recursal/Fanatic-Fandom huggingface dataset:
Champion of Dawn

*A Champion of Dawn is a holy warrior; born out of the order and trained to fight the encroaching dark . For millennia before they arrived in the city of Nibiru, worshipers of Sarenrae have debated about the best way to apply her teachings to a battlefield. The Bastion school believes she will enlighten the new realm by being an incorrigible support to it's people, healing the sick and reviving the dead with a gentle touch of light. The Champion school however, is of the opposite opinion. They believe Sarenrae;s chosen should stand as warriors in their own right, Banishing darkness with the blade; and protecting the powerless by eliminating those that seek to bring them harm.*

### Sun's Wrath

When a Champion of Dawn reaches 4th level, she can spend two uses of their lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

*This ability replaces channel positive energy.*

### Solar Smite

At 8th level, a Champion of Dawn can spend an additional use of smite evil when declaring a smite to make it a Solar Smite. The duration of Solar Smite's benefits is only 1 minute (rather than 24 hours). However, the bonus damage from smite evil is doubled on every attack. (this doesn’t stack with the doubling if the smite’s target is an evil outsider, undead, or evil dragon).

*This ability replaces aura of resolve.*

### Defender of Light

At 20th level, the Champion of Dawn's damage resistance from aura of righteousness doubles, increasing to DR 10/evil. When a Champion of Dawn uses her smite evil ability; allies within 30 ft of the paladin also benefit from her smite's deflection bonus to AC, and his/her DR for the duration of the smite. If they use Solar Smite; the bonus allies receive now applies to all evil creatures, not just the smited creature. The paladin's bonuses remain unchanged.

*This ability replaces holy champion*

### Mercies

At 9th level the Champion of Dawn gains access to the following mercy:

**Interposition**: A Champion of Dawn with this mercy can expend a use of lay on hands as an immediate action when an ally within 30ft is the target of a melee attack. She switches positions with this ally as if they'd both used *dimension door*, and becomes the target of the triggering attack. This mercy can be taken multiple times. Each time beyond the first increases the range at which it can be used by 15ft.
Lesser Deific Providence

**Prerequisites**: Deific Obedience, Wisdom 13

**Benefit(s)**: Select a domain or subdomain belonging to the deity you worship as part of Deific Obedience. You gain the 1st level domain power of the selected domain (or subdomain).

Treat your cleric level as your character level minus two; for any level dependent cleric boons granted by this feat.
1st Party God Changes

#### **Obedience**

Create a contained fire; (Preferably at a campsite; hearth, or other place of social gathering) and give thanks to Feronia for her warmth and guidance as you tend to it; taking special care to never let the flames go out until the prayer is complete. Gain a +4 bonus to saving throws against Spells and Effects with the [Fire] descriptor.

#### **Exalted**

*Firesoul (Su):* Produce Flame 3/day Heat Metal 2/day Ash Storm 1/day

*Inner Warmth (Su):* Feronia’s guidance shields her faithful from coming to harm from fire’s presence. Gain Fire Resistance 10.

*Vision in Flame (Su):* A soul faithful to Feronia can find great insight through flame. If the worshiper spends at least 1 hour gazing into the flames of a fire; they may find divine revelation within. (Per the Spell Commune; using the character’s HD in place of caster level). This ability requires no material component; but may only be used to ask a maximum of 3 questions per day. If the flames are extinguished or otherwise interrupted during this ritual; the questioning immediately ends; and cannot begin anew until daily use of the ability is regained.

#### **Sentinel**

*Fireheart (Su):* Burning Hands 3/day, Flaming Sphere 2/day, Fireball 1/day

*Divine Brand (Su):* By dealing fire damage to a creature, you can temporarily brand that creature with a coin-sized, smoldering image of Feronia’s Holy symbol for 1 minute as a free action. While marked, the creature takes a –2 penalty on saving throws against all fire effects. A creature can remove this brand with erase, regenerate, or remove curse.

*Vessel of Flame (Su):* As a free action, Feronia’s faithful may surround their bodies in an aura of fire that provides cold resistance 20 to both themselves; and adjacent allies. In addition; any time they deal damage with a natural or manufactured weapon, the worshipper may inflict an additional +2d6 of fire damage. This is a supernatural ability; that does not stack with magical properties such as flaming.

### Imot

1: *The Coming Storm (Sp)* doom 3/day, scare 2/day, or rain of frogs 1/day.

