recursal/Fanatic-Fandom huggingface dataset:
Muse of Hope (Bard Archetype)

*A bardic college devoted to the goddess Shelyn; a Muse of Hope stands firm as an inspiration for other champions, hoping to raise others from the depths of despair, and dive them forward as incorruptible forces of good. The muse strives to protect the precious few bits of beauty and light remaining in the world.*

### Aria of Hope

A Muse of Hope is trained in the use of the Perform skill, especially music and song, to create magical effects. This functions identically to bardic performance, except the Muse of Hope's songs do not affect themselves. Aria's of Hope are treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Benefits of Aria of Hope apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

Starting an Aria of Hope is a standard action. At 7th level, a bard can start an aria as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Changing an Aria of Hope from one effect to another requires the Songbird to stop the previous performance and start the new one as the type of action indicated by level above. Like a bard's standard bardic performance, a Songbird’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Songbird cannot perform more than one Aria at a time.

This ability modifies bardic performance

### Power Chord

At 6th level, the Muse of Hope can choose to strike a power chord. By expending a standard action during an ongoing Aria of Hope; they may choose to empower the effects of their current Aria. This increases any numerical bonus provided by the song by +50%.

This ability replaces suggestion and mass suggestion.

### Greater Power Chord

At 14th level, a Muse of Hope can empower their current Aria with a power chord as a move action; rather than a standard.

This ability replaces soothing performance.

### Hymn of the Eternal Rose (Su)

A bard of 20th level or higher can use his or her performance to cause allies to rise from death; compelling them to carry on through a masterful display of hope and compassion in song. This ability can only affect a number of targets equal to 1/2 the bard's CHA modifier per day. To be affected, the deceased target(s) must be within 60 feet of the Muse of Hope. After a round of exposure to the song; they may choose to return to life; per true resurrection. This ability requires no material component; but can only resurrect any given target for a total of 24 hours before it wears off; and they resume death until resurrected by traditional means. A creature can only be effected by a bard's Hymn of the Eternal Rose once in a 48 hour period.

This performance replaces deadly performance.
Papa Smurf

* Pepper Smeef
* Gallery
## Papa Smorf

Papa gets it good

*"SMURFEEEEEETTTTTTE" -Papa, 2012ish*

Papa Smorf, also known as the mental santa smorf, is the leader of Shroom Village. He's about 500-something years old and sometimes he gets sad about that and dyes his beard a disgusting brown color that doesn't match well with his skin tone and it's gross and unnatural every damn time I see it.

## Who allowed this mans to have a love life?

### Smorfette

Papa Smorf has a strange obsession with Smorfette and wants to marry and fuck her. This is on full display, especially in "Romeo and Smurfette" aka, the episode that should have *never* happened. His desire to marry her is especially disturbing when you consider the fact that since she was artificially created, Smorfette is probably a few years old at best.

The 2011 movies attempted to disparage this connection by presenting her as his daughter, but he still breaks into her house the moment she wakes up so it still ends up very creepy.

### Flowerbell

Notably less creepy was the time he tried to get in Flowerbell's skirt. There relationship was somewhat acceptable, the issues laid more in the episode itself than their relationship. Though she does look rather young.

## Trivia

* He's just Gremlin Gus, but really gross
He about to bitch slap your sorry assesWhy is he cute??Breaks into daughter's house the moment she wakes upHE IS NOT WEARING PANTS//ascends**HHmHmhMHmm**( ͡° ͜ʖ ͡°)b it c h-
Inner Self

*Your inner beast shows through other polymorph effects even further.*

**Prerequisite(s):** Extra Feature, Inner Strength, skinwalker, Con 13

**Benefit(s):** Select one feature gained in your bestial form other than natural weapons. When benefiting from Inner Strength, you retain this feature.

**Special:** You may select this feat multiple times. Each time select an additional feature that persists through polymorph effects.
Book of Infinite Pages

**Price** 7,500 gp; **CL** 12; **Aura** strong conjuration; **Slot** none; **Weight** 1 lbs

### DESCRIPTION

By using similar technology to a *bag of holding* and *robe of infinite twine,* a *book of infinite pages* can create and store infinite paper. When needed the book will create a standard piece of paper at the end of the book. The inside of the cover functions similarly to a *bag of holding* or *portable hole,* allowing one to have all paper in the book stored between its two covers, without damaging or changing any writing on them. No other items can be stored in this book. The entire book is only about an inch think including the the durable cover and lock. The book is opened to a specific page when asked. Any paper removed from the book becomes ordinary paper.

A *book of infinite pages* can not be used as a spellbook or formulae book (or any other book meant to store magical writings). The book is waterproof and durable but not unbreakable. If the book is destroyed then all the pages inside it are lost.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item; **Spells** *Teleport* or *Plane Shift*; **Cost** 3,750
Umbrian

* Umbrian
* Gallery

Umbrian doing what he does best: Exposition

Umbrian is Johan's boyfriend, who appeared only in Johan's debut comic: The Punishment of Basenhau. He was not important enough to be given a name because Peyo hates us, so we had to give him a name ourselves.

