Abilities** Str 46, Dex 46, Con 46, Int 46, Wis 46, Cha 46
**Feats** Improved Media Combat, Improved Save America
**Skills** All the best skills people.
**Skill Points**
**Possessions**
Playce Hodor

**XP** 1,000 / 3,000; **Level** 1 (ECL 2)
male draconic changeling rogue 1/swordsage 0
CE medium humanoid (dragonblood, shapechanger)
**Init** +2; **Senses** low-light vision, darkvision (60 ft.); listen +2, spot +4
**Languages** common, elven, dwarven, orcish

**AC** 15 (+2 dex, +1 natural, +2 leather), touch 12, flat-footed 13
**HP** 9/9 (1d6+3)
**Fort** +3, **Ref** +4, **Will** +2 (+4 racial vs sleep and paralysis; +2 sleep and charm)

**Speed** 30 feet.
**Melee** claw/claw +3 (1d3+3/x2)
**Ranged** light crossbow +2 (1d6/19-20)
**Ranged** dagger +2 (1d4+3/19-20)
 **Base Atk** +0; **Grapple** +3
**Special Actions** Combat Expertise

**Abilities** Str 17, Dex 14, Con 16, Int 14, Wis 14, Cha 10
**SQ** Trapfinding
**Feats** Able Learner, Combat Expertise
**Skills** Balance +8, Bluff +4, Disable Device +6, Disguise +13, Hide +6, Jump +7, Move Silently +6, Open Lock +6, Search +6, Tumble +6, Sense Motive +4, Intimidate +4, Spot +4
**Skill Points** Balance 4, Bluff 4, Disable Device 4, Disguise 3, Hide 4, Jump 4, Move Silently 4, Open Lock 4, Search 4, Tumble 4, Speak Language 1
**Possessions** leather, short sword, light crossbow, dagger, backpack, waterskin, one day's trail rations, bedroll, sack, flint and steel, thieves tools, hooded lantern, three pints of oil, 10 crossbow bolts
**Coins** 4d4 gp
**Potions**
**Scrolls**

**Fighter Feat Variant** Loses Sneak Attack, gains bonus fighter feats as fighter (phb)
**Trapfinding** Can use search skill to locate traps when DC is higher than 20. Can use disable device to disarm magic traps. If beaten by 10 or more can study trap, figure out how it works, and bypass it without disarming it.
**Minor Change Shape (Su):** Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until he changes shape again. A changeling reverts to his natural form when killed. A true seeing spell reveals his natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

**Next Level** Swordsage
Haysin

Born January 9, Haysin wants to use Baileu Ton to make give himself eternal youth. Although he belongs to the “Midnight Sun” organisation who want to wipe out the Amblers he is treated as an outsider. Like Rijian he is a Taoist and the biological creator of Jiang Shi Tauryu.

## Personality

A manipulative man that will use any methods to achieve what he wants. He will kill any people that will stand on his way, even if they were on his side. Later in the episode, he revealed to have kidnapped Shinyao to drive Baileu Ton mad and activate more of her power. He's bad.

## History

Haysin is a magic welder from a powerful clan , he killed his entire clan for their powers and consuming their powers so he can live forever and become more powerful,

## Relationships

* Baileu Ton - First met her when she ran after the goblin that stole their stuff, he knew that she will be somewhat annoying to his cause and tried to get rid of her every time an opportunity rises. Wants to use her to gain what he called his "own immortality" and is an great great uncle of ton.
* Tauryu - He created Tauryu to cause massive destruction.
* Sha Rijan - Is a younger sister, and an ememy to her unnamed brother ( Haysin) .