2: *Insight into Disaster (Ex)* You gain a bonus equal to your Wisdom modifier on initiative checks.

3: *Call Down the Wrath (Sp)* You can cast extended control weather once per day.

### Il'Shurrish

1: *Wanderer's Grace (Sp)* true strike 3/day, daze monster 2/day, or gaseous form 1/day

2: *Wanderer's Bane (Su)* Once per day, you can cause a creature within 30 feet of you to become paralyzed for 1d4+2 rounds. A target that succeeds at a Will save (DC = 10 + half your HD + your Charisma modifier) is instead dazed for 1 round.

3: *Formlessness (Su)* Once per day for a number of rounds equal to your Hit Dice, you and your equipment take on a fluid consistency, glowing with an inner cerulean light. You gain DR 20/slashing, and your reach increases by 10 feet. In addition, you gain the compression universal monster ability and a fly speed of 60 feet (perfect).
Aran Einior

Template:Character Information

## History

The Einior family was one of moderate wealth that has lived in Lastwall's northern settlement, Arwyll Stead, for nearly as many generations as it has existed. They have helped keep the town safe from orc raiding parties and shambling undead for ages.

But fate is not always kind, and generations of conflict have thinned the family's numbers until the very last of their line: Aran Einior.

Aran wholeheartedly believes in Lastwall's cause and knows the importance of keeping the Whispering Tyrant's prison guarded, but conflict without end can sour even the rosiest of outlooks, and so it was not long before the last scion of the Einior family became a wandering adventurer. He never once compromised his morals, but he always got the nagging feeling that he was doing something wrong, or that something wasn't quite right, which kept him moving.

Learning from a priest of Apsu that he had the soul of a golden dragon shed some light on that feeling though.

Somehow both dragon and man locked in a human shell, Aran set forth from that chance encounter with new resolve, becoming a paladin of Apsu and striving to let his draconic nature shine. He even took up the lyre to celebrate his renewed zeal for life and goodness.

Aran has wandered the length and breadth of Avistan, righting wrongs and smiting evil wherever it dares blight the light of day, but rumors reached him of a new continent, Nibiru, and somehow that name called to his soul.

He set out immediately, and once setting foot on the new land, something felt right.

## Appearance

In his wanderings, Aran has generally been considered a handsome man with light skin, dark hair, and blue eyes. A few petty individuals have said that his ears are too large, but Aran laughs off these critiques.

## Personality

Aran is best described as adventurous, joyous, and somewhat flighty. Reluctant to stay in one place, Aran prefers the life of a wanderer, smiting evil wherever he finds it and then playing his lyre to celebrate victory.

## Aspirations

Aran's ideal life is that of an explorer. Once the conflict in Mutoun is resolved, he'd rather set out to wander the rest of Nibiru than anything else.
The House of Griffins

The House of Griffins were a noble family in a small forgotten land far to the West. They were responsible for the security of the borders of this aforementioned land and commanded a sizable military force. However, like all things, they fell on hard times. Political opponents blackmailed them into almost bankruptcy, and along with this, they slowly stripped the family's political clout by using the king's advisers. After a generation of this, the family was almost in ruins. It was at that point that the family head, whose name has been erased from history, summoned and made a pact with a Glabrezu named Vraendund. The daemon gave the head unholy magical powers in exchange for weaknesses in the borders of the now forgotten land. The head readily agreed and the pact was made. Using the powers granted to him by the demon, the head ruthlessly butchered those who had caused ruin to his family without mercy and instated himself as the new ruling power. Not 5 years later, hordes of invaders streamed through the breach in the border, making sure that the survivors knew that the new ruler was responsible for the horrors brought upon the people. After repelling the invasion, the people rebelled against the family head, executing him and most of the family with only a lone survivor walking out of the massacre.
Money mechanics

last updated version 0.4.5

There are several factors that affect the earned credits within a single sortie, namely:

* Time
* Difficulty
* Deaths
* Battle points
* Blueprints

**Time**

> Time itself doesn't affect the amount of credits you get.
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> It only affects the earned credits when you beat your time record, which will double base reward as an bonus.
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**Difficulty**

> The difficulty selected of the mission deteminates your base reward.
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* Easy = 500
* Normal = 1000
* Hard = 1500
* Very Hard = 2000

> This counts for every mission and hunting grounds.
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**Deaths**