Also, he sits on the floor like a dog.

## Purpose

Umbrian serves two purposes in this world. Exposition and giving off the illusion Johan has friends. He and Johan were in a gay relationship until his untimely falling off the face of the earth at the end of the comic.Le pointFound footage of floor sittingUmbrian remembers **The War.**
1st party Spell Changes

The following spells are altered when used in Skyholm.

## All Spells That Use Specific Mental Ability Scores

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

## Contingent Action

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

## Gravity Bow

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

## Impart Mind (Playtest)

This spell can be used to impart a mind on a permanent demiplane created via create demiplane.

## Major Mind Swap

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

## Massacre

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

## Permanency

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

## Pup Shape

This spell stacks with anthropomorphic animal.

## Shadowbard (Spell)

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

## Simulacrum (Spell, Playtest)

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

## Spirit-Bound Blade

Add the following emotional focuses to this spell:

* *Greed*: The weapon also gains the *sticky* special ability.
* *Lust*: The weapon also gains the *vampiric* special ability.
* *Pride*: The weapon also gains the *dazzling radiance* special ability.
Golden Thorn (Ioun Stone)

Price:18,000gp CL:12th

Each golden thorn is attuned to a specific type of bardic performance upon creation. When the wearer of a golden thorn begins a bardic performance, any numerical bonus provided by the attuned song increase by 1. Bonuses provided by this ioun stone do not stack with multiple stones of the same type, though multiples may be used at once, provided they are attuned to different bardic performances.

Construction Requirements: 12th level, Bardic Performance class feature Feats: Craft Wondrous Item; Cost 9,000 gp.
Helbinor

**Helbinor the Abstainer** is one of the Greater Gods of Skyholm. His name refers to the perception that he doesn't actually do anything.

## Helbinor

### Subdomains

Revelry, Whimsy, Moon, Night, Freedom, Self Realization, Deception, Espionage

### Favored Animal

Blink Dog

In fact, he is the god of the invisible, which makes it seem like he doesn't do anything.
Georgia

## History

The thrum of a galloping horse. The wind through her hair. The sound of a gun being fired, warning the carriage driver that they meant business. It always ended the same, Georgia and her gang robbing the travelers of their wares. What Georgia wanted, Georgia got.

She didn't start out as a highwayman. Georgia was born to a family of means and respect in Korvosa. Her father was practically worshiped by his men. Her mother a socialite envied by all of the women. Georgia herself was spoiled with gifts. However, those means weren't obtained by the most legal of ways. From childhood she was raised to take up the family mantle. She would one day be the boss of a multi million dollar empire. She just wanted to live her life before then.

Georgia packed her bag and left home as a teenager. She bought a horse and rode out of Korvosa into the open world around. It took time, sweat, and a lot of dead bodies but she made a gang. Georgia Peaches, a group of woman of her like mind. They struck terror into travelers and took what they pleased.

After a time their activities drew the attention of the paladins. A bounty was issued and it was time to lay low. The gang went their separate ways. Georgia had tried to stay on the move but those damn law makers always seemed to be a step ahead of her. Then she heard of a place they couldn't follow her. Spending her fortune and bribing a mage, Georgia left her home once again to start a new. Question is, does she continue her criminal ways?

## Appearance

A wide brim hat sits upon her dirty blonde hair, most often wind blown than anything else. Beautiful blue-green eyes glare at all that try to cross her. Her dress screams old western gunslinger, but sexier. High heals with spurs, form fitting leather pants, and a white blouse that shows her ample bosom. A short duster adorns her shoulder with two pistols on her hip.

## Personality

Georgia is a spoiled rotten woman that is accustomed to getting things her way. When they don't she tends to pout or shoot until they do. A woman of little patients and understanding of possession.

## Aspirations

At the moment Georgia is unsure of her goals. On one hand she would love to reform her gang and regain her fortune. On the other she wants to lay low and wait for the heat to die down so she can return home.
Inner Strength

*Your inner bestial nature remains through other effects that transform your form.*

**Prerequisites:** Skinwalker

**Benefit(s):** If you are effected by a polymorph affect while in your bestial form, you continue to gain the benefit of the ability score bonus(es) from your bestial form while polymorphed.
3rd party Approved Spells

The below options have been approved for characters in Skyholm. No application is necessary (unless otherwise stated). 3rd party options should be linked to their respective d20PFSRD or other page but also printed below in case there are changes made for use in Skyholm. If ever there's a conflict in wording, use the rules printed here.

Anything marked with "**Playtest**" may be revoked at any time due to an unfavorable conclusion of the playtest (in which case, any characters that took the now banned content will be able to retrain the option instantly for free, or refunded gp).

