recursal/Fanatic-Fandom huggingface dataset:
Prestidigitation

Double Action Cantrip Evocation

**Source** *Core Rulebook pg. 359* 3.0

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

**Spell List** elemental

**Cast**  somatic, verbal

**Range** 10 feet; **Targets** 1 object (cook, lift, or tidy only)

**Duration** sustained

The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.

* **Cook** Cool, warm, or flavor 1 pound of nonliving material.
* **Lift** Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
* **Make** Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
* **Tidy** Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
Quiet Allies

GeneralSkill

**Source** *Core Rulebook pg. 265* 3.0

**Prerequisites** expert in Stealth

You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for 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.

**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.
Necrotic Decay

(divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 3d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 17 basic Fortitude save).
Odd Stories Bookshop

A three-story stone tower rises from the back half of this one-floor wooden bookstore. A sign above the front door depicts a stack of open books with lines of magical energy rising from the pages. While the shop’s owner is indeed a wizard, Tomirob had the sign commissioned in an attempt to portray the power of imagination within the fanciful fiction works and anthologies that are his specialty. Tomirob sells other texts as well, although he leaves the nonfiction curation to his husband Carlthe, whose expertise makes Odd Stories the primary source of textbooks and teaching tools for Holholtz’s educational pursuits. Tomirob has bright red hair that he keeps closely cut to his scalp. Despite his perpetual scowl, he warms quickly to the presence of other scholars and wizards, for he’s always excited to “talk shop.”

## Shop

### Wares

books, formulas, arcane and occult scrolls,

### Spellcasting

Tomirob typically has the following arcane spells available for paying customers: **2nd** Comprehend Language, Detect Magic, Dispel Magic; **1st** Ant Haul, Mending. Other spells may be available at your discretion, if arranged a day in advance.
Spiked Chain

**Source** *Core Rulebook pg. 281* 3.0

**Favored Weapon** Burning Horizon, Zon-Kuthon

**Price** 3 gp; **Damage** 1d8 S; **Bulk** 1

**Hands** 2

**Category** Martial

**Group** Flail; **Traits** Disarm, Finesse, Trip, Uncommon

This 4‑foot‑long length of chain is covered with barbs and has spikes on one or both ends. Some feature metal hoops used as handgrips.

## Traits

**Disarm:**

You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

**Finesse:**

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

**Trip:**

You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

**Uncommon:**

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

## 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.

**Flail**: The target is knocked prone.
Spout

**Double Action**

**Source** *Secrets of Magic pg. 130* 1.1

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Range** 30 feet; **Area** a 5-foot cube

**Saving Throw** Reflex

Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a basic Reflex saving throw.

You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub.

**Heightened (+1)** The damage increases by 1d4.
Sneaky Key

Consumable Evocation Magical Talisman

**Source** *Core Rulebook pg. 569* 3.0

**Price** 22 gp

**Usage** affixed to armor

**Activate**  Interact; **Requirements** You are an expert in Thievery

This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any your attempts to Pick a Lock is a critical failure, you get a failure instead.
Paralyze

Enchantment Incapacitation Mental

**Source** *Core Rulebook pg. 356* 3.0

**Traditions** arcane, occult

**Deities** Barbatos, Dammerich, Kabriri, Kalekot, Selket

**Cast**  somatic, verbal

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

**Saving Throw** Will; **Duration** varies

You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save.

**Critical Success** The target is unaffected.

**Success** The target is stunned 1.

**Failure** The target is paralyzed for 1 round.

**Critical Failure** The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.

**Heightened (7th)** You can target up to 10 creatures.
Teacher

**Perception** +4

**Languages** Common

**Skills** Academia Lore +14, Diplomacy +7, Intimidation +5, one additional Lore +14

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

**Items** cane (functions as staff), textbook, writing set

**Font of Knowledge** The teacher can attempt to Recall Knowledge on any general subject ith a +10 modifier.

**Inspirational Presence** (aura, emotion, mental) 50 feet. Any of the teacher’s students in the aura gains a +1 circumstance bonus to Recall Knowledge.

