recursal/Fanatic-Fandom huggingface dataset:
Bear Warrior

Bear warriors, through a special relationship with bear spirits, literally adopt a bear's strength in the rage of battle, actually transforming into bears while they fight.

#### Requirements

**Base Attack Bonus:** +7

**Feats:** Power Attack

**Special:** Rage or frenzy ability.

#### Class Features

**Weapon and Armor Proficiency:** Bear warriors gain no proficiency with any weapon or armor.

**Bear Form (Su):** Whenever a bear warrior enters a rage or frenzy, he can choose to assume bear form (similar to the *polymorph* spell). He must remain in bear form until the end of his rage or frenzy. When his rage or frenzy ends, the bear warrior immediately returns to his own form. The number of times a bear warrior can assume bear form is the number of times per day he enters a rage or frenzy.

The bear warrior retains the normal +2 bonus on Will saves and —2 penalty to Armor Class while raging, but the ability score bonuses granted by rage or frenzy are replaced by Strength, Dexterity, and Constitution bonuses appropriate to the bear form taken (see below). As normal for *polymorph*, the bear warrior gains the bear form's physical qualities (including size, movement, natural armor bonus, natural weapons, space, and reach), as well as any extra ordinary special attacks possessed by the form (such as improved grab in the brown bear or dire bear form). The transformation lasts for the duration of the rage or frenzy.

Unlike with the polymorph spell, a bear warrior doesn't gain the bear's Strength, Dexterity, and Constitution scores when he takes bear form, nor does he regain any hit points when he transforms. However, his current hit points increase due to his new Constitution, as normal for a rage ability.

Any bear warrior can assume the form of a black bear. While in black bear form, he gains a +8 bonus to Strength, a +2 bonus to Dexterity, and a +4 bonus to Constitution.

At 5th level, a bear warrior can choose between black and brown bear forms. While in brown bear form, he gains a +16 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution.

At 10th level, a bear warrior can choose between black, brown, and dire bear forms. While in dire bear form, he gains a +20 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution.

**Scent (Ex):** At 3rd level, a bear warrior gains the scent special ability (see page 314 of the Monster Manual) while in bear or nonbear form.

**Rage +1/Day (Ex):** When a bear warrior attains 7th level, the number of times per day that he can enter a state of rage or frenzy increases by one. For example, a 7th-level barbarian/7th-level bear warrior can rage three times per day. If that character were to gain one more barbarian level, he could rage four times per day.
Bafenlin

Welcome to Bafenlin a small town run by an old general of the Essen Sasafenian conflict. The market and river make this place a fine town for settling. It is rather peaceful and the near by farmers keep the town fairly well stocked

## Settlements Laws

1. If you are found to have stolen, killed, harmed, or the like. To or from another individual you will be brought to the court and if found guilty your sentence will be decided by the General or commander over seeing the case, with influence from the grieved party or party representative.
2. Any person entering the city walls must store all weapons at the gate house they enter from and can retrieve them on their way out.
3. Be respectful of your travelers in life.
Fortune's Friend

The fortune's friend lives by his luck.

**Skills:** Any skill 5 ranks.

**Feats:** Any luck feat.

#### Class Features

**Spellcasting:** At each even-numbered 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 a 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 spellcasting class before becoming a fortune’s friend, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

**Easy Luck (Ex):** Luck comes to you naturally. The swift or immediate action to use a luck feat does not count against your limit of one swift action per turn. However, you still can’t expend a luck reroll more than once per turn to influence the same result.

**Extra Fortune (Ex):** At each odd-numbered level, you gain one extra luck reroll per day. This reroll is in addition to those granted by luck feats.

**More Luck than Skill (Ex):** Even if you have some talent in a particular area, you still depend on your luck to see you through. Once per day as a swift action, you can add your class level as a luck bonus on all skill checks you make until the start of your next turn.

**Bonus Luck Feat:** At 2nd and 4th level, you gain a bonus luck feat for which you meet the prerequisite. See page 75 of *Complete Scoundrel* for a complete list of luck feats.

**Fortune’s Favorite (Ex):** By 3rd level, you have learned to rely on your luck to stay alive. Once per day as an immediate action, you can add your class level as a luck bonus on all saving throws you make until the start of your next turn.

**Lucky Strike (Ex):** Even the greatest warriors, those who train and drill constantly, occasionally win through sheer luck, so why shouldn’t you? Beginning at 5th level, once per day as a swift action, you can add your class level as a luck bonus on all attack rolls you make until the start of your next turn.
Ash

"Oh, hey now. Come on. Can't we just settle this over a pint? No...? Alright then. COME ON!"

## Social Description

### Affiliation

N/A

== History ==
No one knows where Ash is from and Ash cannot recall his parents either, living alone for most of his life before deciding one day to start traveling. For as long as he can remember the only time he was ever settled in one place was as a child and that was spent in an orphanage. That was many years ago now and ever since Ash has been moving from town to town, changing appearance whenever he gets into trouble and moving on to the next place whenever the pull of wanderlust or prick of the mob's pitchfork gets too close for comfort.

