recursal/Fanatic-Fandom huggingface dataset:
Nessie

## History

Nessie is somewhat new to the world. Aside from skulking at Hammer, little is known about her.

## Appearance

Nessie is a towering woman at 14'4'' with large breasts. Her head was topped with long lavender hair several feet in length going down half down down her back. A pair of horns parted the hair in the front. Her eyes seemed unnatural as they had a yellow glare to them.

Her form is powerful with muscles and somewhat curvaceous. While her center is covered in peach flesh, her limbs are all covered in scales. She has dangerous claws out of her arms. A thick tail came out just above her butt and hides her bubble butt posterior from the rear view, although one could easily catch it from the side. A pair of scaled wings emerged from her shoulders although they were slick and did not seem to cover much distance, but had spines covering the length that seemed dangerous to run the hand across.

## Personality

Nessie is a simplistic Daikaiju of basic instincts. She likes to eat, sleep, and enjoys breeding. She does not seem competitive with most people, although she flares up to instant anger by other Daikaiju. She is primal and seems to have a simple eat or be eaten mentality to the world and her actions.

She loves to dominate lesser creatures (Anyone smaller than her) in ways that are sexual and perverse. She does not let other breed her very often, unless they show physical prowess to beat her. She will openly breed any sort of female who desires a rough delicious night of romping.

## Loves

Eating, Sleeping, Breeding, Fighting, Breeding.

## Hobbies

Fighting, Meditating, Sleeping, and braiding hair.

## Family

She has no actual kin yet, but she does keep a sex slaved named Sonata with her much of the time.

## Enemies

She considers all other Daikaiju as enemies.

## Aspirations

She wishes to grow more powerful and prove her Alpha status.
Avrak

"Let Avrak look at cards..."

## Appearance

Avrak is a 2' 8" blue-scaled kobold who commonly holds himself in a closed, nervous stance. Despite his nerves, he is strong-willed and proud. His effeminate features, soft yet high voice, bubbly but shy personality, and dressing habits tend to lead others to assume him to be female. Interestingly, he smells sweet and enticing, whether from his blood or his herbalism hobby. There are rumors that he tastes as sweet as he smells... whatever that means.

## Personality

Unlike his sister... he is compromising, yet firm to his beliefs. He prefers the truth over persuasion when looking for allies, but trusts his sister to take care of herself despite their conflicting views. He's loath to inflicting pain onto others and more interested in helping friends, but will protect himself with violence if needed. However, he will never say no to a good prank.

To strangers, he is polite, quiet, and reserved. To trusted friends, he is bubbly, talkative, and compassionate. To Karva... well, ask Karva.

## Fears

Death of his closest family, Karva, is his greatest fear. If given the choice to save himself or Karva, he will choose Karva, unless Karva explicitly forbids him to do so.

## Hobbies

Avrak enjoys the study of alchemy and herbalism, constantly trying to perfect his attempts at potions and tinctures. Beyond that, he tends to spend his time studying the cards, searching for hints of the future in the draw.

## Family

His only known family is Karva, his sister.
Gwendolen Steelblood

"This is going to work this time, honest!"

## History

Born into a family of dwarves and humans in Alkenstar, Gwenolen strives to stay on top of technology and designs even if they do not make sense to her. The whole idea of firearms is both fascinating and completely scary. "How can such an easy sounding design be wickedly awesome but can be made so wrong?" Losing her left arm to an explosion created by her own invention is proof that maybe standard metalworking should remain her craft. Getting this weird enforcer called an inevitable was a strange blessing, liking her designs but at the same time was very strict on what things could she never make. Why doesn't this world want machines that think solely for themselves? Kinda sounds like slavery but whatever.

## Appearance

She tries her best to keep herself clean and proper, with all the ash and debris from all of her crafts being a problem. Hair is normally tied up and out of her way, vest holding a bit of her gear, and holes in her pants from all of the bouncing around to get everything done. Skin is slightly burned from all of the mistakes she has made but doesn't seem to run away from her new fear of fire and firearms.

## Personality

Easy and outgoing, Gwen doesn't let the simple things hold her down or words get under her skin. At the same time, she is a bit like firearms, ready to pop off in an instant if her trigger is pulled.