> When your M.A.S.S. is destroyed, you have a chance to sortie again in order continue the mission, up to 2 times.
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> *Warning: When your M.A.S.S. is destroyed, you lose all your base credits.*
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**Battle points**

> Battlepoints are items that get dropped by enemies when they're killed.
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> in mision 2 1 drop is worth 120 battle score (top right on screen)
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> but it scales up with progresion of misions not difficulty
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> heres the math how the reward is calculated
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* 120 score = 24
* 140 score = 28
* 160 score = 32
* 165 score = 33
* 170 score = 34
* 175 score = 35
* 180 score = 36
* and so on

**Blueprints**

> Blueprints are items that get droped by enemies when they're killed.
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> A single drop gives you 25% for that weapon/armor.
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> When you completed a certain blueprint beforehead, the excess blueprints will be converted into credits instead.
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* 25% = 22
* 50% = 44
* 75% = 66
* 100% = 88
Magical Focus

**Aura** faint evocation; **CL** 5th; **Slot** none; **Price** 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight —

### DESCRIPTION

The material or divine focus for a spell can be enchanted to enhance spells in a similar way that weapons can be enhanced. A spellcaster wielding this focus can add a material focus component to their spell (if they are arcane or psychic) or a divine focus component (if they are divine). This is in addition to other components, including any existing focus (unless the *magical focus* is eligible to be a focus component for the spell, such as with a holy symbol *magical focus*).

Only an enhancement bonus can be applied to a *magical focus*, not special weapon properties. The enhancement bonus to attack only applies if the spell being cast actually requires an attack roll. The enhancement bonus to damage only applies once to the damage of the spell (spells that target more than one creature only apply this bonus damage to one creature affected by the spell).

Holy symbols, and items that are eligible to be a wizard's bonded item can be *magical foci*.

CONSTRUCTION REQUIREMENTS

**Feats** Craft Wondrous Item; **Spells** *magic weapon*; **Special** creator’s caster level must be at least three times the focus's bonus; **Cost** 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Gloves of Diametric Energy

**Aura** moderate transmutation; **CL** 14th **Slot** gloves; **Price** 40,000 gp; **Weight** 1 lb.

**Description**: These gloves are an unassuming plain white color, similar in style to a stage magician's glove. A keen eye for the arcane would notice delicate stitching running across the palms, bearing potent elemental magic. Whenever the user casts a spell that deals energy damage, they may change the energy type to it's diametric opposite per the chart below. Only one energy type can be changed per spell, even if it deals multiple types. All other effects of the spell are unchanged (for example, an ice storm changed to fire damage still deals bludgeoning damage and bestows a penalty on Perception checks). The gloves effect spells up to 8th level, and are usable up to 4 times a day.

Diametric Elements
 Acid
 Positive

**Construction Requirements**: Craft Wondrous Item, Elemental Spell; Cost 20,000 gp
Level 20+

Before taking levels beyond level 20 you must put in a character request on the Enjin for approval.

Level 21 and higher can be used to continue your current classes or prestige class. No multiclassing can be taken in either track after this point.

Classes that give bonus feats would still get them at their normal rate. A class that gives a list of bonus feats can either take lower level feats or take a combat feat.

Class abilities keep their same progression as detailed in their abilities. Abilities that have a cap will keep that cap. For example, Monk AC still has a maximum of +5 at level 20th.

Spellcasters would gain new spell levels to use metamagic. Casters can use the higher level spells slots, 10th and up, to prepare lower level spells. Players are able to create and suggest new spells via suggestions on the Enjin.

### Character Advancement

#### Total Base Attack Bonus\* and Save Progression

\*The maximum amount of attacks you can have from having a high BAB is 4

\*You have Good Save Progression in a save if you have a +12 in the base saving throw at level 20

\*\*You have Bad Save Progression in a save if you have a +6 in the base saving throw at level 20
Rooftop Ruffian (Unchained Rogue Archetype)

## Rooftop Ruffian

### Nimble Shingles (Ex):

At 1st level, a rooftop ruffian becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light armor or no armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof.

This replaces Trapfinding

### Rooftop Runner (Ex):

A Rooftop Ruffian adds 1/2 his or her Rogue level on Acrobatics checks to jump or soften a fall. Whenever he attempts an Acrobatics check to soften an intentional fall, they reduce the falling damage taken by an additional 1d6 for every increment of 10 by which the Acrobatics check result exceeds the DC (a 2d6 reduction at DC 25, 3d6 at DC 35, and so on).
At 11th level, the Rooftop Ruffian reduces the DC of any Acrobatics checks to soften a fall by 5.