== Appearance ==
Ash can be anyone or anything that pleases, and he does aim to please. Like all of his kind he seeks to be as close to the perfect example of beauty, be that male, female, or anything in between. However, Ash has a true form that is that of a swarm of whispy shadow with two glowing white eyes and vaguely humanoid shape. Ash rarely, if ever, appears in true form and will not stay in it longer than a moment unless he is being forced to stay in that form.

== Personality ==
Ash is a people pleaser, always willing to give it all to make someone happy. If someone he is trying to cheer up absolutely refuses to perk up from his attempts he will often be left in a depressive state of ennui that can last for hours. The one way they like best to cheer people up is by sharing their passion for making alcoholic beverages, sharing experimental beers, wines, and spirits to celebrate anything and everything.

== Loves ==
Ash loves to make people smile and loves to brew. Ash also enjoys sharing with people, often coming off as over gregarious.

== Fears ==
Displeasing people or hurting feelings are some of Ash's deepest fears, but on an instinctual level Ash fears Force magic. Because of what it can do to their kind, Ash will avoid Force magic and it's users like the plague as Force magic can lead to everything he cares about coming undone.

== Hobbies ==
Ash loves to brew, making experimental beverages to be shared among those who share the passion. Travel is also a hobby of Ash's, as it is one of the most common things that Ash is doing.

== Friends ==
Ash considers everyone he meets his friend and gives them all the benefits that entail. But as is the lifestyle of a traveler, Ash has not made any true friendships.

== Enemies ==
Although they do not know it, Ash has many enemies and neither Ash nor they know it. Ebudan are despised by many for their horrifying natural appearance and ability to take on any shape or appearance they desire and those who see the Ebudan as evil invaders weaving themselves into society to enact some evil plot would surely see Ash as an enemy should his nature be discovered.

== Aspirations ==
Ash has little in the way of aspiration or drive, but one day he hopes to make a beverage that will unite all peoples as one, something so delicious and barrier-breaking that all who taste it will agree in its perfection regardless of race, sex, status, religion, or alignment.
Ol-Nui

## History

Ol-Nui does not remember her past, all that she remember is waking up in a forest one day in the middle of what looks to have been some kind of fight between two groups, and a large wound to the side of her head.

not knowing what to do she would have looted the people there of anything she could find and fled the spot trying to make her way to somewhere else. passing through town to town,

village to village even going through a city once or twice before. she had learned peoples reacts to her true self, and that when they see her tails so she would make a effect to hide them as she moved with larger areas.

she did not have much luck with finding a honest way to make a living, though she found out early on that she had skill when it came to slight of hands,

pickpocketing and opening locks. what she could find was worth something to someone and made trades as she went on with her travels.

## Appearance

when in her human body, she has long flowing hair of cream and gold, bright blue eyes of the sky above, pale skin without markings,

she would keep her tails hidden only those with true sleight or fee would be able to see them. slender hands and feet, small round shoulder, silk soft looking skin, very large chest. having narrow waist, blousing down her bountiful hips, very plush rearend.

having seven long floofy tails behind her, six of them are the same colour of her hair, the seventh tail looks to be all white with blue glowing plus to it.

while in her beast body, she looks to be a very small gold and cream colour fox, large pointy ears, big blue eyes, and seven tails much longer than her body.

## Personality

* she is mischief reborn, always up to something. always doing something what she likes just to see what will happen

## Loves

* golds, gems, crystals, anyhing that is shiny or has a value
* anything she can ger hands on
* rice wine, mint tea, honey mead
* medium rare steaks, sweet breads, apples

## Hobbies

* picking pockets for spot
* stealing from homes and shops
* seeing how much she can get away with

## Enemies

* guardsmen,
* law keepers

## Aspirations

* she wants to have a horde that would even make dragons jealous

## character info

* character sheet - Ol-Nui newish horizon :: Pathfinder :: Myth-Weavers Online Character Sheets
* tracker sheet - Ol-Nui's xp tracker

## *OOC Consent* info

*for the info related to the character's Consent given for role-play and those out right dined please go to the discord. this is not thing being right out seeking, but these are things what are allowed by the player if they happen they play ^^*

* https://discord.com/channels/533523150865170432/1074482406632988772/1075172019978641558
Micheal Alexander Edward 3rd

"Fate is awfully dull, that is why I make my own"

## History

Coming from the childhood of being a bastard, He luckily manages into being a noble. This was ONLY because he showed to be nobly blooded by inspection by a cleric. But this cleric didn't see the vampire in his blood.

## Appearance

Micheal is a attractive human. Tall Slender and attractive, nothing is especially noticeable from his pale skin and crimson and orange eyes

## Personality

Easily offended by peasants, and wants a large family of his own. Power hungry by default. He is decently nice, but he will try to dominate you

## Loves

He loves power, power, power, power, power, and lastly power. doing anything for it.

## Fears

Fear's the inability to speak, or loss of personality, or powers.

