recursal/Fanatic-Fandom huggingface dataset:
Freddie Hart

**Freddie Hart** was een Navy SEAL die samen met luitenant-commandant Steve McGarrett diende. De twee hadden eerder samen getraind onder leiding van Joe White tijdens BUD/S.

Hart was ook aanwezig met Steve toen ze Anton Hesse gingen vangen voorafgaand aan de Pilot aflevering, waarbij Anton in die tijd onder de bescherming van milities stond die voor Han Ji-Woon werkten, maar de missie eindigde in een tragedie toen Hart dodelijke verwondingen opliep en later stierf terwijl Steve en het team gedwongen zijn de overblijfselen van Hart achter te laten.

Bijna 2 of 3 jaar later, in 2013, arriveerden Steve en Catherine Rollins in de Koreaanse gedemilitariseerde zone om de overblijfselen van Hart terug te brengen voor de begrafenis, maar ontdekten dat het lichaam niet Hart was omdat Hart een tatoeage had van de naam van zijn vrouw, terwijl het lichaam dat Steve en Catherine vond dat niet had.

De twee trokken uiteindelijk over de grens naar Noord-Korea om de overblijfselen van Hart te halen en Steve nam later een militieman gevangen die Steve en Catherine naar de overblijfselen van Hart leidde.

Eenmaal daar was Steve geschokt om te horen dat de overblijfselen van Hart zijn onteerd en zwoer wraak tegen Han Ji-Woon die later Steve en Catherine gevangen heeft genomen, maar de twee konden zichzelf bevrijden en ontsnappen terwijl hij Han Ji-Woon doodde uit wraak,

Steve en Catherine ontsnapten later, keerden terug naar Hawaï terwijl ze de resten meenamen. Hart werd later gelegd om te rusten bij een begrafenis die Steve, Catherine en Joe White samen met verschillende Marine en SEAL-personeel ook bijgewoond werden door Steve's H5O-collega's Danny Williams, Chin Ho Kelly en Kono Kalakaua, zij het op een kleine afstand als gevolg van het feit dat de begrafenis op militaire gebaseerd was.

## Notities

* In een verwijderde scène in Pale'la woont Steve McGarrett een anonieme vergadering bij voor militair personeel met PTSS. Daar vertelt hij hoe de dood van zijn beste vriend Freddie hem heeft beïnvloed.
Natalie Reed

**Natalie Reed** maakte deel uit van de Servische bende van Drago Zanovic. Ze poseerde als de vriendin van Roland Lowry als een manier voor de bende om bij Lowry's "Skeleton Key" te komen, een object dat in staat was om alles wat mogelijk was te hacken.

Nadat Lowry was ontvoerd, werd Kono Kalakaua gestuurd om de zoon van Lowry te beschermen, Evan Lowry met Kono die later een briefje ontdekte en zich realiseerde dat Natalie hierbij betrokken was.

Dit leidde tot de twee die een bruut gevecht aangingen met Natalie die probeerde Kono Kalakaua te doden en het gevecht werd geliquideerd in het zwembad van Lowry met Drago Zanovic zelf, waardoor hij later het gevecht verbrak door Evan te gijzelen, waardoor Kono gedwongen werd zich over te geven en een gijzelaar te worden.

De groep ging naar Dillingham Airfield waar een grote deal werd gemaakt in ruil voor een onbekende groep die de Skeleton Key kreeg.

Gelukkig, net toen Natalie Kono wilde vermoorden, arriveerden de collega's van Kono, Steve McGarrett, Danny Williams en Chin Ho Kelly op het toneel en veroorzaakten een massaal vuurgevecht.

In het proces van hun gevecht schoot Natalie een grote propaantank in brand, waarbij Steve zich realiseerde dat de hangar op het punt stond op te blazen alvorens iedereen te evacueren, wat ze deden met het gebouw dat seconden later ontplofte met Natalie die stierf in de explosie.

