recursal/Fanatic-Fandom huggingface dataset:
Shiroyuki no Raikenhime

Template:Infobox character

**History**

First born of the noble Shiroyuki clan of Minkai, and heiress to the clan's swordsmanship school, Shiro has long borne the weight of lofty expectations, though she has never let said expectations get her down. From the time of her first words, she has been taught to sing; from the time she could first hold a pen, she has been taught poetry; from the time she could first hold a blade, she has been taught to use it; she has known constant discipline, forging her like a blade to the will of the Shiroyuki. Her youth up until her 23rd birthday was spent in her familial estate, in the forest near Shogokabe.

 File:Tarmo-juhola-edopiha.jpg
**Appearance**

A somewhat short kitsune of 4'10, she has long white hair that ends with black tips and piercing blue eyes. No matter the weather, she appears in her usual of a loose, detached sleeved robe, with a skirt and thigh-high socks.

 File:69646886 p1.png
**Personality**
Cool-headed, serious, though whimsical, and easily distracted, Shiro tries to be friendly with everyone she meets. She tends towards being fairly thick, any innuendo easily passing over her head, her shadow, Yukikage, tries to keep others from using this to take advantage of her.

**Relationships**
Yukikage: Her shadow, and twin by birth, who sacrificed her familial bonds to the rest of the clan to stay with her twin. The two are almost always together now.

Aaron: A drunk who she tried to make friends with back when she first arrived, he seemed nice and they use to adventure together, but is has been some time since last they met

Zorrack: Another former adventuring partner of hers, she was present when the various curses that had been afflicting him were removed, though she's seen little of him since

King Julian: A fellow royal who's shown her his garden, *and totally didn't have any other intentions*

Shade: Yet another adventuring partner, though their relationship soured when Shade was passionately defending cannibalism; she hopes Kye helps guide her towards good wherever they are now

Mia and Haku: Former neighbors who Shiro once visited, she has lost touch with Haku after Mia returned home, but has since met him anew, sharing tea.

Weiming: A recent friend, they've shared music and stories when he's visited her at her villa in Abrogail.

 File:7583 img1.png   File:D4cab1a5fd893d93b7d468b520815ec2.jpg
**Aspirations**
Shiro's goal is to bring Minkaien influence to Nibiru, and to help those that she can. She is also collecting various katana, most of which she forges herself as a sort of hobby
Flame Blade Initiate

**Prerequisite:** Worshipper of a Deity with the [Fire] domain and BaB +3, or the ability to cast second level Divine / Arcane spells.

**Benefit**: You gain the ability to cast Flame Blade as an SLA usable up to 3 times per day. If you have levels in a spellcasting class; you also learn Flame Blade as a level two spell.
Frei Swiftfoot

Template:Infobox character

**History**

Born in a land of constant snow and ice to loving parents, Frei's past is fairly average. Due to her lupine traits she was often bullied by the other kids of the small fishing village that she grew up in.

 File:Photo-1552840757-aaa39f56e351.jpg   Always desiring more material wealth, once Frei's magically powers awakened, she decided she would soon set off on adventure, as well as open her own store.

**Appearance**

A rather short Aasimar with pure white hair, and the fluffy ears and tail of a wolf, she prefers to dress herself in fine silks, though does not often wear dresses, instead wearing a jacket over a blouse and shorts underneath.

 File:Frei.jpg   She wears some of her long hair in a long braid and has a crystal earring hanging from her left lupine ear.

**Personality**

Very shy, and very quiet, Frei wants friends but finds it hard to approach people, though she tries her best while running her shop.

 File:5b8f266d462a7.image.jpg   Very stoic, she rarely voices any complaints and is quick to blame herself for any strife that occurs. When she first arrived, she was plagued by nightmares seemingly of another world, though those have since ceased. She is cautious around flames, and terrified of a fiery death.

**Relationships**

Garion: Her beloved husband, who she doesn't think she deserves, but is thankful that he has returned to stay

 File:Garion.png
Weiming: A friend, more of Garion than herself, who has visited often, and is the one who performed the marriage of Frei and Garion in her store

Tethealla: A strange elf who broke into her store and tried to blame her and insulted her cooking

Jozef: A kind one-armed patron likewise from the northern regions

Old heckler: some guy who was really rude during the beginning of her and Garion's relationship who suffered some severe upcharges

**Aspirations**
She seeks ever more wealth, and a happy family with Garion
Technique Master

*While combat techniques can be learned by many, few are as skilled with them as a technique master. He learns as many techniques as possible, fusing them into his own personal form that is wholly unique.*

#### Bonus Feats

At 1st level, 2nd level, and every four levels thereafter, a technique master may select a bonus technique feat or Combat Expertise. He does not need to meet the prerequisites of that feat. Starting at 6th level and every four levels thereafter, a technique master can choose to instead gain a wildcard technique slot. Whenever he enters one or more technique stances, he can spend his wildcard technique slots to gain feats in those techniques’ feat paths (such as Protean Twist) as long as he meets the prerequisites. Each time he changes techniques, he can also change these wildcard technique slots.

