recursal/Fanatic-Fandom huggingface dataset:
Enhance Victuals

Transmutation

**Source** *Core Rulebook pg. 335* 3.0

**Traditions** divine, primal

**Cast** 1 minute (material, somatic, verbal)

**Range** touch; **Targets** up to 1 gallon of non-magical water or up to 5 pounds of food

**Duration** 1 hour

You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat.

Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.

**Heightened (+1)** The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5.
Battle Axe

**Source** *Core Rulebook pg. 280* 3.0

**Favored Weapon** Treerazer

**Price** 1 gp; **Damage** 1d8 S; **Bulk** 1

**Hands** 1

**Category** Martial

**Group** Axe; **Traits** Sweep

These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal bands or bolts, and have a sharper blade, making them ideal for chopping limbs rather than wood.

## Traits

**Sweep:**

This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Axe**: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its *potency* rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.
Cast a Spell

**Source** *Core Rulebook pg. 302* 3.0

You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.

Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block—for example, “  verbal.”

**Long Casting Times** Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below).

**Spell Components** Each spell lists the spell components required to cast it after the action icons or text, such as “  material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.

* Material (manipulate)
* Somatic (manipulate)
* Verbal (concentrate)
* Focus (manipulate)

**Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear here.
Elvish Captain

An Elvish captain leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation. A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward.

**Recall Knowledge - Humanoid (Society)**: DC 29

**Unspecific Lore**: DC 27

**Specific Lore**: DC 24

## Elvish Captain Officer 13

LN Medium Elf Humanoid

**Perception** +24

**Languages** Common Elvish

**Quick Coercion**

**Whisper Elf** Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.

**Skills** Athletics +27, Diplomacy +22, Intimidation +24, Legal Lore +23, Society +20, Warfare Lore +18

**Str** +8, **Dex** +1, **Con** +4, **Int** +1, **Wis** +4, **Cha** +4

**Items** +1 Resilient breastplate, Composite Longbow (20 arrows), dagger, signal whistle, steel shield (Hardness 5, 20 HP, BT 10), +1 Grievous Striking Elven Curve Blade

**AC** 34; **Fort** +23, **Ref** +21, **Will** +24

**HP** 235

**Aura of Command** (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.

**Bravery** When the captain of the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.

**Shield Warden** When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.

**Shielded Advance**  **Requirements** The captain of the guard has their shield raised; **Effect** The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.

**Speed** 30 feet

**Melee** elven curve blade +28 [+23/+18] (Finesse, Forceful), **Damage** 3d10+16 slashing

**Ranged**  composite longbow +21 [+16/+11] (Deadly d10, Propulsive, Volley 30 ft.), **Damage** 3d8+14 piercing

**Attack of Opportunity**

**Elven Weapon Familiarity**

**Elven Weapon Elegance**

**Elven Weapon Expertise**

**Improved Dueling Riposte**

**Shield Block**

**Sudden Charge**  **Frequency** once per round; **Effect** The watch officer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
Engleher Market

One part open-air farmer’s market, one part log-cabin trading post, the Engleher Market is a gathering place for locals and a one-stop shop for all manner of general goods. Tended by a dour, humorless man named Lathan Nolock, Engleher Market is open every day from dawn to dusk, with one exception: Lathan closes the market down on every Gates 5th in honor of his dear departed wife, Ayla, who was mauled to death 30 years ago. The killer turned out to be a werewolf druid named Jaul Mezmin, whom Lathan believes remains at large to this day. Lathan remains bitter and fearful toward druids, particularly those who worship at Vrur's Stone Ring.

## Marketplace 6

Building Residential

**Lots** 2;

**Structure Bonus** +1 item bonus to Establish Trade Agreement

### Wares

food, adventuring gear, simple weapons, light armor

### Hirelings

Patrons of the Engleher Market may request hired hands from Mr. Nolock. He will commission hirelings to individuals with an Ignored reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.