## Notities

* Overleed in een explosie van de hangar
* Probeerde Kono Kalakaua te vermoorden.
Navy Reserves

De **United States Navy Reserve (USNR)** is de reservecomponent (RC) van de marine van de Verenigde Staten. Leden van de Navy Reserves, reservisten genoemd, zijn ingeschreven in de Selected Reserve (SELRES), de Individual Ready Reserve (IRR), de Full Time Support (FTS) of het Retired Reserve-programma.

## Ingeschreven toegang en service

Personen die zich aanmelden voor het programma Actieve dienst tekenen eerst een contract om de Ready Reserve binnen te gaan voor een periode die samenvalt met de tijd die wordt gediend als Active Duty. Bij afsplitsing van actieve plichten kunnen leden nog steeds verplicht zijn door hun reservecontract als het niet verlopen is. De rest van het contract kan worden gedaan als lid van de Selected Reserve of de Individual Ready Reserve,

Doorgaans is de reservist verplicht elke maand 1 weekend te trainen en elk jaar een opeenvolgende periode van twee weken door te brengen op een gewone marinebasis of aan boord van een schip. Tijdens de training, hetzij voor slechts een weekend of gedurende de twee weken, is de reservist in actieve dienst en is het volledige spectrum van regels en voorschriften, inclusief de Uniforme Code van Militaire Gerechtigheid van toepassing.

## Seizoen 2

Steve McGarrett ging met Catherine Rollins mee voor zijn jaarlijkse training en zorgde ervoor dat hij werd toegewezen aan hetzelfde schip waar ze actief mee bezig was, omdat ze allebei zo druk bezig waren en ze onverwachts weer op tijd werden teruggeroepen.
Blob Tomate

*Une créature de taille et de couleur variables. Sa gelée est un ingrédient primordial pour les potions. Il existe deux variétés par espèces de blob, un qui correspond au fruit qu'il représente et une autre qui correspond à l'élément associé.*

*Le Blob Tomate est de couleur bordeau qu'on retrouve notamment dans les zones marécageuse où les imprudents sont suceptibles d'y mettre les pieds, sa chair coagulante accelère naturellement la cicatrisation. Elle est donc utilisée dans des Fioles de Régenération.*

Type : Gluant

Catégorie : Ennemi Simple

Alignement : Neutre

## Butin

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Peikot

**Peikot** ovat yksi tärkeistä kansoista. Peikot asuvat Peikkolassa ja myös lähempänä Pypiä. On myös Asmupeikko, joka asuu Asmumaassa.

## Peikoista

Peikot elävät pidempään kuin ihmiset. Peikot ovat myös parempia uimaan (tästä lisää alempana).

Peikoille ei kasva varsinaisia viiksiä: mitkä kuvissa näkyy ovat vain tyylitelty ja värjätty niinkuin ne olisivat viikset.

Koska peikot tulivat kaikki samasta paikasta, eikä siitä ole kovin kauan (verrattuna siis ihmisiin jä vuhiin), ja vielä se, että peikot eivät asu kaukana toisistaan, kaikki peikkokielet ovat sukulaiskieliä.

Reemäen kielessä sana peikolle on "cege".

## Eri peikot

Peikkolan peikot, (egeb) tai vanhalta nimeltään metsäpeikot

"Heimopeikot" tai itäpeikot (eɣɯb): vähemmän järjestäytyneet niityillä elävät peikot

Peikonkylän peikot (egeb): lännessä pieni määrä näitä

Itälän peikot (jegep)

Reemäen peikot (aɢep): peikot jotka eli Reemäellä ennen reeläisiä

Kivipeikot: (jegab) Itälästä itään

Saaripeikot (länsisaarella gegb, itäsaarella gögöb)

## Peikkojen alkuperä

Peikkojen alkuperää ei tiedetä kunnolla. Koska peikot ovat yllättävän hyviä uimaan, ajatellaan että saaripeikot olisivat olleet alkuperäiset peikot, ja kaikki muut olisivat saarilta lähtöisin.
Magitech Mortarman

**Cannoneer:** The magitech Mortarman begins play with a masterwork Magitech mortar which starts out with a 40-foot range increasing to 80ft at level 10 (this range can not be changed through items or class abilities), and can only be fired once per round. The mortars burst from the target is 5ft at level 13 this increases to 10ft. This is not a scatter weapon.