*This ability replaces the bonus feats a fighter gains at 1st, 2nd, 6th, 10th, 14th, and 18th levels.*

#### Technique Fusion (Ex)

At 3rd level, a technique master can fuse two of the techniques he knows into a more perfect technique. The technique master can have two technique feat stances active at once. Starting a stance provided by a technique feat is still a swift action, but when the technique master switches to another technique feat, he can choose one technique whose stance is already active to persist. He may only have two technique feat stances active at a time.

At 7th level, the technique master can fuse three technique at once. He can have the stances of three technique feats active at the same time. Furthermore, he can enter up to three technique stances as a swift action.

At 11th level, the technique master gains a dodge bonus to his AC equal to the number of techniques whose stances he currently has active.

At 15th level, the technique master can fuse four techniques at once. He can have the stances of four technique feats active at the same time.

*This ability replaces armor training.*

#### Perfect Technique (Ex)

At 19th level, a technique master can have the stances of five technique feats active at once, and can change those stances as a free action.

*This ability replaces armor mastery.*
Vital Defense

*While in a defensive stance, you are full of vigor and health.*

**Prerequisites**: Con 15, Defensive Stance class feature.

**Benefit**: Whenever you are in a Defensive Stance, the morale bonus to your Constitution increases by +2. Your stance does not end if you become unconscious. While unconscious you must still expend rounds of Defensive Stance per day each round.
Scintillating Spheres

**School:** evocation [force]; **Level** Bloodrager 3, Magus 3, Psychic 3, Sorcerer/Wizard 3, Mesmerist 3

**Scintillating Spheres**

**Casting Time:** 1 Standard Action

**Components** V, S, F (a tiny crystal orb, worth at least 500 gp)

**Range:** medium (100 ft. + 10 ft./level)

**Targets:** up to three creatures, none of which can be more than 20 ft. apart

**Duration:** 10 Min / Lv

**Saving Throw:** none; Spell Resistance: yes

The caster creates three orbs of magical energy; that orbit his or her head. These orbs persist until the spell ends, or the orbs are launched. As a free action during their turn; the caster may fire one or more of their active Orb(s) at an enemy creature. The Orbs can be fired unerringly, inflicting 1d8+2 [force] Damage on hit without need for attack rolls. (though they cannot target creatures with total concealment.)

For every two caster levels beyond 3rd, you gain an additional orb—four at 5th level, five at 7th, six at 9th, Etc.

If the target has *Shield* affecting them, this spell has no effect.
Raid Session Rules

1. Must have two gms to run the session. One to play the monster and one to play the arena encounters. One of these gms must be a Game Master (Not trial).
2. All raids must be approved by an administrator before it can be ran.
3. A raid session can not kill a player. It can knock them out but they are “respawned” as soon as the event ends either by death or reset. This acts as if the player has rested for 8 hours.
4. Players can knowledge check the monsters but not the raid itself until at least one other group has completed the raid. Then the player can do a gather information check to get information on what the raid mechanics do. The DC would start high then lower based on the number of times it had been successfully completed.
5. The raid mechanics or arena actions will have two turns a round. One turn at the top of the round to show the start of the effect and one at the bottom of the round for the actual trigger of the effect. The triggering of the effect, even if it takes several rounds to go off, ALWAYS happens at the end of the round. Give your players a chance to react.
6. If the monster or adds that spawn also have secondary actions, IE will enrage or dash across the map after it growls, then it two will need multiple turn orders. The turn order at the end of the round is ALWAYS when the action is triggered. Once again, give your players a chance to react.
7. The boss and spawned enemies will not take attacks of opportunity.
8. Gold and experience rewards are the same as normal except failure would only get half rewards.

## Note to Players

Sessions will be longer than normal. They will have 5-10 players depending on the design of the raid or dungeon. COHORTS WILL NOT BE ALLOWED. You will need heals of some sort. You will need a “tank” of some sort. Some mechanics will just be unavoidable.
Juicebox of Endless Inebriation

**Aura** moderate transmutation; **CL** 9th; **Slot** Shoulders; **Price** 12,000 gp; **Weight** 5 lbs.

**DESCRIPTION**

A Popular magical item among those who travel long distances between civilized places, especially those who worship Cayden Cailean. The Juicebox of Endless Inebriation sits in a back holster with the small box within easy reach on the breast. This small juicebox like container contains a small opening to the Elemental Plane of Alcohol, a little known demiplane, Theorized to have been created by a mad (and likely drunken) wizard. As a swift action, the wearer can sip from the contents and consume one alcoholic beverage.

**CONSTRUCTION REQUIREMENTS**

**Craft Wondrous Item**, control water, enhance water; **Cost** 6,000 gp
Everfull Ammunition Pouch

**Price** 10,350 gp Masterwork; **Slot** none; **CL** 5th; **Weight** 2 lbs.; **Aura** faint conjuration

DESCRIPTION

This pale leather pouch has a clasp that can be attached to a belt or bandolier or worn directly on an article of clothing without risk of falling off. The wearer can reach into the pouch to draw a piece of masterwork ammunition as normal, though the creator must choose what type of ammunition is used when the pouch is made. As ammunition, the user can draw as many masterwork ammunition per round as he has attacks. The pouch always feels as if it has a handful of ammunition in it, and if opened and counted, it seems to be about a dozen. However, the shifting and moving of the ammunition in the pouch make it hard to be sure. ammunition taken from the pouch disappear after one round.

