recursal/Fanatic-Fandom huggingface dataset:
Order of the Midnight Sun

> A cavalier who belongs to this order is dedicated to the eradication and destruction of the taint of undeath.  The traditions of this ancient order which date back to the first age have recently been revived within the last 20 years after the return of Korverion and the headquarters of the order are in Dawnsvale north of Dunland.
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### Edicts

The cavalier must never suffer an undead to exist in his presence, and must never refuse to assist those who are threatened by the undead. He must take all precautions to ensure that undead are truly destroyed or cleansed. If the cavalier fails to ensure any enemy undead are utterly destroyed or otherwise appropriately laid to rest, he is shaken for 24 hours. Additionally, while travelling with undead in his party, he is shaken.

### Challenge

Whenever an order of the midnight sun cavalier issues a challenge, he receives a +1 morale bonus on saves vs death affects and negative energy attacks including level and ability damage and drain originating from the target of his challenge. This bonus increases by +1 for every 4 levels the cavalier possesses.

### Skills

An order of the midnight sun cavalier adds Knowledge: Religion and Heal to his list of class skills. An order of the midnight sun cavalier adds his charisma modifier to his Knowledge: Religion bonus in addition to his intelligence modifier.

## Order Abilities

A cavalier that belongs to the order of the midnight sun gains the following abilities as he increases in level.

#### Exorcise Undead (Ex)

At 2nd level, the cavalier gains an extraordinary ability very similar to a holy cleric’s ability to turn the undead, using his sheer force of will. As a standard action a number of times per day equal to 3+ his Charisma modifier, the cavalier may exorcise undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 his cavalier level + his Charisma modifier. Undead that fail their saves become shaken for a number of rounds equal to his cavalier level.

#### Lay to Rest (Ex)

At 8th level, the cavalier’s weapons are treated as having the cavalier’s alignment for the purpose of overcoming the damage reduction of undead creatures. Against an undead target of his challenge, the cavalier automatically overcomes all damage reduction that undead possesses.

#### Purgatory (Ex/Su)

At 15th level, the cavalier can punish undead that dare strike him or those he seeks to protect. Whenever an undead creature that is the subject of his challenge hits the cavalier or an adjacent ally with a melee attack, the creature provokes an attack of opportunity from the cavalier. The cavalier gains a +2 morale bonus on attacks of opportunity provoked as a result of this ability. If an undead subject of the cavalier’s challenge threatens a critical hit against the cavalier, the cavalier gains a deflection bonus equal to his Charisma modifier against the confirmation roll. This bonus functions as a supernatural ability.
Cities of Vatain

The following is a list of all major cities in Vatain, excluding the familial homes of Giants as they rarely gather in large enough numbers to constitute a city.

## Dwarven Cities

### Destroyed surface cities

* Ahir Gul
* Bhindarul
* Dandarom
* Dandim
* Goird (intact)
* Hilfuruhm
* Vorndoruhl
* Vurbadur

### Underdark cities

#### Forgwen

* Mol Gernhrum
* Loduhr (destroyed by giantkin)
* Thogdural
* Dhorral

#### Gonnto

* Burkganh
* Dhendarth
* Nogholhar
* Wugdom

#### Kkrurukna

* Bizokh
* Kragne
* Ordedh

## Firbolg Cities

* Afring
* Ardburg
* Breavert
* Efrogow
* Ozniburgh
* Ramorez
* Tripdiff
* Weles
* Zore

## Gnome and Halfling Cities

* Ashhearth
* Daeergalalino
* Zannavoov

## Human Cities

* Avach
* Chorach
* Dachau
* Korinh (destroyed by orc raiders)
* Noch
* Spekat (destroyed, dragons are assumed to be the cause)
* Tas
* Totah
* Vachin
* Vas
* Vorch

## Orc cities

* Fustoki
* Locinsi
* Luu (destroyed in the Korinh war)
* Korbin
* Kkruruk
* Urinko
* Uruko
Lasso

## Description

A lasso is made from a length of rope.  The cost and weight varies depending on the kind of rope it is made from.  The lasso has a range increment of 10’ (maximum 5 increments), and the hard maximum distance the lasso can be used depends on the length of the rope used. (Ropes can be bought in any length for increased cost)

## Benefit

A lasso allows you to entangle a foe like you would using a net. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10 . It requires a DC 23 Strength check to break it. (Escape artist and strength check DCs as well as hp and ac varies depending on the type of rope used). The concentration DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. You may pull the target to you with a successful reposition combat maneuver (this decreases the effective length of the rope for moving purposes). The target must succeed on an opposed strength check to move further than the lasso’s current length (dragging you with it).

## Special

On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.
Military Rooms, Buildings, and Teams

## Outpost:

> Armory(1), Guard Post(1), Bunks(1), Soldiers(1)
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Reduces severity level of random encounters by 1 within 1 hex

## Fort :

> Armory(1), Guard Post(1), Bunks(1), Soldiers(1), Cavalry(1), Courtyard(1), Defensive Wall(1), Stall(1)
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Reduces severity level of random encounters by 1 within 2 hexes, and 2 within 1 hex

## Crenellated Tower:

> 11 goods, 2 influence, 10 labor   Time: 30 days
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size: 9-16 squares

This is a 2-3 story stone tower that can support a single siege weapon. Most often, they are the tallest battlements and offer the most protection value to the area around it.