## Loves

Other inventors

Finding improvements to her gear and body

Fist fights

Dwarven Ale

Fireworks

## Fears

Large sources of fire

Tax collectors

Rust

## Hobbies

Crafting

Sparring

Speaking her mind

## Friends

5qu1r3 Steelbody (I think she likes that name...Hasn't complained yet)

## Aspirations

Create that cannon revolver thing to show dad it is easy and maaaaaaaybe install it into this sweet metal arm.
Cassidy Ó Cathasaigh

## History

Most of Cassidy's memories have been corrupted by the times of her multiple lives she has lived, her transformation and the infection by her Queen. Some of her memories tell her of her time as an elf Paladin of Erastil at her possible birthplace of Lastwall, while others say she was a Green Knight and sole protector of a druid circle she had created with a fey she adopted. The last ones which are fresh in her mind were the times she served Urgathoa as her tool and antipaladin and threw everything away to get back her wife Sasha. She recalls Sasha's first death in Lastwall during the raids against the Whispering Way. She remembers the gift she was given by Erastil when Sasha came back as a spirit guardian of nature. She remembers a powerful outsider taking Sasha away and cursing Cassidy's body. The bits and pieces hardly line up at times but she tries to push past the headache, the hunger, everything...Just to stay with her.

## Cassidy Ó Cathasaigh

Brutal Slayer Stalker 7 / Phantom Blade Spiritualist 7

### Affiliation

Former Paladin of ErastilFormer Antipaladin of Urgathoa

### Will holder

Her soul belongs to Sasha

Cassidy's form is that of the corruption of what she once was before the Blood Queen took it all away. Her green eyes now citrine, her hair now brown with strips of red to symbolize the blood she must shed, her once subtle teeth replaced by a maw of sharpened edges to rip into anything she hungers for. A simple shirt and loose pants is all she would wear with jewelry to adorn with the smell of wine and blood almost soaked into her skin.

## Personality

Shifting as her own mind unravels itself, sometimes she is kind and sweet, others brutal as her hunger takes over....or something or someone else taking over as Love does what love wants

## Loves

* SASHA
* Meat
* wine
* battle
* Meat
* freedom to do as she wants
* and of course, meat

## Fears

* A call unanswered
* A lost love
* Erastil's punishment
* Urgathoa's punishment
* Lastwall
* Herself

## Hobbies

* Eating
* Drinkin
* Hunting
* Forgetting her past

## Aspirations

To be with Sasha forever, till death do them part and beyond the grave
Brittany Caine

## History

All she has told anyone is that she hates drow and was once a slave and now free. Also has a doctorate in electical enginnering though she doesn't show the degree to anyone.

## Appearance

Always wearing her white lab coat and strange armor, she walks around with a lollipop in her mouth and random trickets that turn into weapons at times

## Personality

She seems to care about efficiency more than anything and prefers to put law in her hands...Her law.

## Loves

Technology

Creating things that should not exist

Weird tasting cocktails

Unsanctioned Experimentation

Fire and electricity

Candy

## Hates

Drow

Laws that stop her research

Strawberries

Guards / Law enforcement

## Hobbies

Tasing people

Realizing that people don't like being tazed

Does it anyways

## Aspirations

To recreate a fully self aware construct that can become like Brigh
Dremore

"Remember your place. Your company sure will."

## Appearance

Standing tall with tawny fur and black horns and tail, you would think Dremore to just be a dragon-blooded Catfolk, but his goat like eyes and backwards-bending fingers immediately display something more sinister stored inside. His dual pointed horns wrap both around his ears and into the air, almost as if he is wearing a crown. His every breath turns the air around him darker with negative energy, but not enough to harm a person.

## History

Half-Umbral Dragons are normally created as sick experiments by their parents, and Dremore's progenitor in particular was merely curious on the effects of bonding the bloodlines of the demon and devil races. Using the existence of chimera's as a base, the dragon used his own blood as a catalyst to overwhelm and subdue the uncooperative bloodlines. Dremore was created ... and dumped to be taken care of or killed off, the parent didn't care.

Found by a Catfolk farmer's wife returning to market she quickly guessed Dremore's dragon lineage by his black, serpentine tail the child and, calling him a miracle, raised the child by herself and her unwilling husband. The husband, while not openly hostile, could sense something off about Dremore with his goat like eyes and extra abilities and as such never truly bonded with him. But, the family lived in peace.

At the age of 9, Dremore's mother gained an sickness that couldn't be identified. It was a ruthless disease that claimed her life within a few weeks, leaving the family reeling. The father immediately blamed Dremore for his mother's death, not seeing the connection himself but knowing that this cursed child should have been kicked out long ago. The father quickly turns into an abusive alcoholic, leaving Dremore to fend for himself.

Dremore left his home at the age of 12 and has spent the last two decades having his own back. Body guarding, smuggling, kidnapping, juggling; Dremore always did enough to get by. These are his stories. \*DUN DUN\*
Character Creation

**Character Creation Outline is as follows:**

Example sheet link here.