AC 12; Fort +1, Ref +2, Will +6

**HP** 5

**Speed** 25 feet

**Melee**  cane +4 (two‑hand d8), Damage 1d4 bludgeoning
Stoneshield Recruit

The most junior members of the Stoneshields of Gomgalor Hold

**Source** *Gamemastery Guide pg. 232*

**Perception** +7; (8 to find concealed objects) Darkvision

**Languages** Common, Dwarven

**Skills** Athletics +7, Intimidation +5, Legal Lore +3

**Rock Dwarf** You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.

**Quick Coercion**

**Unburdened Iron**

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

**Items** Club, crossbow (10 bolts), clan dagger, sap, scale mail, signal whistle

**AC** 18; Fort +7, Ref +5, Will +5

**HP** 20

**Resistance** 1 Fire

**Attack of Opportunity**

**Speed** 20 feet

**Melee**  Club +9 [+4/-1], **Damage** 1d6+4 bludgeoning **Melee**  sap +9 [+5/+1] (agile, nonlethal), **Damage** 1d6+4 bludgeoning

**Ranged**  crossbow +7 [+2/-3] (range increment 120 feet, reload 1), **Damage** 1d8 piercing
Risky Surgery

GeneralSkill

**Source** *Advanced Player's Guide pg. 208* 2.0

**Prerequisites** trained in Medicine

Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

## 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 a
Subsist

If you need to provide food and shelter, you can use the Subsist downtime activity. This typically uses Society if you’re in a settlement or Survival if you’re in the wild.

SUBSIST DOWNTIME

You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described.

The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.

**Critical Success** You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.

**Success** You find enough food and shelter with basic protection from the elements to provide you a subsistence living.

**Failure** You’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.

**Critical Failure** You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.

### Sample Subsist Tasks

**Trained** typical hillside or village
**Expert** typical mountains or insular hamlet
**Master** typical desert or city under siege
Noxious Vapors

EvocationPoison

**Source** *Advanced Player's Guide pg. 222* 2.0

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Area** 10-foot emanation

**Saving Throw** basic Fortitude; **Duration** 1 round

You emit a cloud of toxic smoke that temporarily obscures you from sight. Each creature except you in the area when you Cast the Spell takes 1d6 poison damage (basic Fortitude save). A creature that critically fails the saving throw also becomes sickened 1. All creatures in the area become concealed, and all creatures outside the smoke become concealed to creatures within it. This smoke can be dispersed by a strong wind.

**Heightened (+1)** The damage increases by 1d6.
Shimra's Seal

A Bio-Silver amulet covered in etched Quan runes. Shimra Created this artifact during his first sojourn to Endeavor; The front of the amulet is etched with the only text describing the Spell Burn spell; the back is a casting of a Gate spell. Shimra used the amulet as a spell focus.

**Artifact 10**

   The seal draws the magical energies from spellcasters and can redirect those energies into new spells. The Seal allows spells that require material components to be cast from it without those material components.

**Activate** Interact, Command

**Frequency** The Seal will only hold one spell slot and can not be used again until that spell is expelled

**Effect** The Amulet draws magical energy from a specific source. If the source has unused spell slots or charges for a magical effect it makes a Will Saving throw against the seal wielder’s Spellcasting DC.

**Critical Success** The creature is unaffected; the Energy of the targeted magic reflects back as a force wave that causes the wielder to drop the seal.

**Success** The targeted creature takes 1d6 force damage for each Level of it’s highest unused spell slot.

**Failure** The targeted creature takes 1d6 force damage for each Level of it’s highest unused spell slot. The creature loses one of its highest leveled unused spell slots, as if that slot was expended; The Seal now stores a spell slot of the same level. The wielder can now cast a spell of that level or lower without spending a spell slot.

**Critical Failure** The targeted creature takes 1d6 force damage for each Level of it’s highest unused spell slot and is Stupefied 2. The creature loses one of its highest leveled unused spell slots, As if that slot was expended; The Seal now stores a spell slot of the same level. The wielder can now cast a spell of that level or lower without spending a spell slot.

