recursal/Fanatic-Fandom huggingface dataset:
Domain Initiate

Cleric

**Source** *Core Rulebook pg. 121* 3.0

**Archetype** Soul Warden\*

\* This archetype offers Domain Initiate at a different level than displayed here.

Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells can be found here.

Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

**Special** You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.

## 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.

## Domain Initiate Leads To...

Advanced Domain, Expanded Domain Initiate, Shield of Faith
Elemental betrayal

Uncommon Evocation Hex Witch

**Source** *Advanced Player's Guide pg. 238* 2.0

**Lesson** lesson of the elements

**Cast**  verbal

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

**Duration** sustained up to 1 minute

You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait.

**Heightened (+2)** Increase the additional damage by 1.
Acid Splash

Acid Attack Cantrip Evocation

**Source** *Core Rulebook pg. 316* 3.0

**Traditions** arcane, primal

**Bloodline** demonic

**Cast**  somatic, verbal

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

You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.

**Heightened (3rd)** The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.

**Heightened (5th)** The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.

**Heightened (7th)** The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3.

**Heightened (9th)** The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.
Assurance

FortuneGeneralSkill

**Source** *Core Rulebook pg. 258* 3.0

**Prerequisites** trained in at least one skill

Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

**Special** You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

## Traits

**Fortune:**

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

**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.
Joker

The **Joker** was a psychotic villain responsible for terrorizing Gotham City and the arch nemesis of Batman, who locked the Joker away at Arkham Asylum, where he took on the role of adoptive father and mentor of Duela Doe.

## Biography

### Early life

Nothing is known of the Joker's past, not even his real name, only that at some point, he made the leap to infamy, establishing himself as Gotham's most fearsome criminal. Batman captured him and sent him to Arkham Asylum, where he met Jane Doe.

According to Duela, Joker left her and her mother when she was an infant for Harley Quinn. But that was all a lie. The truth is that Duela is the daughter of Harvey Dent, conceived during a romantic affair between Duela's mother Jane and Harvey's alternate personality. When Harvey regained control, he believed that Jane was a delusional psychopath who was obsessed with him, so he sent her to Arkham Asylum. In Arkham, Jane discovered that she was pregnant with Harvey's child. Wanting to protect her daughter from her world, she asked Gotham's most notorious criminal, the Joker, to pose as Duela's father, a responsibility which he accepted.

### Raising Duela

Despite leaving her mother for Harley, the Joker would continue taking care of Duela, giving her a playing card for her eighth birthday, a book of Gotham's most infamous murderers, training her in combat and indoctrinating her with his criminal philosophies, including his disdain for high society. But once he saw that Duela could fend for herself, he stopped paying as much attention to her.

### Death

According to his daughter, in one of their battles, Batman killed the Joker, but the details remain unclear.

## Appearances

### Season 1

* Pilot (mentioned)
* Scene of the Crime (mentioned)
* Under Pressure (mentioned)
* Bad to Be Good (mentioned)

## Behind the scenes

* The Joker was created by Jerry Robinson, Bill Finger and Bob Kane, and made his DC Comics debut in *Batman #1* as the now infamous supervillain. In the comics, the Joker has some children, but it isn't clear if Duela is one of them. In many versions, Joker only meets Duela on Arkham and adopts her. In other versions, she is his daughter with an unidentified woman.

## References

1. ↑ Season 1, Episode 1: ***Pilot***
3. ↑ Season 1, Episode 4: ***Of Butchers and Betrayals***
4. ↑ Season 1, Episode 3: ***Under Pressure***
5. ↑ Season 1, Episode 1: ***Pilot***
Communal Healing

Cleric Healing Positive

**Source** *Core Rulebook pg. 122* 3.0

You’re a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the *heal* spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the *heal* spell.

## Traits

**Healing:**

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

**Positive:**

Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. Planes with this trait are awash with life energy of such intensity that it can harm living creatures. Creatures with this trait are natives of the Positive Energy Plane. They can survive the basic environmental effects of the Positive Energy Plane.
Breadcrumbs

Abjuration

**Source** *Secrets of Magic pg. 92* 1.1

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

**Spell List** elemental

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

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

**Duration** 1 hour

You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path—it merely indicates where the target has moved during the spell's duration.