1. **Generate stats by 25 Point buy, and be sure to put it next to your discord name for ease of audit.**
2. **Required** **for ease of auditor and the one being audited there is a spreadsheet that can help track everything in a clear manner located here or here. Please keep it up-to-date for ease of reference of the Staff.**
3. **Medium XP track.**
4. **You can only use races listed on our wiki. Even standard races (such as human) have had some modifications.**
5. **Max HP at every level.**
6. **Gold is Max Starting Gold for that Class.**
7. **You are allowed 2 traits, or 3 with a drawback. Trait types can overlap- you may have 2 magic traits and 1 combat, or 3 social trait, or any other trait combination. ( No campaign traits)**
8. **(YOUR BACK GROUND RULE)You get 2 extra skill ranks per level to use on background skills.**
9. **If you choose a trait that boosts GP you cannot retrain, or hourglass out of it at a later date.**
10. **(YOUR BACK STORY RULE) Choose 2 skills they become class skills. If a skill you select was already a class skill, you receive a +1 competence bonus on checks using that skill. Then pick one feat that make sense for your PC and the feat must be able to be gotten at level one.**
11. **For races that have roll tables, you roll for variant tables, but can choose for the cosmetics if this is also listed in a roll table. (unless you take the general feat "Gifted Genes" then you can choose.**
12. **The level cap is 25.**
13. **Characters can't start with crafted items or gear.**
14. **You can get an EXTRA FEAT by setting up your own wiki page for your PC using THIS as your base template. then submitting it to the Character wiki tab (#wiki-posts-4-feats channel) in discord.**

# **Choose Hero or Anti-Hero:**

**Heroes**

Hero points are gained by leveling and completing quests. One can have a max of 3 hero points, unless they take feats or items which grant them more. Check the d20pfsrd.com site for their uses. However, Hero Points do not work in direct PvP scenarios (defined as another PC being involved in initiative). You may still use them to indirectly oppose the interests of another PC, or to defeat minions sent by another PC in their absence.

**Antiheroes**

A PC can elect not to use the hero point system, instead relying more on his skills and abilities. Such characters do not receive hero points, regardless of the source, and can never benefit from their use. In exchange, such characters receive a bonus feat at 1, 10, and 20th level.

**Once you think your done post the link to your sheet in the discord channel "character-approval-drop" found in the "Character Approval" category**
Combat Rules

## Rules for Combat and Sessions

### Pregame of combat:

* This is a Living World. You can do what you want, but be ready to pay the price of your actions. You are allowed to murder everyone you meet, if you so desire. But please remember that this is a shared, living world.
* Taking aggressive actions on someone in character, due purely on OOC events or knowledge will not be tolerated, and is just a another form of meta-gaming.
* Fair warning all characters are subject to case by case restrictions, if you seem to be heading for the dark road of power gaming.

### Sessions:

* A GM's word is final- When a GM is running a session, what they say goes.  Don't argue with them or throw a fit because the rules weren't handled how you would have liked them to be.  Save any debate for after the session, and limit your disagreements with GMs while in their sessions to simple clarifications and questions about the situation at hand. If a final ruling is needed to be discussed it can later be brought to staff.
* All characters are not able bring any item(s) value totals more than twice their wealth by level in sessions until they reach level 15, and are limited to 1 artifact till 15 level as well. This applies to everything that is not apart of the character. Examples below;
* **PLAYTESTING RULE:** Technological Items (primarily in the tech kingdom) are treated as having 10% of their cost for Wealth Per Level.

 Weapons
 Potions

PvP:

* Consent is key. IC many things can happen, but questionable situations regarding anything involving removal of autonomy/consent to the character should be discussed with the player beforehand, to ensure that are comfortable and accepting with where that would go. (This means things like long term mind control and similar things that take away freedom to play a character. Excluding death.)
* in general, may result in the involvement of local law enforcement depending on many variables. You must get a member of staff involved at the start of the fight, to ensure that both parties fight fair and to quickly resolve any rules disputes that may arise. Staff will be impartial in all PvP scenarios. (In the case a GM is participating in the PvP another GM must be present that is not involved)
Aila Olobella

## History

Aila grew up in a small unmarked village within Akere near the hilled border towards Alycia. She had grown up there when one day due to a caster's experiment having gone wrong golems began to go haywire and went on a rampage ending up destroying most of the village wiping what little was left of her home off the map entirely. Since that eventful day she has been studying more fervently in an attempt to gain power to stop another golem mishap like that from happening again. She has since joined up with Erolith within Aber and has joined him on missions to further her knowledge as well as expanding her views on the world from what she had previously seen, letter her know how the entire nation seemed to despise fey simply for existing.

## Appearance

Aila stands at 6'3", with Long blond hair that usually goes down her back and would reach the floor were it not fashioned into a Heart Half-Up braid. Her usual attire consists of light clothing that just barely covers what it needs to as she does enjoy showing off her Voluptuous figure.

## Personality

Aila is a playful, flirtatious woman. Messing with people and poking fun at them in good fun. She aims to tease and not intentionally hurt anyone's feelings.

## Loves

Aila loves to adventure, using it almost as an escape for her to almost lose herself in the rush of adrenaline she gets whenever she does encounter a challenging foe with her allies.