The pouch is treated as a masterwork projectile weapon for purposes of casting spells, and the ammunition drawn from the pouch takes on the effect of the spell bestowed. Weapon enhancements can be applied to the pouch, and effect all ammunition drawn from it. These enhancements cost the same as standard weapons.

CONSTRUCTION REQUIREMENTS

**Cost** 5175 gp; **Feats** Craft Wondrous Item; **Spells** *Abundant Ammunition*
Template Guidelines

Templates are added to your character, applied at certain levels that raise your ECL by a certain CR. They should flush out the flavor and help the character be better-rounded. You can either make your own or adapt one of the monster templates. Do not rely on the CR Paizo assigns to monster templates, they are not accurate to players or gestalt. You can have up to two templates for a total of a +5 increase. You apply for a template with the Enjin, following the instructions on the forums under Character Requests. The Balance Team reviews, edits, and approves the template assigning final CR and level you acquire templates. Once approved you purchase your template slot on the Enjin in the RP Store for 200 RP for the first template then 500 RP for the second.

The only exception to this is the first time you apply for the Advanced Template. You can purchase it in the RP store for 200 RP and it automatically applies to your character at level 7.

There are several tiers in which you can gain a template. The following table is a guide but not guaranteed.

 +2
 +3
 +4
 +5

A +4 and +5 template requires you to purchase the second template slot on the Enjin for RP.

Templates can include several buffs to the characters. Some examples are as follows:

Armor Class Increases- Will only allow +4 Dodge or +5 Natural Armor at max.

Special Quality and Defenses (Senses, DR, SR, Etc)

Speed Increases

Special Abilities

Feats (Max 3 across both templates)

Ability Score Increases.

Templates have a point pool based on their CR increase. Note this is not a point buy, this is one for one. Use the following table for your stats.

 +2
 +3
 +4
 +5

If you have any questions or need advice do not be afraid to ping or message any of the balance team.

## **Things that will NOT be approved (Subject to Change)**

Undead Type/Subtype

Adding other classes abilities in special abilities (adapt and reflavor)
Sun Nectar Collection

**School** Transmutation; Level 6

**Casting Time:** 6 Hours

**Components** V, S, M, Focus ( 6 Silver Mirrors worth about 5000 Gp total)

**Skill Checks:** Knowledge (Arcana) DC 32, 3 successes; Knowledge (Religon) DC 32, 3 successes; Knowledge (Nature) DC 32, 3 successes

**Range:** Touch

**Target:** a 20x20 field of grass & wildflowers

**Duration:** Instantaneous

**Saving Throw:** Will negates (harmless); Spell Resistance: No (harmless)

**Backlash:** The caster takes 10d6 points of positive energy damage and is blinded for 1d4 days.

**Failure:** The caster is permanently blinded; and cannot have their sight restored without use of Wish or Miracle

### EFFECT

The caster must begin this ritual at dawn, in an area within full view of the sun, be it a greenhouse, skylight, or outdoors. While in the field, the caster must tread carefully, as to not crush any wildflower(s) underfoot. Thereafter, the caster must carefully position the silver mirrors in a way as to bask the chosen area in the maximum amount of sunlight. After completing this, they proceed to carefully lie upon the grass, basking in the sun alongside the flowers (Preferably with some skin exposed) until it reaches it's peak at high noon. All accomplished while reciting druidic and arcane incantations alike, that both transmute the flowers, and alter the grass into perfect growing conditions.

Upon a successful ritual's completion, 2d6+2 Orchids will appear, Transmuted from their previous form as wildflowers into true Sun Orchids. These can be used as rare alchemical ingredients in crafting other items, or consumed raw. The latter option causes the consumer to reverse their age by 1 month per orchid; to a minimum of it's starting age as a young adult. All penalties to Strength, Dexterity, and Constitution the drinker may have suffered as a result of advanced age can theoretically removed with enough flowers, but all bonuses to Intelligence, Wisdom, and Charisma that result from advanced age would remain (although as the character ages again into middle age and beyond, he does not gain any of these bonuses a second time).
Ain't that a kick in the head? (Fallout Major Drawbacks)

The Following drawbacks are representative of the Mojave Courier's injuries; suffered at the hand of a strange assailant when their packages were stolen.

Roll 1d6 and consult the following chart.

Ain't that a kick in the head
 Eye
 Arm
 Leg
 Torso

You suffer a -4 trait penalty on Constitution checks made to continue running; Constitution checks made to avoid lethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

 Double Tap

Roll twice and take both drawbacks; but gain Diehard and Tenacious Survivor as additional bonus feat(s).
Beast Hunter

*Some hunters don’t seek to kill their prey. These individuals specialize in weapons and tools used for capture, and often work as bounty hunters, slave catchers, and monster hunters.*

**Weapon and Armor Proficiency:** The beast hunter is not proficient with heavy armor, or tower shields. The beast hunter gains proficiency with the bola, lasso, mancatcher, and net.

**Tight Catch (Ex):** At 2nd level, the DC for Escape Artist or Strength checks made to escape or break out of a beast hunter's lasso, mancatcher,bola, or net increases by +1. Additionally, the beast hunter gains a +1 bonus to opposed Strength checks she makes when using lassos and nets. These bonuses increase by +1 for every four levels beyond 2nd.

This ability replaces bravery.