This replaces Trap Sense.

### Plunging Sneak:

When a Rooftop Ruffian can fall at least 10ft before making a melee sneak attack, their sneak die become d8’s. In all other scenario; they become 1d4’s.

This ability is identical in all other ways to sneak attack and modifies that ability.

### Craterfall Dive:

Beginning at level 8th, whenever the Rooftop Ruffian can fall at least 10 feet before making a melee sneak attack, the effects of any Debilitating Strike de-buffs are increased by +1

This ability replaces the Rogue Talent unlocked at 8th level.

### Death from Above:

At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage from above. Each time the rogue deals melee sneak attack damage, after falling at least 10 feet, she can choose one of the following four effects: the target can be Knocked Unconscious for 1d6 hours, paralyzed for 2d6 rounds, have all worn items gain the broken condition, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier, with an additional +1 for each 10 feet the Rooftop Ruffian was able to plummet. (To a maximum DC bonus of +5 from falling). Once a creature has been the target of Death from Above, regardless of whether the save is successful, that creature is immune to that rogue’s plummeting strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

This ability replaces master strike.
Motive for Dummies

**Price:** 10,000gp; **Slot:** slotless; **CL:** 12; **Weight:** --; **Aura:** strong divination

A book meant for the less keen of the social motives around them. The cover depicts a crudely drawn party with the book's title written in bold, red letters across the top. After reading this book for a minimum of 1 hour the reader gains a +5 competence bonus to Sense Motive. Once the book is read, the magic disappears from the pages and it becomes a normal book.

**Feats:** Craft Wondrous Item, bestow insight, **Cost** 5,000gp
Xichal The Defiler

## The beginning

A Child born of a demon with evil in it like no other a grief strike mother hastily wrote a note in the only language she knew that of Underdark as she left him at the a temples step begging for him to be destroyed only to then suffer a slow and painful heart attack. The priests their did not find the child crying but giggling as it mother lay their trembling the last of her life away

## His Young Life

As he grew the priest became more and more weary of him his skin remained a ghastly white and he sprouted horns, none of the other children would play with him not since he took ones eye out with a toy train no matter how much the priests ushered the other children none went near him, the same went for animals of all type. But as he stayed he learned how to speak with words that inspired fear, fear and obedience he turned many of the orphans into his loyal subjects till he was caught and punished sent away to the basement of the church, their he learned his first spell one that was meant to cause others to suffer and burn that spell was spark.

## His First Kill

He had learned what child had told on him and he lit that child on fire and watched as he screamed and cried begging for the high priest. When they found his charred body the child who now was known as Xichal to those he considered simple was gone. His road of evil didn't stop their he kept track of every life he had stolen.

## His Teen Years

by the time he became legal by most laws to be tried for murder he had learned spell casting and built up a list 4 paedophiles 3 thieves 23 cats 7 dogs 56 rats 2 children 2 parents 4 guards and one old man. He didn't take joys in his killings but he did not bat an eye either every kill just meant nothing for him he had a goal he knew it a goal to exterminate as much life as possible before his own demise. He had yet to leave a goal un-finished.

## To Nibiru!

Seeking power and more lives he went somewhere that was new on golorian. Even if it meant less bodies for a while he would make that problem soon correct it self.....he would find work as a scholar to fund his slow climb in mental and arcane power till he could exterminate an entire island underfoot, for that was his goal even if it would take his life and mind in the process.
Eldritch Focus

**Aura** faint evocation; **CL** 5th; **Slot** none; **Price** 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight --

The Eldritch Focus allows a Warlock to concentrate the power they harness and further increase its damage and accuracy. While wielding the Eldritch Focus the Warlock gains an enhancement bonus equal to the item's bonus to both attack and damage when applicable to their Eldritch Blast and Invocations.

Only an enhancement bonus can be applied to a magical focus, not special weapon properties.

Items gained by the Fetish class feature or eligible as a Wizard's bonded item can become Eldritch Foci.