## Trivia

* Belongs to the Organization, "Midnight Sun" that aims extinction and annihilation of the Umbra.
* Creator of Tauryu and Jack the Ripper.
Dagfin

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

**AC** 14 (+2 leather, +2 shield) touch 10, flat-footed 14
**HP** 10/10 (1d10)
**Fort** +2, **Ref** +0, **Will** +3

**Speed** 30 feet.
**Melee** iron longsword +2 (1d8+1/19-20)
**Full Attack** iron longsword -2 (1d8+1/19-20) and heavy wooden shield -2 (1d4/x2)
**Base Atk** +1; **Grapple** +2

**Abilities** Str 12, Dex 10, Con 11, Int 10, Wis 12, Cha 14
**Feats** Goad, Improved Shield Bash
**Skills** balance +3, climb +4, sense motive +5, swim +3, use rope +4
**Possessions** iron longsword, leather, heavy wooden shield

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

## Summary

The following compiles the Summon Monster spell tables from material from official Wizards of the Coast materials (i.e. not Dragon Magazine, etc.).  The sources included here are:

 Complete Arcane
 Fiend Folio
 Fiendish Codexes

## Templates

Various templates exist to replace the Celestial and Fiendish templates used in the standard tables below.

### Planar Handbook

anarchic, axiomatic, entropic (+1 to spell level), vivacious (+1 to spell level).
Chris Bowen

## Chris

Chris is an Umbra that changes into a werewolf.

## History

Chris is the younger brother of Luke. Used to live in a village before it was destroyed by their fellow kind, believing that it was because of the influence of the Humans. He began to hate them, but he hates his older brother more, Luke. For betraying their kind.

## Relationships

* Mu Shinyao - He shows kindness to her (likely because of the promised he made to protect her), although he says he hates humans, he somehow acts differently.
* Luke Bowen - The older brother, he despises him due to the fact that he betrayed their kind and ended up following the humans, causing a rift between their relationship.
* Haysin - He works under him but Chris doesn't blindly follow him, he also questions his actions.

## Trivia

* Thought to be the kidnapper of Shinyao, but episode 7 prove otherwise.
Frigga

The wife of Odin and queen of the Aesir. Goddess of the sky, fertility, household, motherhood, love, marriage, and domestic arts. Considered the Mother of all and protector of children. Spins the sacred distaff (spindle) of life, and is said to know the future.

* Domains: Air, Animal, Community, Knowledge
* Rank: G
* Alignment: N
* Favored Weapon: Natural Weapon
* Portfolio: Birth, Fertility, Love
Aura of Life

***4th-level abjuration***

* **Casting Time:** 1 action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
An E6 Example

## Level 1

Jimbob the human with 14 in every stat, takes his first level as a Transmuter. He trades away his familiar as an ACF and trades away scribe scroll for a bonus fighter feat. It looks like this:

## Level 2 - 6

Jimbob continues advancing as a transmuter. It looks like this

## Level 6E1

Now that Jimbob is epic levels he no longer needs to meet the prerequisites for prestige classes. He's not required to gestalt with a prestige class, but Jimbob is an adrenaline junkie moron transmuter that has gotten addicted to haste. He takes, as his first gestalt level, swiftblade. He does not need to meet any of the prerequisites. At 1st level, the wizard provided 16 skill points. The Swiftblade provides 24 skill points at 1st level. As normal for gestalting you take the better value and thus gain 8 skill points from either the wizard or swiftblade skill list.

## Level 6E2

Both swiftblade and transmuter provide a +1 caster level and Jimbob doesn't want redundant abilities on his gestalt levels. He decides to pick up swiftblade as his gestalt level and retrain his transmuter level to something that will help him fight. He chooses swordsage. At 2nd level, his Initiator level would have been 1 and thus he may only pick 1st level maneuvers with this level. You're now a Transmuter 5 / Swordsage 1 // Swiftblade 2. It looks like this. Just keep in mind that you may have to retrain some skills as Swordsage gets 8 this level but you don't qualify for unique skills on the transmuter list.

## Level 6E6

Jimbob has finally done it, six gestalt levels! Transmuter 1 / Swordsage 4 / Mage of the Arcane Order 1 // Swiftblade 6!
Bragi

Bragi is the wise and learned bard of Valhalla, the magnificent hall of the god Odin. He regales the einherjar, the dead who dwell in Valhalla, with his poetry, and welcomes recently deceased heroes into their midst. Legend says he has runes carved onto his silver tongue.