Targets in the AoE of the mortar are subject to the minimum arcane shot dmg plus the focus crystal dmg. Reflex for half DC: 10+1/2 level+ intelligence modifier. This ability replaces Magitech Gunsmith.

**Precise Shelling:** At 3rd level, the Magitech Mortarman is able to exclude a number of creatures up to his Intelligence modifier from his mortar's blast

**Heavy Mortars:** The Magitech Bomber gains Vital strike at level 6, Improved Vital strike at level 11 and Greater Vital Strike at level 16, both of which are usable with the Magitech Mortar.

This ability replaces tinkering

**STONKS!:** As a full round action, usable 3 times per day, the magitech mortarman fires a larger than normal Arcane Shot, at the peak of its arc, it splits into many shots raining death in a 30’ foot radius. All creatures in the area are treated as being hit directly by the mortar.

This replaces Magitech Savant
Ryan Bittle

**Ryan Bittle** (21 maart 1976) is een Amerikaanse acteur die in seizoen de rol van John McGarrett speelt in Hawaii Five-O.

## Leven en carrière

Ryan werd geboren en opgegroeid in Los Angeles, Californië. Bittle woonde The Julliard School bij in New York City. Hij is al meer dan 20 jaar actief in televisie en film. Sommige van zijn werk omvatten Take Me Home Tonight, All My Children, Shameless en Sweet Valley High.

## Filmografie

***TV Shows***

* 1996: **The Parent 'Hood** - Bradley Lewis
* 1994 - 1996: **Sweet Valley High -** Todd Wilkins
* 1996: **7th Heaven** - Jeff
* 1997: **Boy Meets World** - Gary
* 1997: **Buffy the Vampire Slayer** - Mitch
* 2001: **Walker, Texas Ranger** - Harley
* 2002: **American Family** - Sgt. Williams
* 2001 - 2002: **Dawson's Creek** - Eric
* 2003: **CSI: Miami** - David Kendall
* 2007: **CSI: NY** - Jackson Rudnick
* 2008: **Dirt** - Paul Trisko
* 2008: **Numb3rs** - Pat Drummond
* 2008: **NCIS: Naval Criminal Investigative Service** - Detective Justin Kemp
* 2010: **Life Unexpected** - Steve
* 2010: **All My Children** - Logan
* 2011: **Femme Fatales** - Archie Beecham
* 2011: **Bones** - Brock Vorback
* 2012: **The Closer** - Charlie
* 2012: **The New Normal** - Mitch Madison
* 2013: **Shameless** - Steven Redel
* 2013: **All My Children** - JR Chandler
* 2017: **Lucifer** - Mr. Taylor
* 2018-2019: **Hawaii Five-O** **-** John McGarrett

***TV Film***

* 2001: **The Big House** - Jon Jackson
* 2010: **Backyard Wedding** - Jeffrey Blake
* 2011: **Annie Claus Is Coming to Town** - Dean
* 2012: **Operation Cupcake** - Thad Christopher
* 2014: **A Christmas Mystery** - Andrew Steele
* 2014: **Love by the Book**  - Landon Crest

***Film***

* 1997: **Tear It Down** - John Scott
* 1999: **The Clown at Midnight** - Taylor
* 2009: **A Good Funeral** - Bill
* 2011: **Take Me Home Tonight** - Rick Herrington
* 2016: **Presumed** - Dylan
Thurgrod Forgeborn

Template:Infobox character

**History**

Thurgrod spent the first half-century of his life in a dwarven stronghold in the Fog Peaks

    Born the child of a priest of Torag and an arcane smith, he followed in their footsteps, also joining the clergy, though not forsaking his studies, learning the arcane secrets of wizardry and the crafting of wondrous items. Upon a revelation from Torag, Thurgrod left his home, in pilgrimage to Nibiru.