**Feats** Craft Wondrous Item; **Spells** magic weapon; **Special** creator's caster level must be at least three times the focus's bonus; **Cost** 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Bracer's of Reduction

**Aura** faint transmutation; **CL** 3; **Slot** wrists; **Price** 24,000 gp; **Weight** 1 lb.

DESCRIPTION

When worn, these tight fitting leather bracers cause a Medium or Large wearer to instantly shrink one size category as *reduce person*. These bracers have no effect on Small or smaller creatures, nor Huge or larger ones (except the elegant fashion statement).

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, Reduce Person; **Cost** 12,000

All equipment worn or carried by a creature is similarly reduced by the spell. Melee weapons affected by this spell deal less damage (see Table: Small/Medium Weapon Damage). Other magical properties are not affected by this spell. Any *reduced* item that leaves a reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of reduced items are not increased by this spell.

Multiple magical effects that increase size do not stack.
File Of Natural Weapon Sharpening

**Cost**: 300gp

**Slot**: Slotless

**Effect**: By spending an hour you can apply the masterwork quality to all of your natural attacks by sharpening and maintaining your teeth, hooves, claws, horns, ect. This bonus ends after 24 hours. This effect can only work on natural weapons that have either slashing or piercing damage, and only one attack per file.

**Craft**: DC 10 craft tool
Dusk Rose Shadows

## The Dark Rose

This building is buried among the many other shops of Black heart Bay serves as a gathering place for a few bands of roaming scofflaws and pickpockets. The front appears to be a pawnshop ordinarily, which is served as a place to recover or sell illicit goods.

Notably, the primary target of these "workers" seems to be other illegals, from disrupting jobs, to stealing from merchants who make their trade off of cruelty beyond basic piracy.

 File:Jerska.jpg
The boss of the Dark rose appears to be a fetchling woman by name of Jerska, mysteriously beautiful, she seems better fit for the role of lover, or courtesan rather than criminal boss. This however is her goal, as she serves as the right hand woman of the Lady Belladonna in her illegal or questionable interests.

Jerska favors planned and scrutinized actions, over reckless luck. Her methodology of planning earning the respect and affection of her underlings as she leads them from success to Success. And even in failures, her connections often end with the other party in the worse end.

## The Phantom Rose

Without a specific building known as their home. This Guild is only known for it's supposed attachments to the mantis god. Those affiliated wear masks in the professional life and remain cloaked so as to avoid their identities becoming publicly known. Their behavior primarily serves as an investigation force. Resolving "problems" that fall outside of the law.

 File:Feyrlak.png
Leading the Phantom rose is a man by name of "Feyrlak" speaking only sparingly, he communicates to his follows in small sentences. He wears a crows mask and favors a long sword.

Despite his informal lifestyle, he uses a formal combat style, having been taught in the military on how to properly wield the blade. He however, refuses to lose in battle. His combat style varying and adapting as needed to ensure his own escape, or victory.
Aerie Rage

Your meditation beneath the floating rune-carved stones of the Aerie have unlocked their secrets of lightning.

**Prerequisites**: Cha 15; bloodrage class feature, elemental focus class feature, or Varisian Tattoo (evocation).

**Benefit**: When casting an evocation spell, or kinetic blast that deals electricity damage, you can deal +1 point of electricity damage per die.

If you do, you must succeed at a Fortitude save (DC = 15 + the spell or blast’s level) or become fatigued. You cannot use this feat while fatigued or if you cannot become fatigued.

If you are raging (such as when using bloodrage or affected by the rage spell), this damage increases to +2 points per die and you roll twice when attempting the Fortitude save and take the better result. This feat does not otherwise grant you the ability to cast spells while raging.
Opal Cylinder (Ioun Stone)

Cost: 18,000gp CL: 12th

If utilized by a character with the channel energy class feature; they heal a bonus 2 Hit Points per 1 channeling dice they possess, when channeling positive energy to heal allies Bonuses provided by this ioun stone do not stack with multiple stones of the same type.

Construction Requirements: 12th level, Channel Energy class feature Feats: Craft Wondrous Item; Cost: 9,000 gp.
Inner Ferocity

*Your deadly bestial weapons persist even while polymorphed.*

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

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

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

File:D1a45f362fe18b7de2e4fa2e747e0898.png

## Trixie LaVeau: Musician, Swamp Witch, Devil's Bride. These are only a few of the names people have given her, but she prefers Trixie.