**Far Catch (Ex):** At 3rd level, a beast hunter is able to catch creatures at a greater distance. Increase the range increment for bolas, lasso, mancatcher and net he wields by +10 feet. This increases by another +10 feet at 11th level. The trailing rope on lassos and nets are likewise extended.

This ability replaces armor training 1.

**Effective Catch (Ex):** At 7th level, when a foe entangled within the beast hunter’s net or lasso attempts a concentration check to cast a spell, the DC of the concentration check is increased by +5. Additionally, a creature tripped by a beast hunter's bola attack must use a full-round action to stand.

This ability replaces armor training 2

**Big Game Hunter (Ex):** At 11th level, the beast hunter is adept at catching unusually sized creatures. She may use lassos, nets, bolas and mancatchers on creatures one size larger than normal without penalty. She may use lassos, nets,b olas ,and mancatchers on creatures two sizes larger than normal without penalty at 15th level. Additionally, using the mancatcher, the beast hunter is able to pin a creature caught in the weapon.

This ability replaces armor training 3 and 4.

**Bring Them Down (Ex):** At 19th level when a creature is entangled or grappled by a beast hunter’s weapon they must make an immediate Fortitude saving throw or gain the dazed condition for 1 round. A creature must make this save again at the beginning of their turn each round they are entangled or grappled, with failure meaning they are dazed for that round. The DC is 10 + ½ the beast hunter’s level + his Dexterity modifier.

This ability replaces armor mastery.
1st party Spell Changes

The following spells are altered when used in Nibiru.

## All Spells That Use Specific Mental Ability Scores

Any spell that uses a specific mental ability score as a bonus or other metric (not spells that grant bonuses to ability scores) use the Spell Casting Ability Score of their caster instead of the just the one listed. For instance, *telekinesis* uses Intelligence if cast by a wizard, or Charisma if cast by a sorcerer would be useless for any other classes that gain *telekinesis* on their spell list, or relatively useless for Empyreal Blooded sorcerers. Instead, *telekinesis* adds your spellcasting ability modifier on attack rolls. Similarly many cleric spells that use the caster's Wisdom score use Charisma when cast by an Oracle.

## Animate Dead

Contact an Admin when you go to procure a body for this purpose to work out the amount of time/actions needed.

## Atonement

In order to regain class features, you need to undergo a character change request in which you go over what you did to lose those class features.

## Bestow Grace

The effects of this spell are now morale bonuses, and the bonus to saves is equal to 1/2 Charisma.

## Bestow Grace of the Champion

The effects of this spell are now morale bonuses, and the bonus to saves is equal to 1/2 Charisma.

## Blood Crow Strike

Reduce casting time to a full round action.

## Contingent Action

A creature cannot benefit from this spell more than once per turn.

## Gravity Bow

This spell works on ranged manufactured weapons, not just bows and crossbows.

## Major Mind Swap

The target of this spell is changed to "One creature", removing the 'of the same race' restriction. This spell cannot be made into a magic item (e.g. scrolls or staves of *major mind swap* do not exist).

## Massacre

The 2nd sentence of this spell incorrectly states the line is 30 ft. It should be a 5 ft by 60 ft line.

## Permanency

Add the following spells to the list that can be made permanent:

Brown Fur Transmuter's powerful change ability cannot be applied to this

## Shadowbard (Spell)

Add the following line to the end of this spell: "You may only have up to 1 instance of this spell active per five caster levels active simultaneously.  You may change the performance of any number of shadowbards you control with the same move action."

## Simulacrum (Spell)

Due to the potential for abuse when creating many Simulacrum at once, a creature may only create one simulacrum at a time. This spell is currently being playtested to see if this limitation prevents abuse, meaning if the playtest fails, this spell will likely be removed entirely.

## Spirit-Bound Blade

Add the following emotional focuses to this spell:

* *Greed*: The weapon also gains the *sticky* special ability.
* *Lust*: The weapon also gains the *vampiric* special ability.
* *Pride*: The weapon also gains the *dazzling radiance* special ability.
Ring of Divinity

**Aura** moderate (no school); **CL** 11th; **Slot** ring; **Price** 20,000 gp (Type I), 40,000 gp (Type II), 70,000 gp (Type III), 100,000 gp (Type IV); Weight —

DESCRIPTION

These unassuming plain bands grant a powerful boon to their wearers; imbuing them with the ability to retain more divine power from their chosen deity. Rings meant for evil wearers imbue the wearer with negative energy; and are forged from onyx. Good aligned versions that deal in positive energy are plain bands of opal. Bands for Neutral worshipers can be stylized as any standard ring, though most are plain silver.

The rings come in four varieties, all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are unaffected by the multiplier.

CONSTRUCTION REQUIREMENTS

Forge Ring; *Divine Power* **Cost** 10,000 gp (Type I), 20,000 gp (Type II), 35,000 gp (Type III), 50,000 gp (Type IV).
Eschew Esoteric Materials

*You can cast spells using fewer esoteric material components.*

**Benefit(s):** You can cast any spell with a non-esoteric material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

When you cast a spell that uses esoteric material components, you can spend components as though your caster level were 2 lower (with a minimum of the spell’s minimum caster level). This does not affect the cost of expensive material components.