* Domains: Good, Knowledge, Luck, Magic, Travel
* Rank: I
* Alignment: CG
* Favored Weapon: short bow
* Portfolio: Storytelling, Music, Poetry, Fate
Excursion 003

**A Rabbit, a Badger, a Drunk and a Half-Elf walk into a bar...**

*After the party realized that they needed someone who knows how to use Knock scroll or can open magically locked doors they departed and went their separate ways, but planned on meeting at the Patch to regroup and make a plan to find a way through those magically doors.*

PREVIOUS --- [NEXT]
Player Characters Involved

* Flopsy Prairie Rabbitfolk Scout Fighter played by Dana
* Rowen Frederick III "Binger" Human Warblade Monk played by Justin
* Bolurt Emberblood Dwarf Were-Dire Honey Badger Warrior played by Donnie
* Corym the Half-Blooded "C" Desert Half-Elf Cleric played by Jeff

Non-Player Characters Involved

* Kokroin Flintshard
* Faral Floshem
* Crisper
* Thudgrog
* Kara

**What a "C word"...**

Binger made his way into the Patch from a good nights rest and headed to the bar. Bolurt was not too far behind him and immediately starting flirting with Kara. Flop was in his room tinkering with some of his gear and then made his way downstairs to the bar. Corym after finishing some of his pious duties made his way to the Patch so he could claim his fair share of cut from his last escapades he shared with Flopsy. Although not mere moments after C entered the tavern a group of six scruffy looking figures came strolling in with weapons drawn. Five of the men were humans and one was Dwarven. The dwarf made a motion has he came in, and two large humans immediately blocked the entrance of the bar as the others of his group spread out. Their clothes were dusty and dirty ,and they each had a matching patch on their cloths. The patch contained a symbol of a shield with 6 green diagonal strips, alternating by 5 yellow diagonals strips. In the middle of the shield was a black handled spear or shovel pointing downwards.

    The angry Dwarf shouted out to the crowd that he wanted to speak with the owner Bigear immediately. By this time Flopsy was downstairs and standing by the bar and made a statement

***NOT FINISHED WILL RESUME LATER, BUT SINCE JEFF SAID HE LOST INFO I AM SAVING OFTEN.***

PREVIOUS --- [NEXT]
Arcadia

It is the land of perfection. It is where laws are made for the common good. It is the plane where harmony is born.

*Arcadia* thrives with orchards of perfectly lined trees, ruler-straight streams, orderly fields, and cities laid out in geometrically pleasing shapes. The mountains are unblemished by erosion. Everything on *Arcadia* works toward the common good and a flawless form of existence. Here, nothing intrudes on harmony.

It is said that everything on *Arcadia* is as perfect as it can be, neither as strictly regimented as *Mechanus* nor as devoted to the perfection of the individual as *Celestia*. But this is not entirely accurate. In fact, the inhabitants of *Arcadia* are often so convinced of their own righteousness that they are hard-pressed to recognize their own flaws. This likely contributed millennia ago to the loss of the bottommost layer of *Arcadia*, *Menausus*, which spiritually transmigrated to *Mechanus*, becoming one with the gearworks realm of ultimate law.

St. Cuthbert of the Cudgel, deity of goodly retribution, has his realm on *Arcadia*.
Heiða's Breastplate

This *+1 ebony dvergrcraft mithral breastplate* was crafted by Eitri. The metal is made of the finest and most pure mithral and due to it's craftsmanship it allows for unbelievable mobility. Eitri has colored and dyed the metal ebony using techniques not known in Seron. This breastplate has a max dex bonus of +6, no armor check penalty, and weighs only 12.5 pounds.
Lydia

Lydia is an Umbra, more specifically an Leanan sidhe. It means "Fairy's Lover".

## Appearance

She is young-looking woman on her 20s, she has light-blond lonng hair, with aquamarine eyes.

## Personality

She shows to be an average Umbra who is only looking for "romance", but it turns out that she doesn't want to take away her lover's life, as she too fell in love with him. But being a Leanan Sidhe makes it harder for her to stay with him.

## Power & Abilities

The Leanan Sidhe are born from the thoughts how the young talented artists die at such a young age. They feed off the vitality of the human while giving them popularity in exchange.