> Class: Warlock//Ranger[Sword-Devil]
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> Alignment: TN
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> Race: Human
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> Gender: Female
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#### Past:

Trixie LaVeau was born on the southern edge of the Shackles in a bayou feeding out into the Fever Sea. Daughter of Marie LaVeau, a practitioner of esoteric magicks, she was raised in the same traditions. Trixie took well to these traditions, and practices them to this day, though she makes sure not to reveal them to others for fear of persecution. At the age of 15, she initiated the final rites of her mother's teachings, becoming a full-fledged Warlock. The next two years were spent training, just as always, then on the anniversary of her initiation, Trixie's mother vanished. With her mother gone and a mysterious feeling drawing her, she set off for the new continent.

#### The Pact:

Trixie's pact is of an infernal nature. It surrounds her in a Lawful Evil aura, which may cause misunderstandings with the devout and fervent. She has the power to blast her opponents in hellfire, and activate a Death Vow - a promise to slay her enemy no matter the cost. Her magic is incredibly limited, but it allows her to see perfectly in the dark and summon shadowy hands to assail her enemies. As the pact grows in strength, so too will her abilities and, consequently, her ties to her mysterious patron.

#### Personality:

Trixie is eager to learn. She's quick to make friends, but she begins most meetings on guard. Her isolated upbringing brings ignorance, and ignorance brings fear. She's wary of new people and unfamiliar customs. Trixie holds some prejudices, mostly about races that appear somewhat sinister, such as tieflings and orcs. She's prone to asking questions, trying to take in as much information as she can. She has many secrets, and often dodges questions about herself, or tells half-truths to avoid revealing too much about her esoteric rituals. A bit childish, she's prone to exaggeration and lacks skill in hiding her feelings.

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#### Current Goals:

Driven by visions, Trixie is searching for something important on Nibiru. She believes finding it will lead her to understand why her mother disappeared so suddenly. To that end, she wants to make friends and gain strength to brave the savage wilderness.

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Racial Emulation (Locum)

**Prerequisite:** Locum

**Benefit:** When using your shapechange ability, you take on the subtype of the humanoid you are disguised as. You still retain your shapechanger subtype, but you now also qualify as the mimicked humanoid subtype for the purposes of magical items, spells or other effects. If the subtype you are disguised has low-light vision, darkvision or the scent ability, you do as well, with darkvision to a maximum of 60', so long as you are disguised like that subtype.

**Normal:** Locums do not change their subtype, nor do they gain any special abilities.
Stoneburn Rage

By going on a psychedelic trip from the fumes of the Stoneburn Mines, you have learned their caustic power.

**Prerequisites**: Cha 15; bloodrage class feature, elemental focus class feature, or Varisian Tattoo (evocation).

**Benefit**: When casting an evocation spell, or kinetic blast that deals acid damage, you can deal +1 point of acid damage per die.

If you do, you must succeed at a Fortitude save (DC = 15 + the spell or blast’s level) or become fatigued. You cannot use this feat while fatigued or if you cannot become fatigued.

If you are raging (such as when using bloodrage or affected by the rage spell), this damage increases to +2 points per die and you roll twice when attempting the Fortitude save and take the better result. This feat does not otherwise grant you the ability to cast spells while raging.
Alternate Arcane Bloodline (Sorcerer Bloodline)

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

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

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

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

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

### **Bloodline Powers**

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

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

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

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

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

**Aura** moderate enchantment; **CL** 7th; **Slot** Head; **Price** 12,000 gp; **Weight** 1 lb.

This helm fashioned to look like a wolfs head has specialy designed ears based on real animals to funnel sound towards the wearers own ears and a pair yellow of gemstones in the eye sockets holding the magic, this item gives +10 competence bonus to perception and once per day the wearer can call upon the magic of the helm to cast ''speak with animals'' but only canines.

**Feats** Craft Wondrous Item, Speak With Animals; **Special** creator must have at least 5 ranks in perception; **Cost** 6,000 gp.
Josephina Malazay

## History

Born in the eastern Ulfen logging village of Losthome, Josephina spent much of her young life along the banks of the Thundering River, hearing stories of the fey within the Grungnir Forest from which the loggers made their living. As a girl, she began helping the hunters with dressing and butchering their catches, eventually going on hunting trips with a few of them who taught her how to use the bow.

As winter descended every year, so too did raiders from Irrisen. While most raiding parties were stopped to the east of Losthome, many still made their way to the forest. Josephina began serving as a scout and lookout for the town as it grew, her familiarity with the area serving her well in catching sight of several of the raids from the witchfolk in time to give warning.

