recursal/Fanatic-Fandom huggingface dataset:
Shroud of Night

One Action

UncommonCantripDarknessEvocationHexWitch

**Source** *Advanced Player's Guide pg. 239* 2.0

**Patron Theme** night

**Cast**  somatic

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

**Saving Throw** Will; **Duration** sustained up to 1 minute

Drawing your hand in a sweeping gesture, you shroud the target in a veil of night. The target's eyes are blanketed in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling. Regardless of the outcome, the target is then temporarily immune for 1 minute.

**Success** The target is unaffected.

**Failure** The target is shrouded in murky darkness. Unless the target has darkvision, other creatures are concealed to it.
Outwit Edge

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

You are talented at outwitting and evading your prey. You gain a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey, and a +1 circumstance bonus to AC against your prey’s attacks.

## Masterful Hunter Upgrade Level 17

Your mastery of skills allows you to overwhelm your prey. If you have master proficiency in Deception, Intimidation, Stealth, or the skill you use to Recall Knowledge about your prey, increase the circumstance bonus against the prey with that skill from +2 to +4. If you have master proficiency with your armor, increase the circumstance bonus to AC against the prey from +1 to +2.
Provide Care

**Source** *Kingmaker Adventure Path pg. 523*

Attempt a basic check to organize and encourage your settlements' healers, apothecaries, medics, and other caregivers to provide care and support for citizens in need.

**Critical Success** You provide unexpectedly compassionate support for the people. Reduce Unrest by 1 and reduce one Ruin of your choice by 1.

**Success** Your care soothes the worries and fears of the populace; reduce Unrest by 1.

**Failure** You don't provide any notable care for the citizens, but at least you don't make things worse.

**Critical Failure** Your attempt to provide care backfires. Increase your Unrest or a Ruin of your choice by 1.
Stonecunning

You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.

If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn’t gain the circumstance bonus, and it takes a –2 circumstance penalty.
Spirit Spells

Archetype

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

**Archetype** Ghost Hunter

**Prerequisites** Ghost Hunter Dedication

Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can Cast this Spell as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the divination, enchantment, or necromancy trait. You can cast each of these spells once per day.
Full Plate

**Source** *Core Rulebook pg. 275* 3.0

**Price** 30 gp; **AC Bonus** +6; **Dex Cap** +0; **Check Penalty** -3; **Speed Penalty** -10 ft.

**Strength** 18; **Bulk** 4; **Group** Plate; **Traits** Bulwark

Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.

## Traits

**Bulwark:**

The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a *fireball*, you add a +3 modifier instead of your Dexterity modifier.

## Armor Specialization Effects

**Source** *Core Rulebook pg. 275* 3.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

**Plate**: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Orc Necksplitter

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

**Price** 2 gp; **Damage** 1d8 S; **Bulk** 1

**Hands** 1

**Category** Advanced

**Group** Axe; **Traits** Forceful, Orc, Sweep, Uncommon

This single-bladed bearded axe has a jagged blade that’s perfect for separating bone from tendon and cartilage.

## Traits

**Forceful:**

This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

**Orc:**

A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.

**Sweep:**

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

**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.

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

Cleric

**Source** *Core Rulebook pg. 123* 3.0

As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of *harm* or *heal* that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.
Ride

General

**Source** *Core Rulebook pg. 266* 3.0

When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.

## 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.
Synchronize

Divination

**Source** *Secrets of Magic pg. 135* 1.1

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

**Cast**  somatic, verbal

**Range** touch; **Targets** up to 5 willing creatures

**Duration** 24 hours

You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you Cast the Spell, you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren't normally exact, the effects of *synchronize* are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses.

**Heightened (2nd)** The spell can target up to 20 willing creatures.
Produce Flame

**Double Action**

**Source** *Core Rulebook pg. 360* 3.0

**Traditions** arcane, primal

**Spell List** elemental

**Bloodlines** diabolic, elemental

**Mystery** flames

**Cast**  somatic, verbal

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

A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.