## Hobbies

He reads, writes, paints, sings, and lounges mostly.

## Family

His mother was rapped by his father, a noble blooded vampiric human. She died at childbirth leaving him orphaned and a bastard.

## Friends

Ayaki: Love interest, and hopefully a wife for him. Especially to impregnate believing it will deliver the most beautiful of children.

Kendra: Another love interest, and possible wife.

Gran: President, but he is neutral about him. simply friendly for the job.

## Aspirations

Rule again, even if it means burning bridges or bringing people to their knees.
Building Template

**The Slaying Pit**

This brick building is located in the Slums of Bartona. It is the base for the Knights of Pussy Slaying

**Benefits:** defenders get improved cover; +2 bonus to resist disease in the Slums; +5 capital each day.

**Value:** 570gp

**Description:** To enter the building you must use the front hallway, which is a gauntlet, it has two good wooden doors with simple locks. The doors can be closed to trap intruders and has murder holes to fire upon them.

## Ground Floor

Rooms: Gauntlet; Lavatory; Shack; Storefront

Expansion to Barracks began 25th of January 2019 [3590gp 22 Days]: Armories (2), Bedroom, Bunks (2), Common Room, Dojo, Guard Post, Infirmary, Kitchen, Office, Sewer Access, Shack to Storage
Battle Trickster

The battle trickster engages in combat not only to defeat enemies but to impress them with martial and acrobatic prowess.

#### Requirements

**Base Attack Bonus:** +5

**Skills:** Any three skills 6 ranks each.

**Skill Tricks:** Any two.

#### Class Features

**Bonus Trick:** At 1st level, and again at 3rd level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.

**Bonus Feat:** At 2nd level, you gain a bonus feat for which you meet the prerequisite. This feat must be selected from the list of fighter bonus feats.

**Tricky Fighting (Ex):** At 3rd level, you have mastered incorporating skill tricks into your combat routines. In any round when you perform a skill trick, you gain a +1 competence bonus on the next attack roll you make that round.

### Advancement

 2nd
 3rd
Illyat Moon-Blood

"My males are the finest and most virile mates."

"The beasts of Man learn with love and Sex!"

## History

Illyat Grew up on the Dyclesiarc Isle where she was both feared and for her Physicality and Innate Magical prowess. She was taught of the societies of both her mother and her father Leading her to think of man to be more like objects then people. She came to this word when she was about to lead an invasion on a nearby town.

## Appearance

she stands just short of eight feet tall, her skin is a Pale Slightly blue Green color. even in battle she wares a gown the looks like a star filled night sky her bust bound heavily to keep it from bouncing as she bounds through the battle field. Her skin during the day has Faint lines that flow all over her body, but when she is under the light of the moon and stars those lines begin to glow reviling the symbols of several Deities and the names of ancient dragons.

## Personality

Serious and to the point most times, thought she can be quite playful when relaxed. She is rather curious and adventurous willing to try almost anything as long as it wont outright endanger others to her knowledge.

Due to how she was raised not only in an amazonian society but by a male Drow. This lead her to view Men of any race as nothing more then beast at best and tools or toys at worst. This is not to say that she is actively cruel to them just that she doesn't see them as most others do.

## Loves

Dancing, Sparing, Men, Alcohol, and Star Light

## Fears

Pitch Black Skies, Snakes, and going blind

## Family

Due to the strange and unusual the entire Island nation is one giant family.

## Friends

none on this plane yet unless you call on the spot mates then ad Vilim

## Aspirations

To form a tribe, no a nation greater then the one she just came from
Kingdom Template

Add a short blurb about the settlement; a quote about the settlement.Template:Infobox location

## Economy

Describe the settlement's economy. What financial gain do people have by living here? How do the citizens get their needs met?

## Government

Describe the settlement's government. Include the notable PCs and NPCs that run the settlement's affairs.

## Geography

Describe the layout of the settlement as well as the area surrounding it. Settlements are located in places that provide for them. Whether that be in a defensible position, next to fertile ground or water, or even on top of a vein of rare minerals.

## History

Describe the history of the settlement. Not only the founding event, but also any important events that have happened since. This may also include details of the settlers that tamed the region, or the region itself before it was settled.

## Inhabitants

Describe the population of the settlement. Be sure to include any notable PCs and NPCs that take up residence here, or that frequent the settlement often.

## Religion

Describe the dominant religions of the settlement. Talk about any explicitly forbidden religions outside of the norm. Note how the religions are practiced and what sort of temples they use.

## Settlement Sheets

Alignment and Type

**Corruption** +0; **Crime** +0; **Economy** +0; **Law** +0; **Lore** +0; **Society** +0

**Qualities**

**Danger**  00; **Disadvantages**

**Government** Secret Syndicate

**Notable NPCs**

Marketplace

Base Value 00 gp;Purchase Limit 00 gp; Spellcasting Nth

Minor Items XdY + Z; Medium Items XdY + Z; Major Items XdY + Z
Moon Guardian

When a werewolf or other evil lycanthrope passes on the curse of lycanthropy, the victim must either find a cure quickly or succumb slowly to the ravening evil of a bestial nature. But good or neutral divine spellcasters who have strong connections to their deities or to the divine powers they choose to represent can sometimes use their divine connections to stave off the slide into evil. Those who succeed are known as moon guardians.