## Siege Engineers (2 people):

> 3 goods, 2 influence, 5 labor Time: 14 days
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These are soldiers trained in the operation of siege weapons.  One team can operate a siege weapon

**special:** when stationed on walls or towers where they grant everyone within 120' +10 to speed. They are typically 1st-level warriors, each with scale mail, small wooden shield, short sword and javelins.

## Archers (5 people):

> 4 goods,  3 influence, 7 labor  Time: 8 days
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**special:** when stationed on a wall or tower, grant +1 siege bonus to attack for all players within 120'

## Cavalry (5 people):

> 9 goods, 3 influence, 8 labor  Time: 12 days
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## Cavalry Archers (5 people):

> 11 goods,  3 influence, 10 labor  Time: 14 days
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## Elite Archers (5 people):

> 5 goods, 4 influence, 8 labor  Time: 12 days
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**special:** when stationed on a wall or tower, grant +2 siege bonus to attack for all players within 120'

## Elite Guards (5 people):

> 3 goods, 1 influence, 4 labor  Time: 4 days
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**special:** when stationed on a wall, guard post, gatehouse, or tower, grant +4 siege bonus to perception and initiative to all players within 100'

## Elite Soldiers (5 people):

> 5 goods, 3 influence, 7 labor  Time: 10 days
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**special:** when stationed on a wall, guard post or gatehouse, grant +2 siege bonus to AC for all players within 80'

## Guards (5 people):

> 2 goods, 3 labor  Time: 2 days
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**special:** when stationed on a wall, guard post, gatehouse, or tower, grant +2 siege bonus to perception and initiative to all players within 100'

## Soldier (5 people):

> 3 goods, 2 influence, 5 labor  Time: 4 days
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**special:** when stationed on a wall, guard post or gatehouse, grant +1 siege bonus to AC for all players within 80'
Bidding on Resources

> From time to time, expeditions to Perelandra may discover new resources.  When this happens, the resources are listed in the “resource auction house” channel in Discord. The listing remains open for a period of 1 week, after which the resource is sold to the current highest bidder.  Resources may not be resold or traded after they are purchased on the auction house.  They may only be used to start a settlement or to expand an existing settlement.  The minimum bid increase is 100g.
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## The Effect of Influence on Resource Price

**The final payment** to the auction house may differ from the bidding price depending on how influential the purchasing settlement is.  Influence is dependant on the size of the settlement itself.  Each sphere of influence is divided into concentric rings of influence, which are 5-hex zones around the settlement based on its size. Each ring of influence gives a cumulative 10% discount to the payment price of the winning auction house bid for a resource. A thorpe, for instance, has a sphere of influence of 5 hexes. This means it has only a single 5-hex ring of influence.  This ring of influence decreases the purchasing price of any resources discovered within it by 10% of the winning auction bid.  Therefore, if a thorpe bid 100g for a resource discovered in an adjacent hex and won, it would actually only pay 90g to the auction house.  This discount is cumulative and increases the closer it gets to the settlement.

**For instance**, a village has a 15 hex sphere of influence around it.   This is made up of 3 concentric, 5-hex rings of influence around it. If the village bid 100g for a resource found in its outermost ring of influence - 15 hexes away, and won, it would only pay 90g.  If the resource was in its second ring of influence- up to 10 hexes away, the village would pay only 80g.  If the resource was within 5 hexes of the village, the village would only pay 70g.

**Resources discovered** outside of a settlement’s sphere of influence, but within 5 hexes of its boundary pay the normal bid price for the resource.  Resources found within 6-10 hexes beyond  a settlement’s sphere of influence increase the amount paid by 10%, and this penalty increases by 10% for each 5-hex range increment beyond the settlement’s sphere of influence.  For instance, if a village bid 100g on a resource 30 hexes away from it and won, it would actually pay 120g for the resource.  This is because it is 15 hexes beyond the village’s sphere of influence.  The first 5 hexes beyond would have been bid price, and each 5-hex increment beyond that would add 10% to the bid price.

**Independant bidders** are player characters who do not already own resources and who are not affiliated with any city PRO.  These bidders always pay bid price for winning auction bids.  They must build a settlement within 5 hexes of the resource they won.  Once an independent bidder owns a resource, they are no longer considered an independent bidder, and may not bid on further resources until they create a settlement.
Barony of the Zodiac

> The Barony of the Zodiac represents the Crown of Dunland’s holdings on Dragonfly Island in the Capric Ocean just off the coast of The Dark Continent.  Its lands lie on the eastern coast of the island and include the deep water caldera port city of Clear Skies Cove as well as the surrounding forests, pastures and townships.  The Barony is ruled by Baron Mi’Tan with the full endorsement of King Armand and administered by his  Zodiac Council which includes Councillor Barathol, Councillor Mikar and Councillor Wyssal.  Reputation can be gained by answering the calls of duty put out by Baron Mi’Tan or his councillors.  Reputation is lost by slander, maligning and otherwise disparaging speech against the Baron, his Councillors, or the Crown of Dunland, or by acting against the Barony of the Zodiac, its lands or its citizens.  Gaining reputation with the barony carries many perks and rights not afforded to ordinary citizens and visitors.
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## Titles, Rights and Privileges