## Spells

### All Spells from Rite Publishing are allowed at this time.

Form of doom: you only gain two tentacles not four
Tiefling Tailspike

*Tiefling tailspikes are based on regular armor spikes, curved to look like wicked thorns, they are attached to the tip of a tieflings tail with straps*

**Benefit(s):** These exotic light weapons can be attached to the prehensile tail of a tiefling. The wielder can apply feats or effects appropriate to natural attacks to tail attacks. If used as part of a full attack action, attacks with the tailspikes are considered secondary attacks. It requires a full-round action to strap on or remove a tailspike.

 30 gp
Ukiruler

The Ukiruler, or Divined Ruler, is the title given by the previous ruler, or given by chosen citizen votes.

**Known :**

1. Erysticton Roque, the first
2. Styxensty Roque, the antique
3. Luras Roque, the explorer
4. Yumir Roque, the critical
5. Hestiod Roque, the defensive
6. Hestiod II Roque, the cynical
7. Dylan Roque, the enforcer
8. Rye Roque, the kind
9. Riyne Roque, the powerfull
10. Helius Roque, the light
11. Siriōs Roque, the destroyed
12. Lucid Roque, the diplomatic
13. Zygarde Orchydae, the fallen
14. Statera Roque, the peacefull
15. Neon Flare, the corrupt
Efficient Weapon Rack

**Aura** moderate conjuration; **CL** 9th; **Slot** —; **Price** 2,000 gp; **Weight** 5 lbs.

### DESCRIPTION

These pairs of typically leather straps look to be little more than an interesting fashion choice than any useful accessory, but are actually the focus for an extensive series of telekinetic weapon slings. While the material that the straps are made of varies based on the desires of the crafter, all *efficient weapon racks* function identically.

An *efficient weapon rack* can hold up to 20 different weapons of any size, type, and weight. These weapons are not stored in an extradimensional space, instead displaying themselves in an array of the wearer's choosing, usually floating vertically in a geometric pattern. The orientation and alignment of weapons can be changed mentally by the wearer on a whim, taking no action. Once the owner has filled it, the weapon rack can quickly produce any item she wishes that is within the weapon rack, as if from a regular quiver or scabbard. The *efficient weapon rack* weighs the same no matter what’s placed inside it.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, **Spells** *Telekinesis*; **Cost** 1,000 gp
Jorish

* West of Vayreen. North of Tuft. South of Gebald
* Town of builders and craftsman
* Surrounded by a sturdy wall to keep bandits and thieves away
* All newcomers must surrender their weapons when entering Jorish
	+ Council of 5 will determine who can settle in Jorish and be able to keep their weapons
	+ If you buy a weapon in Jorish it is given back to you when you leave
* Eadwald set up shop here to find King’s Blood

Notable people of Jorish:

1. The interrogating commander of the Jorish defense forces that is obsessed with protecting Jorish
2. Fast-talking inn keeper that townspeople say came from far away with nothing but the clothes on his back. He refuses to talk about his past but loves to gamble and games of chance, but he feels guilty about it.
3. Eadwald.
4. A stoic and mysterious bartender that doesn’t say much, but you get the feeling he hears a lot
5. The town Drunk. This character blew into town mere days before Dandle and has been drunk ever since. They go on and on about “the war” and “the end of days”. Everyone pretty much ignores them, but they’ve got mysteriously deep pockets to be able to afford to be drunk as often as they are.
Mortimer Winterwind

Somewhere in the cold caves of Irrisen, somewhere away from the warmth of fire and light of day, Mortimer Winterwind was born. With only a few minutes with his mother, he was whisked away into the light of the surface. Raised in log cabins and shacks his father taught him the many curses that came with his lineage. As a descendant of the ice giants who worships the Demon lord of Wrath they were constantly fleeing or avoiding the hags and witches that ruled Irresen, and he learned that his mother had many denizens of the Plane of Shadows, most notably an Owb coven lead by a Prophet.

He eventually began to hear the call of a deep magic within him, something invisible that whispered on the wind.  His father taught him to heed it as he did his more traditional sylph lineage, but came to understand Mort's was something more intangible than the breeze. His father also taught him to hunt game, and how to read and bargain with nomads of the cold mountains, and the songs of his people.

When the boy grew old enough to venture out on his own, he sought his mother. Journeying into the underground to search for a portal or connection to the dark plane. All he found were the many cruel and spiteful civilizations of the deep. Eventually he lost hope and returned to the surface, finding himself in the Shackles. There he honed his prior skills of the hunt and innate magic into a unique killing style which he employed on behalf of the Calistrians as a vengeful guardian, but as Mort settled into that life, the call to this whispering magic arose again. This time in the form of a twisted shadow. Sometimes absent, but at the worst of times present in twisted shapes.