#### Requirements

**Alignment:** Any good

**Spells**: Ability to cast 3rd-level divine spells.

**Other**: The candidate must be an afflicted lycanthrope aware of his condition.

#### Class Features

**Weapon and Armor Proficiency**: Moon guardians gain no proficiency with any weapon, armor, or shield.

**Natural Spell**: At 1st level, the moon guardian gains Natural Spell as a bonus feat if he did not already have it.

**Spells per Day/Spells Known**: When an even-numbered level of moon guardian is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on). The level of moon guardian is added to the level of whatever other divine spellcasting class granted the character access to 3rd-level spells, then spells per day, spells known, and caster level are determined accordingly.

If a character had more than one divine spellcasting class that granted access to 3rd-level spells before he became a moon guardian, the player must decide to which class to add each level of moon guardian for the purpose of determining spells per day and spells known.

**Voluntary Change (Ex)**: At 1st level, the moon guardian receives the blessing of a deity of the moon. Unlike other afflicted lycanthropes, he can voluntarily change into animal or hybrid form without immediately and permanently changing alignment to that of his lycanthrope kind. The moon guardian is still subject to involuntary transformation under the full moon and whenever he takes damage in combat, but a failed Control Shape check under those circumstances doesn't change the character's alignment. Furthermore, a moon guardian who fails a Control Shape check to resume humanoid form can make another attempt each subsequent round, rather than waiting until dawn.

**Rapid Change (Ex)**: At 3rd level, the moon guardian can make a Control Shape check as a move action rather than a standard action, though he can still change form only once per round.

**Instantaneous Change (Ex)**: At 5th level, the moon guardian can make a Control Shape check as a free action. Furthermore, he can do so in response to another's action, even if it isn't his turn yet. He can still change form only once per round.
Mature Content

With all mature content please be mature. In order to access the IC channels where this is allowed youll need to give your self the NSFW tag in discord, located in **self-tag-assignment** channel.

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### Underage Characters and ERP:

This is a straight no go, and not allowed in anyway. It would be breaking the terms and conditions of Discord.

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### Rape:

This can be a thing but still requires OOC consent, you should always take a screen shot of you receiving consent for this. For if suggested that you do so with out the aforementioned consent that is a large issue.

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### Pregnancy:

Both parties involved after climax need to go to official rolling channel and make a fort save

Pregnancy Save DCs vs Fort:

Age (DC)Adult (25)Middle Age (30)Old (35)Venerable (40 if possible)

If both are successful you have two options become pregnant or if you don’t want to impregnate you need to make a Reflex Save with DC equal to [Cha score of your partner Before Fort saves are rolled]

If you roll a Nat 1 on a fort save for this the seed takes root with a birth defect.

Each consecutive coupling adds a +2 to their fort saves for pregnancy.

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### Baby Dangers:

1. Environmental damage: The mother needs to make a fort DC 10+environmental damage or the pregnancy is terminated.
2. AOE Damage: If damaged the mother needs to make a fort DC 12+AOE damage or the pregnancy is terminated.
3. Called Shot (Belly): If hit with a called shot to the belly the mother needs to make a fort DC 15+damage or the pregnancy is terminated.
4. Shape Shifting: Any form of non-racial shape shifting terminates the pregnancy.

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### Birth:

Labor takes (4d6) hours if this last longer then 8 hours it takes up a downtime action, each hour of labor deals 1d6 points of nonlethal damage, during the last hour the mother takes 1d8 lethal damage and must make a fort save 10+the lethal damage or its a still born.

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Banned Content

### Blanket Ban:

1. Any spheres wiki content
2. Selling player created items to NPCs.

### Classes/archetypes:

1. summoner
2. unchained summoner

### Feats:

1. Arithmancy.
2. Sacred Geometry.
3. Calculating Mind.
4. Brew Fleshcrafting Poison.
5. Shadowstuff Armament (Combat).

### Items:

1. amazing tools of manufacture

### Spells/Powers/Talent:

1. Blood money Arcane (Arcane Spell)
2. Glory of the faithful (Divine Spell)
Mountebank

Mountebanks are frauds and con artists, capable of slipping into new identities as others change clothing.

#### Requirements

**Alignment:** Any nonlawful

**Skills:** Bluff 5 ranks , Knowledge (arcana or local) 1 ranks , Spellcraft 1 ranks

**Feats:** Deceitful

#### Class Features

**Tongue of the Devil (Ex):** Your cunning misdirection leaves others at your mercy. You add your Intelligence bonus (if any) to Bluff checks.