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

**Heightened (3rd)** The duration increases to last until your next daily preparations.
Bobbin

Bobbin's skin ripples into different colors as his volatile emotions shift, marking his connection to Primal Chaos.

**Played by Aaron**

**XP:** 180

**Perception** +4; darkvision

**Languages** Goblin Speak, Common, Orcish, Gnollic

**Skills** Arcana +9, Crafting +9, Deception +7, Fireworks Lore +7, Medicine +4, Occultism +7, Stealth +6, Thievery +6, Underworld Lore +7

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

**Items** Adventurer's Pack, Alchemist's Tools, Dagger, Formula Book, Jiim's Scimitar, Peridot; **Infused Reagents** 5/5; **Coin** 8 sp, 12 gp **Bulk:** 4 (3 L) / 7 Encumbered/ 12 MAX

**AC** 16; Fort +8, Ref +8, Will +4

**HP** 32/32

**Speed** 25 feet

**Melee**  Doug +7 [1/-4] (Sweep), **Damage** 1d6+2 Bludgeoning; Dagger +7 [+3/-1] (Agile, Finesse, Thrown 10 ft, Versatile), **Damage** 1d4+2 Piercing

**Ranged**  Alchemical Bombs +6 [1/-4] **Damage** As Per Bomb

**Formula Book:** Lesser, Alchemist's Fire; Lesser, Blight Bomb; Lesser, Bottled Lightning; Lesser, Dread Ampoule; Minor, Elixir of Life; Lesser, Antidote; Moderate Ghost Charge, Pressure Bomb, Everburning Torch; Infiltrator's Elixir; +1 Magic Weapon; Runestone; Silversheen; +1 Weapon Potency Rune

**Advanced Alchemy**  Craft Alchemical Items with Infused Reagents

**Alchemical Crafting** Craft Alchemical Items during Downtime

**Alchemy** produce 5 parts of Infused Reagents per day

**Assured Identification** When concealing an Item on yourself or your vehicle if you roll less than 10 on your die use 10 instead

**Experienced Smuggle**r When concealing an Item on yourself or your vehicle if you roll less than 10 on your die use 10 instead

**Magical Crafting** Craft magical Items during downtime

**Quick Alchemy** Craft temporary alchemical Items

**Far Lobber** Your bombs have a range of 30 ft.

**Firework Technician Dedication** use Infused reagents to create firework displays.  **Comet** 60 ft line to call out an approaching threat.  **Flower** 20 ft area, fortitude save against Dazzled.  **Salute** 60 ft area to end confused or fascinated conditions.
Blindness

Incapacitation Necromancy

**Source** *Core Rulebook pg. 321* 4.0

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

**Bloodline** hag

**Cast**  somatic, verbal

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

**Saving Throw** Fortitude

You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute.

**Critical Success** The target is unaffected.

**Success** The target is blinded until its next turn begins.

**Failure** The target is blinded for 1 minute.

**Critical Failure** The target is blinded permanently.
Clever Improviser

Human

**Source** *Core Rulebook pg. 57* 3.0

You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

## Traits

**Human:**

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Bottomless Purse

Rare Contract Invested Magical

**Source** *Dark Archive pg. 164*

With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their normal sell value during downtime, even if you aren't anywhere near a settlement. You just put them into the purse, and within a day, the proper sale price appears in coins and gems. Once per day, from any distance, the entity that holds your bargained contract automatically sells a common consumable item in your possession, giving you back only half the normal amount for a sold item.

**Activate**  envision, command; **Frequency** once per day; **Effect** You deposit up to 30 gp of gems and coins in a separate pouch of the *bottomless purse* while thinking of a common consumable item costing that amount of money. You then upend the pouch. The item you envisioned comes tumbling out into your hand.
Deja Vu

Enchantment Incapacitation Mental

**Source** *Advanced Player's Guide pg. 218* 2.0

**Traditions** arcane, occult

**Deity** Bergelmir

**Cast**  somatic, verbal

**Range** 100 feet; **Targets** 1 creature

**Saving Throw** Will; **Duration** 2 rounds

You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn.

If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes stupefied 1 until the end of its turn.
Bolts

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

**Price** 1 sp (price for 10); **Bulk** L

**Category** Ammunition

**Group** Bow; **Traits** —

Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.