**Note:** If the wielder captures a 10th Level spell it will trigger the Gate spell etched on the backside of the seal. The Gate opens to one of the layers of Endeavor, Home realm of the Rathi .
Schadenfreude

EmotionEnchantmentMental

**Source** *Secrets of Magic pg. 127* 1.1

**Traditions** arcane, divine, occult

**Cast**  verbal; **Trigger** You critically fail a saving throw against a foe's effect

**Range** 30 feet; **Targets** the triggering foe

**Saving Throw** Will

You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save.

**Critical Success** The creature is unaffected.

**Success** The creature is distracted by its amusement and takes a –1 status penalty on Perception checks and Will saves for 1 round.

**Failure** The creature is overcome by its amusement and is stupefied 1 for 1 round.

**Critical Failure** The creature is lost in its amusement and is stupefied 2 for 1 round and stunned 1.
Sixenpence

This traveling curio shop bears no sign, but denizens of Vrur Margrave know it as Sixenpence: a place to marvel at whatever strange new trinkets and offerings its equally strange owner might have come across. The structure consists of a ring of what appear to be standing stones arranged in a 60-foot-diameter circle surrounding a 15-foot-high dome of wooden beams covered with triangular pieces of canvas. Closer inspection of the standing “stones” reveals that they are also made of wood frames and canvas, cleverly painted to resemble granite. The area between the central dome and the surrounding circle is a collection of other dome-shaped tents used to store the shop’s wares. When it’s not raining, the fabric of these domes is pulled aside so shoppers can admire what’s for sale in the light of the sun—or the moon, for that matter, as Sixenpence is always open. Reni Sixen  has what she regards as a very good reason for the curio shop’s strange arrangement—she sees safety in curves and menace in angles, and suffers from a touch of claustrophobia. The central dome is her domicile, and she’s painted the interior surfaces to resemble a night sky featuring all the constellations of the Zodiac Barons, so that even on overcast nights she can fall asleep under the stars.

### Sixenpence

##### Blue Black Red Shop 5

Fortune Telling Wrin performs an astrological fortune-telling (using her Read the Stars ability) for anyone who provides her with an unusual item or story.

Spellcasting Reni’s spellcasting services are available, but she’s limited to the spells she knows.

## Magic Shop

### Wares

Up to 5th Level adventuring gear, eclectic bric-a-brac, magic items (non-ammunition consumable items, held items, staves, wands, worn items)
Starbat

These bats are composed of residual Nyx collected by the Stargazer to serve as conduits for the Zodiac Barons.

Recall Knowledge - Spirit (Occultism): DC 17

Unspecific Lore: DC 15

Specific Lore: DC 12

## Starbat Spirit 0

Blue Red Black Tiny Bat Spirit

Perception +2

Skills Acrobatics +2, Stealth +2;

Dubious Knowledge

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

AC 17; Fort +7, Ref +8, Will +4

HP 5

**Speed** Fly 25 feet

Melee  Bite +7 [+3/-1] (agile, Finesse), Damage 1d4 piercing
Summon Instrument

CantripConjuration

**Source** *Advanced Player's Guide pg. 226* 2.0

**Traditions** divine, occult

**Cast**  material, somatic, verbal

**Duration** 1 hour

You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast *summon instrument* again, any instrument you previously summoned disappears.

**Heightened (5th)** The instrument is instead a virtuoso handheld instrument.
Tanglefoot Bag

AlchemicalBombConsumable

**Source** *Core Rulebook pg. 545* 3.0

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

**Activate**  Strike

A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. Many types of tanglefoot bag also grant an item bonus on attack rolls.

On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.

The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well.

## Tanglefoot Bag (Lesser)Item 1

**Source** *Core Rulebook pg. 545* 3.0

**Price** 3 gp

**Bulk** L

The target takes a –10-foot penalty, and the Escape DC is 17.

## Tanglefoot Bag (Moderate)Item 3

**Source** *Core Rulebook pg. 545* 3.0

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 19.