## Loyalty Boons

 **Discount** |  | Liked | Downtime
Engleher Watch Barracks

The headquarters of the Engleher Watch  is a sturdy stone building hung with green-and-white banners that match the guards’ uniforms. These guards keep the peace in town and patrol the surrounding roads to ensure they stay free of banditry and trouble. The guards also serve as the town’s firefighters. Heroes might visit the garrison to hear about bandits or other adventure opportunities—or they might end up in one of the jail cells in the basement if they cause a ruckus in town

## Barracks

### Wares

armor, shields, Simple and Martial weapons, ammunition, talismans, runes
Duergar Sharpshooter

Duergar sharpshooters serve both as ranged support for slaver parties and as snipers posted on towers overlooking quarries and other areas where enslaved workers toil away the hours. Duergar sharpshooters also specialize in nonlethal methods of ranged combat—tactics they are often called upon to use when quelling slave riots or capturing escaped slaves.

**Recall Knowledge - Humanoid (Society)**: DC 14

**Unspecific Lore**: DC 12

**Specific Lore**: DC 9

## Duergar Sharpshooter Creature 0

LE Medium Duergar Dwarf Humanoid

**Source** *Bestiary pg. 138*

**Perception** +4; darkvision

**Languages** Common, Dwarven, Undercommon

**Skills** Athletics +3, Stealth +5

**Str** +1, **Dex** +3, **Con** +3, **Int** +0, **Wis** +2, **Cha** -2

**Items** chain shirt, crossbow (3 bola bolts and 10 bolts), light mace

**AC** 17; **Fort** +7, **Ref** +7, **Will** +4; +2 status to saves vs. magic

**HP** 16

**Light Blindness**

**Speed** 20 feet

**Melee**  light mace +5 [+1/-3] (agile, finesse, shove), **Damage** 1d4+1 bludgeoning **Ranged**  crossbow +7 [+2/-3] (range increment 120 feet, reload 1), **Damage** 1d8 piercing or bola bolt**Occult Innate Spells** DC 12; **2nd** *enlarge* (self only), *invisibility* (self only)

**Bola Bolt** This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked prone and immobilized until it is freed with a successful DC 15 check to Escape. This check can be attempted either by the target or a creature adjacent to the target.
Debilitating Strike

Rogue

**Source** *Core Rulebook pg. 182* 3.0

**Trigger** Your Strike hits a flat-footed creature and deals damage.

You apply one of the following debilitations, which lasts until the end of your next turn.

* **Debilitation** The target takes a –10-foot status penalty to its Speeds.
* **Debilitation** The target becomes enfeebled 1.
Charlatan

General Skill

**Source** *Gods & Magic pg. 104* 2.0

**Prerequisites** trained in Deception

You’ve learned to mimic the abilities of spellcasters by studying their flourishes and words. When you activate a magic item to generate a spell effect, attempt a Deception check. If you succeed against an onlooker’s Perception DC, to that onlooker, you appear to Cast that Spell instead. Onlookers who successfully Recognize the Spell realize you used a magic item, though those who later successfully Identify the Magic still can’t determine that the source of the effect was a magic item.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Chained Evangelist

Evangelists, the velstracs' unofficial ambassadors, roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in perfection through pain. They are therefore the most frequently encountered velstracs on the Material Plane, leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists may serve as lieutenants or advisors, whispering secret paths to power in exchange for mortal's souls or choice mortal flesh. Evangelists are the same size as humans, although with the heavy chains that always drape their forms, they often weigh 350 pounds or more.

**Recall Knowledge - Fiend (Religion)**: DC 22

**Unspecific Lore**: DC 20

**Specific Lore**: DC 17

## Evangelist Creature 6

Medium Fiend Velstrac

**Source** *Bestiary 2 pg. 282* 2.0, *Pathfinder #147: Tomorrow Must Burn pg. 83*

**Perception** +13; greater darkvision, painsight

**Languages** Common, Infernal, Shadowtongue

**Skills** Acrobatics +13, Athletics +15, Crafting +10, Intimidation +15, Religion +11, Torture Lore +12

**Str** +4, **Dex** +3, **Con** +2, **Int** +0, **Wis** +1, **Cha** +1

**Painsight** (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions

**AC** 24; **Fort** +15, **Ref** +14, **Will** +11; +1 status to all saves vs. magic

**HP** 90, regeneration 10 (deactivated by good or silver); **Immunities** cold; **Weaknesses** good 5, silver 5

**Item:** Velstrac's Chain

**Unnerving Gaze** (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become frightened 2 (frightened 3 on a critical failure).