**Heightened (+1)** Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.
Mason's Run

Any town with a successful economy inevitably generates its own home-grown band of thieves and scoundrels, and Engleher is no exception. Mason's Run serves several purposes: it’s a public bridge over the Stryvak Fork, a tavern known for serving the best seafood in town, and a cheap place to stay for the night. Its attic serves as the guildhall for the Engleher Jartkiir, the Passing Hand—a function that’s perhaps the town’s worst-kept secret The owner of Mason's Run is a lanky Halfling named Pasker Mason. While he’s never run for mayor, his influence in town remains as strong as that of any publicly elected official thanks to his position in the Jartkiir. Pasker keeps his illicit operations from overly inconveniencing Engleher’s citizens and economy, so Captain Feldspar turns a blind eye.

## Inn/ Tavern

### Wares

beverages, meals, lodging, illicit goods, thieves’ gear

## Loyalty Boons

Pasker Mason(Male halfling smuggler 5, Indifferent, Perception DC 22, Will DC 20). Mason suggests minor crimes against visitors (pickpocketing, petty burglary, con games, and the like). This allows the heroes to Earn Income using Thievery, but on a critical failure, their actions are spotted and He cuts them off from future jobs. Further legal woes might arise for the heroes as well, at your discretion.
Ruin Robber

Many cultures have been lost to time; only leaving behind the ruins of their settlements. Sometimes their treasuries and artifacts are also left behind intact. Such valuables can be easy pickings for those with no respect for—or fear of—the dead.

**Recall Knowledge - Humanoid (Society)**: DC 15

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

## Ruin Robber Criminal 1

NE Medium Human Humanoid

**Perception** +5

**Languages** Common

**Skills** Acrobatics +5, Crafting +6, Deception +2, History Lore +6, Stealth +5, Underworld Lore +6

**Cat Fall**

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

**Infused Items** A ruin robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations.

**Items** formula book, shovel, alchemist's tools, dagger, holy water, Lantern, studded leather armor

**AC** 17; **Fort** +7, **Ref** +7, **Will** +5

**HP** 18

**Speed** 25 feet

**Melee**  shovel +6 [+1/-4], **Damage** 1d6+1 bludgeoning

**Ranged**  alchemical bomb +7 [+2/-3] (range increment 20 feet, splash), **Effect** varies by bomb
Phase Familiar

UncommonAbjurationHexWitch

**Source** *Advanced Player's Guide pg. 239* 2.0

**Cast**  somatic; **Trigger** Your familiar would take damage.

**Range** 60 feet; **Targets** your familiar

You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.

**Heightened (+1)** Increase the resistance by 2.
Jorsk Hinterclaw

The son of silver miners from Soltia in Tordal, Jorsk was a smith’s apprentice in his hometown before he left for a life of adventure. He traveled all around the region completing various jobs with crews of mostly kind-hearted adventurers, and he garnered a very positive reputation in Stios long before he settled there and began to dabble in public service.

# Smith

Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks.

**Recall Knowledge - Humanoid (Society)**: DC 18

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

# Smith Creature 3

NMediumHumanHumanoid

**Source** *Gamemastery Guide pg. 245*

Perception +5

**Languages** Common

**Skills** Athletics +8, Crafting +15, Diplomacy +5, Smithy Lore +15, Society +8

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

**Items** leather apron (functions as padded armor), artisan's tools, light hammer

**AC** 17; Fort +9, Ref +8, Will +5

**HP** 50

**Speed** 25 feet

**Melee**  light hammer +10 [+6/+2] (agile), **Damage** 1d6+3 bludgeoning plus smith's fury**Ranged**  light hammer +8 [+4/+0] (agile, thrown 20 feet), **Damage** 1d6+3 bludgeoning plus smith's fury**Smith's Fury** The smith deals an additional 1d6 damage when they hit with a weapon they created.
Skeletal Giant

The reanimated bones of giants make excellent necromantic thralls.