## Fears

Aila's main fear is of a recurrence of what happened to her village happening to others that wouldnt be able to defend themselves fro mthe same an having to live through survivor's guilt over the same incident.

## Hobbies

Aila enjoys putting her effort into whatever crafts she has available to her, be it scribing scrolls into her spellbook for learning different ideas of what she can do to simply making items for others to aid them in their efforts.

## Family

Aila unfortunately does not have any family to speak of that is left alive as she is, to her knowledge, the only survivor of the golem rampage upon her village. She has yet to meet someone that she would consider Family as Erolith is on the border between friend and significant other.

## Friends

In her current time since she has started her adventuring career she has become friend with Erolith, Vallerie and Jasper. She met Erolith upon first coming into Aber seeing him dragging a Satyr to the courtyard where it was publicly humiliated and beaten by the common folk and was simply treated like a trophy.

## Enemies

Aila currently has noone she would consider enemies as she does not have a clear target for her revenge on the owner of the golems that destroyed her village 20 years ago.

## Aspirations

Aila hopes to one day be able to make whoever it was that owned the golems that attacked her village pay for what happened on that day, Past that she has not thought of as that has been her only goal since she started adventuring.
Ollam

**Skills:** Knowledge (history) 7 ranks , Knowledge (any other) 7 ranks , Perform (oratory) 2 ranks

**Race:** Dwarf

#### Class Features

**Weapon and Armor Proficiency:** Ollams are proficient with all simple weapons, with all types of armor, and with shields.

**Spells per Day/Spells Known:** At 2nd, 3rd, and 4th level, an ollam gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming an ollam, she must decide to which class to add each level for the purpose of determining spells per day and spells known. If an ollam had no levels in a spellcasting class before taking the prestige class, at 2nd level she gains the spellcasting abilities of a cleric whose caster level is one lower than her class level.

**Lore (Ex):** An ollam has the ability to recall legends or information regarding various topics, just as a bard can with bardic knowledge. See the bardic knowledge class feature, page 29 of the *Player's Handbook*. An ollam adds her class level and her Intelligence modifier to her lore check. If the character has a similar ability from another class (such as bardic knowledge), her ollam levels stack with class levels from that other class to determine the success of the lore check.

**Inspire Competence (Su):** An ollam of 3rd level or higher can use oratory to help an ally succeed at a task. The ally gets a +2 competence bonus on checks with a particular skill. If the ally is a dwarf, the competence bonus increases to +3. See the bardic music class feature, page 29 of the Player's Handbook. If an ollam has the inspire competence bardic music ability, she can expend one daily use of her bardic music to increase the competence bonus to +4 (or +6 if the ally is a dwarf).

**Inspire Resilience (Su):** From an early age, dwarves learn to approach life with steadfast resolution and endurance. A 5th-level ollam can spend a standard action to use oratory to tap into this power, granting a single dwarf ally a +4 competence bonus on Constitution checks and Fortitude saves, as well as damage reduction 5/—. The ally must be within 30 feet and able to see and hear the ollam. The ollam must also be able to see the ally. The effect lasts for as long as the ollam orates and for 1 minute thereafter.

Allies who are not dwarves instead gain a +2 competence bonus on Constitution checks and Fortitude saves, gain no damage reduction, and are fatigued at the end of the duration. (Dwarves suffer no ill effect.)
Karva the Angelic Kobold

"I decide my own Destiny,"

## Appearance

A 2'6ft blue kobold with a seductive stance with a wonderful little sway to her hips that makes any man grow intrigued and any woman jealous of her natural beauty, her chest small but puffed and filled with a shining pride having descended from the race of dragon and angelic beings alike, her scales glimmering like the open sea, and her eyes both refined gems that see the world as her's to change as she sees fit, both those burning Amethyst orbs refusing to die, her eyes filled with a bit of a mischievous but determined look upon them, nibble and durable, a nice firm and curvy body leaving it rather open with little for the mind to wonder about, truly one for expressing the divine scales that rest upon her body.. refusing to hide them to the world

## Personality

A little bit stubborn, with a silver tongue, using her vast intellect to smooth talk any man or woman and draw them to her side. A bit of a self trained crazy wizard, sneaking and a little bit of a stealing brat. she tends to favor taking or stealing what she wants from bad people and tends to leave the good alone, though isn't afraid to toy and mess with them.

## Fears

A fear of being forgot is one she speaks rarely of.. she would rather die having everyone remember her, rather than live being a no one

## Hobbies

Magical Crafting is a favored trade of hers the feeling of being able to create and harness her arcane gifts and infuse the powers of the arcane into items to aid in her journey always added a bit of a sense of uniqueness to the kobold growing up, alongside her love for the Arcane, talking and manipulating the minds of lesser evil beings, she always had a love for getting knee deep in shit, living on that knifes edge

## Family

Avrak her brother and very close friend, she holds him close to her and refuses to let go

## Aspirations

To make something of herself and live a life of adventure
Freya Arga Nerios

## History

That's my business, not yours. If you know me, you know of my past. If you don't know me why do you care about my past, I'll inevitably outlive your lifespan.