## 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.

**Bow**: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Charm

Emotion Enchantment Incapacitation Mental

**Source** *Core Rulebook pg. 322* 3.0

**Traditions** arcane, occult, primal

**Bloodlines** diabolic, fey, nymph

**Deities** Ardad Lili, Asmodeus, Belial, Calistria, Conqueror Worm, Hathor, Nalinivati, Ravithra, Sturovenen, The Green Mother, Zura

**Cast**  somatic, verbal

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

**Saving Throw** Will; **Duration** 1 hour

To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

**Critical Success** The target is unaffected and aware you tried to charm it.

**Success** The target is unaffected but thinks your spell was something harmless instead of *charm*, unless it identifies the spell (see Identifying Spells).

**Failure** The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.

**Critical Failure** The target's attitude becomes helpful toward you, and it can't use hostile actions against you.

**Heightened (4th)** The duration lasts until the next time you make your daily preparations.

**Heightened (8th)** The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
Enthrall

AuditoryEmotionEnchantment

**Source** *Core Rulebook pg. 336* 3.0

**Traditions** arcane, occult

**Bloodlines** diabolic, fey, genie

**Deities** Ardad Lili, Belial, Bes, Calistria, Eritrice, Likha, Milani, Nyarlathotep (The Crawling Chaos), Shelyn, Tlehar

**Cast**  somatic, verbal

**Range** 120 feet; **Targets** all creatures in range

**Saving Throw** Will; **Duration** sustainedYour words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.

Each creature that comes within range has to attempt a save when you Sustain the Spell. If you're speaking, *enthrall* gains the linguistic trait.

**Critical Success** The target is unaffected and notices that you tried to use magic.

**Success** The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled).

**Failure** The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately.

**Critical Failure** As failure, but the target can't attempt a save to end the fascination if it disagrees with you.
Assured Identification

GeneralSkill

**Source** *Advanced Player's Guide pg. 203* 2.0

**Prerequisites** expert in Arcana, Nature, Occultism, or Religion

You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead.

## Traits

**General:**

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

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new 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.
Auran Breeze

A vaguely humanoid-shaped swirling mass of twisting mist.

**Elemental 5**

**Perception** +12; Darkvision

**Languages** Auran

**Skills** Acrobatics +12, Stealth +12, Survival +12, Aurelia Lore +12

Str +3, Dex +4, Con +4, Int +4, Wis +4, Cha +4

**Terrain Stalker** Auran Breezes are difficult to detect in adverse weather and can approach to within 15 ft without being noticed, so long as they have been undetected.

**Shadow Mark** PCs Must Succeed at a DC 29 Perception Check to Detect an Auran Breeze that is tracking them

AC 21; Fort +9, Ref +12, Will +15

**HP** 75; **Immunities** bleed, paralyzed, poison, sleep

**Counterspell** (reaction) You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.

**Disperse** (reaction)  Trigger The breeze takes damage from a hostile action. Effect The elemental disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the Auran Breeze reforms in any space in which it can fit within 25 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn’t run out while it was dispersed.

**Speed** Fly 50 ft

**Melee** (single action) gust +15 +10/+5, **Damage** 2d8+7 bludgeoning

**Primal Spells, DC** +19, **attack** +11 ; **3rd** Lightning Bolt, Unseasonable Squall, Wall of Wind; **2nd** Elemental Zone, Humanoid Form, Obscuring Mist, Resist Energy; **1st** Air Burst, Buffeting Winds, Gust of Wind, Chilling Spray; **cantrips (3rd)** Detect Magic, Electric Arc, Gale Blast, Know Direction, Ray of Frost

**Focus Spells** 1 Focus Point, **DC** +19 , attack +11; **1st** Elemental Toss;

**Elemental Blood** (Air, Primal)  The Breeze's spells cause a buffeting wind to swell around their target. Either the Auran Breeze gains a +1 status bonus to Intimidation checks for 1 round, or the target takes 1 bludgeoning damage per spell level.
Blunderbuss

**Source** *Guns & Gears pg. 152.*

**Price** 8 gp; **Damage** 1d8 P; **Bulk** 2

**Hands** 2; **Range** 40 ft.; **Reload** 1

**Category** Martial

**Ammunition** Firearm Ammunition (10 rounds)

**Group** Firearm; **Traits** Concussive, Scatter 10 ft., Uncommon

This weapon fires pellets from a trumpet-shaped barrel, making it an excellent choice for hunting brush fowl or dealing damage within a short, broad area. Adventuring gunslingers often carry a blunderbuss to deal with swarms of vermin and similar threats.