## Trivia

* The Leanan Sidhe is based of a Celtic Folkore.
Giant Blooded

* Humanoid (giant, Human)
* +6 strength, -2 dex, +2 con, -2 int, -2 cha
* Large Size
* A giant blooded base land speed is 30 feet.
* Darkvision (60 ft.)
* +4 Natural Armor
* Automatic Languages: Standard for Seron

* 3rd level is when you simply level up effectively (but not actually). Still 2nd level.
* 4th level you gain a level. So you're 3rd level.
* 5th level you only gain another effective level. So you're Effective Character Level is 5 but your class level is 3.
* You progress as normal after that but mAy use the LA - Buyoff as normal. See LA Buyoff (coming soon).
Bolurt Emberblood

**Dwarf**
male dwarf were-dire honey badger fighter 1 (ECL 4)
CN medium humanoid (dwarf, shapechanger)
**Init** +2; **Senses** low-light vision, darkvision 60 ft., scent; listen +2, spot +2
**Languages** Common, Dwarven, UnderDark, Open

https://www.myth-weavers.com/sheet.html#id=2337461

**AC** 17 (+2 dex, +2 natural, +3 shield), touch 12, flat-footed 15 (+4 dodge vs giants)
**HP** 25/25 (1d8+1d10+9)
**Fort** +5, **Ref** +2, **Will** +4 (+2 vs poison, spells, spell-like effects)

**Speed** 20 feet.
**Melee** dwarven war axe +4 (1d10+3/x3)
**Full Attack** dwarven war axe +0 (1d10+3/x3) and spiked heavy steel shield +0 (1d6+1/x2)
**Base Atk** +1; **Grapple** +4
**Combat Options** basic training
**Special Abilities** dwarf traits, alternate form

**Abilities** Str 16, Dex 14, Con 16, Int 14, Wis 10, Cha 10
**Special** Stonecunning, Weapon Familiarity (dwarven waraxes, dwarven urgroshes), Lycanthropic empathy
**Feats** AlertnessB, ToughnessB, Iron WillB, TrackB, Endurance
**Skill Points**
**Skill Modifiers**
**Possessions** dwarven war axe, spiked heavy steel shield
**Coins**

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

The Full HB
Hybrid HB
Megatron: Age of Ancient Past
Blizzard

***7th-level conjuration***

* **Casting Time:** 1 action
* **Range:** 100 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

A howling storm of thick snow and ice crystals appears in a 40-foot wide, 40-foot high cylinder. The area is heavily obscured by swirling snow. When the storm appears, each creature in the area must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature must also make this save when it enters the area for the first time or ends its turn there.

A creature who takes cold damage from this spell has disadvantage on Constitution saving throws made to maintain concentration until the start of its next turn.
Irrian the Shadowborn

Mythweaver

**Irrian**
Male Human Shadowcaster 6, Master of Shadow 10
**XP** 131,125 (next 136k)
NE Medium humanoid (human)
**Init** +3; **Senses** see in magical darkness 30 ft, Darkvison 60'; listen +0, spot +18
**Languages** common, one-god common, giant, ancient (elvish)

**AC** 19, touch 15, flat-footed 15
**HP** 99/99
**Fort** +15, **Ref** +13, **Will** +15
**SR** 30 to Shadow Conjuration and Shadow Evocation spells.

**Speed** 50 ft.
**Melee** +9/+4 Spear (1d8+2, 1d6 vampiric) 20'
**Ranged** +11 Ballista of Shadow 2d4 [ X1.5dmg(empowered)]19-20x3 (260ft)
**Base Atk** +7/+2; **Grapple** +5
**Special Actions**

**Mysteries Known** (CL 16)

* **Master Paths**
	+ 7th: LIfe Fades, Greater
* **Initiate Paths**
	+ 6th: Voyage into Shadow, Shadow Evocation, Greater
	+ 5th: Feign LIfe, Pass into Shadow,
	+ 4th: Shadow Evocation, Step Into Shadow,
* **Apprentice Paths**
	+ 3rd: Flicker, Umbral Touch
	+ 2nd: Congress of Shadows, Flesh Fails
	+ 1st: Dusk and Dawk, Life Fades,
* **Fundamentals**
	+ 0: arrow of dusk, caul of shadow, mystic reflections, sight obscured, umbral hand, widened eyes