## Personality

Blunt and brutally honest. Freya isn't the type to apologize because you've got hurt feelings. On occasion, you could say that she lacks empathy, it's merely with creatures with short life spans she tends to avoid getting too terribly attached. There are only currently two living beings that she has any real attachment to one of which being Primus.

## Distinguishing Marks and Features

On the left side of her body is a tribal tattoo that spans from the left side of her neck, left arm, and down towards to hip, whether it goes further is unknown.

Inhuman glowing yellow eyes, which have an almost inhuman glow when in the dark.

A set of vermillion phoenix wings, the features of which are a vibrant mix of red, orange and yellow. Her wings span more than Eleven feet in width.

## Enemies

None at the moment, let's keep it that way

## Grimoire

The DracoPhoenix Grimoire is a thick ashen tome, the cover and back hard and nearly an inch thick on both sides. Shallow grooves litter both sides of the tome, while on the cover the arcane symbol for transmutation rests at the center of the cover which serves as the background. Inset in the middle of this symbol is a symbolic dragon and phoenix chasing each other. As the Grimoire opens, the entire book bursts into flames engulfing the cover, spine, and back of the tomb, though, the pages within are unharmed by the flames.
Abjurant Champion

The abjurant champion focuses his arcane abilities both to augment his personal defense and to hinder enemy spellcasters. Perfectly suited for martial stalwarts who dabble in magic, this class offers characters the ability to improve their combat skills in ways neither soldiers nor spellcasters can.

#### Requirements

**Base Attack Bonus:** +5

**Feats:** Combat Casting

**Spellcasting:** Must be able to cast 1st-level arcane spells, including at least one abjuration spell.

**Special:** Must be proficient with at least one martial weapon.

#### Class Features

**Spellcasting:** At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

**Abjurant Armor (Su):** Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.

**Extended Abjuration (Su)**: You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).

**Swift Abjuration (Su):** Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).

**Arcane Boost (Su):** Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.

* Bonus on attack rolls equal to the spell's level.
* Bonus on weapon damage rolls equal to twice the spell's level.
* Bonus to AC equal to the spell's level.
* Bonus on saving throws equal to the spell's level.
* Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.

**Martial Arcanist (Ex):** At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.
City Building

City building is separate from kingdom building, to an extent such as City buildings do not count as kingdom building for the purpose of kingdom scores.

1. **Time**: When making buildings the time required to build is the time to build of the longest room +1 day per extra room.
2. **Tracking**: You can find a spread sheet to help with city building can be found here.
3. **Magic capital**: Magic capital cannot be used for crafting magical items. But can be used a material components for spells that have costly material component costs.
4. **Capital Spending Limits**: per day can be found in the picture listed
5. **Buildings**: Buildings require at minimal a manager, a team, cohort, or followers present. If none of the following are running your building the building cannot operate thus can not generate capital of any kind unless you are using your own down time to run it with the exception of houses and the like that are rented out but will still require someone to collect. How GP works for buildings and organizations you add the +gp amount and roll a d20 or take ten that's the amount you make in silver. (Important buildings are also produce in silver pieces. Any customized buildings will require a wiki)
6. **Productivity**: productivity applies to capital production for gold for each building, and to your teams as a whole for downtime to make money. (Monuments do not gain this boost)
7. For the base information please check the base pfsrd downtime that covers this found here .
8. Trade route system is found here.
Dark Horizon Guide 2.0

## **Dark Horizon Guide**

This guide has the fundamentals of our living world. If you ever need to know anything that might not be base Pathfinder, Approved content, Character Creation, etc...You can find it here. If it is not listed here it either means this hasn't been updated or it hasn't been discussed yet. If you wish to suggest new content, or discuss new content please drop us a message in our suggestion tabs within the discord.

## World Lore & Campaign Setting

1. The overworld setting is found here: Dark Horizon Setting

## Rules

1. The base/RP rules: Rules 1.0
2. Combat and Session rules: Combat Rules 1.0
3. Other alternative rules: Alternate Rules 1.0
4. Mature content rules: X-Rate Rules 1.0
5. Tec and Magic kingdom rules: Zone Rules 1.0

## Approved Content

1. All Approved Content that isn't base Pathfinder is found here: Approved Content 1.0
2. All Banned Content that is not allowed is found here: Banned Content 1.0
3. All Approved Races: Approved Races 1.1
4. All Store Items

## Character Creation

1. Base character creation guide: Character Creation 1.0
2. Mythic Rules: Mythic 1.0

## Guides

1. Dark Horizon cohorts and followers: Cohorts & Followers Guide 1.0
2. Crafting and all its glory: Crafting Guide 1.0
3. Downtime guide for your daily craziness: Downtime 1.0
4. City building: house, bars, magical stuff, etc.: Building Guide 1.0
Maester

Maesters are the master crafters of the gnome world, combining technical and magical expertise to create incredible marvels. They specialize in the creation of magic items, bending all their skill and ability toward the construction of items that are their art and livelihood.