**Attack of Opportunity**

**Speed** 25 feet

**Melee**  chain +17 [+12/+7] (disarm, evil, magical, reach 10 feet, trip), **Damage** 2d8+7 piercing plus 1d6 persistent bleed and impaling chain

**Animate Chains** (divine, transmutation) Chains in the evangelist's vicinity sprout barbs and writhe menacingly. The evangelist can make chain Strikes against any creature that is adjacent to an unattended chain within 20 feet, in addition to those within the reach of the evangelist's chain Strike.

**Focus Gaze**  (concentrate, divine, enchantment, fear, mental, visual) The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Unnerving gaze. In addition, if the creature was already frightened, on a failed save, the evangelist is concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune until the start of the evangelist's next turn.

**Impaling Chain** When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming grabbed by the chain. The creature is unable to recover from persistent bleed damage until it gets free (DC 25 Escape).
Life's Sentry Dedication

UncommonArchetypeDedication

**Source** *World Guide pg. 47* 2.0

**Archetype** Life's Sentry

**Prerequisites** member of the Knights of Life; Shield Block

You’ve sworn yourself as a sentry for the Knights of Life, the first line of defense against incursions by the Whispering Tyrant throughout Gradus. You become trained in Athletics and in Undead Lore; if you were already trained, you become an expert instead. Finally, you gain the Reactive Shield fighter feat.

**Special** You can't select another dedication feat until you have gained two other feats from the Life's sentry archetype.
Heat Metal

Evocation Fire

**Source** *Advanced Player's Guide pg. 220* 2.0

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 metal item or metal creature

This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw.

If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up.

**Critical Success** The creature is unaffected.

**Success** The creature takes half damage and the object deals no persistent fire damage.

**Failure** The creature takes full damage and the object deals full persistent damage.

**Critical Failure** As failure, but the creature takes double damage and the object deals double persistent damage.

**Heightened (+1)** The initial damage increases by 2d6 and the persistent damage increases by 1d4.
Ghost Touch

Magical Transmutation

**Source** *Core Rulebook pg. 584* 3.0

**Price** 75 gp

**Usage** etched onto a melee weapon

The weapon can harm creatures without physical form. A *ghost touch* weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to *ghost touch* weapons. Incorporeal creatures can touch, hold, and wield *ghost touch* weapons (unlike most physical objects).
Ignite Fireworks

Evocation Fire Sonic

**Source** *Secrets of Magic pg. 110* 1.1

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Range** 60 feet; **Area** 10-foot burst

**Saving Throw** Reflex

A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save.

**Critical Success** The creature is unaffected.

**Success** The creature takes half damage and is dazzled for 1 round.

**Failure** The creature takes full damage and is dazzled for 3 rounds.

**Critical Failure** The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute.

**Heightened (+2)** The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4.
Brand the Impenitent

Abjuration Curse

**Source** *Gods & Magic pg. 107* 2.0

**Traditions** divine

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 creature

**Saving Throw** Fortitude; **Duration** variesYou brand the target with an ethereal copy of your deity’s religious symbol. This brand can’t be hidden, but it is visible only to followers of your faith, who see it as clearly as a lit torch. Followers of your faith ignore the target’s concealed condition, if any, and the target gains a –1 status penalty to AC against attacks by followers of your faith. If the target is a follower of your deity in good standing, the spell fails.

**Critical Success** The target is unaffected.

**Success** The spell lasts for 1 round.

**Failure** The spell lasts for 1 minute.

**Critical Failure** The spell has an unlimited duration.
Apprentice

Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their craft. Many yearn to exemplify the artistry behind their craft, one day becoming masters themselves. Depicted below is an apprentice cartographer.

**Recall Knowledge - Humanoid (Society)**: DC 13

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Apprentice Creature -1

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 244*

**Perception** +2

**Languages** Common

**Skills** Athletics +3, Crafting +5, Geography Lore +5

**Str** +1, **Dex** +2, **Con** +1, **Int** +3, **Wis** +0, **Cha** +0

**Items** rugged clothes with tool belt (functions as padded armor), artisan's tools, assorted maps

**AC** 15; **Fort** +5, **Ref** +6, **Will** +2

**HP** 8

**Speed** 25 feet

**Melee**  dagger +3 [-1/-5] (agile, versatile S), **Damage** 1d4+1 piercing

**Ranged**  dagger +4 [+0/-4] (agile, thrown 10 feet, versatile S), **Damage** 1d4+1 piercing

**Apprentice's Ambition**  **Frequency** once per day; **Requirements** A direct superior is supervising the apprentice; **Effect** The apprentice gains a +2 circumstance bonus to attack rolls, damage rolls, saving throws, and skill checks until the end of their next turn.
Greatsword

**Source** *Core Rulebook pg. 280* 3.0

**Favored Weapon** Ashukharma, Gorum, Szuriel

**Price** 2 gp; **Damage** 1d12 S; **Bulk** 2

**Hands** 2

**Category** Martial

**Group** Sword; **Traits** Versatile P

This immense two-handed sword is nearly as tall as its wielder. Its lower blade is often somewhat dulled to allow it to be gripped for extra leverage in close-quarter fights.