**Abilities** Str 8, Dex 18, Con 14, Int 19, Wis 10, Cha 25
**Special Qualities** sustaining shadow (Once a week), Immune to Cold, Hide in Plain SIght,
**Feats** Armor Prof (light), Favored Mystery (shadow evocation), Shadow Familiar, Item Familiar, Darkstalker, Leadership, Insidious magic, Empower Mystery, Still Mystery
**Skills** Bluff +7, Concentration +20, Hide +82, Intimidate +15, Knowledge (arcana) +12, Knowledge (planes) +22, Move Silently +52, Spellcraft +22, Spot +18, Survival +3, (+2 on other planes)
**Possessions** Throat: Umbral Metamorphosis of Con+2

Other:, elixir of vision, sending stone (paired with Nygaar)
**Gems**
**Gold**

**SHADOW ELEMENTAL, Large**

**Shadow Champion**
Shadow Elemental, Large
NE Medium humanoid (human)
**Init** +9; **Senses** see in darkness 60 ft; BlindSight 60', listen +0, spot +18
**Languages**

**AC** 15,(-1size, +5 dex, +1 Deflection) touch 15, flat-footed 15
**HP** 155/155 (17d10+51)
**Fort** +9, **Ref** +16, **Will** +5
**SR:**

**Abilities** Str -, Dex 20, Con 16, Int 6, Wis 11, Cha 11
**Special Qualities** Immune to Cold, Shadow Mastery (+1 attk/dmg in shadow, -4 attk/dmg in light), Incorporeal, Dusk and Dawn 3x day (CL=8), Elemental Traits, Incorporeal Traits.
**Feats** Alertness, Combat Reflexes, Improved Initiative, Shadow Blade (add dex to dmg), Martial Study (Shadow Noose), Martial Stance (Assassin's stance-sneak attack 2d6)
**Skills** Bluff +7, Concentration +20, Hide +72, Intimidate +15, Knowledge (arcana) +12, Knowledge (planes) +22, Move Silently +42, Spellcraft +22, Spot +18, Survival +3, (+2 on other planes)
**Possessions**

**Speed** Fly 40' (Perfect). Reach 10'
**Melee** +22 Incorporeal touch 1d8+5 plus 1d8 Cold, +22 Incorporeal touch 1d8+5 plus 1d8 Cold
**Ranged** +17/+12/+7/+2+7/+2; **Grapple** - (cant be grappled)
**Special Actions**
Kree Kane

male elf dread necromancer 4
LE medium humanoid (elf)
**Init** +2; **Senses**  low-light vision; listen +2, spot +2 (Auto-search vs secret doors)
**Languages** common, elf

**AC** 17 (+5 armor, +2 dex) touch 12, flat-footed 15
**HP** 24/24 (4d6+4)
**DR** 2/bludgeoning and Magic
**Fort** +2, **Ref** +3, **Will** +4 (+2 vs enchantment, stunning, poison, disease)
**Immune** Sleep

**Speed** 30 ft. (30 ft. base)
**Melee** *charnel touch* +2 (1d8+1/x2)
**Base Atk** +2; **Grapple** +2
**Special Actions** Rebuke Undead, Negative Energy Burst

**Dread Necromancer Spells Known** (CL 4th):
      1st (7/7)— *bane*, *bestow wound*, *cause fear*, *chill touch*, *detect magic*, *detect undead*, *doom*, *hide from undead*, *inflict light wounds*, *ray of enfeeblement*, *summon undead I*, *undetectable alignment*
      2nd (4/4)— *blindness/deafness*, *command undead*, *darkness*, *death knell*, *false life*, *gentle repose*, *ghoul touch*, *inflict moderate wounds*, *scare*, *spectral hand*, *summon swarm*, *summon undead II*, *Ghoul Glyph*

**Abilities:** Str 10, Dex 15, Con 12, Int 11, Wis 10, Cha 19
**Feats:** Tomb Tainted Soul, Corpse Crafter
**Skills Points**:
**Skill Modifier**:
**Posessions**
Mythweaver