Mortimer eventually gained a reputation as some form of malign outsider, and he was forced to flee the shackles. He roams in search of many things. Warmth. Safety. Love. Vengeance. Answers. The road is long, and the night cold.
Neth's Ascension (Bardic Masterpiece)

## Neth’s Ascension

**Prerequisite(s)**: Perform (String Instruments), Perform (Sing) or Perform (Keyboard Instruments) 7 ranks

**Cost:** Feat or 3rd-level bard spell known.

**Effect**: This boisterous orchestral opera retells the ascension of the god king Nethys and in its faithful recreation; imparts some magical knowledge unto those who hear the retelling of those arcane revelations.

This performance provides an enhancement bonus to all friendly spellcasting within the song’s area of effect. This bonus provides an increase to the caster level, and spell save DC of all nearby allies. These bonuses scale separately from one another of of the performer's Bard level. Neth's Ascension can also be extended via abilities that extend or alter bardic performance (such as Lingering Performance).

The enhancement bonus to CL increases by +1 per 5 bard levels, maximizing at a +4 at level 20.

The enhancement bonus to spell save DC's begin at a +1, increasing to a +2 at bard level 10, and +3 at level 20.

**Use:** 1 round of bardic performance per round.

**Activation**: 1 standard action.
Zelda Heartilly

Zelda Heartilly is the noble daughter of famous singer Zelgoddess and noble military tactican Lock. Zelda at a young age was already a famous singer on Venus at about the age of 12 which surpassed her mother and is even a better instrument player, while her father was busy fighting wars on the front. Zelda mother sings for people to keep them happy and her daughter does the same inspiring hope and courage in others.

One day a war broke out on Venus and for Zelda safety she was teleported to a neighboring city near Skyholm where she stayed with a human couple named Auto and Edabon, 2 noble mechanics and close friends with the family.

When Zelda became old enough she moved on her own inheriting the life family fortune and moved to Skyholm, where she sings and plays music for others doing what her mother would do, inspire hope in dire times and stress.

Zelda is one day looking to have a family possibly or even travel and see more of the world or galaxy. To inspire hope to those in need through her music.

## Appearance

Zelda stands about 5'8 and 100lbs, she wears a beautiful expensive flowing dress, carries a shortbow and has beautiful long red hair. She has sparkling blue eyes and looks fairly thin. Zelda has carries a beautiful golden harp in her arms which bares the insignia of her family.
Amulet of Elemental Fury

**Aura** faint evocation; **CL** 5th; **Slot** neck; **Price** 2000 gp (+1), 8000 gp (+2), 18000 gp (+3), 32000 gp (+4), 50000 gp (+5); **Weight** --

### DESCRIPTION

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with kinetic blasts, infusions, and wild talents. Unlike an *amulet of mighty fists*, this amulet cannot grant melee or ranged weapon special abilities to kinetic blasts, regardless of what type of weapon they can be applied to. An *amulet of elemental fury* cannot have an enhancement bonus higher than +5.

### CONSTRUCTION REQUIREMENTS

**Feats** Craft Wondrous Item; **Spells** *Greater Magic Weapon*; **Special** creator's caster level must be at least three times the amulet's bonus; **Cost** 1000 gp (+1), 4000 gp (+2), 9000 gp (+3), 16000 gp (+4), 25000 gp (+5)
Heroic Egg

HEROIC EGG
Aura moderate evocation; CL 7th; Slot none; Price 3,600 gp; Weight —

DESCRIPTION
This golden egg-shaped container allows a Heroic Character to bind the hero points stored in their body safely into the confines of the small golden egg. So long as the hero points are bound in this way, the heroic character cannot access the hero points but likewise those hero points cannot be siphoned or stolen. To regain access to those stored hero points, the heroic character must crush the egg to release the power stored within.

Once an egg has been used to store hero points, it is soulbound to the heroic character that activated it. It doesn't matter who crushes the egg or where, once it has been crushed the hero points stored return to the heroic character that stored the hero points in the first place. If a heroic egg should be stolen or lost, the heroic character it is soulbound to may spend an hour meditating in order to exert the power of destiny upon the egg at any range, causing the egg to rupture and release the stored hero points from any range. Heroic Eggs are single-use items.

CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item, severed fate; Cost 1,800 gp
Raging Interruption (Rage Power)

## Raging Interruption

**Prerequisite(s):** Strength Surge rage power.

**Benefit(s):** You can attempt to break through a door, window, or wall to enter a room with a stunning abruptness.( A Stunning Interruption can be attempted even after combat has began, so long as any target's are unaware of the breacher's general location prior to the interruption)

If you succeed, the violence of your arrival is so great that all enemies within 20 feet of your entry point must succeed at a Fortitude saving throw (DC = 10 + 1/2 Barbarian LV + STR mod) or be stunned instead of acting in the surprise round (if there is one), plus 1 round thereafter. Enemies who succeed at this save are instead shaken for 1d4 rounds.