## Traits

**Versatile P:**

A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

## Critical Specialization Effects

**Source** *Core Rulebook pg. 283* 3.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

**Sword**: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Feast of Ashes

Curse Necromancy

**Source** *Gods & Magic pg. 107* 2.0

**Traditions** arcane, occult, primal

**Deities** Fumeiyoshi, Trelmarixian

**Cast**  material, somatic, verbal

**Range** 30 feet; **Targets** 1 living creature

**Saving Throw** Fortitude; **Duration** 1 week

You curse the target with a hunger no food can sate. You can Dismiss the spell. The target must attempt a Fortitude save.

**Critical Success** The creature is unaffected and is temporarily immune for 1 hour.

**Success** The creature is fatigued for 1 round.

**Failure** The creature is immediately afflicted by hunger as if it hadn’t eaten food in days. It becomes fatigued and takes 1d4 damage each day that can’t be healed until it sates its hunger. No amount of eating can sate the creature’s hunger during the spell’s duration. After the spell’s duration, the creature takes damage from starvation.

**Critical Failure** As failure but the creature takes 2d4 damage each day, twice as much as usual for hunger.

**Heightened (+1)** The hunger becomes more unbearable, increasing the damage each day by 1d4, or by 2d4 on a critical failure.
Fleet

General

**Source** *Core Rulebook pg. 261* 3.0

You move more quickly on foot. Your Speed increases by 5 feet.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Mirror Image

Illusion Visual

**Source** *Core Rulebook pg. 352* 3.0

**Traditions** arcane, occult

**Deities** Imbrex, Irez, Lady Jingxi, Suyuddha, Tsukiyo

**Cast**  somatic, verbal

**Duration** 1 minute

Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).

Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.
Holly and Mistletoe

**Source** *Core Rulebook pg. 290* 3.0

**Hands** 1

Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature.
Alchemist Dedication

ArchetypeDedicationMulticlass

**Source** *Core Rulebook pg. 220* 3.0

**Archetype** Alchemist

**Prerequisites** Intelligence 14

You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC.

You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own.

**Special** You cannot select another dedication feat until you have gained two other feats from the alchemist archetype.

## Alchemist Dedication Leads To...

Basic Concoction, Expert Alchemy, Quick Alchemy

## Traits

**Archetype:**

This feat belongs to an archetype.

**Dedication:**

You must select a feat with this trait to apply an archetype to your character.

**Multiclass:**

Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name.
Feather Step

General

**Source** *Core Rulebook pg. 261* 3.0

**Prerequisites** Dexterity 14

You step carefully and quickly. You can Step into difficult terrain.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Fanged Queen's Servant's Quarters

The first underground level of the Undercitadel of Szitrag once served as the quarters for Dretha’s servants. Here, the workers lived and toiled out of sight of those in the Fen Watchtower above. When Dretha was killed, the servants here panicked. Some fled, others hid in their rooms, and still, others became food for the cannibal librarians the next floor down. Today, the servants’ quarters are largely in ruins.

Areas are unlit unless otherwise noted, and the ceiling heights are typically 8 feet in hallways and 10 feet in rooms. The doors are sturdy wood, swollen with moisture and stuck shut. A hero trained in Athletics can open doors on this level with a  Interact, as normal; characters who aren’t trained in Athletics must spend 2 Interact actions to open a door.