**Recall Knowledge - Undead (Religion)**: DC 18

**Unspecific Lore**: DC 16

**Specific Lore**: DC 13

## Skeletal Giant Creature 3

NELarge Mindless Skeleton Undead

**Source** *Bestiary pg. 299*

Perception +7; darkvision

**Skills** Athletics +12, Intimidation +9

Str +5, Dex +1, Con +3, Int -5, Wis +0, Cha +2

**Items** glaive, half plate

**AC** 17; Fort +10, Ref +8, Will +7

**HP** 50 (negative healing); **Immunities** death effects, disease, mental, paralyzed, poison, unconscious; **Resistances** cold 5, electricity 5, fire 5, piercing 5, slashing 5

**Speed** 30 feet

**Melee**  glaive +12 [+7/+2] (deadly d8, forceful, reach 15 feet), **Damage** 1d8+7 slashing**Melee**  horns +12 [+8/+4] (agile), **Damage** 1d10+5 piercing**Broad Swipe**  The giant makes two Strikes with its glaive against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.**Terrifying Charge**  The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage. If the strike hits, the giant attempts to Demoralize the target.
Reactive Shield

Fighter

**Source** *Core Rulebook pg. 145* 3.0

**Archetype** Viking\*

**Trigger** An enemy hits you with a melee Strike.

**Requirements** You are wielding a shield.

\* This archetype offers Reactive Shield at a different level than displayed here.

You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.

## Archetype Use

This feat can be used for one or more Archetypes in addition to the listed Classes. When selected this way, the feat is not considered to have its class traits.
Pertoq Hunter

The **Varki** are a human ethnic group who inhabit the extreme north of Avistan, primarily the region of the Lands of the Linnorm Kings known as Icemark. These semi-nomadic fishers, furriers, and reindeer herders are believed to be descended from Erutaki who migrated south from the Crown of the World, Varisians who migrated northward, and exiled Tian. Many are druids, hunters, rangers, and shamans to complement their strong links to nature.
Selga Bandit

The **Jadwiga** are the direct descendants of the Witch Queen Baba Yaga, who travels to Golarion once a century to install a new daughter to the throne of Irrisen. Even though Baba Yaga hails from somewhere else in the Great Beyond, the Jadwiga appear, and seem to be fully human. They are the ruling class of Irrisen, with the descendants of Elvanna, the current queen of the land, holding the highest political and social positions. This will change in 4713 AR when Baba Yaga returns to remove Elvanna and the first generation of her children from Irrisen and replaces them with a new daughter and progeny. The term Jadwiga comes from Queen Jadwiga, the first ruler of Irrisen, but is often mistranslated as "children of the witch-mother".
Shatter Defenses

Single Action

FighterPress

**Source** *Core Rulebook pg. 149* 3.0

**Requirements** A frightened creature is in your melee reach.

Your offense exploits your enemy's fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to you when you damaged it with this Strike, it can't reduce its frightened value below 1 until the start of your next turn.

## Traits

**Press:**

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.) Because a press action requires a multiple attack penalty, you can't use one when it's not your turn, even if you use the Ready activity.
Spirit Striker

Spirit Strikers are summoned to dangerous verified hauntings. The are expert stillers of restless spirits and venerated among ghost hunters.

**Recall Knowledge - Humanoid (Society)**: DC 21

**Unspecific Lore**: DC 19

**Specific Lore**: DC 16

## Spirit Striker Creature 6

N Medium Human Humanoid

**Perception** +17

**Languages** Common

**Skills** Athletics +12, Deception +13, Diplomacy +11, Intimidation +11, Stealth +15, Survival +13, Spirit Lore +13

**Clever Improviser** Untrained Improvisation - You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. You can also use a skill's trained actions.

**Str** +4, **Dex** +5, **Con** +2, **Int** +1, **Wis** +5, **Cha** +2

**Items** crossbow (10 bolts), +1 falchion, studded leather armor

**AC** 24; **Fort** +12, **Ref** +15, **Will** +15

**HP** 95

**Speed** 25 feet

**Melee**  falchion +16 [+11/+6] (forceful, sweep), **Damage** 2d8+7 slashing

**Ranged**  crossbow +17 [+12/+7] (range increment 120 feet, reload 1), **Damage** 2d8+6 piercing

**Ghost Strike** (Double Action) Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the *ghost touch* property rune for 10 minutes.

