recursal/Fanatic-Fandom huggingface dataset:
Set Explosives

(concentrate) **Requirements** You have 1 or 2 bombs in hand; **Effect** You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate.
Spectral Hand

Necromancy

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

**Traditions** arcane, occult

**Deities** Abraxas, Monad

**Cast**  somatic, verbal

**Range** 120 feet

**Duration** 1 minute

You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.
Sap

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

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

**Hands** 1

**Category** Martial

**Group** Club; **Traits** Agile, Nonlethal

A sap has a soft wrapping around a dense core, typically a leather sheath around a lead rod. Its head is wider than its grip to disperse the force of a blow, as the weapon’s purpose is to knock out its victim rather than to draw blood.

## Traits

**Agile:**

The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

**Nonlethal:**

An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

## Critical Specialization Effects

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

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

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

Army Downtime

**Source** *Kingmaker Adventure Path pg. 569*

Note that you pursue this activity during the Leadership step of the Activity phase. Either you recruit an army from your kingdom's citizens, or you secure the allegiance of a specialized army you encountered in the Stolen Lands. If you're recruiting an army from your kingdom's citizens, choose one of the basic armies listed at the start of page 570 and attempt a Warfare check against the army's Recruitment DC. If you're securing a specialized army, you must attempt a Statecraft check against the Recruitment DC; statistics for these armies appear starting on page 571.

**Critical Success** You recruit the army; it becomes efficient.

**Success** You recruit the army.

**Failure** You fail to recruit the army.

**Critical Failure** Many of the individuals in the army you attempted to recruit took offense at the attempt. Gain 1 Unrest, and you cannot attempt to recruit an army again until the next Kingdom turn.
Shining Oath

ChampionOath

**Source** *Core Rulebook pg. 110* 3.0

**Prerequisites** Lay on Hands

You’ve sworn an oath to put the undead to rest. Add the following tenet to your champion’s code after the other tenets: “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.”

Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

You don’t consider undead to be legitimate authorities, even in nations ruled by undead.

## Traits

**Oath:**

Oaths add an additional tenet to your code. You can usually have only one feat with this trait.
Snowball

AttackColdEvocationWater

**Source** *World Guide pg. 112* 2.0

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  somatic, verbal

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

You throw a magically propelled and chilled ball of dense snow. The target takes 2d4 cold damage and potentially other effects, depending on the result of your spell attack roll.

**Critical Success** The target takes double damage and a –10-foot status penalty to its Speeds for 1 round.

**Success** The target takes full damage and a –5-foot status penalty to its Speeds for 1 round.

**Failure** No effect.

**Heightened (+1)** The damage increases by 2d4.
Stitch Flesh

GeneralSkill

**Source** *Book of the Dead pg. 45*

**Prerequisites** trained in Medicine

You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer's tools. Some conditions that might raise the DC of treating undead's wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of Pharasma or the wounds were caused by powerful positive energy.

## Traits

**General:**

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

**Skill:**

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

Adapted From Pathfinderwiki- Treerazer

### Tree Haunter Sriliktrol

A scion of a powerful demon lord, but now permanently banished to the Material Plane, Sriliktrol is a hugely powerful nascent demon lord who has twisted the land, creatures, and flora around his adopted home for hundreds of years. Sriliktrol's unholy symbol is a bleeding tree split in half.
Thicket of Knives

IllusionVisual

**Source** *Secrets of Magic pg. 136* 1.1

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Duration** 1 minute

You create numerous phantom copies of your weapon arm, hiding your true movements and rendering your attacks unpredictable. You gain a +2 status bonus to Deception checks. If you're untrained in Deception, you can use the Feint action anyway, and add your level as your proficiency bonus despite being untrained.
Padded armor

**Source** *Core Rulebook*

**Price** 2 sp; **AC Bonus** +1; **Dex Cap** +3; **Check Penalty** ; **Speed Penalty** —

**Strength** 10; **Bulk** L; **Group** -; **Traits** Comfort

This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it’s so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.