**Charnel Touch**
**Rebuke Undead**
**Lich Body**
**Negative Energy Burst**
**Mental Bastion**
Mordecai Muckbuckle

male gnome psion (shaper) 5
CN medium humanoid (gnome, psionic)
**XP** 11,800 (next 15k)
**Init** +2; **Senses** low-light vision; listen +1, spot -1
**Languages** common, planar trade, gnome, dwarven, elven, celestial

**AC** 14 (+1 size, +2 dex, +1 deflection), touch 14, flat-footed 12
**HP** 34/34 (5d4+16)
**Power Points** 35/35 (25+10)
**Fort** +5 (1+3+2), **Ref** +3 (1+2), **Will** +5 (4-1+2) +2 racial vs illusion

**Speed** 20 feet
**melee** +0
**ranged** +4
**Base Atk** +2; **Grapple** -4
**Spell-like Abilities** (CL 5th):
      1/day—*speak with animals*, *dancing lights*, *ghost sound*, *prestidigitation*

**Abilities** Str 6, Dex 14, Con 16, Int 19, Wis 8, Cha 12
**Feats** Psicrystal Affinity, Improved Psicrystal, Psionic Body , Skill Focus, Craft (bonus) +3 all, +6 gems, Expanded Knowledge (dimension swap)
**Skills** Concentration +10, Craft (Gemcutting) +16, Psicraft +6, Knowledge (the Planes) +10, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Nature) +7, Bluff +5, Disguise +5, Use Psionic Device +9, Craft (Alchemy) +9
**Skill Points (48)** Concentration 7, Craft (gemcutter) 6, Psicraft 2, Knowledge (the Planes) 6, Knowledge (Arcana) 4, Knowledge (History) 4, Knowledge (Nature) 3, Bluff 4, Disguise 4, Use Psionic Device 8

**Gnome Racial Traits** +1 to hit kobolds and goblinoids, +4 dodge vs giants, +2 listen, +2 craft (alchemy)

**Possessions** Talisman of the Disc (necklace, can cast Tenser's Floating Disc 1/day, CL8), belt of hidden pouches (command word "conceal"), Identify Gem, bar of moon metal, ring of protection +1

**Treasure** 4,175gp in various gems, diamonds x 5 (200gp), Jade Idol of Leering Demon (250 gp)

**Psion Discipline** Shaper (Metacreativity) Power DC: 10+Power Level+4 (INT)

* Level 1: inertial armor, astral construct, crystal shard, entangling ectoplasm, psionic grease
* Level 2: psionic repair damage, body equilibrium, dimension swap, knock
* Level 3: greater concealing amorpha, body adjustment, ectoplasmic cocoon

Astral Construct stat blocks

Psicrystal HP 17/17 (half of owners), Resolved Personality (+2 Bonus to Will Saves), Hero Personality (+2 Bonus to Fort Saves), language Planar Trade

Character Description
City Watch

## Overview

You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.

Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

* **Skill Proficiencies:** Athletics, Insight
* **Tool Proficiencies:** None
* **Languages:** Two of your choice
* **Equipment:** A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp

## Feature: Watcher's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

## Suggested Characteristics

Use the tables for the soldier background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.

## Variant City Watch: Investigator

Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.
Boss Rob

**Boss Rob** war ein Halbling, Bard und ein Spielcharakter, sowie Protagonist in der Kampagne Märchenhelden.

## Hintergrund

Rob, auch bekannt als "der Boss" oder "Boss Rob" war einst ein berüchtigtes Mitglied einer kriminellen Organisation aus Logard. Der Halbling war berühmt für seine beruhigende Stimme, die er bei diplomatischen Treffen benutzte, seinen besonderen Optimismus, und seine eigentlich sanfte Art. In seiner Freizeit übte Rob sich an verschiedenen Tätigkeiten der Künste. Malerei und Musik waren dabei an oberster Stelle. Mit den Jahren wurde Rob ein angesehenes Mitglied der Organisation und erreichte schließlich den Rang des "Boss", den er bis heute ziehrt, auch wenn er seinen kriminellen Lebensstil hinter sich gelassen hat.