Maesters are usually wizards, although sorcerers occasionally take up the class. Some bards also have been known to become maesters, but typically not until they have spent a number of years adventuring.

#### Requirements

**Skills:** Craft (any) 5 ranks , Use Magic Device 1 ranks

**Race:** Gnome.

**Feats:** Any two item creation feats.

**Spells:** Arcane caster level 5th.

CLASS SKILLS The maester’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifi er.

CLASS FEATURES

All of the following are class features of the maester prestige class.

Weapon and Armor Proficiency: Maesters gain no proficiency with any weapon or armor.

Bonus Feats: At 1st and 5th level, a maester receives a bonus item creation feat. He must meet the prerequisites for this feat.

Quick Crafting (Ex): A maester can craft magic items in half the normal time required (one day per 2,000 gp in the item’s base price; minimum one day).

Spells per Day/Spells Known: Beginning at 2nd level, a maester gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefi t a character of that class would have gained. If he had more than one spellcasting class before becoming a maester, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Identification (Sp): A maester of 3rd level or higher can determine the magical properties of a magic item by handling it for 1 minute and making a successful Spellcraft check (DC 10 + the item’s caster level). The maester can’t take 10 on this check, nor can he retry the check (and thus he can’t take 20). This ability otherwise functions as the identify spell.
Disciple of Dispater

A disciple of Dispater is a warlike general of evil.

**Alignment:** Any evil

**Feats:** Disciple of Darkness , Expertise , Power Attack

**Special:** Dispater's sect initiates new disciples in a terrible ritual that involves the sacrifice of an intelligent being atop an alter made of iron. The ritual must take place in the presence of an erinyes, who reports back to Dispater afterward.

#### Class Features

All the following are class features of the disciple of Dispater prestige class.

**Weapon and Armor Proficiency:** Disciples of Dispater are proficient with all simple and martial weapons, with all types of armor, and with shields.

**Device Lore (Ex):** A disciple of Dispater can find traps made mostly of metal just as a rogue can. Furthermore, he gains a +2 competency bonus on Disable Device checks against devices made mostly of metal.

**Iron Hews (Su):** Once per day per point of Constitution bonus, a 2nd-level disciple of Dispater may add a +3 divine bonus on damage from attacks made that round.

***Rusting Grasp* (Sp):** Once per day, a 3rd-level disciple of Dispater can produce an effect identical to that of the *rusting grasp* spell cast by a 15th-level caster.

**Iron Power (Ex):** When using an iron or steel weapon, a 4th-level disciple of Dispater gains a +1 insight bonus on attack and damage rolls. Furthermore, his threat range is doubled as if he were using a keen weapon. At 8th level, the insight bonus improves to +2, and the threat range triples. This ability does not stack with the keen weapon quality, but it does stack with the Improved Critical feat.

Summon Erinyes (Sp): A 5th-level disciple of Dispater can summon 1 erinyes once per day. This functions as a *summon monster* spell cast by a 15th-level caster. A 9th-level disciple of Dispater can summon 1d4 erinyes once per day.

**Greater Iron Hews (Su):** Once per day per point of Constitution bonus, a 6th-level disciple of Dispater may add a +6 divine bonus on damage from attacks made that round. While this bonus does not stack with the iron hews ability, the abilities are separate: A disciple of Dispater with a Constitution bonus of +3 can use each ability three times per day.

***Ironskin* (Sp):** Once per day, a 7th-level disciple of Dispater can produce an effect identical to that of the *stoneskin* spell cast by a 15th-level caster upon himself only.

***Iron Body*(Sp):** Once per day, a 10th-level disciple of Dispater can produce an effect identical to that of an *iron body* spell cast by an 18th-level caster.
Selig

Selig's character page

"You require my services?"

## History

Created using a human as a base and spliced and mutated beyond recognition, Xelig is an Abomination. While he doesn't remember much of the experimentation he developed a strange mentality that even his creator didn't expect. He is a diligent worker and his creator was grateful for this. After a few years of service his creator was killed by another one of his experiments. the experiment let him go saying, "I won't kill a victim." So with no one who required his services at the lab, Xelig ventured out to offer his services.

## Appearance

His eldritch appearance is dark with faint bit of red where he is particularly fleshy. While he doesn't seem to have legs, he also doesn't seem to fly.

## Personality

He feels the need to offer his services. While he cares not the task, he does make sure it is done to the best of his abilities. Though he doesn't request payment, He does expect a payment of some form. If he does find the reward unsuitable, he may find his own reward from the employer.