In time, Josephina grew tired of the forest, and struck out on her own, eventually landing in Abrogail.

Since landing, she has participated in several battles. Josephina was part of the defense of Skweectun from a rat horde, as well as participating in a raid of a circus full of bewitched carnival-goers. After the carnival raid, she helped pay for the resurrection of one Jake after his untimely death to an eldritch elephant. Most recently, the ranger has struck out from Mutoun towards the north, exploring some of the wilderness.

## Appearance

Josephina Malazay is fairly tall and well built. She stands 5'9" and her red hair is typically tied in a loose ponytail. When released, it falls down to her waist. Her bright green eyes keep a sharp watch.

## Personality

The Ulfen has a personality that can best be described as solid. She much prefers time spent in the wilderness, and doesn't tend to get along too well in the cramped confines of most cities. Her time in Abrogail chafed, for want of a better word.

## Aspirations

Josephina wishes to reach the horizon, and see what lies beyond. Perhaps, one day, she will decide she's seen enough, but that day is not soon.
School Conformity (Evocation)

*Your extensive studies have allowed you to integrate even your innate powers in the context of arcane schools.*

**Prerequisites:** Int 19; Arcanist; Greater Spell Focus(evocation).

**Benefit:** The chosen supernatural ability from an arcanist exploit gains all the benefits of that a spell of the evocation school would get.

**Special:** This feat can be taken several times, as a feat or an arcanist exploit, affecting a different arcanist exploit each time.
Georgia

Template:Character Information

## History

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

 File:0b9fe25638bcc8454c57610ce7b6d5b3.jpg
She didn't start out as a highwayman. Georgia was born to a family of means and respect in Korvosa. Her father was practically worshiped by his men. Her mother a socialite envied by all of the women. Georgia herself was spoiled with gifts. However, those means weren't obtained by the most legal of ways. From childhood she was raised to take up the family mantle. She would one day be the boss of a multi million dollar empire. She just wanted to live her life before then.

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

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

## Appearance

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

## Personality

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

## Aspirations

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

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

DESCRIPTION

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

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor **Spells** *Rage*; **Cost** +1 bonus
Discipline of the Red Horn (Minotaur, Monk Archetype)

*There is only one school of monks within the Lightless Labyrinth. The focus of the discipline is on physical strength and the use of the Minotaur’s natural gore attack. Monks from this school have the following class features:*

**Weapon and Armor Proficiency:** Disciples of the Red Horn are proficient with the hand-ax only, which they treat as a monk weapon for the purpose of flurry of blows.

**Horn Proficiency:** Disciples of the Red Horn treat their gore attack as a primary natural attack. The damage caused by the monk’s gore attack is equal to the monk’s unarmed damage.

**Fearsome Bellow:** Monks of the Red Horn learn to focus their energies vocally and loudly. As a full round action, they can make a challenging war-bellow, targeting a single opponent. The opponent must succeed at a Will save where the DC is equal to 10 +1/2 the monk’s HD + the monk’s wisdom modifier or be shaken for 1d4 rounds.

If the monk has ki points, for every 1 ki point he spends (maximum 2) he may increase the DC by +5. This ability replaces the bonus feat he would otherwise receive at 1st level.

**Incredibly Tough:** Some followers of the Red Horn eschew quick reflexes for stalwart defenses. At 2nd level, these Disciples of the Red Horn can choose to gain a +4 class bonus to all Fortitude saves. This bonus increases to +8 at 9th level. This ability replaces the Evasion and Improved Evasion abilities.

Critical Gore: At 10th level, the critical range of the monk’s gore attack improves to 19-20, as if he had gained the Improved Critical feat. The critical range increases again at 14th level to 17-20. This ability replaces the bonus feats he would otherwise receive at 10th and 14th levels.

*Adapted from In the Company of Monsters by Rite Publishing*
The Colorless Lord

## **Ssila'meshnik, the Colorless Lord**

Template:Deity**Obedience:** Perform a short ritual in a public place; during which you bleach both your own hair, and a piece of written text, effectively destroying the writing in the process.

Gain a +4 bonus on saving throws versus the spells, SLA’s, and supernatural abilities of Lawful creatures, and all spells with the [law] descriptor.

**Boons** - Monitor Obedience

**1: Unchained Spirit**: The Worshipper gains a +2 insight bonus versus all Fear, Charm and Compulsion effects. This bonus increases to a +4 while the worshipper is unarmored and wearing nonrestrictive clothing.