Nachdem Boss Rob mit seinen Untergebenen die gesamte Macht über die Unterwelt von Logard erworben hatte, began er damit, seinen Einfluss auf die Oberwelt zu übertragen. Korrupte Nobelhäuser wurden zu ansehnlichen Trägern der Gesellschaft, nachdem Rob ihnen "den Teufel ausgeschlagen" hatte. Gefahren für die Bürger hatten wiederholt "frohe, kleine Misgeschicke" - Worte, die er auch auf seine Gemälde anwendete.

Als Wendepunkt in der Geschichte von Boss Rob gilt die Eröffnung einer Kunstschule, in welcher der berüchtigte Boss selbst allerlei Leuten die Kunst des Malens beibrachte, egal aus welcher Gesellschaftsschicht sie stammten. Im Lauf der Zeit wuchs der Ruhm um den Halbling weiter an, doch nicht für kriminelle Vergehen, sondern für die Kunstwerke, die er schuf. Aufgrund unzähligen Bitten, seine Kunst in ganz Onos zu verbreiten, trat Rob als Oberhaupt der Organisation zurück und began seine Reise als glücklicher Künstler.

Zuletzt befand sich der Künstler auf dem Weg, um dem König von Yagmandu ein Gemälde zu malen, als er in Pumpstadt hörte, dass das Böse sich auf der Leinwand des Königreiches niederlässt...
Lentidagnir

+2 Longsword of Speed

* When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell)
* This sword is clearly of ancient elven make. It has the word "Lentidagnir" engraved upon the blade (this translates as "speed-killer" in the common tongue) in ancient (ancient Seron = elvish)
Droog

https://www.myth-weavers.com/sheet.html#id=2726753

Quasit LE tiny outsider (lawful,Air,Fire, extraplanar, Elemental, evil) 3/Rogue 13
**Init** +11; **Senses** Darkvision 60 ft, Listen+19, spot +22
**Languages** common, ancient common, Auran, Igan, Infernal, Giant, Celestial, Draconic

**AC** 24 (+2 size, +7 dex, +5 natural), touch 19, flat-footed 17
**HP** 108/108 (15d10)
**Fort** +7, **Ref** +16, **Will** +8
**Immune** Fire, Crit, Flank, Poison, sleep, Paralysis, Stun, and gas, fog, or cloud-based attacks and spells
**Vulnerable** Cold
**DR** 5/Silver or 5/Good

**Speed** 20 feet, fly 50 feet (perfect)
**Melee** +21/+16/+11 (1d4 plus poison)
**Full Attack** Sting +8 melee (1d4 plus poison)
**Space/Reach** 2 1/2 feet/ 0 feet
**Base Atk** +12/+7/+2; **Grapple** +4/-1/-6

**Abilities** Str 10, Dex 24, Con 10, Int 12, Wis 12, Cha 16
**Feats** Improved Initiative, Weapon Finesse
**Skills** Bluff +14, Diplomacy +8, Disguise +22 (+2 acting/+10 Mimic ability), Hide +33, Intimidate +7, Knowledge (the planes) +6, Listen +19, Move Silently +25, Open locks +8, Search +7, Sense Motive +17, Sleight of Hand +14, Spellcraft +7, Spot +22, Tumble +12, Use Magic Device +19
**Special Attacks** poison, spell-like abilities, Breath weapon, weapons treated(Evil&lawful)
**Special Qualities** Air Mastery (ex), alternate form, DR 5/silver or good, darkvision 60 feet, fast healing 2, resistance to fire 10, Smoke Form(SLA), Smoke Travel (SLA),
**Possessions**

**Poison(ex)** Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus
**Spell-Like Abilities(SLA)** At will—*detect good, detect magic*, and *invisibility* (self only); 1/day—*Suggestion* DC16 (CL6) The save DCs are Charisma-based. 2/day—*Dancing Lights(CL1) or Deceptive Illumination (CL=HD), 1/day— Prestidigitation, Unseen Servant (CL1), Deceptive Illumination (CL=HD), 1/week—Commune(6 questions, CL12)*
**Alternate Form(Su)** Droog can assume another form at will as a standard action from the following list: Small or Medium monstrous spider, raven, rat, and boar

**Possessions:** chainmail pouch, 1 (Ancient Diamondshard Fey Coin 200gd), 20gd