**Special:** This feat counts as Eschew Materials for all purposes. Characters that normally receive Eschew Materials as a bonus feat may select any feat for which they qualify.
Succor

*Your divine ability to heal the wounded is bolstered by your resolve.*

**Prerequisites**: Channel Positive Energy or Lay on Hands class feature, WIS 15 or CHA 15, Character level 3rd

**Benefit**: Your effective class level for the purposes of calculating the effectiveness of your Channel Energy or Lay on Hands class feature is increased by 2. This is a supernatural ability.
Temple of Abandon (Temple of Arshea)

## Services

The Temple of Abandon is possibly the only full sized cathedral dedicated to the Empyreal Lord Arshea. Attended to by the High Priestess Jezebel, the temple provides services to the public, especially the surrounding slums of Blackheart Bay. Minor healing and services, and elixir's of sex-shifting are provided free of charge; and major services such as restorations, regeneration, and resurrections are available as cheap as tax laws will generally allow. Those unable to pay may easily negotiate a reasonable and forgiving payment plan with the High Priestess (via Speak with Soul).

Scared Courtesans also tend to the needs of citizens in private for counselling, atonement, or any number of more *intimate* needs; in exchange for donations negotiated by the church.

## Description

A massive cathedral with three major parts to it. Upon first seeing the temple; it becomes self-evident on first sight that it serves as a religious bastion in the puddles. The first major temple of Arshea. The walls are enriched with fantastical etchings and designs of the Spirit of Abandon; Of creatures casting off their mortal shackles. Stained glass and murals line a good bit the exterior with these brilliant images. The materials chosen tastefully enough to keep a thief's hand away, but given the presence of a masterwork touch against them. To inspire the people of blackheart bay to be in awe of it solely from the exterior, much less than the interior.

Rooms and bedding are sealed away behind thick stone wall, whilst storages are properly sealed and given reinforcement. Nurseries with cradles are in abundance, and a hallowed mausoleum of crypts are prepared. The final and potentially most eye catching part of this structure are the the infirmaries - because it doesn't stop at only a few, but instead tops at a full dozen of these, evident by the building's massive west wing. The central prayer room was a room decorated with comfortable seating of all kinds around a central plaza. Rows of smaller booths, built of wood adjoined the edges of this central room. They were "confessional" booths where scared courtesans would tend to the needs of their clergy in private for counselling, atonement, or more intimate needs, in exchange for donations to the church

From birth, to life, to death. This temple will hold all who come into the arms of the god to which it is devoted.
Ferinal Ilkethal

Template:Infobox character

**History**

Early in his life, Ferinal left El, eventually wandering his way to Riddleport, which is where he's spent most of his life. Taken with the life of the sea here, he quickly became an avid sailor, and pirate, traveling far across the Arcadian ocean, including to Arcadia, where he met/acquired the young Rava, bringing her back with him to Riddleport. For over half a century the two plagues the waterways, but it couldn't last, and there ship was sunk a ways off the coast of Nibiru, where they washed up at the settlement of Blackheart Bay, the new home of the two, as well as their new crew.

 File:Riddleport.jpg
**Appearance**

A tall elf with long, dark hair, often in an open captain's jacket.

 File:Elf Pirate.jpg   He is usually seen carrying his various armaments, consisting of a pair of pistols, a pair of swords, and a musket.

**Personality**
A generally affable man, the usual quiet of the denizens of the bay irks him. The irony of his position as the barrister amuses him to no end however. Despite his generally pleasant demeanor, he is ruthless, having little qualms of killing the defenseless or even his own allies if the situation calls for it.

**Relationships**

Rava: Noticing her innate magical abilities, Ferinal spirited her away from Arcadia, taking her own as his second in command and source of wind in dead seas

 File:Lef cleaned.jpg
Flint: Ferinal's liege in Blackheart Bay, he respects him, though they have not spoken much

Grimgore: A rather amusing orc, though difficult to get close to

Aaron: The spymaster of Blackheart Bay, and not a good conversationalist

Zorrack: The judge of Blackheart Bay, he thinks they'd get along if they met more often

**Aspirations**
Ferinal seeks to plunder the seas from his new ship, "Las'vinyr'sha'amrail'kethtahl" (Las'vin for short). A new continent full of unaccounted resources seems like a fine place to do so, especially if it disrupts Cheliax.

 File:Fantasy-pirate-battle-dark-wallpaper-preview.jpg
Artokhas

Template:Infobox character

**History**
A traveler from the Darklands, come to the surface world. He has said nothing of his past as of yet. It is likely that he left his home early however, if he was not sold when his parents birthed a Caligni that is.

**Appearance**

A tall dark man with pale skin and wild hair, usually shrouded in shadow.

 File:Vincent valentine final by shadowkira.png   From these shadows pierce bright violet eyes, highlighting his resurgent Azlanti heritage.

**Personality**
A quiet man, made all the more so by his deafness, he seems to see balance in all things. He is fond of cats, and tries to help those who have disagreements reach a middle ground, impartially acknowledging the pros and cons of both parties.

**Relationships**

Maen: An aeon eidolon that he has contracted with, whether his preference for balance comes form this contract or was the cause is shrouded in mystery.