The largest faction presently active in the Servant’s Quarters is a group of Morlocks who call themselves Children of the Fanged Queen. These morlocks once dwelt deep below this level in caverns adjacent to the Undercitadel. When Dretha wakened, they clambered into the higher levels to prepare the way for her, enduring a devastating clash with the Cult of the Boil Ghouls and later driving out the Mudhunter Mitflits. Dretha always considered morlocks to be pests (and still does, even as a ghost), but the morlocks’ leader, Daarkh Ghust, hopes to change her mind by building her a temple. But, just as Dretha’s eldritch patron Empty Death cares little about how she is honored, the morlocks’ Ghost Queen doesn’t care whether these devout morlocks live or die.
Dawnflower Library

Engleher ’s largest temple stands at the town’s northernmost edge, atop an upraised shelf that juts out far below the clifftop. The library is constructed in the Rovian  style of Dawnbringer  temples, with two smaller minarets flanking a golden dome. The building’s position allows it to catch the rays of the rising sun, which transforms the dome into a brilliantly glowing testament to the Sun Maiden —at least, on days that aren’t fogged in or overcast.

A dozen Acolytes  of various faiths attend to Dawnflower Library. Shrines to Wanderer , Lord of Leaves , and Storm King  can be found in the western portion of the building, while the primary shrine to the Sun Maiden  takes up the eastern portion. The rest of the building contains the stacks.

Dawnflower Library has a wide range of books ranging from fiction to history, satire to textbook, and even includes a sizable collection of (mostly) tasteful erotica. The current head priestess of the library is a chatty halfling woman named Chidi Rivertoes , a devotee of Sun Maiden.

Always eager to greet newcomers regardless of their faith or vocation—with the exception of thieves, whom she cannot abide—Chidi has a strange knack for recommending literature tailored to the tastes of people she’s only just met.

## Temple

### Wares

healing magic, religious items (including +1 versions of the favored weapons of Engleher’s most prominent religions: rapiers, longbows, tridents, and scimitars), divine scrolls, potions

### Spellcasting

Divine spells are available for purchase from Chidi or her acolytes. Heal, remove disease, and restoration are always available, with other spells available at your discretion

### Uncommon Temple Items

 **Blessed Ampoule** | 4th
 **Holy Prayer Beads** | 5th

### Hirelings

Allies of the Temple Cults may request hired hands from the clergy. Chidi will commission hirelings to individuals with a Liked reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.

 **Pilgrim Acolyte** | 1
 **Skilled Bibliophile** | 1
 **Stormcloud Acolyte** | 1
 **Prophet** | 2

### Experts

Allies of the Temple Cults may request Experts from the clergy. Chidi will commission hirelings to individuals with an Admired reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.

 **Zealous Pilgrim** | 4
 **Zealous Stag** | 4
 **Stormcloud Zealot** | 1
Mage Hand

CantripEvocation

**Source** *Core Rulebook pg. 349* 3.0

**Traditions** arcane, occult

**Spell List** elemental

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 unattended object of light Bulk or less

**Duration** sustained

You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

**Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less.

**Heightened (5th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.

**Heightened (7th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
Fickle Prophecy

(emotion, mental) The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first.
Intimidating Prowess

General Skill

**Source** *Core Rulebook pg. 262* 3.0

**Prerequisites** Strength 16; expert in Intimidation

In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Imprint Message

Divination

**Source** *Advanced Player's Guide pg. 221* 2.0, *Pathfinder #147: Tomorrow Must Burn pg. 74*

**Traditions** occult

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 object

You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts *object reading* on the target object, replacing any emotional events the item was present for. If the object is in the area of a *retrocognition* spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions.

If the object is targeted with *read aura* of a higher spell level than *imprint message*, the caster learns that the object has been magically modified. When you Cast this Spell, any prior vibrations placed on an object by previous castings of *imprint message* fade.
Invisibility

Illusion

**Source** *Core Rulebook pg. 347* 3.0

**Traditions** arcane, occult

**Deities** Achaekek, Ketephys, Nalinivati, Ng, Nivi Rhombodazzle, Norgorber, Raumya, Shax, Yaezhing

**Cast**  material, somatic

**Range** touch; **Targets** 1 creature

**Duration** 10 minutes

Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.

**Heightened (4th)** The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.
Liberating Step

**Reaction**

**Source** *Core Rulebook pg. 107* 3.0

**Trigger** An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.
Final Sacrifice

Evocation Fire

**Source** *Advanced Player's Guide pg. 219* 2.0

**Traditions** arcane, divine, occult, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Range** 120 feet; **Targets** 1 creature with the minion trait that you summoned or permanently control

You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and the explosion deals 6d6 fire damage to creatures within 20 feet of it (basic Reflex save).