**Comfort**: The armor is so comfortable that you can rest normally while wearing it.
Wilding Word

Uncommon Cantrip Enchantment Hex Witch

**Source** *Advanced Player's Guide pg. 239* 2.0

**Patron Theme** wild

**Cast**  verbal

**Range** 30 feet; **Targets** 1 animal, fungus, or plant

**Saving Throw** Will; **Duration** sustained up to 1 minute

With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.

**Critical Success** The target is unaffected.

**Success** When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll.

**Failure** As success, but the target also becomes sickened 1 each time it damages you.

**Critical Failure** As success, but the target also becomes sickened 2 each time it damages you.
Spider Sting

Necromancy Poison

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

**Traditions** arcane, primal

**Bloodline** aberrant

**Cast**  somatic, verbal

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

**Saving Throw** Fortitude

You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.

**Critical Success** The target is unaffected.

**Success** The target takes 1d4 poison damage.

**Failure** The target is afflicted with spider venom at stage 1.

**Critical Failure** The target is afflicted with spider venom at stage 2.

**Spider Venom** (poison); **Level** 1; **Maximum Duration** 4 rounds. **Stage 1** 1d4 poison damage and enfeebled 1 (1 round); **Stage 2** 1d4 poison damage and enfeebled 2 (1 round).
Quench

Abjuration Water

**Source** *Advanced Player's Guide pg. 223* 2.0

**Traditions** primal

**Spell List** elemental

**Cast**  somatic, verbal

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

**Duration** sustained

You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take 4d8 damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a *+1 flaming longsword* would become a *+1 longsword*). If the target is an artifact or similarly powerful item, you automatically fail to counteract it.

The first time each round you Sustain this Spell, you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires.

If you have the Counterspell reaction, you can use *quench* to counter any spell with the fire trait instead of needing to have the triggering fire spell prepared or in your repertoire.

**Heightened (+1)** Increase the damage to fire creatures by 2d8.
Unburdened Iron

DWARF

You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.

Ignore the reduction to your Speed from any armor you wear. In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
Unwavering Mien

Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.

You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.
Protect Companion

Single Action

AbjurationCantrip

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

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

**Cast**  verbal

**Range** 30 feet; **Targets** your eidolon, or a creature with the minion trait under your control

**Duration** until the start of your next turn

You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you can't cast *protect companion* again for 10 minutes.

**Life Block**  (Reaction) **Trigger** The spell's target would take damage; **Effect** Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike.

**Heightened (+2)** The reaction reduces the damage by another 10, and you lose 5 more Hit Points. If you want to lose fewer Hit Points, you can choose to lower the damage reduction and HP lost to what any lower-level version of the spell could do without lowering the spell's actual level.
Tindertwig

AlchemicalConsumableFire

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

**Price** 2 sp

**Usage** held in 1 hand

**Activate**  Interact

An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same Interact action.
Vengeful Hatred

You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait.

**Special** Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.
Twin Takedown

**Single Action**

**Source** *Core Rulebook pg. 171* 3.0

**Frequency** once per round

**Requirements** You are wielding two melee weapons, each in a different hand.

You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

## Traits

**Flourish:**

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.
Shield Block

**Reaction**

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

**Trigger** While you have your shield raised, you would take damage from a physical attack.

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

## Shield Block Leads To...

Aegis of Arnisant, Bastion Dedication, Fortify Shield, Lastwall Sentry Dedication, Quick Shield Block, Shield Warden

## Traits

**General:**

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

EnchantmentMental

**Source** *Secrets of Magic pg. 136* 1.1

**Traditions** occult, primal

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** your companion or eidolon

**Duration** 1 minute

You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take the Thundering Roar action.

**Thundering Roar**  (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10- foot emanation takes 4d8 sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also frightened 1.