### Reputation-5 Esquire

Preferential treatment by barony guards.  The right to enter and request shelter and board from barony outposts and garrisons. A war-trained Carabao or Caraboar, which is replaced at no cost if lost or killed. Permission to use the CSC harbor to build ships.
### Reputation-15 Hidalgo

The right to purchase and own land in the Barony. The ability to request transportation from Clear Skies Cove port to any destination on the Dark Continent once per month at no charge. The ability to give reasonable commands to Esquires, and the right to request a personal audience with a member of The Council. Earn up to 250g/week from buildings (after taxes).
### Reputation-35 Zodiac Knight

The ability to give reasonable commands to Hidalgos and Esquires. The ability to influence or call upon the barony guard once a month. The right to access Barony Mesa, which includes access to the archives (+2 bonus to all trained knowledge checks), and the right to request a personal audience with Baron Mi’Tan. Earn up to 500g/week from buildings (after taxes).
### Reputation-55 Lord of the Zodiac

The ability to give reasonable commands to Zodiac Knights, Hidalgos and Esquires. The ability to influence or call upon the barony guard once a week. The ability to have the barony guard arrest suspects you name for any crime or trespass of the law. Earn up to 1000g/week from buildings (after taxes).
Half-Dragon

### **CR +2**

Half-dragons are only rarely the result of dragons mating with other creatures—most are the result of strange magical experiments. In most cases, a successful creation breeds true with others of its kind, as with the dreaded dracolisk.

#### Speed:

A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).

#### Natural Armor:

A half dragon’s natural armor improves by +4

#### Dragon Immunities:

immunity to sleep, paralysis, and energy of the same type as its breath weapon.

#### Draconic Prowess:

Half-Dragons gain +6 skill points per level. (this functions as the bonuses from headband of intellect).

#### Draconic Weapons:

A half-dragon has two claw attacks (dealing 1d6 damage each) and a bite attack. (dealing 1d8 damage).

#### Breath Weapon:

A half-dragon gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's level + creature's Con modifier).

 Brass
 Blue or Bronze
 Gold or Red
 Green
 Silver or White
Dragon Knight

> Many kobolds rely on being underestimated by their opponents in battle or simply out maneuvering them.  Not so the Dragon Knights. These legendary and heavily armored kobold champions are as bold as dragons and are able to stand claw-to-toe with even the most powerful enemies.
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#### Puff Puff Blast (Ex)

At 2nd level, the dragon knight gains a breath weapon which counts as a secondary natural melee attack with a 10’ reach. This attack does not provoke an attack of opportunity and may be taken as part of a full attack like any other natural attack. Puff Puff Blast deals 1d6 elemental damage matching the dragon knight’s scale color. (if the kobold has more than one color of scale, it chooses one color when it gains this ability which cannot be changed later)

Puff Puff Blast also benefits from combat feats just like any other melee weapon. (For instance, power attack can be used with this weapon to deal extra damage, but the damage is of the same elemental type instead of physical damage) Furthermore, Puff Puff Blast deals bonus damage equal to the dragon knight’s charisma modifier up to an amount equal to the kobold’s dragon knight level.

At 5th level, and every 4 levels thereafter, the damage increases by 1d6.

This ability replaces the bonus feats gained at first and second level.

#### Rampage (Ex)

At 5th level, a dragon knight grows one natural weapon as noted below. The weapons gained in this manner have no other functionality. Additionally, he gains a +1 bonus on attack and damage rolls made with natural weapons.

* A wing clap attack made with both wings as a single attack which deals 1d3 damage. This attack may be chosen twice.  The second time it is chosen, the dragon knight can make a separate attack with each wing, each dealing 1d3 damage.
* A pair of horns which counts as a gore attack which deals 1d4 damage
* A claw attack made with both claws as a single attack which deals 1d3 damage. This attack may be chosen twice.  The second time it is chosen, the dragon knight can make a separate attack with each claw, each dealing 1d3 damage.

At 9th, 13th and 17th level, the dragon knight grows an additional natural weapon chosen from the list, and the bonus to attack and damage rolls made with natural weapons increases by an additional +1.

This ability replaces weapon training and advanced weapon training.
List of Gods

The following is a list of gods, both celestial and fiendish in nature, along with some outer gods listed.

## The Elysian Pantheon

The Elysian Pantheon is the most widely worshiped pantheon on Kavach, and the only true one, though there are some odd peoples who worship non-existent gods. It contains three sects, those that follow the Celestials, those that follow the Fiends, and those that worship both. Those that worship both are regarded on the level of heretics, though it is rare they see discrimination in human cities.