**Apperance**

Short and stocky, like most dwarves, Thurgrod proudly wears his thick brown beard in a series of careful braids, and is often in the garb of a shop keeper or blacksmith.

   Of note is his thick accent, which makes him hard to understand for some.

**Personality**
Gruff and often hard to understand, Thurgrod is a devout follower of Torag, and a proud smith. He takes great pride in his work, often forging little customizations based on what he knows of the customer. An industrious merchant, when he's not busy forging magical equipment, he's forming mercantile connections.

**Relationships**
Aria: A catfolk who has ordered quite a few items from him, probably his most faithful customer, if a bit eccentric

Weiming: Another common customer, as well as a fellow smith who he has judge the work of

Nemesis: A wizard whose foolishness once cost his life. While she has not asked, he will not craft for her, seeing her too reckless and foolish to be trusted with his works

**Aspirations**

Thurgrod seeks to bring Torag's will to Nibiru, as well as make some coin in the process. He has considered exploring the nearby mountains once he has finished some more constructs, as well as have made more allies.
Orꓘ Bloodline

### Feats

Diehard, Endurance, Great Fortitude, Intimidating Prowess, Powerful Maneuvers, Toughness, Widen Spell

### Spells

Burning hands (7th), Bull's strength (10th), Fireball (13th), Wall of Fire (16th)

## Bloodline Powers

### Stillborn Terror

At first level the bloodrager may make an intimidate check to demoralize the target struck as a swift action after a successful melee attack. This ability may be used as free action at 8th level.

### Blood-tuned Magic

At 4th level, a bloodrager may add half of his bloodrager level to damage with spells that have fire descriptor once per day. This ability may be used an extra time per day at 8th level and every four levels after for a total of 5 times per day at level 20.

### Orcish Fortitude

At 8th level the bloodrager gains immunity to fear effects and the sickened condition, gains fire resistance 10 and loses light sensitivity, if they have it.

### Might of the Tribe

At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes –4 instead of –2. At 16th level, this bonus increases by 4 instead. At 20th level, it increases by 6 instead.

### Fireborn

At 16th level the connection to the fires of war grows ever stronger. When the bloodrager activates his Blood-tuned Magic, he may treat immunity to fire damage as fire resistance 30. Additionally the bloodrager’s melee weapons deal an extra 1D6 points of fire damage.

### Biggest Warboss

At 20th level the bloodrager gains immunity to fire and DR 20/Lethal. You have this benefit constantly, even while not bloodraging.
Secluded Recliner

**Secluded Recliner**

**School:** Conjuration

**Level:** magus 0, wizard/sorcerer 0

**Casting Time** 1 standard action

**Components:** Verbal, Somatic

**Range:** Touch **Target:** Seat touched

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

This spell functions as secluded grimoire, with the exception that the target must be a mundane recliner, throne, couch, glittery bar stool, or other piece of furniture that’s used in sitting. The furniture does not appear in your hands, but in an empty space adjacent to you. Great for sitting on while sharing popcorn with your allies while watching the stalker bungle up their plan.
Toby's Adventure

* GC65 pic
* Trainz pic

Toby's Adventure is the first episode of The Tales of Sodor Audio Series

## Plot:

Toby is given a special job by Sir Topham Hatt V to take some Special Visitors round the island! But his adventure turns out more than what he expected!