**Heightened (+2)** The status bonus to Intimidation checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by 2d8.
Tyrannosaur

NGargantuanAnimalDinosaur

**Source** *Bestiary pg. 101*

Perception +19; low-light vision, scent (imprecise) 30 feet

**Skills** Acrobatics +15, Athletics +24

Str +8, Dex +1, Con +5, Int -4, Wis +3, Cha +0

**AC** 29; Fort +21, Ref +15, Will +19

**HP** 180

**Speed** 40 feet

**Melee**  jaws +22 [+17/+12] (deadly 1d12, reach 20 feet), **Damage** 2d12+12 piercing plus Grab**Melee**  foot +22 [+17/+12] (reach 15 feet), **Damage** 2d10+12 bludgeoning**Fling**  **Requirements** A creature is Grabbed in the tyrannosaurus's jaws. **Effect** The tyrannosaurus flings the creature into the air up to 10 feet up from its mouth and 20ft away. The creature falls 25 feet (assuming the tyrannosaurus flings it as high as it can) and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed upon can attempt a DC 23 basic Reflex save.**Pin Prey**  **Trigger** The tyrannosaurus critically hits a Large or smaller foe with its foot. **Effect** The creature struck by the foot is knocked prone and the tyrannosaurus uses its foot to hold the creature in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is Grabbed. A tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner, but it cannot use swallow whole on the target unless it uses its jaws to Grab the victim first.**Swallow Whole**  (attack) Medium, 3d6+8 bludgeoning, Rupture 26**Trample**  Huge or smaller, foot, DC 29
Voidglutton

A voidglutton is a powerful type of will-o'-wisp that haunts a site where misery dwells—such as a graveyard, prison camp, or recent battlefield. A voidglutton appears as a seething sphere of glowing eyes swirling around an empty black vortex 4 feet wide. From within this vortex extend long, semi-transparent tendrils that end in seven-fingered, needled hands.

**Recall Knowledge - Aberration (Occultism)**: DC 29

**Unspecific Lore**: DC 27

**Specific Lore**: DC 24

## Voidglutton Creature 8

Rare Medium Aberration Air

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 87*

**Perception** +18; darkvision

**Languages** Aklo, Common

**Skills** Acrobatics +18, Deception +15, Intimidation +15, Occultism +18, Stealth +18

**Str** +0, **Dex** +6, **Con** +3, **Int** +6, **Wis** +4, **Cha** +3

**AC** 30; **Fort** +13, **Ref** +18, **Will** +16

**HP** 90; **Immunities** magic

**Glow** (aura, light) 30 feet. The tips of a voidglutton's fingers and its seven eyes glow, casting bright light in the area and making it visible if it was invisible.

**Magic Immunity** A voidglutton is immune to all spells except faerie fire, *glitterdust*, magic missile, *maze*, and spells with the light trait.

**Speed** fly 40 feet

**Melee**  claw +20 [+16/+12] (agile, finesse), **Damage** 1d6+2 piercing plus 4d6 force and fearful strike

**Ranged**  ectoplasmic web +20 [+15/+10] (range increment 10 feet), **Effect** ectoplasmic web trap

**Occult Innate Spells** DC 26; **4th** *darkness* (at will)

**Consume Light**  (darkness, evocation, occult) **Trigger** The voidglutton casts *darkness*; **Effect** The voidglutton extinguishes its Glow as part of Casting the Spell. It becomes invisible as long as it remains in the area of *darkness*. If the voidglutton uses a hostile action, its invisibility ends as soon as the hostile action is completed.

**Ectoplasmic Web Trap** (conjuration, occult) A creature hit by the voidglutton's ectoplasmic web trap is immobilized and stuck to the nearest surface until it succeeds at a DC 26 check to Escape. Ectoplasmic Web Trap can immobilize incorporeal creatures.

**Fearful Strike** (emotion, fear, mental, occult) When the voidglutton damages a creature with its claw Strike, the creature must succeed at a DC 26 Will save or become frightened 1 (frightened 2 on a critical failure).

**Feed on Fear**  (concentrate) **Frequency** once per round; **Requirement** An enemy is affected by a fear effect or has the frightened or dying condition, and is within 25 feet of the voidglutton; **Effect** The voidglutton feeds on the creature's terror. It regains 3d4 Hit Points and its Glow reignites if it had been extinguished. It cannot use Consume Light again for 1d4 rounds, as it is too glutted on fear to suppress its Glow.