## Outer Gods

The outer gods cannot be considered on the same level as the Elysian Pantheon. The difference is that the Elysian gods are understandable, comprehendable. They have motives and are deeply intertwined with the prime plane. The outer gods are creatures that reside in the Unknown plane, and the knowledge of them is propagated via the dreams of sentients, as well as successful forays into the unknown plane. These gods are truly unconcerned with the denizens of the prime plane, and their motives are unknown, their appearance unknown, and they are said to corrupt those who see or worship them. Any who worship them are regarded as cults, or insane, and they are generally extinguished with great fervor by the followers of the elysian pantheon.

 X̸̜͊̿ḉ̶͆ǫ̸̓s̵̘̲͆v̶̧̟̒
 W̷̪̑͋ṷ̵͆͌r̵͍̠̋
 Ỏ̵͉̮̌b̸̧̺͆̀r̸̹̔ć̵̢̙y̶̻͓͝b̶̟̋k̸̞̄
Centaur

Centaurs, a half horse/goat, half human hybrid. Noble creatures, they have great pride and will be truly vicious to any that disrespects them. They are commonly found in two different areas, the Gaping Canyon, and the various forests of Vatain. While they may be found in mountainous terrain, it is highly unlikely, as the various denizens of said mountains are quite excellent at destroying invaders.

## In game mechanics

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Age.*** Centaurs mature and age at about the same rate as humans.

***Alignment.*** Centaurs tend towards neutrality.

***Size.*** Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

***Speed.*** Your base walking speed is 40 feet.

***Equine build.*** You count as one size larger when determining your carrying capacity and the weight you can push or drag.

***Survivor.*** You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

***Languages.***  You can speak, read, and write Common and Elvish. Elvish is the dominant tongue of centaurs.

### Subraces

There are two subraces of centaurs. The ramheads, and the more common horse-centaur.

#### Ramheads

Hailing from the Gaping Canyon, the Ramhead Centaurs are signifigantly more agile than their forest dwelling cousins.

***Ability Score Increase.*** Your Dexterity Score increases by 2.

***Appearance.*** You look the same as normal centaurs, save for the two ram horns sprouting from your head.

***Ram.*** If you move at least 30 feet straight toward a target, and then hit it with your natural weapon, you have successfully rammed the target, dealing 2d4 + your Strength modifier.

***Hard Heads.*** Your head is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you successfully headbutt the target, dealing 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Natural Climbers.*** Ramhead centaurs have a climbing speed of 20 ft, as they are used to the sheer rocky cliffs of the Gaping Canyon.

#### Horse-Centaurs

***Ability Score Increase.*** Your Strength score increases by 2.

***Charge.***  If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

***Natural Weapon.*** Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Awkward Build.*** Any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Design Goblintech™ Body Modifications

> You have researched the Goblintech™ Union’s manuscripts of ancient goblin technology salvaged from Dragonfly Island.
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## Details

### Prerequisites

1 rank in knowledge (engineering), 1 rank in Knowledge (nature)

### Benefit

You can craft basic goblintech ™  body modifications to replace lost or destroyed body parts, enhance physical performance, and concentrate and assist in the use of magic.

### Special

When crafting goblintech™, you use Knowledge: Engineering instead of Spellcraft
Dragonturtle Shogunate

The Dragonturtle Shogunate stretches across the eastern coast of the Daggergrass Empire, northeast of Dunland  on the continent of Malacandra. It is one of the two great trading shogunates, the other being the Capybara Shogunate, but the only one not landlocked. The Dragonturtle Shogunate are seafaring and have extensive trading networks all across Tibaeria, even to the continent of Thulcandra across the Capric Ocean. Aside from slaves and rice, their third largest export are powerful jade artifacts, uniquely crafted only by the gnoll satraps. They were the first to set up an embassy in Clear Skies Cove to take advantage of its deep harbors and convenient location across several major trade routes. They are now well placed to begin exploiting the wealth of Perelandra, called The Dark Continent in the common speech.

To gain reputation with The Dragonturtle Shogunate, one may embark on missions from the Ambassador in Clear Skies Cove. Also, for every 9 kitsune tails you turn in, you gain 1 rep. To maintain standing in the eyes of the gnolls, one must conduct oneself with honor according to bushido at all times.  Acting dishonorably, offending the gnoll ambassador or his staff, and failing to fulfill one’s duties cause one to lose reputation.

## Reputation Privileges and Rewards

### Reputation- 5 Gesuto

Ambassador’s Seal- once per month, you may show the seal to a gnoll you have offended, and your breach of honor will be forgiven.
### Reputation- 15 Yujin

Permission to enter the Dragonturtle Shogunate embassy courtyard. Ability to purchase up to lvl 3 jade artifacts. Ability to purchase and to be trained to ride axe beaks.
### Reputation- 35 Kyodai

Permission to enter the Dragonturtle Shogunate embassy. Ability to purchase up to lvl 6 jade artifacts. Obeyed by gnoll-trained slaves if the request is not dangerous and can be carried out within 1 hour.
### Reputation- 55 Koshiki

Permission to request political assylum with the Dragonturtle Shogunate. Ability to purchase up to lvl 9 jade artifacts. Privilege of owning gnoll-trained slaves. Shogun’s Seal- You gain the service of a gnoll samurai who will protect your house and property, and even fight as your proxy in trials by combat relating to honor.
Entropic

### **CR +1/3**

Your deeds have gained the attention of a powerful outsider who has imbued you with a portion of its strength to battle law.