**Sneak Attack (Ex):** Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. See the rogue class feature, PH 50. The extra damage dealt by your sneak attack increases to 2d6 at 5th level and to 3d6 at 8th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

**Alter Ego (Sp):** Starting at 3rd level, you establish an alternate identity. This alter ego has its own distinct physical characteristics, quirks, preferred clothing, and so on. At will, you can switch your form between that of your normal identity and that of your alter ego. This ability works like the alter self spell, except that you can assume only the appearance of your alternate identity. Your caster level for this ability is equal to your mountebank class level.

As you advance in this prestige class, you develop additional alter egos, gaining a new one every three levels beyond 3rd (two at 6th and three at 9th).

**Sideslip (Su):** Beginning at 4th level, you become supernaturally elusive. Once per day as an immediate action, you can transfer yourself from your current space to another up to 20 feet away. This ability otherwise works like the dimension door spell, except that you cannot transport other creatures with you. At 6th level, and at every two levels thereafter, you gain an additional daily use of sideslip.

**Slippery Mind (Ex):** Starting at 7th level, whenever you are affected by an enchantment spell or effect and you fail your saving throw, you can attempt it again 1 round later at the same DC. You get only one extra chance to succeed on your save using this ability.

**Sudden Escape (Sp):** Beginning at 10th level, you can expend two daily uses of your sideslip ability as a swift action to use dimension door, as the spell. Your caster level is equal to your character level.
Alphy Lupa

## Wolf Maid

Born in the troubling times of World War 2 on the planet of Earth, Alphy had what most would assume to be a normal life. A bit of shopping here, spying on people to send to the gulags there, dressing up as a maid, traveling the world, playing a good ol' game of hide and seek with other countries...You know just girl things. During one of her captures of playing too hard to get, she met up with a British spy by the name of Desmond of MI6 and just like like any spy from that organization, Alphy was free to go after a bit of an 'interrogation'. After multiple captures in different countries that they both operated in towards the end of the war, both the British and Russian intelligence agencies caught wind of their bit of an affair and got rid of both of them. Of course, they forgot one thing...They both excel at faking their deaths and are on the run til this day. Settling in, Alphy became a dog trainer and appeared to understand them more than others while Desmond learned Business, while both stayed undercover as maid and butler for a small corporation in America. One day a car came by requesting Alphy to help clean the house of a Senator and the car brought her to Dark Horizon instead. So the question remains, which of the Void Lords requested room service? Your glass of wine is waiting for you Also, who has the fetish because she does not remember being so fluffy either.

## Appearance

Dressed in her maid's outfit of white and black, there are thigh-high slits on the sides to help with taking those long steps or to entice her masters into dropping their guard and jaw. A hat was one worn to hide her wolf ears, but with how much they poke up, it is just obvious at this point as she has lost control. Two claws, sharpened teeth, a bushy tail, feral looking citrine eyes and slightly hunched walking stands as proof of what she is.

## Personality

Her mindset has shifted greatly from being playful and guarded at the same time to be a good service that would bend backward to do anything for her master. Now, she is just trying her best to stay Alphy and not someone else. Still a bit playful with a soft and good side, her tendencies start to bleed out more and more, but teasing and hunting for things is still way too much fun

## Loves

Canines

Hunting

Vodka

Communism

Praises

Headpats

Belly Rubs

Darius

## Hates

Being Late

Cloudy Days

White Wine

Cheap SIlverware

Felines

Vegetarians

## Hobbies

Being a maid

Training pets

Staring at the sky

Walks int the forest

Bullying small people

## Family

Darius: Soon to be Husband

Roxxy: First Daughter

Atlas: First Son

Beto: Best wolf

## Friends

Azula

Titania

All canines

That guy on the boulder
Aakal of Zostraad

"We've found ourselves so far from home, that I don't think going back is a possibility; so might as well make this our home."

## Character Information

### Class

Brutal Slayer 8/Fighter 5/Chevalier 1/Aegis 1/Slayer 1

## History

Born in the early years of Taldane exploration on Golarian, Aakal roamed the nothern plains of Aavistan with the tribe in which he belonged, The Charir Cayosi. Existance was simple, but by no means primative. The tribe of nearly half a thousand roamed the vast plains in lengthy caravans, not unlike the Varisian's who came after them.

Aakal was a hunter and a warrior of his tribe, trained and tasked with long roams far afield to track large game and corral it towards the main hunting group. This extended to his tribe's nature for conflict, prefering to encircle, pincer and break off sections of a larger unit to harry down. Warfare was no stranger to The Charir Cayosi, with many other Dragon-kin tribes fielding larger forces then their own only to be brought low by inferior equipt, but better coordinated strikes.

## Apperance

In true red dragon fashion, Aakal's humanoid form is decorated with protective scales, with a long tail sweeping to and fro as he remains idle. He stands at an imposing 6' 3" with long, braided deep auburn hair parted by two large horns and a pair of long, pointed ears. Aakal's ears are pierced at the lobe with golden bangs forged around his horns and one at the base of his tail. There are nicks and scars covering most exposed skin, his hands, face and back; signs of conflict and hard work.