### Agents of Empty Death

As with will-o'-wisps and their less powerful kin, flickerwisp, voidgluttons are associated with the Outer Goddess Empty Death. Her cultists see voidgluttons as roving incarnations of her hunger and have been known to offer themselves up to voidgluttons as prey in order to achieve religious insights. Most who attempt this get a closer look at death than they intended.
Twist the Knife

Rogue

**Source** *Core Rulebook pg. 186* 3.0

**Requirements** Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target.

After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
Under-Blood Initiate

Initiates of the Dwarven order of Subterranean Rangers

**Source** *Gamemastery Guide pg. 232*

**Perception** +9; (8 to find concealed objects) Darkvision

**Languages** Common, Dwarven

**Skills** Crafting +4, Deception +4, Nature +7, Stealth +8, Survival +7

**Strong-Blooded Dwarf** You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

**Rock Runner** You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.

**Forager** While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 4 additional creatures that eat about as much as a human, or 8 creatures on a critical success.

**Snare Crafting** The poacher can use the Crafting skill to create the following snares: alarm snare, hampering snare, marking snare, and signaling snare. The poacher can create four snares each day without paying for the materials, using 3 Interact actions to set up each snare.

**Survey Wildlife** You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.

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

**Items** club, composite shortbow (20 arrows), padded armor, snare kit

**AC** 19; Fort +7, Ref +10, Will +7

**HP** 30

**Resistance** 1 Poison

**Speed** 20 feet

**Melee**  Club +8 [+3/-2], **Damage** 1d6+5 bludgeoning

**Ranged**  composite shortbow +10 [+5/0] (deadly 1d10, propulsive, range increment 60 feet, reload 0), **Damage** 1d6+3 piercing

**Hunt Prey**  (concentrate) The poacher designates a single creature they can see and hear, or one they’re Tracking, as their prey. The poacher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the poacher hits the designated prey in a round, they deal an additional 1d8 precision damage. The poacher also ignores the penalty for making ranged attacks within their second range increment. These effects last until the poacher uses Hunt Prey again.
Unseasonable Squall

Uncommon Air Evocation

**Source** *Pathfinder #151: The Show Must Go On pg. 79*

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Range** 60 feet; **Area** 20-foot burst

**Duration** until the start of your next turn

You issue a blast of sudden wind that ripples outward from the center of the burst. The wind extinguishes small non-magical fires, disperses fog and mist, scatters objects of light Bulk or less, and pushes unsecured objects of 1 Bulk or less 5 feet away from the spell’s origin point. Each Medium or smaller creature in the area when you Cast the Spell or that moves into spell’s area must attempt a Fortitude saving throw.

**Success** The creature is unaffected.

**Failure** The creature is knocked prone. If the creature was Flying, it gets a critical failure instead.

**Critical Failure** The creature is pushed 30 feet away from the center of the burst, is knocked prone, and takes 2d6 bludgeoning damage.
Weapon Proficiency

General

**Source** *Core Rulebook pg. 269* 3.0

You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice.

**Special** You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.

## Traits

**General:**

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

**Varisians** (pronounced vah-RHIS-ee-ann) are a primarily nomadic human ethnic group known to favor the open road over permanent settlements. Sometimes called **the people of the road**, their traveling caravans can be encountered throughout Golarion, but Varisians also settle in permanent communities, most notably the country of Ustalav. Varisians are often thought of as scoundrels and rogues, an unfair reputation that is based on outsiders interacting with the criminal Sczarni gangs. Despite outward appearances of frivolity, the Varisian people are fiercely loyal to family and friends, and embrace a rich culture steeped in history and tradition.
True Strike

Single Action

DivinationFortune

**Source** *Core Rulebook pg. 379* 3.0

**Traditions** arcane, occult

**Bloodline** draconic

**Deities** Achaekek, Cernunnos, Dammerich, Eiseth, Erastil, Falayna, General Susumu, Gorum, Iomedae, Otolmens, Ragathiel, Raumya, Sekhmet, Shizuru, Sorrow's Sword, Yaezhing