#### Special 3:

Smite Lawful 1/day as a swift action. (it adds its charisma bonus to attack rolls, and a damage bonus equal to its level against lawful foes; smite persists until the target is dead or the entropic creature rests).

#### Special 4:

Entropic Defenses (The character gains energy resistance and DR as noted below)

acid/fire resist: 5
DR 3/lawful
RP Points

### Non-Typical

Players may create characters which fall outside the normal cultural values and customs typical to their race.

### Custom Weapons

Players may design their own weapons which are **character bound.** (They may not be owned or used by anyone else)  A player can also purchase up to 2 additional design points. (Fragile weapons always retain the fragile quality even if masterworked) Once you have purchased the design, that **character** may purchase as many of that particular weapon as they like. Custom weapons must be approved by a DM.

### Gestalt Levels

Players may add gestalt levels to their characters. Each level of gestalt costs more than the previous level to acquire. Characters may only have 1 gestalt class, and may only take up to 10 levels of gestalt. Gestalt levels may not be used to qualify for prestige classes, nor can prestige classes be used as a gestalt class. Gestalt classes may not be modified by prestige classes. Feats, traits or other abilities or items that rely on overall character level to boost power (such as boon companion or magical knack) cannot be used for Gestalt classes. **Monks cannot take gestalt levels, nor can monk levels be taken as gestalt.**

### Races

Players may create new characters of more powerful races. These races are not class-restricted. Each time a character of such a race is created, the RP price must be paid whether or not you have already created a character of that race before.

 Minotaur | 200

### Templates

Players may customise their characters with multiple templates as long as the total power level of all templates combined does not exceed 6.  Characters must meet the minimum character level requirement in order to take specific templates. A player can choose to replace an existing template with a new one, but they do not get an RP refund for the replaced template. Stat bonuses gained from templates stack up to a maximum of a +6 template bonus. Players must apply to take templates and must have compelling character development/ rp background justifications. All templates must be approved by a minimum of 3 GMs.
Goblintech™ Artificer

> There are those who seek to recover advanced goblin technology lost to the ages, and there are those who seek to take the next step to revive and improve upon that technology.  These goblintech™ artificers are on the cutting edge of this field, developing new and better ways to create and control constructs and body modifications.
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Hit Die: d8.

### Requirements

To qualify to become a goblintech™ artificer, a character must fulfill the following criteria.
**Special:** Goblintech™ Union Rep: 5, Knowledge: Engineering: 3 ranks, Feat: Design Goblintech™ Automata or Design Goblintech™ Body Modifications

### Class Skills

The goblintech™ artificer's class skills (and the key ability for each skill) are Appraise, Craft, Knowledge: Dungeoneering, Knowledge: Engineering, Knowledge: Nature,

Skill Ranks at Each Level: 4 + Int modifier.

### Class Features

All of the following are features of the goblintech™ artificer prestige class.

**Weapon and Armor Proficiency:** Goblintech Artificers gain no additional weapon or armor proficiencies.

### Apprentice Artificer

At 1st level, you have studied the Goblintech™ Union’s manuscripts of ancient goblin technology and have improved upon the basic designs, allowing you to streamline the schematics to allow for more customization. This allows you to use “improved modifications” when creating or upgrading goblintech™.

### Mechanic (Ex)

Beginning at 1st level, as a standard action the goblintech™ artificer learns how to repair and sabotage goblintech with a successful touch attack.  The goblintech™ artificer may use any technique on the mechanic list, provided that he has attained that level of goblintech™ artificer.  He can use this ability a number of times per day equal to half his ranks in knowledge: engineering. (Save DC’s are equal to 13 + ½ ranks in knowledge: engineering).
1st level techniques: Rapid Repair, Sabotage
2nd level techniques: Overclock, Unwind, Malfunction
3rd level techniques: Disable, Reconstruct

### Journeyman Artificer

At 2nd level, you have reverse engineered ancient goblin technology using contemporary knowledge and materials, allowing you to maximise the potential of goblintech™ schematics. This allows you to use “advanced modifications” when creating or upgrading goblintech™.

### Salvage (Ex)

At 2nd level, when one of your goblintech™ creations are destroyed, you can recover up to 25% of its components.

### Master Artificer

At 3rd level, you have been certified by the Goblintech™ Union as a master of raw mana engineering. This allows you to safely handle and incorporate dawn opals into your schematics.  A dawn opal can be inset and redesigned to function as any other component when creating or upgrading goblintech™.

### Treatise

At 3rd level you have had your goblintech™ master thesis peer-reviewed and published in a respected reference tome. This increases your Goblintech™ Union reputation by 30 points.
Battlecarl

> Historically, in the uttersouth, battlecarls were sworn to defend their Jarls in battle. Many contemporary cavaliers seek to emulate this bravery and devotion by swearing to protect their comrades instead. Still, the best defense is a good offense.
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#### Threatening Shield (Ex)

At 3rd level, when a battlecarl wields a shield, he can use any polearm or spear of his size as a one-handed weapon.

This ability replaces Unavoidable Charge.