## Traits

**Concussive:**

These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

**Scatter 10 ft.:**

This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of splash damage per weapon damage die.

**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.

**Firearm**: The target must succeed at a Fortitude save against your class DC or be stunned 1.
Champion's Sacrifice

Uncommon Abjuration Champion

**Source** *Core Rulebook pg. 387* 3.0

**Cast**  somatic; **Trigger** An ally is hit by a Strike, or an ally fails a saving throw against an effect that doesn't affect you.

**Range** 30 feet; **Targets** 1 ally

You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a *fireball*, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect.
Command an Animal

Single Action

AuditoryConcentrate

**Source** *Core Rulebook pg. 249* 3.0

You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.

You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.

Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.

**Success** The animal does as you command on its next turn.

**Failure** The animal is hesitant or resistant, and it does nothing.

**Critical Failure** The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
Approximate

CantripDetectionDivination

**Source** *Secrets of Magic pg. 90* 1.1

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

**Cast**  somatic, verbal

**Range** 10 feet; **Area** 1 cubic foot

Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn't determine there were exactly 180 coins.

The type of object you name can be as specific or general as you like—“dented copper coins” is as viable as “coins”—but the distinguishing features must be obvious at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, not copper coins.
Boots of Elvenkind

Invested Magical Transmutation

**Source** *Core Rulebook pg. 606* 3.0

**Usage** worn shoes

These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks.

**Activate**  envision; **Frequency** once per hour; **Effect** Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a *cloak of elvenkind*, you also gain a +5-foot status bonus to your land Speed until the end of your turn.

## Boots of Elvenkind Item 5

**Source** *Core Rulebook pg. 606* 3.0

**Price** 145 gp

**Bulk** L

## Boots of Elvenkind (Greater)Item 11

**Source** *Core Rulebook pg. 606* 3.0

**Price** 1,250 gp

**Bulk** L

The boots grant a +2 bonus. If you’re also wearing a *cloak of elvenkind*, *greater boots of elvenkind* constantly grant the effects of *pass without trace* (DC 30) in forest environments.
Elven Weapon Expertise

Elf

**Source** *Core Rulebook pg. 41* 3.0

**Prerequisites** Elven Weapon Familiarity

Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and all elf weapons in which you are trained.

## Traits

**Elf:**

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Chilling Spray

ColdEvocation

**Source** *Advanced Player's Guide pg. 217* 2.0, *Gods & Magic pg. 107* 2.0

**Traditions** arcane, primal

**Deity** Kostchtchie

**Patron Theme** baba yaga

**Cast**  somatic, verbal

**Area** 15-foot cone

**Saving Throw** Reflex

A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save.

**Critical Success** The creature is unaffected.

**Success** The creature takes half damage.

**Failure** The creature takes full damage and takes a –5-foot status penalty to its Speeds for 2 rounds.

**Critical Failure** The creature takes double damage and takes a –10-foot status penalty to its Speeds for 2 rounds.

**Heightened (+1)** The damage increases by 2d4.
Create Forgeries

Downtime Secret

**Source** *Core Rulebook pg. 251* 3.0

You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.

If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person’s handwriting, you need a sample of that person’s handwriting.

If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer’s Perception DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many creatures passively observe that document.

An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery).

**Success** The observer does not detect the forgery.

**Failure** The observer knows your document is a forgery.
Animated Assault

Evocation

**Source** *Advanced Player's Guide pg. 214* 2.0

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Range** 120 feet; **Area** 10-foot burst

**Saving Throw** basic Reflex; **Duration** sustained up to 1 minute

You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals 2d10 bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, the first time each round you Sustain this Spell, it deals 1d10 bludgeoning damage (basic Reflex save) to each creature in the area.

**Heightened (+2)** The initial damage increases by 2d10 and the subsequent damage increases by 1d10.
Craft

Downtime Manipulate

**Source** *Core Rulebook pg. 244* 3.0

You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.

To Craft an item, you must meet the following requirements:

* The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary.
* You have the formula for the item; see Getting Formulas for more information.
* You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield, or an alchemist's lab to produce alchemical items.
* You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.