**Patron Theme** fate

**Cast**  verbal

**Duration** until the end of your turn

A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
Wolf's Fang

ConsumableEvocationMagicalTalisman

**Source** *Core Rulebook pg. 570* 3.0

**Price** 4 gp

**Usage** affixed to armor

**Activate**  envision; **Trigger** You successfully Trip a foe; **Requirements** You are trained in Athletics

This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your Trip. If your Trip would already deal physical damage that doesn’t include an ability modifier, add your Strength modifier to that damage.
Trade Commodities

**Source** *Kingmaker Adventure Path pg. 525*

There are five different categories of Commodities: Food, Lumber, Luxuries, Ore, and Stone. When you Trade Commodities, select one Commodity that your kingdom currently stockpiles and reduce that Commodity's stockpile by up to 4. Then attempt a basic check. If you trade with a group that you've established diplomatic relations with, you gain a +1 circumstance bonus to the check.

**Critical Success** At the beginning of the next Kingdom turn, you gain 2 bonus Resource Dice per point of stockpile expended from your Commodity now.

**Success** At the beginning of your next Kingdom turn, you gain 1 bonus Resource Die per point of stockpile expended from your Commodity now.

**Failure** You gain 1 bonus Resource Die at the beginning of your next Kingdom turn.

**Critical Failure** You gain no bonus Resource Dice (though the Commodity remains depleted). If you Traded Commodities the previous turn, gain 1 Unrest.
Wall of Force

Evocation Force

**Source** *Core Rulebook pg. 382* 3.0

**Traditions** arcane, occult

**Deities** Casandalee, Gravelady's Guard, Grundinnar, Isis, Nethys

**Cast**  material, somatic, verbal

**Range** 30 feet

**Duration** 1 minute

You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).

*Wall of force* is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a *disintegrate* spell of any level or by contact with a *rod of cancellation* or *sphere of annihilation*.

**Heightened (+2)** The Hit Points of the wall increases by 20.
Wildborn Magic

Uncommon Elf

**Source** *Character Guide pg. 26* 2.0

**Access** An elf from Mifob

You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

## Traits

**Elf:**

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

**Uncommon:**

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

General

**Source** *Core Rulebook pg. 268* 3.0

You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

## Traits

**General:**

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

**Double Action**

**Source** *Secrets of Magic pg. 135* 1.1

**Traditions** occult, primal

**Cast**  somatic, verbal

**Range** 10 feet; **Targets** 1 non-hostile domesticated animal

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

As you make comforting sounds and gestures, you approach the target in a friendly manner combining caution and confidence. You improve the target's attitude to you by one step (unfriendly to neutral, neutral to friendly, friendly to helpful) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day.

This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM.

**Heightened (3rd)** The duration becomes 10 minutes.

**Heightened (6th)** The duration becomes 1 hour.
Timely Tutor

DivinationMental

**Source** *Secrets of Magic pg. 137* 1.1

**Traditions** arcane, occult

**Cast**  somatic

**Range** touch; **Targets** your eidolon or familiar

**Duration** sustained up to 1 minute

You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to Recall Knowledge with the Lore skill of your choice, much like it does for Acrobatics and Stealth. Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the Lore skill.

If you lose physical contact with the target, its connection to the Akashic Record is severed and *timely tutor* immediately ends.
Toughness

General

**Source** *Core Rulebook pg. 268* 3.0

You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

## Traits

**General:**

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

Evocation Invested Magical

**Source** *Core Rulebook pg. 613* 3.0

**Usage** worn

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

Numerous varieties of the *necklace of fireballs exist*. Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string.

**Activate**  Interact; **Effect** You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a *fireball* where it lands. Your toss can place the center of the *fireball* anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.