**Hunt Prey**  (concentrate) The Spirit Hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The spirit hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. This effect lasts until the spirit hunter uses Hunt Prey again.

**Precision Edge** The first time the spirit hunter hits their hunted prey in a round, they deal an additional 1d8 precision damage.

**Running Reload**  The spirit hunter Stride, Steps, or Sneaks, and then Interacts to reload.

**Spirit Spells** DC 24, attack +14; **Cantrips (2nd)** Daze, Guidance **1st** Object Reading **2nd** Blistering Invective
Suggestion

Enchantment Incapacitation Linguistic Mental

**Source** *Core Rulebook pg. 374* 3.0

**Traditions** arcane, occult

**Bloodlines** diabolic, fey

**Deities** Ardad Lili, Asmodeus, Dispater, Kols, Nyarlathotep (The Crawling Chaos), Pazuzu, The Green Mother

**Cast**  somatic, verbal

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

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

Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.

**Critical Success** The target is unaffected and knows you tried to control it.

**Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them.

**Failure** The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.

**Critical Failure** As failure, but the base duration is 1 hour.

**Heightened (8th)** You can target up to 10 creatures.
Terrain Stalker

GeneralSkill

**Source** *Core Rulebook pg. 267* 3.0

**Prerequisites** trained in Stealth

Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.

**Special** You can select this feat multiple times. Each time, choose a different type of terrain.

## Traits

**General:**

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

**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.
Pick a Lock

Double Action

Manipulate

**Source** *Core Rulebook pg. 253* 3.0

**Requirements** You have thieves’ tools.

Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found in their description). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock.

**Critical Success** You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.

**Success** You open the lock, or you achieve one success toward opening a complex lock.

**Critical Failure** You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves’ tools).
Scholarly Recollection

UncommonClericDivinationFortune

**Source** *Core Rulebook pg. 396* 3.0

**Domain** knowledge

**Cast**  verbal; **Trigger** You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in.

Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.
Seashell Of Stolen Sound

**Reaction**

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

**Traditions** arcane, occult, primal

**Cast**  focus, verbal; **Trigger** A creature within range begins to make a sound.

**Range** 30 feet

**Duration** until your next daily preparations

You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you Cast the Spell, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell.

You or another creature can then play the sound back from the seashell during the spell's duration by Interacting with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends.

As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing *seashell of stolen sound* for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special auditory or sonic effects of the sound.
Shiret Scout

The Tian-La are a semi-nomadic group who live in the northwestern Tian-Xia realm of Hongal, beyond the Wall of Heaven (known locally as the Qiang Tian). Compared with the other Tian ethnicities, they have curlier hair and paler skin, and consider the others', more sedentary, lifestyle a sign of weakness. Their bodies are also generally more muscular and stockier, and they have moon-shaped faces. Common male names among the Tian-La are Gansukh, Qorchi, and Tomorbaatar; common female names, Alerdene, Odval, and Narantuyaa. Their leaders are known to keep a breed of thylacine, called blood cougars, as pets and hunting animals.
Scale mail

**Source** *Core Rulebook pg. 275* 3.0

**Price** 4 gp; **AC Bonus** +3; **Dex Cap** +2; **Check Penalty** -2; **Speed Penalty** -5 ft.

**Strength** 14; **Bulk** 2; **Group** Composite; **Traits** —

Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.

## Armor Specialization Effects

**Source** *Core Rulebook pg. 275* 3.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

**Composite**: The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Slough Skin

Necromancy

**Source** *Gods & Magic pg. 110* 2.0

**Traditions** arcane, primal

**Deities** Diomazul, Narakaas, Vildeis

**Cast**  somatic, verbal

**Duration** 1 hour

You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body. The flat check to remove persistent damage from effects that coat your skin (such as most persistent acid damage) is reduced to 5, and you gain a +2 status bonus to your initial save against contact poison (but not to further saves, since by that point, the toxin has already entered your system). If you’re suffering from an effect other than persistent damage that depends on continuous contact with your skin, if that effect allows a saving throw, you receive a new saving throw against that effect at the end of each turn when you attempt your flat checks against persistent damage, and you also receive a +2 status bonus to those saving throws.