Bella: A kayal he met in the slums aiding the poor, both people of shadow that entered the light

Weiming: A person who can understand him, despite his inability to speak, also met in the slums. The light to the darkness of Bella

 File:PicsArt 08-24-10.png
**Aspirations**
Artokhas seeks to bring balance to the world, as well as restore the ancient empire of Azlant
Gloves of Diametric Energy

**Aura** moderate transmutation; **CL** 14th **Slot** gloves; **Price** 40,000 gp; **Weight** 1 lb.

**Description**: These gloves are an unassuming plain white color, similar in style to a stage magician's glove. A keen eye for the arcane would notice delicate stitching running across the palms, bearing potent elemental magic. Whenever the user casts a spell that deals energy damage, they may change the energy type to it's diametric opposite per the chart below. Only one energy type can be changed per spell, even if it deals multiple types. All other effects of the spell are unchanged (for example, an ice storm changed to fire damage still deals bludgeoning damage and bestows a penalty on Perception checks). The gloves effect spells up to 8th level, and are usable up to 4 times a day.

Diametric Elements
 Acid
 Positive

**Construction Requirements**: Craft Wondrous Item, Elemental Spell; Cost 20,000 gp
Banned Content

The following first party options are either banned or restricted.

### Chained Summoner (Class)

The standard summoner class is not allowed. Instead, chose the Unchained Summoner.

### Flash Forward (Spell)

This spell is not banned, but can only be used once per round.

### Oozemorph (Archetype)

The interactions of this archetype are a disaster. Just don't.

### Signature Skill (Feat)

This feat takes away one of the few things the rogue has to its name and allows for builds to get ridiculous.

### Campaign Traits

These were made for specific AP's, and we are not any of those AP's. They also tend to skew the balance up.

### Banned Rituals

Divert Soul

Egoist's Militia

Invariability

Multiversal Knowledge

Unmaking Touch

####
Smuck (Ya Boi Smuck)

Smuck, also know as "Ya Boi Smuck" and "Dork Asshole", is a member of the Starting with S and Ending with Castcast. Smuck has made appearances of many podcasts and YouTube videos, although his appearance was at most less than notable. Smuck is of Swedish decent and lives in his homeland to this date. He is seen as a proud countryman to some and politically disabled to others. Smuck is the fourth funniest member of the podcast.

Smuck can also be found on YouTube drinking mystery drinks at yaboismucksmuck503.
Atropos

**Obedience:** Assemble a careful list of each major activity you will undertake in the day to come and keep a careful accounting of what you fail to accomplish and why.

As part of this, select three different specific checks you expect to perform that day, such as “a Perception check to find a hidden passage,” “a Reflex save to dodge a fireball” or “an initiative check to fight goblins.” Once during that day, you can gain a +4 insight bonus on one of these three specified checks.

### Boons - Monitor Obedience

1: **Fruitful Dreams (Sp)**: The worshipper’s dreams are filled with visions of the future; and provide insight into potential danger. If the worshipper is able to sleep for a minimum of 8 hours totally uninterrupted the night prior; they gain a +2 Insight bonus on all initiative checks made the following day. (Provided the worshipper was not caught flat-footed prior to rolling the check.) If the worshipper is interrupted or awoken in any way during the night; they instead experience horrible nightmares, and suffer a -2 penalty on initiative checks made the following day.

2: **Spring’s Grace (Su)** Once per day as a full-round action, you can revert to a youthful form, which grants you fresh insight and new perspective. You outwardly appear to become the minimum age for an adult of your race. In this form you temporarily ignore all penalties from old age. In addition, you gain a +2 Insight bonus to will saves, perception, and sense motive checks, and a -2 penalty to fortitude saves.

3: **Insight into Fate (Sp)** You can cast moment of prescience as an SLA 1/day, using HD in place of caster level.
Feytouched Hexer (Witch Archetype)

*Great faerie beings make strange and unique patrons for witches, granting them powers somewhat different from a more traditional patron. These witches seem to have a supernatural beauty and presence, and use their sheer force of personality for their powers rather than occult learning.*

**Fey Charm**

She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.

**Sorcerous Familiar**

Instead of teaching their familiar spells, a Feytouched Hexer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a sorcerer of the same level. In addition, she receives bonus spells per day if she has a high Charisma score. A Feytouched Hexer’s selection of spells is limited. She has the same number of spells known as a sorcerer of the same level and can choose new spells to replace old ones at 4th level and every 2 levels after that, just as a sorcerer does. A Feytouched Hexer’s spells known are stored in her familiar, and she must commune with her familiar to regain her spells each day.

This ability alters witch’s familiar and the witch’s spellcasting.

**Patron Spells**

A Feytouched Hexer adds her patron spells to her list of spells known stored in her familiar. She may replace some of her patron spells with the following: 2nd – charm person, 4th – hideous laughter, 6th – bestow curse, 8th – hallucinatory terrain, 10th – mind fog, 12th – cloak of dreams, 14th – pox of rumors, 16th – irresistible dance, 18th – dominate monster

**Faerie Wings**

At 6th level, a Feytouched Hexer can grow faerie wings and fly at a speed of 60 feet (40 feet if speed is slowed by armor or encumbrance) with good maneuverability for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

This ability replaces the witch’s 6th-level hex.
Mutations + Radiation (Fallout optional rulesets)

### **Radiation Rules**:

Radiation Damage functions effectively as damage to your MAXIMUM HP; Meaning You cannot heal hit points lost to radiation damage through traditional means. You must be affected by a healer's kit or Rad-Away before you can regain those hit points normally. Using Rad Away or being treated for radiation poisoning does not restore the lost hit points automatically.