## Loves

Offering his services, especially when he is personally requested.

## Fears

No longer having anyone who requires his services. so much so that if he may sneak about and cause mischief in order to be requested or required.

## Hobbies

Learning new skills and gathering supplies for his services.
Rainbow Servant

Those who have learned what the couatl temples have to offer are known as rainbow servants.

#### Requirements

**Alignment:** Any nonevil and nonchaotic

**Skills:** Knowledge (arcana) 1 ranks

**Spells:** Able to cast 3rd-level arcane spells.

**Special:** Must find the hidden jungle temples of the couatls.

#### Class Features

**Weapon and Armor Proficiency:** Rainbow servants gain no proficiency in weapons or armor.

**Detect Evil (Sp):** At will, a rainbow servant can use *detect evil*, as the spell.

**Extra Domain:** A rainbow servant gains the granted power and spell access of the Good domain at 1st level, the Air domain at 4th level, and the Law domain at 7th level. The rainbow servant generally uses a multicolored feather of a couatl as her divine focus. For an explanation of how nonclerics receive domain spells, see the Extra Domains section on page 20 of the *Complete Divine* book.

**Spells per Day/Spells Known:** When a new rainbow servant level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class in which she could cast 3rd-level arcane spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of rainbow servant to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one spellcasting class in which she could cast 3rd-level arcane spells before she became a rainbow servant, the player must decide which class to assign each level of rainbow servant for the purpose of determining spells per day and spells known.

**Grow Wings (Su):** Starting at 4th level, a rainbow servant can grow multicolored, feathered wings like that of a couatl. The wings, which allow flight at a speed of 60 feet with good maneuverability, have a daily duration of 1 minute per rainbow servant level, divided up however the rainbow servant wishes. It takes a standard action to grow or eliminate the feathered wings. Restrictive clothing and armor of any kind prevents the wings from growing, and a rainbow servant can’t grow wings while grappling.

**Detect Chaos (Sp):** At will, a rainbow servant of 7th level or higher can use detect chaos, as the spell.

**Cleric Spell Access:** A 10th-level rainbow servant can learn and cast spells from the cleric list, even if they don’t appear on the lists of any spellcasting class he has. Such spells are cast as divine spells if they don’t appear on the sorcerer/wizard or bard spell lists. This class feature grants access to the spells, but not extra spells per day. The 10th-level rainbow servant can likewise read scrolls with cleric spells on them and use wands and staffs that contain cleric spells.

**Detect Thoughts (Sp):** At will, a 10th-level rainbow servant can use *detect thoughts*, as the spell. The save DC is Charisma based.
A'zehrun

## History

In the treetops of the western forests Nunh Priomh A'zehrun took control of his clan. Known for his cunning and tenacity he dominated battlefields by preparing them ahead of time and utilizing his falcon as a signaler for activating traps to control the battlefield from a far. The last war contract he took part in he gained the nickname "The puppet master" cause he would have his company layered their traps in such away that not one allied soldier was lost. The enemy army "danced" like puppets on strings as the traps he and his company set up the night prior tried to avoid the lesser ones only to die the less obvious lethal ones.

Upon returning to his home land he gained his rights as Nunh and with them challenged the last Nunh Priomh of his settlement. His victory still spoken of 27 years later striking fear into any young nunh seeking to make a name for themselves by challenging him. Every male since whom was brave enough challenged him can be found far below the tree tops fertilizing the tree roots. Though terrible of reputation A'zehrun is more accommodating then most Arte'tei toward outsiders in that he allows them to move freely through his controlled lands. On top of that he allows Miqo'tei nunh are allowed to visit the lower settlement.

Nearing Elderly age more young cubs challenge him and still though he maintains his position slaying all challengers.

## Appearance

A'zehrun is Arte'tei and so appears mostly like his feline heritage tallest amongst the Nunh Priomh. He looks like a high land lion with a ragged sandy blonde mane. Intense amber eyes that study those they behold determining if you are to be a piece of meat or an ally. He has a scars over his eyes from when he trained his falcon to obey him.

## Personality

Cunning: he knows better then the take and enemy head on is tactics often involving laying traps ahead of time and if that is not an option distracting his opponent while laying the road work for victory mid fight.

Well Mannered: Well for his variant of Catfolk he is less territorial then others, however people whom wander from the beaten path quickly find out how short supply these manners are.

Trickster: Something that rubbed off on him when he survived the fey on An Chéad Fhleasc Domhanda when when he did his coming of age trial to become a mercenary. While not as cruel as the fey his tricks are often in word play leaving those whom seek his advice to find the true answer themselves if at all.

## Loves

Birds particularly falcons, Traps, Meat, Color: blue, high places, Woodlands, hunting, fishing, Pottery, and Drum & Dance.