In combat, Aakal maintains the practised, tactical nature of his tribe, keeping his foes at reach with a bladed polearm and a sturdy shield between him and his foes. Clad from head to toe in dark plate behind thick furs and a pack loaded with gear, he remains ready to tackle any mundane obstacle.
Hourglass of Transfiguration

Aura strong all schools; CL 20th; Slot none; Weight —

DESCRIPTION

Whoever breaks this crystalline hourglass blacks out for 24 hours. During this time no power can reawaken her, as she is gradually swapping places with another version of herself from some other place—a parallel dimension, an ideal concept of the gods, an impossibly distant time, or the like. If a PC breaks the hourglass, that PC’s player may completely recreate her character, redistributing point buy, changing race and classes, altering feat and skill selections, and otherwise changing any choice she made regarding her character, as major or as minor as she pleases. The PC’s possessions however remain the same. After 24 hours, the character reawakens (This consumes a downtime action the next action after the approval), revised and affected as if by the heal spell. Her memories can be nearly identical to those of her previous self or vastly different, though her age and certain choices location and even gender might result in numerous differences. However, anyone and everyone that knew her will still know them and recognize both them and old choices they made, like if someone had her arm they still have her arm. This effect is permanent and the character’s previous incarnation cannot be restored except by finding another hourglass of transfiguration. Their item's can not be traded for items of equal value, they keep what they had. This does not undo events that involved the character but would possibly change how they did it, though the results remain largely the same. An hourglass may also be used to switch from single soul to dual soul or dual to single up to level 14, if you are at level 15+ or have undergone a mythic transformation you no longer qualify to switch your soul type.
Disciple of Mephistopheles

A disciple of Mephistopheles wields hellfire as his weapon.

**Alignment:** Any evil

**Feats:** Disciple of Darkness , Evil Brand

**Special:** The sect of Mephistopheles welcomes new disciples with a terrible ritual that involves the sacrifice of an intelligent being in magical fire.

#### Class Features

All the following are class features of the disciple of Meph- istopheles prestige class.

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

**Hellfire Grasp (Su):** A disciple of Mephistopheles can deal 1d6 points of fire damage as a touch attack at will. This damage is added to damage dealt by other unarmed attacks.

**Fire Adept (Su):** A disciple of Mephistopheles who can cast spells gains a +1 bonus to caster level when casting a spell with the fire descriptor.

**Fire Resistance (Su):** At 2nd level, a disciple of Meph- istopheles gains fire resistance 10. At 6th level, this becomes fire resistance 20.

**Hellfire Blast (Su):** A 3rd-level disciple of Mephis- topheles can release a gout of hellfire from his hand at will, dealing 4d6 points of fire damage as a ranged touch attack. The range for this attack is 30 feet.

\*\_Flare\_ (Sp): Once per day per class level, a disciple of Mephistopheles can produce an effect identical to that of a *flare* spell cast by a 15th-level caster.

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

***Hellfire* (Sp):** Three times per day, a 6th-level disciple of Mephistopheles can produce an effect identical to that of a *hellfire* spell cast by a 15th-level caster.

***Fire Shield* (Sp):** Twice per day, a 7th-level disciple of Mephistopheles can produce an effect identical to that of a *fire shield* spell cast by a 15th-level caster.

***Hellfire Storm* (Sp):** Twice per day, an 8th-level disciple of Mephistopheles can produce an effect identical to that of the *hellfire storm* spell cast by a 15th-level caster.

**Body of Flame (Su):** A 10th-level disciple of Mephistopheles can transform his body into flame for up to 10 minutes once per day. He gains fire immunity and damage reduction 30/+1, and anyone he touches must succeed at a Reflex save (DC 15) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire in Chapter 3 of the *DUNGEON MASTER's Guide*). A burning creature can take a move-equivalent action to put out the flame.

Creatures hitting a disciple of Mephistopheles with natural weapons or unarmed attacks take 2d6 points of fire damage and also catch fire unless they succeed at a Reflex save (DC 15).
Granny the Undead Kitsune

Kinky Shadow Vixen

== History ==

"Ooh is that a gift for me dearie? I hope you don't mind if I enjoy it right here!" \*pounces and lewds.\*

### Will holder

nobody

An old woman devoted to the bedroom and making it often as possible born in an Amazonian Elf village devoted to the same. Her birth was taken to be an ill omen due to her dark skin and the fairness of her mothers tribe, but eventually she overcame the name and became one of the many priestesses in charge of "sample collection," which was an honor considering how unelven she was. She would use her natural gifts to quickly lure in new generations to be born which lead to the long lived village finally trusting her enough to teach magic. Sadly she had little skill for spells as she was always distracted by a chance to do service or help out in other ways and wound up only learning what would be considered parlor tricks in that world.

== Appearance ==

When in her more public form, she appears to be an elderly elf woman, revealing her true age with almost no wrinkles, mostly to make those she deals with feel at ease. She is often seen wearing a kimono or nothing at all, letting the magic she was born with give a decently pleasant feast to the eyes. Her true form hasn't really aged since she hit maturity.