## Characters:

1. Toby
2. Thomas
3. Henrietta
4. Sir Topham Hatt V
5. Joseph Crawford
6. Nigel Hemsworth
7. Timothy
8. Diesel
9. Edward
10. Henry
11. Gordon
12. James
13. Percy
14. Adam \*does not speak\*
15. Lilly \*does not speak\*
16. Colin \*does not speak\*
17. Eagle \*mentioned\*
18. Neil \*mentioned\*

## Cast:

* Matts- Toby
* Luca Dollar- Thomas
* Jonathan Asiamah- Narrator, Percy
* Gingercat65- Henrietta
* Waltsland1912- Topham V
* Kameron Cousin- Joseph Crawford
* Sudrian Steamers- Nigel Hemsworth
* KaneFan701- Timothy
* Andrew Leago- Diesel
* RailMaster63 Productions- Edward
* SamTheThomasFan2- Henry
* MrAthehedgehog- Gordon
* Rizo2612Studios- James

## Trivia:

1. The first episode, since the 2019 cancellation
2. The Script was completed completed on May 27th 2020
3. On July 31st 2020! The Intro was copyrighted so the intro was cut out and Gingercat65 had to make a new one
Alternate Arcane Bloodline (Sorcerer Bloodline)

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

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

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

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

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

### **Bloodline Powers**

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

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

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

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

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

## The Dark Rose

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

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

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

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

## The Phantom Rose

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

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

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

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

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

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

**Boons** - Monitor Obedience

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

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

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

Cost: 18,000gp CL: 12th

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

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

## The beginning

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

## His Young Life

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

## His First Kill

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

## His Teen Years

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

## To Nibiru!

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

Template:Infobox character

**History**
A traveler from Sargava, he has spoken little of his past. He seems to have been trained in the use of firearms, as well as magic, both of Chelish tradition, as well as Garundi.

**Appearnce**

Xerx appears as a 6ft tall humanoid, though his exact species is difficult to determine.

    He wears crimson robes over a black bodysuit, and a mirrored mask covers his face and distorts his voice slightly. The ends of his gloved fingers feature dull claws, and he often has his double-barreled musket on his back.

**Personality**
He enjoys long walks and making friends. Though, those that speak with him for extended periods likely notice something off about him. He lacks knowledge about many common things, and at times his views are fairly abnormal. Then again, is it strange for one with such a strange appearance to act strange?

**Relationships**
Smao: He has enjoyed his talks with the strange tiefling

Gaz: The amusing accented tengu has also proven amusing, though he regrets that he shall likely never take him up on his offer of a free meal

Dove: Mask buddy

**Aspirations**
He acts entirely by whim, seemingly without greater aspirations
Inner Self

*Your inner beast shows through other polymorph effects even further.*

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

**Benefit(s):** Select one feature gained in your bestial form other than natural weapons. When benefiting from Inner Strength, you retain this feature.

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

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

> Class: Warlock//Ranger[Sword-Devil]
>
>

> Alignment: TN
>
>

> Race: Human
>
>

> Gender: Female
>
>

#### Past:

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

#### The Pact:

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

#### Personality:

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

#####

#### Current Goals:

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

###
Pleasant Dreams

**Pleasant Dreams**

**School** Abjuration

**Level** cleric/oracle 2, paladin 1, psychic 2

**Casting Time** 10 minutes

**Components** Verbal, Somatic

**Range** touch
**Target** one living creature
**Duration** 24 hours
**Saving Throw** Will negates (harmless); Spell Resistance yes (harmless)

The touched creature is protected from influenced dreams, whether of mundane or magic origin. *Pleasant dreams* prevents the effects of *dreamwalker*, *night terrors*, *nightmare*, the dream haunting of a night hag, and similar sleep disturbances. The spell also protects the target creature from naturally occurring nightmares.
(Universal Infusions) Elemental / Improved Elemental Limbs

## Elemental Limb

Element(s) earth, water, or wood; Level 1; Type utility (Sp); Burn —

You can augment your limbs with elemental power. If you are missing one or more limbs, you create one or more permanent replacements out of an element; this limb functions in all ways as though it was a natural part of your body, although the limb is still treated as though it is made out of its element for how it is affected by spells and other abilities and lacks tactile sensation. You can accept 1 point of burn to gain a +2 bonus to all Strength checks you make for 24 hours. You can select this talent in place of the basic utility wild talent you would gain for selecting an element.