You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.

If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar.

**Critical Success** Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.

**Success** Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.

**Failure** You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.

**Critical Failure** You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
Decipher Writing

Concentrate Exploration Secret

**Source** *Core Rulebook pg. 234* 3.0

You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.

The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.

**Critical Success** You understand the true meaning of the text.

**Success** You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.

**Failure** You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.

**Critical Failure** You believe you understand the text on that page, but you have in fact misconstrued its message.

### Sample Decipher Writing Tasks

**Trained** entry-level philosophy treatise

**Expert** complex code, such as a cipher

**Master** spymaster’s code or advanced research notes

**Legendary** esoteric planar text written in metaphor by an ancient celestial
Admonishing Ray

AttackNecromancyNonlethal

**Source** *Pathfinder #158: Sixty Feet Under pg. 76*

**Traditions** arcane, divine

**Cast**  somatic, verbal

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

A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals 2d6 bludgeoning damage.

**Critical Success** The target takes double damage.

**Success** The target takes full damage.

**Heightened (+1)** The damage increases by 2d6.
Armor Proficiency

General

**Source** *Core Rulebook pg. 258* 3.0

You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor.

**Special** You can select this feat more than once. Each time, you become trained in the next type of armor above.

## 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.
Drow Fighter

Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies.

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

**Unspecific Lore**: DC 13

**Specific Lore**: DC 10

## Drow Fighter Creature 1

CEMediumDrowElfHumanoid

**Source** *Bestiary pg. 136*

Perception +6; darkvision

**Languages** Elven, Undercommon

**Skills** Acrobatics +7, Athletics +5, Intimidation +3, Stealth +7

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

**Light Blindness**

**Items** hand crossbow (10 bolts), leather armor, lethargy poison (2 doses), rapier

**AC** 18; Fort +7, Ref +9, Will +4; +1 status to all saves vs. magic, +2 status to all saves vs. mental

**HP** 18; **Immunities** sleep

**Attack of Opportunity**

**Speed** 30 feet

**Melee**  rapier +9 [+4/-1] (deadly 1d8, disarm, finesse), **Damage** 1d6+2 piercing**Melee**  main-gauche +9 [+5/+1] (agile, disarm, finesse, parry, versatile S), **Damage** 1d4+2 piercing**Ranged**  hand crossbow +9 [+4/-1] (range increment 60 feet, reload 1), **Damage** 1d6+1 piercing plus *lethargy poison***Divine Innate Spells** DC 14; **2nd** *darkness* (at will), *faerie fire* (at will); **Cantrips** **(2nd)** *dancing lights*

**Quick Draw**  The drow fighter draws a weapon using the Interact action, then Strikes with that weapon.**Skewer**  The drow fighter Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 persistent bleed damage.
Burgher's Commission

### History

Stios' Council hires adventurers for three main purposes. First, it provides the townspeople with an official way to obtain help when they’ve exhausted all other options. Second, it allows the salaried town guard to focus on mundane crimes and threats to the town. And third, it provides experience to local adventurers and allows the council to vet out-of-town mercenaries, so that if the need arises again, the town will have heroes ready to come to its aid, just as Lord Lamond Stios did years ago.

### Execution

Stios takes pride in its legacy as a haven for both burgeoning and established adventurers. And so, in the organized tradition of most of the town’s functions, its town council holds a monthly Burgher's Commission. At these meetings,
Cognitive Mutagen

AlchemicalConsumableElixirMutagenPolymorph

**Source** *Core Rulebook pg. 547* 3.0

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

**Activate**  Interact

Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.

**Benefit** You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead.

**Drawback** You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.

## Cognitive Mutagen (Lesser)Item 1

**Source** *Core Rulebook pg. 547* 3.0

**Price** 4 gp

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

## Cognitive Mutagen (Moderate)Item 3

**Source** *Core Rulebook pg. 547* 3.0

**Price** 12 gp

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

## Cognitive Mutagen (Greater)Item 11

**Source** *Core Rulebook pg. 547* 3.0

**Price** 300 gp

The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation.

## Cognitive Mutagen (Major)Item 17

**Source** *Core Rulebook pg. 547* 3.0

**Price** 3,000 gp

The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.
Acid Flask

Acid Alchemical Bomb Consumable Splash

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

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

**Activate**  Strike

This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.