### **Rad-Away:**

Restores up to 6d6 points of Radiation damage.

### **Healer's Kit:**

By expending 3 uses from a Healer's Kit; and exceeding a DC: 25 check; the healer may treat radiation poisoning. It heals 4d4; plus an additional 1d4 for every 5 the Heal check exceeds DC 25.

### **Background Radiation**

In areas of Light Radiation; characters must make a Fortitude save once per hour; or take 2d4 points of Radiation Damage. The DC varies by radiation severity, to a maximum DC of 20.

In areas of Medium Radiation; character's must make a Fortitude Save once per 10 minutes; or take 4d4 points of Radiation Damage. This DC Varies by radiation severity, to a maximum DC of 25.

In areas of Heavy Radiation; character's must make a Fortitude Save once per minute; or take 6d4 points of Radiation Damage. This DC Varies by radiation severity to a Maximum DC of 30.

In areas of Critical Radiation; character's must make a Fortitude Save once per minute; or take 6d4 points of Radiation Damage. This DC Varies by radiation severity to a Maximum DC of 50.

When a character takes more than 1/4 of their maximum HP score as damage from radiation; they must roll a 1d100 on the following table and gain the corresponding mutation. Removing a mutation requires 1 hour and a DC 30 Heal check. A character can have up to 3 mutations at once; and curing radiation damage does not cure any mutations.
Cracking ice

The ice in the artic never cracks!!! Let's make it crack every 20 minutes!

When it cracks, a pile of cold water will appear. Every artic animal can dive in it. When non-artic animals touch it, they lose one-third of their health and also freezes.

20 minutes after the cracking, the ice builds up again and repeat...
Cheese touch mode

bigfoot 1: Whoa! Check that out.

bigfoot 2: Is that cheese?

bigfoot 3: Stop! Good God, man! You almost got the Cheese Touch.

bigfoot 1: The what?

bigfoot 3: The Cheese Touch.

Nobody knows when or how, but one day that cheese mysteriously appeared on the blacktop.

Nobody knew who it belonged to. Nobody touched it. Nobody threw it away.

And so there it sat, growing more foul and powerful by the day.

Then one day, a trex named D.W. made the biggest mistake of his life.

dragon: D.W. touched the cheese!

DW: No, I didn't! I just looked at it! Really!

bigfoot 3: D.W. had the Cheese Touch! It was worse than the shadow plague. He became an outcast.

(trex crying noises)

The only way to get rid of the Cheese Touch was by passing it on to someone else.

(various animals SCREAMS)

And so began the Cheese Touch Frenzy.

Friend turning on friend. Brother turning on sister. It was madness.

Until a ocean exchange student

named whale took it away.

giant spider: whale has the Cheese Touch!

whale: Ze Cheese Touch? Vat is it? Vat does it mean, ze Cheese Touch??

bigfoot 3: Sadly for whale, that fact was lost in translation.

whale: Nooooooooooooooo...!

bigfoot 3: Thankfully, he moved back to the pacific and took the Cheese Touch with him.

And so the cheese sits, patiently waiting for its next victim.

bigfoot 2: Wow.

bigfoot 1: Wow.

bigfoot 3: This is a terrible place.

**credits to diary of a wimpy kid, plague inc**
Infuriated

**Price** +1 bonus; **Aura** moderate enchantment; **CL** 8th; **Weight** —

DESCRIPTION

This special ability can only be placed on ranged weaponry. An infuriated weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in her hand, even when she is not raging. This bonus is equal to the enhancement bonus of the weapon (and also includes the +2 if the wielder is raging).

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor **Spells** *Rage*; **Cost** +1 bonus
Elementals

1. Fire elemental - an animal that is the upgrade from the King Dragon. It would have control over all lava elements. Abilities: Eruption - Makes a temporary volcano that automatically, rapidly shoot fire at all nearby enemies.
2. Water elemental - an animal that is an upgrade from the Sea Monster. Has control over all water. Ability: True whirpool - can create an ENORMOUS whirlpool (larger than the sea monster's) that is just like the sea monster's, but larger!, and it shoots tsunamis!
3. Desert elemental -an animal that is an upgrade from the Basilisk. Has control over the deserts. Ability: Sandstorm - can create sandstorms that can avctually temporarily blind the player's screen if they get stuck, and creates dust devils that toss ANY animals round.
4. Earth elemental - an animal that is an upgrade from the Land Monster. Has control over the grass lands... Ability: Earthquake - makes an earthquake that stuns all animals, and at the same time, it makes the land monster's hole except larger!
5. Ice elemental - an animal that is an upgrade from the Ice Monster. Ability: Avalanche - creates an avalanche that travels in the direction of the player facing, and will not stop until it hits a border, picking up and stunning everything that touches it along the way.

Note: THESE ANIMALS CAN ONLY USE THEIR ABILITIES IN THEIR RESPECTIVE ENVIRONMENTS!

Note 2: they are all tier 18, OK? Evolves at 40M XP

Note 3: they can all evolve into the tier 19's
Episode 99.5

Title: New Faces

Date: 2 February 2021

Notes: Ben, Greg and Eddo interview some brand new characters. Patreon exclusive episode.