## Fears

Death of his Falcon, Vegetables, Color: Purple, The ocean, Fire (uncontrolled), and Flutes

## Family

His Houri and their many children.

Father Nunh B'zeill (Deceased accension challenge)

Mother K'immala (Deceased Old age)

Many sisters and brother including half brothers and sisters. Fair amount of them dead.

## Friends

* Nunh S'bhevi
* Nunh D'zahje
* Nunh O'razuh
* Nunh D'zifah
* Sadhbh
* Grand Raj Tadgh

## Enemies

* Nunh S'bhevi
* Nunh D'zahje
* Nunh O'razuh
* Nunh D'zifah
* Sadhbh
* Grand Raj Tadgh
Aurie

## History

Aurie comes from another world, in which she worked in the biggest library of her world, she grew up there and spent most of her time there.

There she also studied under the head librarian, the greatest wizard to be alive as far as she was aware, she herself was considered somewhat of a prodigy, easily taking to magic and bending it to her will with incantations, both established and made new.

When she came to the new world, she shockingly realized that magic worked on very different principles to her own world, as such she is currently relearning most of what she knew and adapting it to work in this new world.

## Appearance

Aurie is somewhat short and frail, appearing rather human, with some animalistic features, most prominent of those are her ears and several tails, clearly displaying her magical nature.

She has somewhat long blue-gayish hair, extending to the lower middle of her back.

Her eyes are a violet color, and have a faint glow when she is using her magic, however this is most times lost to observers due to the rest of her spell casting being a far more attention attracting display.

## Personality

She'd a scholar firest and foremost, she always likes to find new knowledge and record it. Aurie is rather trusting of people by virtue of her past, however she is not beyond retaliation.

## Fears

Being permanently denied her magic and ability to read.

## Hobbies

Reading and sleeping, working on her magical abilities.

## Family

She never knew her parents, the others working at the library substituted her family.

## Friends

Raizoul as he was the first person she met in the new world and he has been very friendly to her.

## Aspirations

Build a library to eventually equal the one she comes from.

Readjusting her magic to work in the new world.
Leon

## History

Leoneus Marcelus (Leon) was taken in at a young age by a rather well known rancher from the imperial cities where he spent his days performing manual labor and improving his animal handling skills, upon coming of age he set off on his own to establish his own ranch and build a reputation for himself. After having set up near La Belle Fores he made his first animal purchase of a star furred fox, out of pitty for the poor malnurished creature. this creature eventually became to be known as his loyal maid and employee Nova. After meeting Medic One in the city of Belle Fores, he and his faithful maid Nova had to go their seperate ways. Now on the road he wonders what life will have in store for him.

## Appearance

He has Black fur covering his body with Red marking highlights and a white muzzle, he also has a scar running down his chest from a fierce encounter with a Rouge Wyvern back in his rancher training days. He usually wears working pants and a jacket over his leather armor used to keep him safe with dealing with his more ornery creaures.

## Personality

Leon tends to be a rather trusting person, choosing to give people the benefit of the doubt and assume everyone is good until proven otherwise, something that usually contradicts Nova's views. he can be stubborn and headstrong under certain conditions but generally hes a well mannered individual

When it comes to animals, Leon is not one to be bested by a beast, he will also not hurt one unless necessairy.

## Loves

His maid Nova was his biggest love, but after leaving his ranch, he found himself in a possition where the only course of action was to let her go.

## Aspirations

His greatest wish is to become a world renowned breeder, housing exotic creatures and Mega fauna, raising anything from a axolotl to a Wyvern and everything in between. He secretly hopes to become a married man in the future.
Nala, Android Librarian

## History

Nala is an Android that has been active for 45 years. She originally was quite naive, having awoken curled up against a wall in a cave with little possessions. She was found by a small band of neer-do-wells that used Nala to further their banditry. Nala came to learn sword combat through these things but always felt a spark of something more underneath, waiting to be unlocked. It wouldn't be until she was betrayed, now a favorite of the group, another wishing her fame attempting to murder her in the night. Her nanites activated, saving her life and manifesting a blade to defend her, but she was still quite wounded and limped away. Assumed dead for some time she eventually made her way into the city of Tel'Sha and found work in the local library assisting with magical research and tending to the shelves. Over the last twenty-five years the apparently ageless Nala has been a staple of the Library of Tel'Sha.

## Appearance

An apparently human woman in her late teens with short black hair, glowing blue eyes and pale flawless skin. Under close inspection it can be seen that there is translucent patches, strange markings etched into the flesh that mark her as one of the Androids that roam the world.

## Personality

Nala is a fairly quiet individual with an apparent love for knowledge and plant life. When spoken to she is reserved and thoughtful in her speech and seems to take great care in not offending others.

## Hobbies

Nala has been known to fiddle with armor on occasion and sometimes will tinker with technology.