## Necklace of Fireballs IItem 5

**Source** *Core Rulebook pg. 613* 3.0

**Price** 44 gp

One 6d6, two 4d6 (DC 21)

## Necklace of Fireballs IIItem 7

**Source** *Core Rulebook pg. 613* 3.0

**Price** 115 gp

One 8d6, one 6d6, two 4d6 (DC 25)

## Necklace of Fireballs IIIItem 9

**Source** *Core Rulebook pg. 613* 3.0

**Price** 300 gp

One 10d6, two 8d6, two 6d6 (DC 27)

## Necklace of Fireballs IVItem 11

**Source** *Core Rulebook pg. 613* 3.0

**Price** 700 gp

One 12d6, two 10d6, three 8d6 (DC 30)

## Necklace of Fireballs VItem 13

**Source** *Core Rulebook pg. 613* 3.0

**Price** 1,600 gp

One 14d6, two 12d6, four 10d6 (DC 32)

## Necklace of Fireballs VIItem 15

**Source** *Core Rulebook pg. 613* 3.0

**Price** 4,200 gp

One 16d6, three 14d6, four 12d6 (DC 36)

## Necklace of Fireballs VIIItem 17

**Source** *Core Rulebook pg. 613* 3.0

**Price** 9,600 gp

One 18d6, three 16d6, five 14d6 (DC 39)
Universal Longevity

**Source** *Core Rulebook pg. 41* 3.0

**Frequency** once per day

**Prerequisites** Expert Longevity

You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Ancestral Longevity and Expert Longevity.

## Traits

**Elf:**

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

**Source** *Core Rulebook pg. 291* 3.0

**Price** 3 gp

**Hands** 2; **Bulk** L

You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.

## Thieves' Tools Item 0

**Source** *Core Rulebook pg. 291* 3.0

**Price** 3 gp

**Hands** 2; **Bulk** L

## Thieves' Tools (Replacement Picks)Item 0

**Source** *Core Rulebook pg. 291* 3.0

**Price** 3 sp

## Thieves' Tools (Infiltrator)Item 3

**Source** *Core Rulebook pg. 291* 3.0

**Price** 50 gp

**Hands** 2; **Bulk** L

Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices.

## Thieves' Tools (Infiltrator Picks)Item 3

**Source** *Core Rulebook pg. 291* 3.0

**Price** 3 gp

## Concealable PicksItem 4

Uncommon

**Source** *PFS Guide pg. 114*

**Price** 10 gp

**Access** Member of the Pathfinder Society.

## Concealable Thieves' ToolsItem 4

Uncommon

**Source** *PFS Guide pg. 114*

**Price** 80 gp

**Hands** 2; **Bulk** L

**Access** Member of the Pathfinder Society.

Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.
Phantasmal Killer

Death Emotion Fear Illusion Mental

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

**Traditions** arcane, occult

**Bloodline** shadow

**Deities** Achaekek, Kalekot, Norgorber, Pharasma

**Cast**  somatic, verbal

**Range** 120 feet; **Targets** 1 living creature

**Saving Throw** Will

You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save.

**Critical Success** The target is unaffected.

**Success** The target takes 4d6 mental damage and is frightened 1.

**Failure** The target takes 8d6 mental damage and is frightened 2.

**Critical Failure** The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait.

**Heightened (+1)** The damage increases by 2d6 on a failure and by 3d6 on a critical failure.
Vampiric Touch

Death Necromancy Negative

**Source** *Core Rulebook pg. 380* 3.0

**Traditions** arcane, divine, occult

**Bloodline** aberrant

**Cast**  somatic, verbal

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

**Saving Throw** basic Fortitude

Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

**Heightened (+1)** The damage increases by 2d6.
Thorough Search

General

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

**Prerequisites** expert in Perception

You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into it. If you do, you gain a +2 circumstance bonus to your Perception checks to Seek.

## Traits

**General:**

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

Mechanical Trap

**Source** *Bestiary pg. 325*

**Complexity** Simple

**Stealth** DC 22

**Description** Discreet webbing at throat level snags a creature that walks into it.

**Disable** Survival (trained) or Thievery (expert) DC 18 to rearrange the webbing

**AC** 18, **Fort** +11, **Ref** +5

**Web Noose**  (attack); **Trigger** A creature steps into the square with the web tripwire. **Effect** The web lurker noose makes a noose Strike against the triggering creature.