#### Staggering Charge (Ex)

At 6th level, when a battlecarl successfully deals damage with his shield while charging,  the target is staggered. The target can negate this penalty with a successful fortitude save (DC = 10 + 1/2 the battlecarl’s level + his strength modifier).

This ability replaces the bonus feat gained at 6th level

#### Shielded Charge (Ex)

At 11th level, a battlecarl learns to make devastating charge attacks with his shield. Double the threat range of his shield during the charge. This increase does not stack with other effects that increase the threat range of weapons. If the battlecarl used a shield bash as his charge attack,  he can make a free bull rush combat maneuver if the attack was successful. This free combat maneuver does not provoke an attack of opportunity. He also gains a bonus on the bull rush check depending on the type of shield used: +2 with a buckler, +3 with a light shield, +4 with a heavy shield

This ability replaces Mighty Charge

#### Devastating Bash (Ex)

At 12th level, a battlecarl gains a bonus equal to his charisma modifier on attack and damage rolls when making a shield bash.

This ability replaces the bonus feat gained at 12th level

#### Sudden Charge (Ex)

At 12th level, a battlecarl can make a charge attack as a readied action as long as he did not take a move or standard action on his turn..

This ability replaces demanding challenge

#### Versatile Defender (Ex)

At 18th level, a battlecarl can choose to shield bash or use his weapon for each attack during a full round attack.  This ability does not grant additional attacks.

This ability replaces the bonus feat gained at 18th level
Frenzied Rager

The bamboo highlands are home to the bloodthirsty kitsune hordes.  The most elite of these are fanatically devoted to the kitsune god of love and madness: Tsukio

`Prerequisite: Kitsune`

The following are class features of the frenzied rager:

#### Chosen of Tsukio (Ex)

A frenzied rager has been chosen while in the womb to be a paragon of Tsukio on Tibaeria.  As such, they have been taught to revere only Tsukio, and their alignment must be within one step of Tsukio’s.  Furthermore, all frenzied ragers must have the fast shifter racial trait.

#### Frisky (Ex)

Whenever a frenzied rager changes to kitsune or fox form, he may substitute his dexterity for his strength to determine damage done with any weapons that qualify for the weapon finesse feat until the beginning of his next turn. Additionally, the frenzied rager gains the following feats even if he does not meet the prerequisites.

At 2nd level, the frenzied rager gains *Fox Shape* as a bonus feat

At 6th level, the frenzied rager gains *Swift Kitsune Shapeshifter* as a bonus feat

At 10th level, the frenzied rager gains *Vulpine Pounce* as a bonus feat

This ability replaces the rage powers gained at 2nd, 6th, 8th, and 10th levels.

#### 9-Tailed Berzerker (Sp)

At 3rd level, a frenzied rager begins growing additional tails as a sign of Tsukio’s favor and power.  Each tail contains a boon from Tsukio which can be used once per day as a swift action (or immediate if noted in the spell description) even while raging. The caster level is equal to the frenzied rager level, and the save DCs are dexterity based.

3rd: *Windy Escape*

5th: *Cheetah Sprint*

7th: *Cat’s Grace*

9th: *Mirror Image*

11th: *Fire Trail*

13th: *Paragon Surge*

15th: *Detonate*

17th: *Damnation Stride*

19th: *Cruel Jaunt*

This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction

#### Rabid (Ex)

At 4th level while raging, the frenzied rager gains two claw attacks that deal 1d4 damage. These attacks are considered primary attacks and are made at the frenzied rager’s full base attack bonus.

This ability replaces the rage power gained at 4th level.
Bear Traps

## Effect

**Atk +10 melee** (2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a:

**DC 20** Disable Device check,

**DC 22** Escape Artist check, or a

**DC 26** Strength check

## Use:

**To set up and camouflage** a bear trap requires 2 hours of time  (2.5 hours if the trap is also attached to a solid object in order to hold trapped creatures immobile).  At the end of this time a survival check is made with a DC of 15 (DC of 17 if attached to a solid object).  If the check it successful, the trap is set.  If not, all progress is lost and the trap must be set again.  **If the survival check fails by 5 or more**, the bear trap snaps shut on the user.

*\*The trap can be set ‘carefully’ by doubling the set up time. This reduces the DC by 5.*

**Once a bear trap** has successfully caught a creature, it is destroyed due to the creature’s struggles to escape. (traps that are not set off, or are set off without successfully catching a creature may be reused).

**Bear traps can be made reusable** if crafted from adamantine, which increases the cost of the trap by 3000g.

**Bear traps can be made masterwork** for an extra 50g per trap which decreases the DC of setting them up successfully by 2. Masterwork bear traps are still destroyed after successfully catching a creature unless made of adamantine.
Order of the Hidden Bamboo

> A cavalier who belongs to this order has trained with or seeks to emulate the fabled kitsune assassin clans who inhabit the bamboo forests north of the Daggergrass Empire.  He has learned secret jitsu from the masters and seeks to spread the infamy of his order.
>
>

### Edicts

The cavalier must always complete his mission because to fail brings shame to his master… and to bring shame is to invite one’s own death.  The cavalier must move silently and strike fast in order to unlock the full potential of his techniques. Whenever the cavalier wears medium or heavy armor or uses a shield, he is shaken.