If the target has the cold or water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait. If used on a creature that isn't mindless, this spell has the evil trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect.

**Heightened (+1)** The damage increases by 2d6.
Godless Healing

GeneralSkill

**Source** *World Guide pg. 56* 2.0

**Prerequisites** Battle Medicine; can't have a patron deity

You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Mindlink

DivinationMental

**Source** *Core Rulebook pg. 352* 3.0

**Traditions** occult

**Deities** Eritrice, Followers of Fate, Imbrex, Narriseminek, Pharasma, Suyuddha, Torag

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 willing creature

You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.
Engleher Silver Mine

**Supported Settlement** Engleher

**Commodity** 2 ore per Kingdom Cycle

### Alterations

* Bunkhouse- The Beds in the mine's living quarters were burned or converted into building material shortly after Jakk took over the mine. the fireplace Stove and dining tables are still intact along with a larder for future food storage.
* Primary mine- the mines primary chamber still sparkles with ore; it is the living space for the Kobolds. Tunnels in the mine lead through the Charnnel Pit to the Silver Spring; another channeled deep enough to punch to the Subterran territory of Kashar.
* Charnel Pit- This chamber serves as the breeding pit for the Passing Plague. Jakk has stored the bodies of his warriors, the kobolds, and miners who have died within these caves in this room with the intent of using them as incubators for the disease.
Expansion Expert

**Source** *Kingmaker Adventure Path pg. 513*

Your kingdom is better at expanding its territory. You gain a +2 circumstance bonus to skill checks made to Claim Hex and can attempt to Claim Hex up to twice during a Kingdom turn.

At 9th level, you can attempt to Claim Hex up to three times during a Kingdom turn.
Green-Eyed Cultist

These cultists are dedicated to the worship of the raw, primal power of nature and the veneration of the wild places of the world. Their leader advocates violent resistance to the spread of civilization.

## Green-Eyed Cultist Mystic 2

**Perception** +5; Darkvision

**Languages** Upach

**Skills** Deception +8, Intimidation +4, Nature +7, Occultism +4, Society +5, Stealth +7, Green-eyed Lore +8

Str +4, Dex +3, Con +2, Int +1, Wis -1, Cha +0

**Vine Familiar** (Minion, Tiny) The prophesy's Patron grants some of their followers a portion of their essence as a vine familiar, that is typically entwined around the cultist. **Burrower**, **Climber**, **Plant Form** Tree Shape; Perception +3, Athletics +3, Stealth +3; AC 18, Fort +7, Ref +8, Will +4; HP 10; **Cantrips** Acid Splash, Gouging Claw, Puff of Poison, Spout, Tanglefoot **1st level**; Fear, Noxious Vapors, Pummeling Rubble, Summon Plant, Swampcall

**Nocturnal Grippli** (Gripilli) Darkvision

**Wild Patron** **Basic Lesson**- Lesson of the Elements

**Items** Sickle

**AC** 18; **Fort** +7, **Ref** +8, **Will** +4

**HP** 30

**Toxic Skin** (Gripilli, Poison, Reaction); **Frequency** once per hour

**Speed** 25 feet

**Melee** sickle +9 (agile, versatile S, Moderate Low), Damage 1d6+4 slashing

**Primal Spells** 1 Focus Point, DC 15, attack +7 ; 1st 3; cantrips (1st) Hex- Elemental Betrayal, Wilding Word

**Fanatical Frenzy** **Requirements** The cultist has taken damage and is neither fatigued nor already in a frenzy; **Effect** The cultist casts Gouging Claw on themself then flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a -2 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.
Incredible Initiative

General

**Source** *Core Rulebook pg. 262* 3.0

You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

## Traits

**General:**

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Fire in the Hole

**Trigger** A creature moves into the hazard's space; **Effect** The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.
Fear Gem

ConsumableEnchantmentFearMagicalMentalTalisman

**Source** *Core Rulebook pg. 566* 3.0

**Price** 20 gp

**Usage** affixed to a weapon

**Activate**  Intimidating Strike

Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating Strike, as the fighter feat.