## Elemental Limb, Improved

Element(s) earth, water, or wood; Level 2; Type utility (Sp); Burn 0
Prerequisite(s) elemental limb

You’ve learned to manipulate the shape of your elemental limbs, turning them into deadly weapons. You may shape a single elemental limb into a fanged mouth, blade, or claw, or back into a limb at will; doing so treats the elemental limb as a primary natural weapon which deals 1d8 (1d6 for small, 2d6 for large), or 1d4 if manifesting two elemental limbs, dealing bludgeoning, slashing or piercing damage (chosen at the time the limb is shaped) and has a critical range of 19-20 and critical multiplier of 2x. This natural attack cannot benefit from the improved natural attack feat, and is considered a kinetic blast for the purpose of feats which affect weapons of a specific type (such as weapon focus).
Prismatic

**Price** +4 bonus; **Aura** moderate transmutation; **CL** 15th; **Weight** —

 Upon scoring a Natural 20 on an attack roll with a prismatic weapon, the player must roll an 8 sided die, to determine which one of the following effects will trigger on-hit.

1. Red: The struck creature takes Fire damage equal to 2 times the weapon’s total enhancement bonus. (Maximum +20) This damage is not multiplied by critical hits.

2. Orange: The struck creature takes Acid damage equal to 3 times the weapon’s total enhancement bonus. (Maximum +30) This damage is not multiplied by critical hits.

3. Yellow: The struck creature takes Electricity damage equal to 4 times the weapon’s total enhancement bonus. (Maximum +40) This damage is not multiplied by critical hits.

4. Green: The struck creature is afflicted with the following poison; and must make a fortitude saving throw immediately after being struck.

Frequency: 1/Round, for 6 Rounds. Initial effect: Death, Secondary Effect: 1 Con/rd.; Cure: 2 consecutive Fort saves). (DC = 10 + ½ Wielder’s HD + Ability modifier used for the attack roll, which is normally the wielder’s STR modifier by default, Max DC 35)

5. Blue: Struck target is subjected to the effects of a Flesh to Stone spell (DC = 10 + ½ Wielder’s HD + Ability modifier used for the attack roll, which is normally the wielder’s STR modifier by default, Max DC 35)

6. Indigo: Target is affected by insanity (Per the insanity spell) on-hit (DC = 10 + ½ Wielder’s HD + Ability modifier used for the attack roll, which is normally the wielder’s STR modifier by default, Max DC 35)

7. Violet: Struck target is affected as if the weapon attack were from a Vorpal weapon.

8: Reroll 2d8, using both results, and rerolling any additional 8's.
Divine Scholar

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

*The Divine Scholar is an archetype of cleric.*

### Inspired Devotion

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

### Sacred Writing

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

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

*This alters spellcasting.*

### Magical Teachings

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

*This alters domains.*

### Familiar (Ex)

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

### Forbidden Texts (Sp)

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

*This ability replaces channel energy.*

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

☀https://fiendsreach.fandom.com/wiki/Rune\_Sage\_(Cleric\_Archetype)
Discipline of the Red Horn (Minotaur, Monk Archetype)

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

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

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

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

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

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

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

*Adapted from In the Company of Monsters by Rite Publishing*
Inner Strength

*Your inner bestial nature remains through other effects that transform your form.*

**Prerequisites:** Skinwalker

**Benefit(s):** If you are effected by a polymorph affect while in your bestial form, you continue to gain the benefit of the ability score bonus(es) from your bestial form while polymorphed.
Level 20+

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

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

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

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

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

### Character Advancement

#### Feats

A level 21 character continues to gain feats every odd level as normal, or else they can take an Epic Destiny instead.

**Epic Destiny**

*You have a Destiny beyond that of other adventurers.*

**Prerequisite**: 21st level, any other requirements in the epic destiny description

**Benefit**: Choose an epic destiny. You gain that epic destiny’s benefits at 21st, 24th, 27th, and 30th level. When you have this feat you do not gain additional feats at 23rd, 25th, 27th, and 29th level. You may select any of the premade epic destinies, or create your own.