### Challenge

An order of the hidden bamboo cavalier can attempt a free dirty trick or steal combat maneuver check anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.

### Skills

An order of the hidden bamboo cavalier adds Acrobatics and Stealth to his list of class skills. An order of the hidden bamboo cavalier adds his charisma modifier to his acrobatics checks in addition to his dexterity modifier when attempting to avoid taking an AOO from moving through threatened squares.

## Order Abilities

A cavalier that belongs to the order of the hidden bamboo gains the following abilities as he increases in level.

#### Backstabber (Ex)

At 2nd level, an order of the hidden bamboo cavalier can make a sneak attack, as the rogue ability of the same name. At 2nd level, his sneak attack damage is +1d6. This damage increases by 1d6 at 8th level and every 6 levels thereafter. If the cavalier gets a sneak attack bonus from another source, the bonus damage stacks.

#### Steal Victory (Ex)

At 8th level, the cavalier can steal the credit for an ally’s kill. Whenever an ally scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target. This ability may only be used once per round.

#### Assassinate (Ex)

At 15th level, the cavalier can, as a swift action designate an enemy as his target for assassination. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls and damage rolls against his target. In addition, any critical threats he makes against his target are automatically confirmed. He also receives this bonus to his AC and to all saving throws and skill checks made until the beginning of his next turn. The cavalier can use this ability once per day.
Celestial

### CR +1/3

Your deeds have gained the attention of a powerful outsider who has imbued you with a portion of its strength to battle evil.

#### Special 3:

Smite Evil 1/day as a swift action. (it adds its charisma bonus to attack rolls, and a damage bonus equal to its level against evil foes; smite persists until the target is dead or the celestial creature rests).

#### Special 4:

Celestial Defenses (The character gains energy resistance and DR as noted below)

cold/acid/electricity resist: 5
DR 3/evil
Order of the Winterwolf

> A cavalier who belongs to this order seeks to prove his prowess and skill in battle so that songs of his deeds will be told long after he is gone. He seeks to find a place of honor among the heroes of old, just like the great viking champions of ages past that the orc skalds sing of in the utter south.
>
>

### Edicts

The order of the winterwolf cavalier never backs down from a fight and seeks to test himself against any foe no matter their size or ferocity. He must never show fear in the face of the enemy… or even worse, in front of his companions who will tell the tale afterwards. If the cavalier ever fights defensively, uses total defense, or makes a full withdrawal, he is shaken for 24 hours.

### Challenge

Whenever an order of the winterwolf cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

### Skills

An order of the winterwolf cavalier adds 1 round to the duration of any demoralize effects he creates.

## Order Abilities

A cavalier that belongs to the order of the winterwolf gains the following abilities as he increases in level.

#### Show of Force (Ex)

At 2nd level, the cavalier receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

#### Berserker's Roar (Ex)

At 8th level, whenever the cavalier confirms a critical hit with a melee weapon, as an immediate action he can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per combat.

#### Heroic Challenge (Ex)

At 15th level, the cavalier can make a heroic challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage rolls made against the target of his challenge. In addition, he receives a +4 morale bonus on attack rolls made to confirm critical hits against the target of his heroic challenge.
Tibaeria:thelivingworld Wiki

**Welcome to the Tibearia: The Living World**
It’s year 20 of the 3rd age, 5 years after the rediscovery of a vast wild continent that was long shrouded by the gods of the world. The mad rush to begin to reap the continent of all its resources and land has begun with the beginning of cities and new magical discoveries of a long lost people have surfaced.

You step off the boat on a bustling new island town of Clear Sky Coves. Still recovering from a recent war with the native goblin populace, the town has grown exponentially in the past 10 years due to it’s vicinity to the new continent. Will the many factions that wish to influence how you act persuade you or will you step out on your own to influence others?

Tibearia centered on colonization and exploration, like that of the 16th and 17th centuries. Many of the races and religions have been and still are being edited from base pathfinder, reflecting many real-world societies. You are a complete nobody in the eyes of the world. Can you tame

the wild continent of Perelandra and all of those that wish to influence it?

We're a Living World Pathfinder Community that has grown over the past 3 years. Our games are played on Roll20 virtual tabletop. This is our Wikia which contains our custom rules, classes, races, and religions. Feel free to explore and if you are interested in the game to go to the link here.

☀https://app.roll20.net/campaigns/details/743813/tibaeria-the-living-world

## Table of Contents

Character CreationCustom, Modified, and Banned ContentPlayable Race and ClassReligionsRP PointsOrganization and FactionsWorld LoreHouse Rule, GM and Session Guidelines, and Macros
Koi's Bargain

**School** transmutation; **Level** koi priest 1

**Components** V, S

**Target** dead creature touched

**Duration** instantaneous

**Saving Throw** none, see text; **Spell Resistance** yes (harmless)

### DESCRIPTION

This spell functions identically to reincarnate except that the subject uses the koi priest’s reincarnation table instead, and the race he comes back as becomes koifish on the koi priest’s reincarnation table. Koi’s bargain also has no material cost.
Bestial

#### Change Shape:

All bestial creatures have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form.A lycanthrope can shift to any of its three alternate forms as a full-round action. A slain bestial creature reverts to its humanoid form, although it remains dead.