*This rage power is also available via a combat feat for non-raging classes! The errata'd (and buffed!) version available for use in skyholme can be found under 1st party Feat Changes*
Reskel Kahn

Magus: Eldrich Archer

Theurge

*"Tenebrous brie. Fiddle fee fie. Pick up a pie. Meat and rye. Burn and die. Heeeeeeheeeeheee." -Reskel*

## Personality

Reskel presents a number of different ways. He can be quiet, silent even, giving himself a mysterious air as he apparently just focuses on being a member of a mercenary team.

However, in a safe environment he might not shut up once someone gets him talking. What others may easily mistake as mystique and focus when he is quiet is actually an inability to focus with attention wildly bouncing between points of interest and a mind that may very well be broken or at the very least wildly divergent.

## Background

Reskel Kahn doesn't have any family that he knows of. He can't remember ever having any parents. He grew up an orphan on the streets. Mostly self-sufficient since a very young age. He used to "hear whispers" in his remembered childhood and preteens, but a solid blow to his head as a teenager silenced the whispers. He hasn't been able to focus on anything for long since that injury, but the whispers haven't reached him since either.

## Capabilities

Reskel is a master of his personal pistol as well as activating magical items. Among his concealing clothing, he seems to keep a nearly endless supply of magical consumables. If his manner of dress didn't identify him as a magic user, the collection of magical objects on his person thick enough to blaze to a detect magic spell certainly would.

Those that spend much time fighting alongside him might notice that he doesn't seem to ever cast prepared spells, though. He's always activating magical objects, but doesn't call out magic from within himself.

Outside of fights, Reskel is highly knowledgeable, incredibly perceptive, and a wizard with a set of tools to pop a lock or disable a trap. It doesn't seem to matter to Reskel if he is disabling a mechanical or magical trap, just so long as it doesn't take too much time to deal with... or his focus begins to falter... so easy to get distracted...
3rd Party Approved Feats

The below options have been approved for characters in Skyholm. No application is necessary (unless otherwise stated). 3rd party options should be linked to their respective d20PFSRD or other page but also printed below in case there are changes made for use in Skyholm. If ever there's a conflict in wording, use the rules printed here.

Anything marked with "**Playtest**" may be revoked at any time due to an unfavorable conclusion of the playtest (in which case, any characters that took the now banned content will be able to retrain the option instantly for free, or refunded gp).

## Feats

### Barbarian Feats:

All feats in this book are marked for playtest.

### The Genius Guide to Feats of Metamagic

The metamagic feats found in this book can be found on d20pfsrd.org with enough searching. Only use the feats in this book.

### Kinetic Shapechanger (Playtest)

The feat kinetic shapechanger is available from the linked book. Its text is copied here for use in Skyholm only. Contents in brackets are changes for access in Skyholm.

*You’re skilled at drawing elemental power even while transformed into different creatures.*

**Prerequisite**: Ability to cast a [3rd level or racial spell-like ability] transmutation (polymorph) spell or the shapechanger subtype, gather power class feature.

**Benefit**: You can aim your kinetic blasts, use the gather power class feature, and make use of all kineticist class features you possess while under the effects of a polymorph effect, even if the creature whose form you assume lacks hands or prehensile appendages with which to aim your blast or gather power.

### Lurker in Darkness

Change the prerequisite to Stealth 15. The Trickster path ability Supreme Stealth grants this feat instead.

### Powerful Throwing

The feat Powerful Throwing is available from the linked page with the following changes.

**Benefit**: You can use your Strength modifier for both your attack and damage rolls with thrown weapons that do not target Touch AC. When attempting to target Touch AC, such as with Alchemist bombs or alchemical weapons (acid flasks, alchemist's fire, etc.), the user still uses their Dexterity modifier for attack rolls.

### Strange Revelation

You may apply this feat when you retrain one of your revelations.

### Technique Feats

All Technique Feats are available for use, *except* for Titan Technique, Titan Grip, Titan Slayer.

### Wondrous Focus:

Prerequisites: CHA 15, Use Magic Device 5 Ranks

Benefit: Choose one magical item you possess that has a fixed save DC. This DC is now equal to 10 + 1/2 your HD + your CHA modifier.

Special: You may take this feat multiples time. Each time you do select another item you possess.

Special: If you have a trait or ability that changes UMD to be based off another ability the feat's prerequisite and ability score used also switch with it.

### Hoarfrost Rage (Cold), Stoneburn Rage (Acid) and Aerie Rage (Electric)

These function as Flumefire Rage for the corresponding Element.
Tome of the Master Recorder (Unlimited spellbook)

**Aura** moderate transmutation; CL 15th; Slot —; Price 85,000 gp; Weight 3 lb.

**DESCRIPTION**
This well-made tome is always of small size, around 16 inches tall, 12 inches wide, and 2 inch thick. All such books are durable, waterproof, bound with mithral overlaid with gold or platinum, and locked.
The tome has seemingly infinite pages allowing an individual to record any number of spells within. A character can fill the pages of a Tome of the Master Recorder with spells without paying the material cost. This book is never found As randomly generated treasure with spells already inscribed in it. Arcane OR divine spells may be recorded within the book but not both as the ink of any spell recorded belonging to a casting type other than the type of the first spell recorded within the tome disappears from its pages. Pages torn from the tome instantly deteriorate to nothing.