**Melee** noose +13 (deadly d10), **Damage** 3d6 bludgeoning and the target is grabbed and pulled off the ground (Escape DC 22). The target takes 1d6 bludgeoning damage at the end of each of its turns as long as it’s caught in the noose.
!Atlas

The current Head admin, and l4d enjoyer, !Atlas is a big dick Admin and a big dick member in general. He invented sex. Anyway, !Atlas is a long time staff membe, being head mod in shitpost status v.1. In the early and mind stags of v.2, he still was a high ranking staff member, and was with Titan the main manages of the server. He was the person to deny CallMeLeroy's first try to gain a significant amount of power. But shortly after Leroy gained head admin through not so alexfonya, !Atlas got into trouble with ryuk 2. After that, he got demoted to normal staff member, but luckily for him, CallMeLeroy managed to make a deal with ryuk 2 so Atlas still could be a high staff member, if atlas would become the slave of Leroy. For a long time he would rule side by side wuth Leroy without any problems. But all that changed with the introduction of the Minister system. Atlas was demoted and was replaced by lisjak and the other Ministers. Ehile the system was active, Atlas and lisjak would fight for one of the minister positions. Now with the simplr system, he is now the head admin of the server and he helps to manage the SSS
Worm's Repast

Rare Necromancy

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 80*

**Traditions** occult, primal

**Cast**  somatic, verbal

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

**Saving Throw** Fortitude; **Duration** see below

Gnawing worms materialize within the flesh of the target creature, dealing 4d6 piercing damage and 1d6 persistent piercing damage. If the target is a non-skeletal corporeal undead creature, you deal an extra 2d6 persistent piercing damage. The target must attempt a Fortitude save.

**Critical Success** The worms writhe away harmlessly and the target takes no damage.

**Success** The target takes full initial damage but no persistent damage, and the spell ends immediately.

**Failure** The target takes full initial and persistent damage and is flat-footed due to the pain for as long as it takes persistent damage.

**Critical Failure** As failure, but the target takes double the initial damage and is also slowed 1 by the pain for as long as it takes persistent damage.

**Heightened (+2)** The initial and persistent damage increase by 2d6 and 1d6, respectively.
Wooden Shield

**Source** *Core Rulebook pg. 277* 3.0

**Price** 1 gp; **AC Bonus** +2; **Speed Penalty** —

**Bulk** 1; **Hardness** 3; **HP (BT)** 12 (6)

Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.
Time Sense

CantripDivination

**Source** *Dark Archive pg. 183*

**Traditions** arcane, occult

**Mystery** time

**Cast**  verbal

When you Cast the Spell, you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in Nature, you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in Astronomy Lore, you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on.

You can gain a +1 status bonus to one attack roll, Perception check, saving throw, or skill check you take on the same turn you cast *time sense* that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour.
Regeneration

**Source** *Bestiary pg. 343*

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its dying condition never increases beyond dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to dying 4.
Watch Officer

Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness.

WATCH OFFICER CREATURE 3

LN MEDIUM HUMAN HUMANOID

**Perception** +8 (+9 to Sense Motive)

**Languages** Common

**Skills** Athletics +11, Diplomacy +6, Intimidation +9, Legal Lore +7, Society +5

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

**Items** breastplate, crossbow (20 bolts), dagger, signal whistle, steel shield (Hardness 5, 20 HP, BT 10), warhammer

**AC** 20 (22 with shield raised); Fort +10, Ref +6, Will +8

**HP** 45

**Air of Authority** (aura, emotion, mental) 10 feet. Creatures in the aura who are the same or lower level than the watch officer take a –2 status penalty to their Will DC against the watch officer’s attempts to Coerce or Demoralize them.

**Bravery** When the captain of the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.

**Attack of Opportunity**

**Shield Block**

**Speed** 25 feet

**Melee**  warhammer +13 (shove), Damage 1d8+7 bludgeoning

**Ranged**  crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+3 piercing

**Sudden Charge**  **Frequency** once per round; **Effect** The watch officer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.