== Personality ==

Ashino feels that the best way to beat a problem is with love, and she is always ready to give that love as well. She can think like a reasonable person when it matters but would rather watch life unfold it's mysteries for her, it is more enjoyable to have a front seat than to miss out on what could have been.

== Loves ==

playing tricks, cooking, intense jelly legs that comes after some good old fashioned "praying" or exercise.

== Fears ==

Ending existence alone, not having a real friend that accepts her for who she is and where she is from, never getting home.

== Hobbies ==

List some of your character's Hobbies in life like: They have the hobby of going around the poor parts of town and throwing coins at the poor people to vent aggression and at the same time doing good.

== Family ==

Deceased Mother,

Triplets back home somewhere.

== Friends ==

Girl is all alone, maybe she will do more than watch people from now on?

== Enemies ==

There was a rival priestess back home, but that was more friendly competition than enmity.

== Aspirations ==

Open a local temple, and maybe start a new tribe. So those stuck in this land can also see just how great life can be without inhibitions.
Adella

'I sought to grow closer to my gods and got more than what I wanted' - Adella

## Appearance

Adella is a beautiful woman, she has soft features with blonde hair and beautiful red eyes even if they seem to have the appearance of shattered glass. She has six long spider legs on her back that are rather dexterous and is often seen wearing frilly sleeves on each leg. She possess a D Cup and is rather well blessed with a slightly above average body which is often covered by her old nun uniform.

## Personality

Adella's personality has long since scrambled with the passing of time, what was once a bubbly nun who was happy to be helpful to anyone has now twisted into the equivalent of a shambling corpse with no care left in it. She says what she wants to say without care for the repercussions of said actions, she is uncaring about the feelings of other people and rarely will apologize or tend to a persons well being. She doesn't purposely insult people nor does she compliment people, she just says what is before her and people interrupt it as they want .

Adella is emotionally catatonic and as such she rarely reserves any feelings for the people she meets in life, often seeing them all as passing souls. Of course with such a way of life she is often disliked by most people and hardly considered...maybe that is how she wants it though.

## Likes

- The few moments after she is killed where everything is quiet and she finally has some sort of peace.

- Feeling something, anything, pain, pleasure, she just wants to feel.

- People who are happy and living their lives.

- Watching someone pass peacefully.

- The sound of someones final breath, the exhale of life itself.

## Dislikes

- Being unable to feel anything emotionally anymore.

- The images she see's and the voices in her head.

- People who don't live their lives to the fullest

- People trying to avoid death.

- Most social interactions

## Hobbies

Adella as of now has no hobbies she partakes in, instead opting to sit still for hours on end.

## Enemies

I'll never have enemies for I could never care enough.

## Ideology

The world will end eventually, why should I care what others think about my actions?

What is immortality other than an extension of the torment of life?

## Aspiration

Adella's only aspiration in life is to help guide people into the afterlife so they can escape the future where nothing exists and their very souls are shredded to pieces for thousands of years before they finally die. She just wishes to save people from the fate she will inevitably have to face.
Hulking Hurler

Hulking hurlers belong to those races of generously proportioned creatures who enjoy nothing more than wrenching boulders, trees, and even buildings free of their earthly bonds and throwing them at their foes.

#### Requirements

**Base Attack Bonus:** +5

**Feats:** Point Blank Shot , Power Attack , Weapon Focus ((any thrown weapon))

**Special:** Large size or larger.

#### Class Features

**Weapon and Armor Proficiency:** Hulking hurlers gain no proficiency with any weapon or armor.

**Catch Weapon (Ex):** A hulking hurler gains the Snatch Arrows feat even if he does not meet the prerequisites. He may catch weapons of his size or smaller (and hurl them back at the attacker immediately if he chooses).

**Really Throw Anything (Ex):** A hulking hurler gains the Throw Anything feat (described in Chapter 3 of this book) as a bonus feat. However, since a hulking hurler depends on brute strength more than skill, he can throw anything (not just weapons) he can lift as a light load. If the item is an improvised weapon, he takes a —2 penalty on his attack roll instead of the normal —4. Use the rules in Chapter 4 of this book to determine the amount of damage the thrown weapon does.

The range increment of a thrown weapon or improvised weapon wielded by a hulking hurler is 10 feet + 5 feet per size category the hulking hurler is beyond Large (this is a modification of the Throw Anything feat).

**Two-Handed Hurl Trick (Ex):** At 2nd level and again at 3rd level, a hulking hurler chooses one of the following tricks. In order to use any of these abilities, the hulking hurler must grip the weapon or improvised weapon in two hands and throw it as a full-round action.

*Area Attack:* The character makes an attack roll against a square the target creature occupies (AC 10) rather than the creature itself. Any creature in the square must succeed on a Reflex save (DC 10 + the hulking hurler's ranged attack bonus) or take full damage. This ability may only be used with a Huge or larger weapon.