A caster can inscribe his name in the front cover in their own blood, doing so allows the caster to better protect the tome. At will the owner (Caster who’s name is inscribed within) of the tome can cast Secluded Grimoire as a swift action while holding the tome. If the owner dies and is not returned to life, or undeath, by some means the tome will remain lost within the pocket dimension to which it was cast. Should the owner die with the book still on a plane or the owner cross out their own name with their own blood the connection is severed and another caster may claim ownership as above.

**CONSTRUCTION REQUIREMENTS**
Craft Wondrous Item, secret page, Secluded Grimoire (required as per the spell completion rules); Cost 42,500 gp
Alternate Arcane Bloodline (Sorcerer Bloodline)

The following bloodline is an alternate selection available to Sorcerers in lieu of the standard arcane bloodline.

**Class Skill**: Knowledge (any one).

**Bonus Spells**: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), Teleport (11th), true seeing (13th), Spell turning (15th), power word stun (17th), wish (19th).

**Bonus Feats**: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Craft Wonderous, Craft Ring, Craft Rod Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

**Bloodline Arcana**: Select a single school of magic for the purposes of this Arcana. Whenever you deal damage with a spell or effect of the chosen school, you deal a bonus +1 damage per die.

### **Bloodline Powers**

**Inherent Knowledge**: Your natural magical affinity has granted you built-in knowledge about the world. At 1st level, choose 5 knowledge skills. You gain these as class skills if you don't already, and receive a bonus equal to 1/4th (Minimum 1) your sorcerer level on these checks. You can also take 10 on these when stress or distraction would normally prevent you from doing so a number of times per day equal to your CHA modifier +1.

**Arcane Bond (Su)**: At 3rd level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

**New Arcana (Ex)**: At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

**School Power (Ex)**: At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

**Arcane Apotheosis (Ex)**: At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
Regina Aequaliter Nubila

## **Appearance:**

A white and red Kitsune mask covers her face. as her long white hear tumbles down her back. Beautiful blueish green eyes can be seen staring out scanning the area with knowledge. Dressed in a nice Kimono that shows off her feminine form, and Geta sandles.

## **Personality:**

More Intelligent then her young life should allow. She believes in making friends in allies with anyone she meets, but if you mess with her then you will become her worst enemy till the end of time, since she doesn't believe in second chances.

## **Aspirations:**

At the moment her goals are to inquire more knowledge and increase her magical power. She wants to build and grow her reach so she can help the people that have put their trust in her.
Sithel Argent

## History

   Sithel being a Sylph always meant people were staring at him when they saw him. He was naturally very curious about the world around him. He could easily just sit outside and just listen as everyone would walk by him. To him information was invaluable, eavesdropping could be the difference between coming out of a situation unharmed and well, not so good conditions. Growing up, he idolized his father, who was also a druid. His father had come to teach him not only the importance of not only nature but all the inhabitants of nature themselves. How every plant and animal held purpose to the ecosystem. But it wasn't always easy, his father Dalamar wanted to make sure his son would surpass him in every way, and Sithel at times hated this, because to him this meant that instead of going out and playing with his friends he would be forced to study old tombs and scrolls of history, lore, nature and just about anything his father felt was valuable to his future.

 Unlike Sithel, Dalamar was one who had mastered such amazing technique with the scimitar, so much that it would leave many in awe. Such appreciation for his skill set that in time of war, his father was called to defend his home. That was the last time he would ever see his father again. But that was also the point when his conviction grew stronger. It was during those years that Sithel left his home and began to seek training from monks from a temple high in the mountains. Coincidentally he would have never met them if it weren't for his curiosity. It just so happened that his thought that day was "I wonder how cool the view would be from the top. I could probably see the entire world!"

 Being on this mountain top he felt freer than ever. Possibly proving from his Slyph origins, the monks were fascinated by just having him around. You could actually feel a slight breeze just by being around him, it was pleasant yet fierce dependant on his mood. It was these monks that showed their principles and values to Sithel. Being with them for only about two years, it was at this point that Sithel decided it was time for him to do more with his life. And that meant going back to Skyholme, he had become so free apart from the world that he now dreamed of fortunes, riches, glory and more than anything his desire was to live his family name up high.