While affected by this spell, your continually shedding skin makes you much easier to Track. Anyone Tracking you gains a +2 circumstance bonus to do so, and you cannot Hide Your Tracks.
Shortsword

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

**Favored Weapon** Chaldira, Hathor, Jaidz, Norgorber, The Prismatic Ray

**Price** 9 sp; **Damage** 1d6 P; **Bulk** L

**Hands** 1

**Category** Martial

**Group** Sword; **Traits** Agile, Finesse, Versatile S

These blades come in a variety of shapes and styles, but they are typically 2 feet long.

## Traits

**Agile:**

The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

**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.

**Versatile S:**

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

## Critical Specialization Effects

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

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

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

FighterFlourish

**Source** *Core Rulebook pg. 144* 3.0

**Archetype** Mauler\*

\* This archetype offers Power Attack at a different level than displayed here.

You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.

## Archetype Use

This feat can be used for one or more Archetypes in addition to the listed Classes. When selected this way, the feat is not considered to have its class traits.

## Traits

**Flourish:**

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.
Retribution Axe

Enchantment Magical

**Source** *Core Rulebook pg. 602* 3.0

**Price** 60 gp

**Usage** held in 2 hands; **Bulk** 2

**Base Weapon** Greataxe

The blade of this *+1 greataxe* bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn. Because the face reshapes each time you’re damaged, you get the additional damage only if you attack the creature that damaged you most recently.
Specialty Crafting

General Skill

**Source** *Core Rulebook pg. 266* 3.0

**Prerequisites** trained in Crafting

Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

## Specialty Crafting

\* You must have the Alchemical Crafting skill feat to Craft alchemical items.

## 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.
Periscope

**Source** *Advanced Player's Guide pg. 249* 2.0

**Price** 25 gp

**Hands** 2; **Bulk** L

This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn't provide a sufficient line of effect to target creatures around corners.
Necrotic Bomb

**Necrotic Bomb Item 1+**

**Source** *Pathfinder #165: Eyes of Empty Death pg. 74*

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

**Activate**  Strike

Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls.

## Necrotic Bomb (Lesser) Item 1

**Source** *Pathfinder #165: Eyes of Empty Death pg. 74*

**Price** 3 gp

**Bulk** L

The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1.

## Necrotic Bomb (Moderate)Item 3

**Source** *Pathfinder #165: Eyes of Empty Death pg. 74*

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 negative damage and 2 negative splash damage. On a critical hit, the target is sickened 2.

## Necrotic Bomb (Greater)Item 11

**Source** *Pathfinder #165: Eyes of Empty Death pg. 74*

**Price** 250 gp

**Bulk** L

You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3.

## Necrotic Bomb (Major)Item 17

**Source** *Pathfinder #165: Eyes of Empty Death pg. 74*

**Price** 2,500 gp

**Bulk** L

You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4.
Phantom Pain

IllusionMentalNonlethal

**Source** *Core Rulebook pg. 357* 3.0

**Traditions** occult

**Deities** Diomazul, Doloras, Groetus, Shax, Stag Mother of the Forest of Stones, The Godclaw, Vildeis, Zon-Kuthon

**Lesson** lesson of vengeance

**Cast**  somatic, verbal

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

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

Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save.

**Critical Success** The target is unaffected.

**Success** The target takes full initial damage but no persistent damage, and the spell ends immediately.

**Failure** The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.

**Critical Failure** As failure, but the target is sickened 2.

**Heightened (+1)** The damage increases by 2d4 and the persistent damage by 1d4.
Skeptic's Elixir

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 78*

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

**Activate**  Interact

This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves.

## Skeptic's Elixir (Lesser)Item 1

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 78*

**Price** 4 gp

**Bulk** L

The bonus is +1, and the duration is 1 minute.

## Skeptic's Elixir (Moderate)Item 6

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 78*

**Price** 50 gp

**Bulk** L

The bonus is +2, and the duration is 10 minutes.