**2: Inviolate Freedom (Ex)** Once per day as an immediate action when subjected to any circumstance or condition that impedes your movement, you can swap positions or conditions with another creature within 60 feet. An unwilling creature can resist this effect with a Will save (DC = 10 + half your HD + your Wisdom or Charisma modifier).

**3: Herald of Paradox (Su)** You can tinker with probability as a swift action. This manifests as a swirling halo of protean symbols and grants you prescience for a number of rounds equal to half your character level. This prescience allows you to roll twice and use the better result on a single d20 roll each round.
Bracer's of Enlargement

**Aura** faint transmutation; **CL** 3; **Slot** wrists; **Price** 24,000 gp; **Weight** 1 lb.

DESCRIPTION

When worn, these over sized leather bracers cause a Small or Medium wearer to instantly grow one size category as *enlarge person*. These bracers have no effect on Large or larger creatures, nor Tiny or smaller ones.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, Enlarge Person; **Cost** 12,000

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any *enlarged* item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

####
Divine Scholar

*Some clerics are adept at keeping the tomes full of prayers in right order. Others, like the Divine Scholar, have taken this fascination to another level. They devote themselves to their deities through rigorous study and mastery of the secrets that their gods trust only to few.*

*The Divine Scholar is an archetype of cleric.*

### Inspired Devotion

A Divine Scholar uses Intelligence instead of Wisdom as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on) and to determine the effects and number of uses of her domain powers.

### Sacred Writing

A Divine Scholar must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all Divine Scholars can prepare from memory).

A Divine Scholar begins play with a spellbook containing all 0-level cleric/oracle spells plus three 1st-level spells of her choice. The Divine Scholar also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new Divine Scholar level, she gains two new spells of any spell level or levels that she can cast (based on her new Divine Scholar level) for her spellbook. At any time, a Divine Scholar can also add cleric/oracle spells found in other Divine Scholar's spellbooks to her own. A wizard, magus, nor arcanist cannot copy spells from a Divine Scholar's spellbook, nor can a Divine Scholar copy spells from their spellbooks.

*This alters spellcasting.*

### Magical Teachings

A Divine Scholar has access to magical teachings from her deity, at the expense of only being well versed in less. A Divine Scholar may only select one domain, but can select the Magic domain, regardless of if it belongs to her deity. If her deity already has the Magic domain, she may select any subdomain of Magic as her domain.

*This alters domains.*

### Familiar (Ex)

A Divine Scholar acquires a familiar as the arcane bond wizard class feature, using her Divine Scholar level as her wizard level to determine any of the statistics and abilities of the familiar. If the Divine Scholar receives a familiar from another class, her levels of Divine Scholar stack with the levels from that class when determining the familiar’s statistics and abilities.

### Forbidden Texts (Sp)

At 3rd level a Divine Scholar may add a spell from the sorcerer/wizard list to her spellbook and cast it as a divine spell.  This spell must be one level lower than the highest she can cast. At 5th level and every two levels thereafter she may add an additional spell in this way.

*This ability replaces channel energy.*

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

☀https://fiendsreach.fandom.com/wiki/Rune\_Sage\_(Cleric\_Archetype)
Summon Popcorn

**Create Popcorn**

**School:** Conjuration [creation]

**Level:** cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0

**Casting Time** 1 standard action

**Components:** Verbal, Somatic

**Range:** close (25 ft. + 5 ft./2 levels)

**Effect:** up to 1 ounce bag of popcorn per caster level

**Duration:** Instantaneous

**Saving Throw:** None **Spell Resistance:** No

Conjures a bag (or bags) of popcorn. Comes with salt and/or butter, although if the caster is of an evil alignment, it can also come with caramel. Although tasty, it is not nutritionally filling and cannot be used as a substitute for actual food. Good for eating with the medic while watching your stalker enact their stupid plan.
Shielding Spell (Metamagic Feat)

Shielding Spell (Metamagic)

Your healing spells can now shield your allies at full health.

Level Increase: +2

Benefit: Any excess healing done by a Shielding Spell grants temporary HP equal to the amount of healing leftover after max health is reached. This temporary HP is lost first and lasts a number of rounds equal to the modifier of your casting stat. This temporary HP can never exceed an amount equal to the healed creatures base maximum HP.

Temporary HP from multiple sources cannot stack, and instead can only be refreshed, overlapping the two sources.