## Tanglefoot Bag (Greater)Item 11

**Source** *Core Rulebook pg. 545* 3.0

**Price** 250 gp

**Bulk** L

You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28.

## Tanglefoot Bag (Major)Item 17

**Source** *Core Rulebook pg. 545* 3.0

**Price** 2,500 gp

**Bulk** L

You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.
Silence

Illusion

**Source** *Core Rulebook pg. 369* 3.0

**Traditions** divine, occult

**Cast**  material, somatic

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

**Duration** 1 minute

The target makes no sound, preventing creatures from noticing it using hearing or other senses alone. The target can't use sonic attacks, nor can it use actions with the auditory trait. This prevents it from casting spells that include verbal components.

**Heightened (4th)** The spell effect emanates from the touched creature, silencing all sound in or passing through a 10- foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example).
Shape Wood

Plant Transmutation

**Source** *Core Rulebook pg. 368* 3.0

**Traditions** primal

**Deities** Elven Pantheon, Hearth and Harvest, Jaidi, Yuelral

**Cast**  somatic, verbal

**Range** touch; **Targets** an unworked piece of wood up to 20 cubic feet in volume

You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping.
Mountain's Stoutness

Dwarf

**Source** *Core Rulebook pg. 37* 3.0

Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).

If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.

## Traits

**Dwarf:**

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Tavish Armory

Engleher’s primary smithy specializes in the construction of saws, axes, picks and other tools used in the village's trades. The current owner of the Tavish Armory is a bitter man named Rajan Mordiern (Carman Rajani), who boasts of being descended from one of Tavish’s founders, Vol Mordiern. He hopes to supplant Herbert Ludwig as the town’s mayor someday, but after losing four mayoral elections in a row despite his pedigree, Rajan is planning other ways to seize his birthright.

## Shop

### Wares

metal adventuring gear, metal Simple and Martial weapons, metal shields, metal Medium and Heavy armor

## Loyalty Boons

 **Discount** |  | Liked | Downtime
 **Workshop** |  | Liked
Sneak Attack

When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Sickened

**Source** *Core Rulebook pg. 622* 3.0

You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened.

You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).
Storm Born

Druid

**Source** *Core Rulebook pg. 134* 3.0

**Prerequisites** storm order

You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).
Ray of Frost,

**Double Action**

**Source** *Core Rulebook pg. 362* 3.0

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Range** 120 feet; **Targets** 1 creature

You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

**Critical Success** The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.

**Success** The target takes normal damage.

**Heightened (+1)** The damage increases by 1d4.
Share Lore

DivinationMental

**Source** *Gods & Magic pg. 109* 2.0

**Traditions** arcane, occult

**Deities** Abraxas, Gruhastha, Matravash, Mazludeh, Saloc, The Endless Road, The Enlightened Scholar's Path, Winlas, Zohls

**Cast** 1 minute

**Range** touch; **Targets** up to 3 creatures

**Duration** 10 minutes

You share your knowledge with the touched creatures. Choose one Lore skill in which you are trained. The targets become trained in that Lore skill for the duration of the spell.

**Heightened (3rd)** The duration of the spell is 1 hour and you can target up to five creatures.

**Heightened (5th)** The duration of the spell is 8 hours, you can target up to five creatures, and you can share up to two Lore skills in which you are trained.
Read Aura

CantripDetectionDivination

**Source** *Core Rulebook pg. 362* 3.0

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

**Spell List** elemental

**Bloodline** wyrmblessed

**Mystery** lore

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

**Range** 30 feet; **Targets** 1 object

You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.

If the object is illusory, you detect this only if the effect's level is lower than the level of your *read aura* spell.

**Heightened (3rd)** You can target up to 10 objects.

**Heightened (6th)** You can target any number of objects.
Quick Disguise

GeneralSkill

**Source** *Core Rulebook pg. 264* 3.0

**Prerequisites** expert in Deception

You can set up a disguise in half the usual time (generally 5 minutes). If you’re a master, it takes one-tenth the usual time (usually 1 minute). If you’re legendary, you can create a full disguise and Impersonate as a 3-action activity.