## Appearance

Sithel was a young Slyph which due to his ancient ancestry had pale skin with distinctive swirl markings across his entire body. This was the mark of the Slyph. His body was toned but thin. His weight was pretty average for a Slyph at just over one hundred and fifty pounds, and measuring just over five feet and approximately ten inches. Sithel also bear more subtle signs of his heritage as a slight breeze follows him where ever he goes.
School of Actual Magic

## Introduction

The School Campus of Actual Magic was started by Patel primarily to train magically capable citizens of Skyholm because he was tired of being asked to kill dire rats in the sewers. Glitter is forbidden from the premises. Some people have called the school a scam, those people are liars and are being sued. So are you going to listen to poor liars? That’s what I thought!

## Levels

### School salesman

You see, first you buy the school gear package and get to sell our exclusive products. If you recruit any of your friends you get a cut of their sales and the sales of anyone they recruit.

### Student

Access to cantrips and first level spell books as well as access to classes and facilities when not reserved.

### Teaching Staff

Access to 2-3 level spells magic devices (extinguish/healing) ability to reserve facilities for classes.

### Adjunct Research partner

Use of facilities access to 3-5 level spells and magic capital. Additional access can be given as needed by the Resident research lead.

### Resident research lead

Full access to spells may override lower level clearance/access.

### Headmaster

Access to mega bathroom and gumball machine

## School unique spells and current projects

https://docs.google.com/document/d/1ReAL2YUJSOzKfDz4K8oQrE7F82xVPKl0iOFKfAcd8NE/edit#
Grey Paladin

The grey paladin archetype (https://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/gray-paladin-paladin-archetype/) has been replaced with the following:

Gray paladins have taken a unique oath that in a world of intrigue, where strict code of honor hinders their options, they still uphold good and her tenets. Their divergence from the paladin’s normal code still drains them, but somehow, they have found a way to avoid losing all their powers.

**Alignment:** A gray paladin can be lawful good, lawful neutral, or neutral good.

**Code of Conduct**: A gray paladin must be of lawful good, lawful neutral, or neutral good alignment and loses all class features except proficiencies if she ever willingly commits an evil act (for example, casting a spell with the evil descriptor). She should strive to act with honor and uphold the tenets of her faith, but failing to do so is not a violation of her code, and other than evil actions, she can do whatever else she feels is necessary to uphold the causes of good

### Abilities:

#### Grey Lament (Su)

A gray paladin’s loosened code weakens her connection to the power that grants her paladin abilities. They only select one saving throw to add their Charisma to, as per the Divine Grace ability. This choice is made upon gaining the divine grace class feature for the first time. This cannot be changed after selection.

*This ability alters divine grace.*

#### Grey Resistance (Su)

At 3rd level, a gray paladin is far less a stranger to poisons than a normal paladin. She gains a +4 sacred bonus on all saving throws against poisons and diseases.

*This ability replaces divine health*

#### Grey Mist (Su)

Beginning at 9th level, the Grey Paladin may select the following Mercy in place of the standard options:

***Shrouded*:** The target is affected by a *Nondetection* spell, with a caster level equal to the paladin’s character level.
Greater Deific Providence

**Prerequisites**: Deific Obedience, Wisdom 15, Lesser Deific Providence, Knowledge (religion) 8

**Benefit(s):** You gain the 8th level domain power of the domain or subdomain you selected with Lesser Deific Providence.

Treat your cleric level as your character level determining the effect of this and the Lesser Deific Providence power.

Both this feat and it's lesser version: Lesser Deific Providence; may each be taken only once.
Infuriated

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

DESCRIPTION

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

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor **Spells** *Rage*; **Cost** +1 bonus
Craterstomp Rager (Barbarian Archetype)

This ability replaces Trap Sense.

### Lesser Plunging Fury

The barbarian gains a +1 bonus to damage rolls made while falling. In addition, they create an area of difficult terrain when plummeting back towards the planet. When the barbarian falls at least 10 feet while raging, they create a 10ft radius of difficult terrain around their point of impact. If the barbarian falls at least 100 feet before impact, this radius increases to 15 feet. The Barbarian themselves remain unhindered by their own crater; provided they maintain raging.

This replaces the Rage Power gained at 2nd Level

### Plunging Fury.

The Barbarian has learned how to leap with the strength of their Ancestors; channeling their inner rage and desire to plummet unto enemies into a glorious raging bound. As a move action while raging, the barbarian can leap up to 10 feet in any direction per level of barbarian they possess, provided they have a line of sight to their destination. They must land at least 5 feet from their initial launch point. This movement does not provoke attacks of opportunity.

This replaces the Rage Power gained at 6th level.

### Greater Plunging Fury

Enemies caught within the crater’s area of effect from Plunging Fury now take damage equal to the falling dice the barbarian would receive upon impact, in the form of bludgeoning damage. This damaging explosion is caused by the uproar of rocks and impact debris sent flying when the Plunging Rager descends. Enemies must make a Reflex save on impact DC=(10 + ½ Barbarian Level + CON mod). A successful save allows enemies to take ½ damage and avoid falling prone.