If you have the Intimidating Strike feat, increase the frightened condition value from this Intimidating Strike to frightened 2, or frightened 3 on a critical hit.
Liberating Command

EnchantmentMental

**Source** *Gods & Magic pg. 108* 2.0

**Traditions** occult

**Deities** Ranginori, Shei

**Cast**  verbal

**Range** 60 feet; **Targets** 1 creature

You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is grabbed, immobilized, or restrained, it can immediately use a reaction to attempt to Escape.
Lightning Bolt

ElectricityEvocation

**Source** *Core Rulebook pg. 348* 3.0

**Traditions** arcane, primal

**Deities** Cernunnos, Chamidu, Gozreh, Nalinivati

**Cast**  somatic, verbal

**Area** 120-foot line

**Saving Throw** basic Reflex

A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.

**Heightened (+1)** The damage increases by 1d12.
Longstrider

Transmutation

**Source** *Core Rulebook pg. 348* 3.0

**Traditions** arcane, primal

**Deities** Barzahk, Dranngvit, Jaidz, The Deliberate Journey, The Path of the Heavens

**Cast**  somatic, verbal

**Duration** 1 hour

You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed.

**Heightened (2nd)** The duration increases to 8 hours.
Concordant Choir

Evocation Sonic

**Source** *Secrets of Magic pg. 96* 1.1

**Traditions** divine, occult

**Cast**  to

**Range** 30 feet; **Targets** varies

**Saving Throw** basic Fortitude

You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters.

**(verbal)** The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save.

**(somatic, verbal)** The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save.

**(material, somatic, verbal)** The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.

**Heightened (+1)** The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions.
Hireling

**Prerequisites:** none

You have recruited a hireling who can assist you on your mission. This ally must be directed as a companion. They will defend themselves when attacked and lay claim to a share of any loot gained. Each time the party returns to civilization the Hireling will take their share of the loot and carouse. on the completion of their mission the party may attempt to recruit the hireling into their organization as a permeant member.
Founder's Stone Inn

A sign over the door to this two-story stone building depicts a stone surrounded by blossoming flowers. The Founder's Stone is more than just a popular tavern and brewery—it’s a shrine to the Wanderer. If it's proprietor Rorry’s misspent youth aboard a half dozen pirate ships in Marriana gave her anything, it was a fondness for unusual alcohol. Now well into her twilight years, Rorry likes tending bar and inventing new drinks for locals and visitors to enjoy. The two most popular drinks currently are a spiced pumpkin rum and a sour blackberry ale. Of last month’s somewhat disastrous attempt to brew a goblinpepper stout, Rorry prefers never to speak.

## Tavern

### Wares

beverages, meals, alchemical items, potions, oils, divine scrolls.

## Loyalty Boons

Rorry (CG female tengu brewer 4, Indifferent, Perception DC 21, Will DC 17). Rorry might hire them as taste testers—a job that’s quite a bit more harrowing than one might expect. A taste tester can Earn Income using Fortitude saves, but on a critical failure, something they’ve tasted sits poorly and the hero becomes stupefied 1 for 24 hours
Gecko Potion

Consumable Magical Potion Transmutation

**Source** *Advanced Player's Guide pg. 257* 2.0

**Price** 3 gp

**Usage** held in 1 hand; **Bulk** L

**Activate**  Interact

A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout thousands of microscopic, bristled hairs that cling to objects, granting you a +1 item bonus to Climb and Palm an Object, and to your Reflex DC against Disarm attempts.
Brown Mold

Environmental Fungus

**Source** *Gamemastery Guide pg. 77*

**Complexity** Simple

**Stealth** DC 21 (trained)

**Description** This unassuming fungus leeches heat out of the air.

**Disable** DC 18 Survival (trained) to safely remove the mold

**Emit Cold** (aura, cold); 5 feet. Brown mold deals 2d6 cold damage to nearby creatures.

**AC** 18, Fort +11, Ref +5

**HP** 30 (BT 15); **Immunities** critical hits, fire, object immunities, precision damage, **Weaknesses** cold 10

**Leech Warmth**  **Trigger** Fire comes within 5 feet of the brown mold; **Effect** The brown mold expands into every square adjacent to its space. As it grows, it pulls more heat from its surroundings, dealing 2d6+6 cold damage (DC 18 basic Fortitude save) to creatures within 10 feet after it expands.

**Reset** After expanding, the brown mold can’t grow again for 1 day.
Gouging Claw

Attack Cantrip Morph Transmutation

**Source** *Secrets of Magic pg. 109* 1.1

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 creature

You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.

**Heightened (+1)** The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.