## 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.
Pummeling Rubble

EarthEvocation

**Source** *Advanced Player's Guide pg. 223* 2.0

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  somatic, verbal

**Area** 15-foot cone

**Saving Throw** Reflex

A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save.

**Critical Success** The creature is unaffected.

**Success** The creature takes half damage.

**Failure** The creature takes full damage and is pushed 5 feet away from you.

**Critical Failure** The creature takes double damage and is pushed 10 feet away from you.

**Heightened (+1)** Increase the damage by 2d4.
Physician

The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. For medical matters, the physician is a 4th-level challenge.

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

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Physician Healer -1

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 220*

**Perception** +6; (8 to notice ailments)

**Languages** Common

**Skills** Diplomacy +8, Medicine +12, Society +10

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

**Bedside Manner** A physician has a +2 circumstance bonus to Diplomacy checks to Make an Impression on or make a Request of a diseased, poisoned, or wounded creature.

**Doctor's Hand** When the physician rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead.

**Items** healer's tools, medical textbook, minor elixir of life (2)

**AC** 13; **Fort** +9, **Ref** +3, **Will** +8

**HP** 9

**Speed** 25 feet

**Melee**  fist +5 [+1/-3] (agile, nonlethal), **Damage** 1d4-1 bludgeoning

**Ranged**  medical textbook +5 [+0/-5] (nonlethal, thrown 10 feet), **Damage** 1d4-1 bludgeoning
Schooled in Secrets

GeneralSkill

**Source** *Advanced Player's Guide pg. 208* 2.0

**Prerequisites** trained in Occultism

You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.

## 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.
Telekinetic Maneuver

AttackEvocationForce

**Source** *Core Rulebook pg. 377* 3.0

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Range** 60 feet; **Targets** 1 creatureWith a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Shove, or Trip the target using a spell attack roll instead of an Athletics check.
Precision Edge

**Source** *Core Rulebook pg. 168* 3.0

You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.

## Masterful Hunter Upgrade Level 17

Your weapon mastery allows you to hit your prey’s vital areas multiple times. The second time in a round you hit your hunted prey, you also deal 1d8 precision damage. At 19th level, your second hit in a round against your hunted prey deals 2d8 precision damage, and your third hit in a round against your hunted prey deals 1d8 precision damage.
Stench

(aura, olfactory) 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be sickened 1 (plus slowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a –2 circumstance penalty to saves against diseases. An otyugh’s stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with *create water* and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench.
Nouhako Barracks

Nouhako Barracks Facility supporting Punau's Platoon of City Guard; the barrack is a sturdy darkwood building hung with green-and-white banners that match the guards’ uniforms. These guards keep the peace in Punau by patrolling the borough to ensure public safty. City guards also serve as the firefighters and general emergency response. Heroes might visit the Barrack to hear about bandits, ruffians or other adventure opportunities.

## Barracks

**Structure Bonus** +1 structure bonus to Garrison Army, Recover Army, or Recruit Army

**Structure Effects** These barracks aid in the recruitment of Nouhako and in helping watchmen recover from battle.

### Wares

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

### Hirelings

Allies of the Punau's Nouhako may request hired hands from a captain. Officers 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.

 **Watch Officer** | 3rd

### Experts

Allies of the Nouhako may request Expert Companions from the garrison. Officers will commission Expert Companions 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.
Shrink

Polymorph Transmutation

**Source** *Core Rulebook pg. 369* 3.0

**Traditions** arcane, primal

**Cast**  somatic, verbal

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

**Duration** 5 minutes

You warp space to make a creature smaller. The target shrinks to become Tiny in size. Its equipment shrinks with it but returns to its original size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature.