Features:

* Mamma Char (3:00)
* Bill Dripson (8:20)
* Frank Tilder (15:50)
* Jackson Simple (23:30)
* Spitty (29:00)
* Carl Weanus (34:40)

Previous Episode: Episode 99

Following Episode: Episode 99.6
Crystal monster

-Water Bar is replaced by Crystal Bar.

-Sources for Crystal: Ice in arctic, Ice from ice Monster, Gemstone.

-Ability: Make a earthquake of crystal and forming a crystal cage around it any animal nearby will violently get thrown inside the cage doing 1/4 damage. Then they will be stunned allowing the monster to get at least 3 bites in, resulting in 75% health being taken away.

-BD tier
Apex tier

T-REX: Nerf!

Ability does less damage.

Dragon: Buff!

Fireballs do more damage, plus have a shorter reload time.

High fly if XP is higher than 3M

1.2x speed

Pterodactyl: Buff!

Energy bar runs out slower.

King Crab: Buff and Nerf.

Buff: Walks at the same speed on land as crab

Nerf: If on land, it will arm smash with 2 arms. In water, it can only smash with one arm.

The Kraken: Buff!

Ability lasts longer.

The Yeti: Buff!

Snowballs inflict more damage.

Snowman: nil

Phoenix: nil

Bigfoot: Nerf!

LOWER PRICE!!!!!! Make it 7000, or at least 10000

snowgirl: nil

all apexes have a rare that can damage cacti with their abilities, they're all 1/150, additional abilities are:

T-REX: 2x ability range

dragon: 5x fireball instead of 1

ptero: energy drains 3x slower

king crab: 2x damage

kraken: can go in ANY biome and the ability works ANYWHERE as well

yeti: 8 snowballs each 45 degrees from the others

snowman: 4x range for ability

phoenix: fire tornado spits other smaller fire tornadoes

bigfoot: immune to freeze burn poison stun

snowgirl: x1.5 speed
Volcano mode

animals

1. Imp

2. Demon- drop a small fire ball

3. Devil- throw a fire disc

4. Lar- make a lava shield

5. Soul- Howl at enemy

6. Hellhound- Pounce to burn him

7. Lampad- light a fire to make anyone around crazy and run around

8. Ifrit- throw a flaming trident

9. Cherufe- catch someone to gobble him

10. Evil Salamander- Use toungue to catch someone

Then, you can shake him around

11. Lava skeleton- grow some bones to throw them and bleed him

12. Chimera- breathe out fire

13. Lava lizard- hide and disguise as a lava pool

14. Pheonix+

Satan- Do a lava wave

15. Lava monster (land)

16. Black dragon

New terrain Ideas

Larger lava biome for for space

Lava rivers to drink

Lava rocks that burn

Lava bombs that shoot out of volcanos
3rd Party Magic Items

## Specific Magic Weapons

### Meat Cleaver of the Cannibal

**Aura** moderate necromancy; **CL** 13th **Slot** -; **Price** 12,302 gp; **Weight** 2 lbs

**Description** This +2 horse butcher Cleaver deals +1d6 bonus damage when attacking creatures of the same race as its wielder. If you reduce a creature of your race to 0 HP or lower using this weapon you become full as though you had eaten enough food for 1 day, provided you were hungry.

**Construction**

**Feats** Craft Magic Arms and Armor; **Spells** death knell or goodberry; **Cost** 6,151 gp

 Wondrous Items

### Dreamcatcher

**Aura** faint abjuration; **CL** 3rd; **Slot** none; **Price** 4,500 gp; **Weight** –

**Description** Crafted from a willow branch bent into a hoop with sinew or waxed thread woven into a web upon it, a *dreamcatcher* protects a sleeper from influenced dreams, whether of mundane or magic origin. It prevents the effects of *dreamwalker*, *night terrors*, *nightmare*, the dream haunting of a night hag, and similar sleep disturbances. It will also prevent natural nightmares from occurring. The *dreamcatcher* must be hung within 3 feet of the head of the sleeper’s bed or bedroll. If there is nowhere available to hang the *dreamcatcher* it may be placed beneath the sleeper’s pillow, but there is a 25% chance it will not work if it is not hanging.

**Construction**

**Feats** Craft Wondrous Item, *pleasant dreams*; **Cost** 2,250 gp.

### Emperor's Chopsticks

**Aura** weak divination; **CL** 10th **Slot** -; **Price** 1,500 gp; **Weight** - lbs

**Description** A pair of sharp iron chopsticks a foot long coated with silver. It is said that the silver tips turn a rusty brown if they come into contact with poison. Any food these unique chopsticks come in contact with is subject to a detect poison spell (Caster Level 10th).

**Construction**

**Feats** Craft Wondrous Item; **Spells** detect poison; **Cost** 750 gp

### Pouch of Magic Stones

**Aura** faint transmutation; **CL** 1st; **Slot** —; **Price** 1,200 gp; **Weight** 1 lb.

**Description** This leather pouch holds up to ten stones or sling bullets. The first ten stones or bullets retrieved from the pouch each day are imbued with the effect of a magic stone spell.

**Construction**

**Feats** Craft Wondrous Item; **Spells** magic stone; **Cost** 600 gp