#### DR:

A bestial creature gains DR 5/silver while in hybrid and animal form

#### Natural Armor:

A bestial creature’s natural armor improves by +1 while in hybrid and animal form

#### Bite:

A bestial creature gains a bite attack dealing 1D6 damage while in hybrid and animal form (1D4 if a small creature). This is a primary attack even while wielding manufactured weapons.

#### Moonbound:

During the 3 days surrounding a new moon, a bestial creature loses its DR.  During the 3 days surrounding a full moon, a bestial creature must transform into its animal form.

#### Animal Form

```
(gain all benefits from hybrid form plus the following)

```
Attune Soul

School **abjuration;** Level **druid 5;** canis vigilant/canis tracker **3**

**Components** V, S, M (powdered silver worth 500g)

**Targets** creature touched

**Duration** instantaneous

**Saving Throw** None or Fortitude Negates; **Spell Resistance** no

### DESCRIPTION

A touch from your hand attempts to adjust the vibrations of the target creature’s soul from resonating with the first world to matching the frequency of the material plane again. Attune Soul can eradicate lyssanthropy from a creature’s blood. You must make a caster level check (1d20 + caster level) against the DC of the original lycanthrope’s bite. Success means that the lyssanthropy affliction is cured. This version of the spell can only be used on a willing creature, and has no effect if the creature is unwilling. Unconscious or otherwise disabled creatures may still negate the spell if they choose.

The second version of the spell requires that the target creature be bound in silver shackles and a silver flea collar in a specially prepared ritual room.  The powdered silver is used to create a diagram on the floor around the target creature. A ritual that requires 1 month to perform is then initiated. Once started, the ritual must not be interrupted or the spell is ruined. At the end of the ritual, the target creature transforms into its bestial form, and the taint of lyssanthropy is exorcised from the creature back to the first world.  This version of the spell is always 100% successful, and a saving throw to resist the effects is not allowed.
Iomedae

## Iomedae, The Lawful

Iomedae (pronounced ahy-OH-meh-day) is the goddess of righteous valor, justice, and honor. Having served as one of Korverion's celestial heralds in the first age, she inherited many of his followers and domains upon his disappearance, and continued to espouse the ideas of honor and righteousness in the defense of good and the battle against evil. When Korverion reascended to the sky-throne, he regained his divinity and domains, but as a reward for her faithfulness, he granted a portion of his power to Iomedae along with the domain of Law. Iomedae now serves as one of Korverion's lieutenants alongside of Sarenrae. She has a small clergy of clerics and battlepriests, but mostly presides over orders of Paladins of the law since she can only grant up to lvl 4 divine spells

## Aspects

Alignment: LN

Holy Symbol: rayed longsword

Favored Weapon: longsword

Domain: Law

Holy Texts: Battle Hymn of Iomedae
Warpick

> These weapons are modelled after the one wielded by St. Thorric in life and are favored by his clergy.
>
>

Special: The warpick can be used to make a ranged trip attack against an opponent if thrown with 2 hands. (It hits with such force, it deals its damage plus 1.5 times strength bonus and knocks the target prone on a successful cmb check)
Spellcasting Services

**You may pay an NPC** to cast a spell for you according to normal pathfinder pricing.  The cost to have a spell cast for you is equal to spell level x caster level x 10g plus any material component.  For instance, if you wanted an NPC to cast a reincarnate spell for you, the price would be spell level (4) x caster level (7) x 10g, or 280g PLUS the 1000g material component of the spell.  The total price would be 1280g.

**You may pay a PC** to cast a spell for you as well.  The cost of this service is 75% of the cost to have an NPC cast the spell, plus any material component. For instance, if you wanted a PC to cast a reincarnate spell for you, the price would be 75% of the spell level (4) x caster level (7) x 10g, or 210g PLUS the 1000g material component of the spell.  The total price would be 1210g. This price must be paid, and may not be reduced by either the caster, or the recipient.

**A PC caster** keeps all of the profit, but this type of spellcasting is considered to be downtime income- ie, the amount of gold you earn is limited by your level per week as listed in the downtime rules.  (As with any downtime earnings, any profit in excess of this is not lost.  Instead it is kept separate and can be used for downtime purposes, including purchasing capital and building rooms and buildings, and even hiring PCs to complete a mission.)

**The price and material components** required for a spell are always used when a PC casts a spell for another PC in this way- even if the casting PC has a class feature or ability that modifies the cost in some other way. (The caster need not actually pay the cost of a material component that is not actually needed due to such a feature or ability, but the price remains the same nonetheless)

**The only exception** to the above rules is if the caster is currently in a party with the recipient of the spell, and the effect must be one which occurred during that mission.  (For instance, a caster could cast remove disease on a party member who contracted a disease at no charge during the mission they both are on together, but the caster could not cast something like permanency on a party member just because they are on the same mission at less than 75% of the customary cost of the spell.)