This replaces the Rage Power gained at 10th level.

### Tunguska Strike

The Barbarian may choose to apply the bonus damage dice from falling to all melee attacks made while falling in a round; rather than only the first. If they choose to do so, they also inflict the same amount of extra die to themselves (again) with each additional attack, regardless if the attempted attack(s) hit.

This Replaces the Rage Power gained at level 20.
Chest of Ice

**Price** 2,000 (portable) 50,000 gp (standard); **Slot** none; **CL** 3rd (portable) 13th (standard); **Weight** 10 lbs (portable) 500 lbs (standard).; **Aura** moderate abjuration

DESCRIPTION

This porcelain chest measures 3 feet on each side and has a small steel lever that can be locked with a simple key.  A cold breeze continually flows out of a chest of ice when opened. When objects are placed in the chest they no longer spoil or age.  Food does not rot, and severed body parts are protected as if by a gentle repose spell.

A standard chest of ice can hold up to 50 lbs of items and weighs 500 lbs when empty.  A portable chest of ice can only hold 2 lbs of items, but weighs only 10 lbs when empty.

CONSTRUCTION REQUIREMENTS

**Cost** 1,000 gp (portable) 25,000 gp (standard); **Feats** Craft Wondrous Item; **Spells** *Preserve*

Thanks to the lovely people in Fiends Reach for this creation:

☀Chest Of Ice[1]
Inner Ferocity

*Your deadly bestial weapons persist even while polymorphed.*

**Prerequisite(s):** Extra Feature, Inner Strength, Inner Self, skinwalker, Con 13

**Benefit(s):** Chose one natural attack gained through bestial form. When benefiting from Inner Strength, you retain this natural weapon.

**Special:** You may select this feat multiple times. Each time select an additional natural attack that persists through polymorph effects
Elias DeVile III

**Arrival in Skyholme**

Elias arrived in Skyholme after the sinking of the ship he was traveling on in the far-off world of Golarion.

He was voyaging from the land of Cheliax and heading south down the coast to one of the new Chelish colonies on the Jungle Frontier with intentions of bringing style and innovative hair and beard styles to the frontier edges of Chelish society. Even amoral exploiters and conquerers should look their best when violently bringing civilization to the uncouth and brutish savages they sought to enslave and mercilessly oppress.

Only a few weeks before they were to arrive, his ship was drawn
too close to the Eye of Abednigo, a permanent freestanding whirlpool
vortex that had swirled for decades since the disappearance of the god Aroden.

This mysterious hazard had been responsible for the disappearance of an untold number of ships and their passengers, all of whom were thought to have been destroyed utterly and all of their occupants killed.

However, Elias was not killed, but instead found himself in the city of Skyholm by unknown and possibly arcane means, in a world unknown to Golarion. So, he decided to make the best of things and continue with his original plan.

His Plan? To bring *Haute Coifure* to his new and mysterious home and to serve the will and whim of his Eternal Patron in so doing, who had seen fit to grant him the might and mystery of his endlessly agile and prehensile white beard as well as many other arcane and mystic magics far beyond most mortal's ken. His Divine Patron was evidently pleased by these events and blessed him with success and riches with which to build his quickly becoming renowned world class Styling Salon and Relaxation Day Spa, The Journey's End Bathhouse Bar & Bistro and the Curl Up And Dye Tonsorial Saloon Cafe!
Niklaus Mikaelson

**Notice:** This **article** uses content directly taken from the Niklaus Mikaelson **article** at the Vampire Diaries Wiki, and is licensed under the Creative Commons Attribution-Share Alike License.

## Biographical Information

### Born

* March 23, 980 AD (Mystic Falls, Age 21/1051)

## Family Information

### Significant Others

* Evelyn Gilbert (wife)
* Aurora de Martel (former lover)

### Children

* Henry Mikaelson (son)
* Mira Mikaelson (daughter)
* Marcel Gerard (adoptive son)
* Edward Forbes (stepson)
* Violet Forbes (stepdaughter)

## Supernatural Information

### Cause of Death

* Stabbed through the Heart (as werewolf/witch)

## Appearance

### Played by

* Aiden Flowers (child)
* Joseph Morgan

**Niklaus Mikaelson** is
Ishap

I**shap** is the Greater God of Balance, and supposedly the creator of all the Old Gods. He is also called "The One Above All", "The Balancer", and "The Mytrix".

He died in the events of the War of Chaos, though this is not known to the general public, except for high ranking priests of his Order The followers of Ishap are an insular group and have strange beliefs. They are the oldest order known and are recognized as the senior church in questions pertaining to interdenominational differences.

The priests of Ishap are instrumental in the choosing and ordaining of the King of the Isles. The are considered to have the largest library in the world.

## Ishap

### Subdomains

Light, Revelation,Aristocracy, Leadership, Legislation, Judgement, Education, Memory