**Heightened (6th)** The spell can target up to 10 creatures.
Spear

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

**Favored Weapon** Arqueros, Baalzebul, Chamidu, Ghlaunder, Lysianassa, Mammon, Ra, Set, Tsukiyo, Walkena, Xhamen-Dor

**Price** 1 sp; **Damage** 1d6 P; **Bulk** 1

**Hands** 1

**Category** Simple

**Group** Spear; **Traits** Thrown 20 ft.

A long metal shaft ending with a metal spike, a spear can be used one-handed as a melee weapon and can be thrown.

## Traits

**Thrown 20 ft.:**

You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

## 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.

**Spear**: The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.

## Specific Magic Weapons

Anchor Spear, Deepdread Claw, Fulminating Spear, Gluttonous Spear, Golden Blade of Mzali
Tanglefoot

Attack Cantrip Conjuration Plant

**Source** *Core Rulebook pg. 377* 3.0

**Traditions** arcane, primal

**Bloodline** nymph

**Cast**  somatic, verbal

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

A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.

**Critical Success** The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.

**Success** The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.

**Failure** The target is unaffected.

**Heightened (2nd)** The effects last for 2 rounds.

**Heightened (4th)** The effects last for 1 minute.
Scalathrax Oil

Scalathrax oil is a valuable alchemical component, but it's difficult to harvest and preserve. By spending 10 minutes and succeeding at a DC 21 Crafting check, a character can extract 1 Bulk of scalathrax oil worth 20 gp from a recently killed scalathrax. If scalathrax oil is used to Craft an alchemical item that deals fire damage or would benefit from the slippery quality of the oil, the crafter gains a +1 item bonus to their Crafting check. Scalathrax oil can be used as lantern oil, though it's often considered too valuable for such a mundane use.
Peer Beyond

Archetype

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 81*

**Archetype** Ghost Hunter

**Prerequisites** Ghost Hunter Dedication

You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against mental effects caused by incorporeal undead and haunts, and you can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present.

If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a Spirit Lore or Haunt Lore check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so.
Quick Sort

Transmutation

**Source** *Secrets of Magic pg. 124* 1.1

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

**Cast**  material, somatic, verbal

**Range** 10 feet; **Targets** up to 200 unattended objects in range, each of light Bulk or less

**Duration** up to 1 minute

You magically sort a group of objects into neat stacks or piles. You can sort the objects in two different ways. The first option is to separate them into different piles depending on an easily observed factor, such as color or shape. Alternatively, you can sort the objects into ordered stacks depending on a clearly indicated notation, such as a page number, title, or date. The objects sort themselves throughout the duration, though it takes less time per object to sort a smaller number of objects, down to a single round for 30 or fewer objects.

**Heightened (3rd)** The spell can sort up to 400 objects in a minute, or 60 objects in a round.

**Heightened (5th)** The spell can sort up to 800 objects in a minute, or 120 objects in a round.
Share Burden

Abjuration Mental

**Source** *Gods & Magic pg. 116* 2.0

**Domain** repose

**Cast**  somatic; **Trigger** An ally within 30 feet is about to attempt a saving throw against a harmful emotion effect, and you would not otherwise have to save against the effect.

**Targets** you and the triggering ally.

You shoulder some of your ally’s pain. Both you and your ally use the outcome one degree of success better than the result of your ally’s saving throw, even if the triggering effect usually affects only one target.
Mortal Healing

GeneralSkill

**Source** *Gods & Magic pg. 105* 2.0

***PFS Note*** *As Mortal Healing requires you to specifically use the Treat Wounds action, it does not apply when used with other actions related to medicine or healing, such as Battle Medicine.*

**Prerequisites** Godless Healing, you follow the Laws of Mortality

You grant greater healing when the gods don’t interfere. When you roll a success to Treat Wounds for a creature that hasn’t regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points.

## 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.
Outfit Army

Army Downtime

**Source** *Kingmaker Adventure Path pg. 568*

You provide your army with better gear. Choose what sort of gear you wish to provide your army with from the list beginning on page 574. The level of the gear chosen must be equal to or less than the army's level. If you're crafting or purchasing gear, the level of the gear chosen must be equal to or less than your kingdom level. If you're distributing resources gained from battle, the level of the gear chosen must be equal to or less than the highest level of an enemy army defeated in that battle.