*Knockdown Blow:* If the hulking hurler's attack hits and does damage to any creature of Medium or smaller size, the target is rendered prone.

*Meteor Strike:* As a full-round action, a hulking hurler deals extra damage equal to twice his Strength bonus on a successful hit with a thrown weapon.

*Overburdened Heave:* The hulking hurler can throw a weapon up to two sizes larger than his size category, or an item that weighs as much as his medium load (so a Large hulking hurler with a Strength score of 25 could heave a Gargantuan javelin or a rock weighing up to 533 pounds).

*Ranged Power Attack:* If the target is within 30 feet, the hulking hurler can use Power Attack with his thrown weapon.

### Advancement

 2nd
 3rd
Agata

Agata's Character Page

"The Silent Hunter Watches"

## History

(To be updated)

Agata was born in the woods to a mother who died at birth and a huntsman father. She learned everything she knows from her father and began helping him at the age of 8. by the age of 10 she could survive on her own and she would need to as her father would die on her 11th birthday. Since then she lived alone for 10 years getting better at the bow and the rest of her craft. Sudden a gate opened while she was sleeping and she quickly grabbed her bow, her quiver and a bag that she was told by her father, "take it with you should anything happen". Upon arriving to the Dark Horizon she met Ana and Najiq.

## Appearance

Agata typically appears as shown, though the climate of her old home was northern mountains.

## Personality

Agata is the silent type as she has never dealt with any sentient creatures besides her own father. Though she has opened up a little to Najiq.

## Fears

As for the moment she has no distinct "fears"

## Family

Her father is the only family she knew and she heard stories of her mother. Her father was a huntsman much better than she currently is.

## Friends

Najiq is currently the closest she has to a friend and Ana wants to be a friend.

## Aspirations

Agata has no clear goals at the moment. All she has known is the hunt.
Nightsong Enforcer

**Skills:** Stealth 7 Ranks

**Feats:** Improved Initiative

**Special:** Evasion class feature.

**Special:** The character must undergo intensive training and tests with the Nightsong Guild before she can gain the class abilities.

#### Class Features

**Weapon and Armor Proficiency:** Nightsong enforcers are not proficient with any weapon. They are proficient with light armor but not with shields.

**Sneak Attack (Ex):** A nightsong enforcer deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 4th level, 3d6 points at 7th level, and 4d6 points at 10th level. See the rogue class feature, page 50 of the *Player's Handbook*. If a nightsong enforcer gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

**Teamwork (Ex):** Nightsong enforcers are trained to keep a close eye on teammates on a joint mission. A nightsong enforcer gains a +20 circumstance bonus on Listen and Spot checks to hear and see allies.

At 9th level, a nightsong enforcer's senses are honed so finely that she is aware of the location and status (as with the status spell) of all allies within 100 feet, even if they are not within sight.

**Agility Training (Ex):** Starting at 2nd level, a nightsong enforcer reduces the armor check penalty imposed on her by light armor by 2 (to a minimum of 0).

**Skill Teamwork (Ex):** At 3rd level and higher, a nightsong enforcer can use her training to improve the skill of those around her. All allies within 30 feet of the nightsong enforcer gain a +2 competence bonus on Balance, Climb, Escape Artist, Hide, Listen, Move Silently, and Spot checks. Allies must be able to see the nightsong enforcer to gain this bonus.

At 7th level, this bonus increases to +4.

**Flanking Teamwork (Ex):** When a nightsong enforcer of 5th level or higher flanks an opponent, the enforcer and all other allies who threaten the same opponent gain a +1 circumstance bonus on their attack rolls (in addition to the normal flanking bonus, if it applies).

**Opportunist (Ex):** Once per round, a nightsong enforcer of 6th level or higher can make an attack of opportunity against an opponent who has just been injured in melee by another character. See the rogue class feature, page 51 of the *Player's Handbook*.

**Improved Evasion (Ex):** If a nightsong enforcer of 8th level or higher is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw and half damage if the saving throw fails.
Kai

## History

Kai was born in the tents of the Blue Moon Traveling Circus, to Carruth and Dauline. He grew up on the road among entertainers and carnival folk. He came into his healing abilities around puberty, which greatly distressed him at first. He saw magical healing as a feminine ability and was struggling with gender identity at the time. It drove him to learn alchemy, creating his own compounds to begin his transition to male and also prompted him to begin learning Arcane magic. He came to terms with the healing as he grew older, and studied mundane medicine. He decided to take to the road, his family beginning to grow to large for comfort, and has been traveling ever since, acting as a mobile Doctor/Veterinarian/Arcane Caster for the various communities he travels through. After having assisted a small adventuring party to heal up after a difficult dungeon run, he added Adventuring to his list of desires.

## Personality

Self-confident, introspective, laid back, kind, slow to anger. Would prefer not to resort to bloodshed in most situations, believes it's a last resort in most situations.

## Enemies

None! I mean, look at him, who could hate this cute lil' face?

## Associates

Whiffy, the Combat Buffalo. Pulls his mobile home/medical office.