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

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

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

\*\*You have Bad Save Progression in a save if you have a +6 in the base saving throw at level 20
The masked willow

## History

### the beginning

Thousands of years ago, after the creation of the first world and the experiments that the gods created, there were a number of fae lives that came to be. Many of them were playful and tricky, Some of them curious and experimental, but all of them immortal in their own right. Never claimed by death, a fae creature dying was almost unheard of unless forced to by a creature of superior power.

The exception came with the Gnomes. rendered dulled by their boredom, they sought out thrills and excitement. Connissuers of the neauvou as they would willingly and wantonly expose themselves to death and then later revival, skipping through Pharasma's spiral.

This angered the grey goddess, who took vengeance upon them. Giving them the ability to truly die and a curse -a curse known as the bleaching.

Now, not all creatures had the Gnome's suicidal tendencies or extravagances, however, there was a fae creature who lived in the first world who experienced the same level of bordeom as the gnomes. in the shape of weeping willow, yet adorned with
Tyr Loghain

## **History**

### **Back Home**

Born in the town of Piren's Bluff in Andoran's side of the Aspodell mountains. The runt of his brood; Tyr was small for a Lizardfolk, and suffered from shakes that his Tribe's warriors were convinced was a sign of early cowardice. Tyr was quickly saddled to his elder brother Drath; the Tribe's strongest warrior; both to keep him out of trouble, and to hopefully instill him with some of his brother's strength. When it seemed like Tyr wouldn't be taking after his brother; he was stripped of all responsibility to the Tribe, and left to his own devices. With no direction from his family; Tyr eventually started to interact with some of the other races living in Piren's Bluff; eventually meeting a traveling minstrel and his companions who gave Tyr two of the most important things in his life: His first instrument; finally finding something he excelled at; and Flayleaf; a means to both instill himself with more confidence, and more importantly; control the shakes his suffered from.
Arjigo

## History

Arjigo was born and raised in Tian Xia's Valashmai Jungle, in a hardy tribe of lizardfolk that wandered the region's vast swamps, fighting the giant vermin and taming the wild dinosaurs.

Descended from a long line of lizardfolk heroes, expectations were high for Arjigo from the moment that he hatched. At first his elders were concerned due to the quiet and unassuming hatchling's interest in herbs and other swamp plants, but these concerns were dismissed dramatically when the young Arjigo revealed that he could use these same plants and herbs to strengthen his body and ability to fight.

Frequently sent hunting, Arjigo's ability to shift his form revealed itself on the very same day that his eye was scarred by a giant hellgrammite. Though he lost an eye he gained respect and admiration, for the ability to change forms was one rarely seen outside of his tribe's druids.

Life went on, and Arjigo eventually discovered the teachings of the war god Gorum. He swiftly adopted these teachings because like the deity in question he reveled in combat, often choosing to rush dangerous prey head on rather than sneak up on it.

However, lizardfolk are not warlike by nature, and Arjigo's seemingly boundless rage and blood-lust eventually alienated him from his tribe. At that point he became a wandering mercenary who roamed Tian Xia in search of battles worth fighting.

His wanderings eventually brought news of a newly discovered continent, Nibiru, to his ears, and he set off for the new land in search of a new life.

## Appearance

Prolonged usage of mutagens has given Arjigo's dark grey scales a permanent spiked appearance, and combined with his scarred eye, this lends him a fearsome appearance, as if he were an atavistic throwback to some deadlier lizardfolk ancestor.

## Personality

As a barbarian, Arjigo is quick to anger and possesses a deep well of rage from which he draws many of his powers, but outside of combat he is surprisingly patient and calm, treating his alchemical pursuits almost as a form of meditation. That said, he revels in combat as a test of strength and skill, though he channels his blood-lust towards nobler goals than many.