If you're purchasing the gear, this activity requires a basic Trade check and costs the standard amount of RP for the gear; you cannot purchase magic gear unless your kingdom is at least expert rank in Magic.

If you're distributing gear gained from battle, this activity requires a basic Warfare check and does not cost RP.

**Critical Success** The gear proved particularly easy to outfit, and the army becomes efficient.

**Success** The gear is sufficient, and your army becomes outfitted with it immediately.

**Failure** The gear proves to be unusable and the attempt to outfit the army fails. If you spent RP on the check, it is refunded.

**Critical Failure** As failure, but spent RP is not refunded.
Obscuring Mist

Conjuration Water

**Source** *Core Rulebook pg. 355* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Cast**  material, somatic, verbal

**Range** 120 feet; **Area** 20-foot burst

**Duration** 1 minute

You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.
Status

Detection Divination

**Source** *Core Rulebook pg. 373* 3.0

**Traditions** divine, occult, primal

**Cast**  somatic, verbal

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

**Duration** until the next time you make your daily preparations.

As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it.

**Heightened (4th)** The spell's range increases to 30 feet, and you can target up to 10 creatures.
Quick Repair

GeneralSkill

**Source** *Core Rulebook pg. 265* 3.0

**Prerequisites** trained in Crafting

You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

## 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.
Telekinetic Projectile

AttackCantripEvocation

**Source** *Core Rulebook pg. 377* 3.0

**Traditions** arcane, occult

**Cast**  somatic, verbal

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

You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

**Critical Success** You deal double damage.

**Success** You deal full damage.

**Heightened (+1)** The damage increases by 1d6.
Plant Form

**Source** *Advanced Player's Guide pg. 146* 2.0

**Ability Type** Familiar

Your plant familiar can change shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar's nature. This otherwise uses the effects of *tree shape*. You must have a familiar with the plant trait, such as a leshy, to select this ability.
Paranoia

IllusionMental

**Source** *Core Rulebook pg. 356* 3.0

**Traditions** occult

**Deities** Gyronna, Imot

**Cast**  somatic, verbal

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

**Saving Throw** Will; **Duration** 1 minute

You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.

**Critical Success** The target is unaffected.

**Success** The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.

**Failure** As success, but the effect lasts 1 minute.

**Critical Failure** As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.

**Heightened (6th)** You can target up to 5 creatures.
Frighten

(concentrate, emotion, fear, incapacitation, mental) **Requirement** The poltergeist must be invisible. **Effect** The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 21 Will save, becoming frightened 2 on a failure. On a critical failure, it’s also fleeing for as long as it’s frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again.**Telekinetic Storm**  (concentrate, evocation, occult) The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target.

* When this effect is spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty against each creature within 30 feet. These count as one attack for the poltergeist’s multiple attack penalty, and the penalty doesn’t increase until after all the attacks.
* When this effect has only one target, the poltergeist makes a telekinetic object Strike against the target, and the damage increases to 3d12. It deals 1d12 damage on a failure, and no damage on a critical failure.
Recover Army

Army Downtime

**Source** *Kingmaker Adventure Path pg. 568*

When an army endures ill fortune, it can become afflicted by negative conditions. You can use the Recover Army activity to work at removing an affliction with a basic skill check (this DC increases by 5 if you are attempting to Recover from the defeated condition); the skill required for the check depends on the affliction.

## Recovering Army Conditions

 Defeated
 Lost
 Mired or Pinned
 Shaken
 Weary

**Critical Success** You reduce the affliction's value by 2 (or in the case of a damaged army, increase its HP by 2 up to its maximum). If the affliction does not have a value, it is removed.

**Success** As critical success but you reduce the affliction's value by 1 (or in the case of a damaged army, increase its HP by 1 up to its maximum).

**Failure** You fail to remove the affliction.

**Critical Failure** You fail to remove the affliction and your soldier's lowered morale spreads discontent; increase Unrest by 1. If you were attempting to recover a defeated army, the army is destroyed.