## Acid Flask (Lesser)Item 1

**Source** *Core Rulebook pg. 544* 3.0

**Price** 3 gp

**Bulk** L

It deals 1d6 persistent acid damage and 1 acid splash damage.

## Acid Flask (Moderate)Item 3

**Source** *Core Rulebook pg. 544* 3.0

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage.

## Acid Flask (Greater)Item 11

**Source** *Core Rulebook pg. 544* 3.0

**Price** 250 gp

**Bulk** L

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage.

## Acid Flask (Major)Item 17

**Source** *Core Rulebook pg. 544* 3.0

**Price** 2,500 gp

**Bulk** L

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.
Adept

Adepts have unlocked only the most minor occult mysteries of the universe. A few are chosen by accomplished practitioners for further training. Others volunteer to join a cabal by passing an initiation ritual.

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

**Unspecific Lore**: DC 11

**Specific Lore**: DC 8

## Adept Mystic -1

N Medium Human Humanoid

**Source** *Gamemastery Guide pg. 228*

**Perception** +4

**Languages** Common

**Skills** Arcana +5, Diplomacy +3, Occultism +7, Scribing Lore +5, Society +5

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

**Focused Thinker**(concentrate) The adept focuses inward to muster knowledge and wisdom. While in this state of concentration, they gain a +2 status bonus to checks to Recall Knowledge, but take a -2 penalty to Perception. They can end their focused state with a single action, which has the concentrate trait.

**Items** journal, robes, scroll case, writing set

**AC** 14; **Fort** +2, **Ref** +4, **Will** +6

**HP** 8

**Speed** 25 feet

**Melee**  fist +6 [+2/-2] (agile, nonlethal), **Damage** 1d4 bludgeoning

**Ranged**  journal +6 [+1/-4] (nonlethal, thrown 10 feet), **Damage** 1d6 bludgeoning

**Occult Spells Known** DC 14; **Cantrips** **(1st)** *daze*, *detect magic*, *mage hand*
Brain Geyser

**Cast** somatic, verbal

**Range** Touch

**Saving Throw** basic Reflex

The Caster focuses their magical energy into the mind of a creature afflicted by a mentally dibilitating condition or magical effect. the caster makes a magic attack against the DC of the effect's source.

**Critical Success** The creature overcomes any sustained mental magical effect and all mentally dibilitating conditions.

**Success** The creature overcomes any sustained mental magical effect and all mentally dibilitating conditions are reduced by two.

**Failure** The creature reduces one mentally dibilitating condition by one.

**Critical Failure** The Caster wipes thier own brain and is Stupefied 2.

**Heightened (4th)** The range of this spell expands to a 30 ft Burst.

— Hopelessly Devoted
Biting Words

AttackAuditoryEvocationLinguisticSonic

**Source** *Secrets of Magic pg. 90* 1.1

**Traditions** occult

**Cast**  somatic, verbal

**Duration** 1 minute

You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends.

When you attack with *biting words*, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).

**Heightened (+1)** The damage increases by 2d6.
Color Spray

IllusionIncapacitationVisual

**Source** *Core Rulebook pg. 324* 3.0

**Traditions** arcane, occult

**Deities** Pulura, Shelyn

**Cast**  somatic, verbal

**Area** 15-foot cone

**Saving Throw** Will; **Duration** 1 or more rounds (see below)

Swirling colors affect viewers based on their Will saves.

**Critical Success** The creature is unaffected.

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

**Failure** The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.

**Critical Failure** The creature is stunned for 1 round and blinded for 1 minute.
Ancestral Memories

Uncommon Divination Sorcerer

**Source** *Core Rulebook pg. 402* 3.0

**Bloodline** imperial

**Cast**  verbal

**Duration** 1 minute

The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.

**Heightened (6th)** You temporarily become an expert in the skill you choose.
Dazzling Flash

UncommonClericEvocationLightVisual

**Source** *Core Rulebook pg. 391* 3.0

**Domain** sun

**Cast**  material, verbal

**Area** 15-foot cone

**Saving Throw** Fortitude

You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save.

**Critical Success** The creature is unaffected.

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

**Failure** The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.

**Critical Failure** The creature is blinded for 1 round and dazzled for 1 hour.

**Heightened (3rd)** The area increases to a 30-foot cone.