## Aspirations

Arjigo seeks combat with a purpose, and for the moment seems to have found it in the defense of Mutoun from the marauding hags and giants.
Technique Master

*While combat techniques can be learned by many, few are as skilled with them as a technique master. He learns as many techniques as possible, fusing them into his own personal form that is wholly unique.*

#### Bonus Feats

At 1st level, 2nd level, and every four levels thereafter, a technique master may select a bonus technique feat or Combat Expertise. He does not need to meet the prerequisites of that feat. Starting at 6th level and every four levels thereafter, a technique master can choose to instead gain a wildcard technique slot. Whenever he enters one or more technique stances, he can spend his wildcard technique slots to gain feats in those techniques’ feat paths (such as Protean Twist) as long as he meets the prerequisites. Each time he changes techniques, he can also change these wildcard technique slots.

*This ability replaces the bonus feats a fighter gains at 1st, 2nd, 6th, 10th, 14th, and 18th levels.*

#### Technique Fusion (Ex)

At 3rd level, a technique master can fuse two of the techniques he knows into a more perfect technique. The technique master can have two technique feat stances active at once. Starting a stance provided by a technique feat is still a swift action, but when the technique master switches to another technique feat, he can choose one technique whose stance is already active to persist. He may only have two technique feat stances active at a time.

At 7th level, the technique master can fuse three technique at once. He can have the stances of three technique feats active at the same time. Furthermore, he can enter up to three technique stances as a swift action.

At 11th level, the technique master gains a dodge bonus to his AC equal to the number of techniques whose stances he currently has active.

At 15th level, the technique master can fuse four techniques at once. He can have the stances of four technique feats active at the same time.

*This ability replaces armor training.*

#### Perfect Technique (Ex)

At 19th level, a technique master can have the stances of five technique feats active at once, and can change those stances as a free action.

*This ability replaces armor mastery.*
Minor Drawback-Hoardly Obsessed

*If anyone asked you if you had an obsession with your hoard, you’d absolutely answer “No. Because I don’t have a hoard” whilst sweating over the fact that they thought you had a hoard. This is because you are so obsessively protective of your hoard you cannot bear the thought of it being stolen from.*

**Effect**: You must always keep a hoard inside a stationary place that you have access to. If you move more than 1000 feet away from your hoard or have no place to hoard goods; the constant anxiety and fear of having it stolen from results in a -2 circumstance penalty to initiative due to your constant distraction.

**NOTE**: This ability CANNOT be taken with the “Overly Cautious” major drawback as it can be considered a superior form of this drawback.
Template Guidelines

Templates are added to your character, applied at certain levels that raise your ECL by a certain CR. They should flush out the flavor and help the character be better-rounded. You can either make your own or adapt one of the monster templates. Do not rely on the CR Paizo assigns to monster templates, they are not accurate to players or gestalt. You can have up to two templates for a total of a +5 increase. You apply for a template with the Enjin, following the instructions on the forums under Character Requests. The Balance Team reviews, edits, and approves the template assigning final CR and level you acquire templates. Once approved you purchase your template slot on the Enjin in the RP Store for 200 RP for the first template then 500 RP for the second.

The only exception to this is the first time you apply for the Advanced Template. You can purchase it in the RP store for 200 RP and it automatically applies to your character at level 7.

There are several tiers in which you can gain a template. The following table is a guide but not guaranteed.

 +2
 +3
 +4
 +5

A +4 and +5 template requires you to purchase the second template slot on the Enjin for RP.

Templates can include several buffs to the characters. Some examples are as follows:

Armor Class Increases- Will only allow +4 Dodge or +5 Natural Armor at max.

Special Quality and Defenses (Senses, DR, SR, Etc)

Speed Increases

Special Abilities

Feats (Max 3 across both templates)

Ability Score Increases.

Templates have a point pool based on their CR increase. Note this is not a point buy, this is one for one. Use the following table for your stats.

 +2
 +3
 +4
 +5

If you have any questions or need advice do not be afraid to ping or message any of the balance team.

## **Things that will NOT be approved (Subject to Change)**

Undead Type/Subtype

Adding other classes abilities in special abilities (adapt and reflavor)