## Skeptic's Elixir (Greater)Item 11

**Source** *Pathfinder #163: Ruins of Gauntlight pg. 78*

**Price** 300 gp

**Bulk** L

The bonus is +3, and the duration is 1 hour.
Frightened

**Source** *Core Rulebook pg. 620* 3.0

You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.
Rapid Adaptation

Transmutation

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

**Traditions** arcane, primal

**Cast**  somatic, verbal

**Range** touch; **Targets** your companion or eidolon

**Duration** 1 hour

You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations based on the surrounding environment.

* **Aquatic** The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed.
* **Arctic** The target isn't affected by severe or extreme cold, and when it rolls a success on an Acrobatics check to Balance on ice and snow, it gets a critical success instead.
* **Desert** The target isn't affected by severe or extreme heat, and when it rolls a success on an Acrobatics check to Balance on sand, it gets a critical success instead.
* **Forest** The target gains scent as an imprecise sense with a range of 30 feet.
* **Mountain** The target isn't flat-footed when Climbing, and when it rolls a success on an Acrobatics check to Balance on rubble, it gets a critical success instead.
* **Plains** The target gains a +10-foot status bonus to its land Speed.
* **Underground** The target gains darkvision.
Starknife

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

**Favored Weapon** Black Butterfly, Chohar, Cosmic Caravan, Desna, Ma'at, The Endless Road, The Path of the Heavens

**Price** 2 gp; **Damage** 1d4 P; **Bulk** L

**Hands** 1

**Category** Martial

**Group** Knife; **Traits** Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S

From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances.

## Traits

**Agile:**

The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

**Deadly d6:**

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a *greater striking rune* and three dice if the weapon has a *major striking rune*. For instance, a rapier with a *greater striking rune* deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

**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.

**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.

**Versatile S:**

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

## Critical Specialization Effects

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

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

**Knife**: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Pasker Mason

The lanky and shrewd Pasker owns Mason's Run Warehouse, making him one of the town’s most prominent business owners. The fact that he’s also the head of the Passing Hand , Engleher’s thieves’ guild, only increases his influence. He’s loyal to his town and rarely permits thieves to target locals, although outsiders are fair targets for con games or robberies. Heroes unafraid to step outside the law eventually come to Pasker’s attention, and hemight arrange illicit smuggling jobs or daring raids on visiting caravans. Rogues from Engleher might know Mason or might even currently be in his employ!
Shadow Mark

GeneralSkill

**Source** *Advanced Player's Guide pg. 209* 2.0

**Prerequisites** expert in Stealth

You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.

## 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.
Resist Energy

Abjuration

**Source** *Core Rulebook pg. 364* 3.0

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

**Spell List** elemental

**Bloodlines** draconic, elemental, wyrmblessed

**Cast**  somatic, verbal

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

**Duration** 10 minutes

A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

**Heightened (4th)** The resistance increases to 10, and you can target up to two creatures.

**Heightened (7th)** The resistance increases to 15, and you can target up to five creatures.
Puzzle Box

**Source** *Grand Bazaar pg. 59*

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

A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate.

## Puzzle Box (Hollow)Item 0

**Source** *Grand Bazaar pg. 59*

**Bulk** L

A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that solves the puzzle box can access the item within. A hollow puzzle box can hold an item of negligible Bulk no larger than 1 inch in diameter. Any puzzle box can be made into a hollow puzzle box. Doing so doubles the puzzle box's price.

## Puzzle Box (Simple)Item 0

**Source** *Grand Bazaar pg. 59*

**Price** 2 sp

**Bulk** L

The DC to solve this puzzle box is 15.

## Puzzle Box (Complex)Item 1

**Source** *Grand Bazaar pg. 59*

**Price** 2 gp

**Bulk** L

The DC to solve this puzzle box is 20.

## Puzzle Box (Challenging)Item 3

**Source** *Grand Bazaar pg. 59*

**Price** 10 gp

**Bulk** L

The DC to solve this puzzle box is 25.
Staff

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

**Favored Weapon**

**Price** 0; **Damage** 1d4 B; **Bulk** 1

**Hands** 1

**Category** Simple

**Group** Club; **Traits** Two Hand 1d8

This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood.

## Traits

**Two Hand:**

This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice, such as those from striking runes.

## 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.

**Club**: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.