recursal/Fanatic-Fandom huggingface dataset:
Grim's thoughts on his new companions

Grim on Vairgar:   "Well, if I'm being honest, he's bigger than I expected an aasimar to be. You can tell right off he's fearless, and he believes in doing his duty. Make no mistake, he's a man of honor, rigid in his ideas concerning right and wrong. I thought he was going to thrash poor little Hopper for falling asleep on guard duty! But all in all a great companion to have at your side. It is my good fortune to have fallen in with one of the plane-touched, especially one from *Arcadia*."

Grim on Hopper:  "He's a funny little fellow isn't he! Very friendly, almost childlike now that I think on it. Handy with that crossbow, though. And he wasn't afraid to activate that wand, lucky for all of us. I just hope Xarno doesn't lose his temper with the little fellow. A kender from *Krynn*... from the same plane as I, but worlds apart. I've never heard of the race, but I think he will be an interesting person to know. I'll have to teach him Planar Trade - he won't get far not knowing the language of *Sigil*."

Grim on Xarno:  "He's a bit grumpy, but awfully deadly with those blades of his. I still find it hard to credit all the damage he can do as small as he is. A fascinating example of your typical 'cager' if I've ever seen one. He doesn't seem to take too kindly to us 'primers', but then why should he? An air goblin were-rat Swordsage! Makes a simple human from *Pell* seem awfully boring in comparison. He seems to me to be a stout-hearted companion for all that. I just hope he keeps an open mind concerning an 'outsider' like me. I wonder what old Ragmir would think of me taking up with a goblin? Best not to dwell too much on that."

Grim on Marchosias:  "I hate to speak ill of anyone, but I'm afraid his heart is filled with darkness. Anyone who speaks about slavery as a natural state of affairs should be watched carefully. I don't have anything against him, but my heart tells me we see things differently. I just hope he remembers how he was able to escape the *Nine Hells*. The simple truth is he never would have made it without us. He also believes devils are the saviors of all life on the planes... a silly and dangerous notion. He was a good being once and I believe he can be again. By Moradin's beard, I hope so. Perhaps his physical ailments have infected his mind. We should look to save him from himself."
Footman

male human fighter 2
NE medium humanoid (human)
**Init** +1; **Senses** Listen +5, Spot +5
**Languages** Common

**AC** 16 (+3 armor, +1 dex, +2 shield) touch 11, flat-footed 15
**HP** 17/17 (2d10+2)
**Fort** +4, **Ref** +1, **Will** +3

**Speed** 30 feet
**Melee** longspear +6 (1d8+3/x2)
**Melee** longsword +5 (1d8+2/19-20)
**RangedPBS** light crossbow +4 (1d8+1/19-20)
**Base Atk** +2; **Grapple** +4
**Combat Options**

**Abilities** Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 10
**Feats** Improved Initiative, Quick-Draw, Run, Weapon Focus (longspear)
**Skills** Spot +5, Listen +5, Intimidate +5, Ride +6, Sense Motive +5
**Possessions** studded leather, buckler, longspear, longsword, light crossbow, 20 bolts, Random Treasure

**Weapon, Armor, and Shield Aptitude**
**Basic training** He gains the benefits of Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, and Improved Unarmed Strike.
Fey Blooded

## Fey Blooded Traits (Drow Elf Conversion)

* Humanoid (Fey, Human)- Any race with the fey subtype allows sorcerer.
* +2 Int, +2 Cha, +4 Dex, +2 Wis, -2 Con, -2 Str
* Medium Size
* A Fey blooded base land speed is 30 feet.
* Immunity to sleep spells and effects
* Low-light vision, Darkvision 60 ft.
* Weapon Proficiency (All Martial Weapons). Fey Blooded are usually at the very top of society and have additional training and access to all martial weapons.
* +2 racial bonus on listen, search, and spot checks
* Fey blooded have keen senses. They are automatically allowed a search check whenever walking within 5 feet of a secret or concealed door to notice it as if they were actively looking for it.
* Spell Resistance = 10 + HD
* +2 racial bonus on all will saves
* Spell Like Abilities (1/day) with CL = HD. Saving Throws are Cha based.
	+ Usually *Detect Magic*
	+ Usually a healing spell of some kind.
	+ Usually *Daylight*
* Automatic Languages: Standard for Seron
Nazir Homebrew Rules

**General Rules and Setting Definitions**

- Pokemon are at most as smart as a 6 year old child, except pokemon with Telepath, Aura Reader, or Aura Pulse abilities, which act as regular npcs with an average mind stat. Some individual  Pokemon have transcendent mental abilities.

- Aquatic and water type pokemon without walking limbs float when on land only if they are Trainer pokemon. They move at an overland speed of 1 and must keep in contact with the ground at all times. Trainer pokemon may take some time to get used to this strangeness and will take a -1 on this attack chance rolls until they undergo any type of training. Regular water pokemon will flop around on land if they cannot normally walk.

- Knowledge checks reveal information specific to the Region or different between versions of the franchise or subject to change through stochastic systems. ex. Pokemon Education could reveal abilities or social patterns or shiny distribution or moves. Homebrew pokemon should be explained to the level of minimum Trainer knowledge, but the rest should be discovered through play. - Depending on which entities players encounter, one of several will eventually disrupt the finale. The group players are furthest into will be the finale disrupted. The group second most contacted and ingratiated will join in to assist, and that pair will have a joint villain. - Norms and Laws Surrounding Pokemon

- Players have an alternate way of gathering Pokemon data. Along with capturing Pokemon, players who have met Professor Mangrove can use the PokeTag system to gain pokedex progress towards leveling up without using pokeballs. They make a Grapple Maneuver to attach a tag, until players upgrade to the Homing Tags which are thrown or launched and hit at the rate of a Great Ball, and then when they gain access to Stun Darts they can tag a stunned Pokemon at 100% rate.

**Terminology**

* Gentry Rules - Trainers and Pokemon face off without relying on environmental hazards or abilities
* Tactician Rules - Players and their opponents can not attack opponents directly. If they wish to deal damage, it must be indirectly through environment or trickery.
* Harmony Rules - The goal is to immobilize or incapacitate the opponent while dealing as little damage as possible. Items are provided to allow Trainers to “capture” an opponent's Pokemon without changing ownership.
* Pulled Punches - combatants cannot kill or cause permanent damage to their opponents.
* Obstacle Battles - Purely focused on out-competing opponent on an obstacle course, whether by racing to a goal or performing an activity for points
* Contest Battles - Pokemon use Pokemon moves to put on a spectacular show which is evaluated subjectively by judges representing various relevant sectors.
* Initiation Battles - Entrants complete a combination of Pokemon fights and logical trials and other hazing rituals.
* X-mon Bench - Number of Pokemon allowed into battle
Chubbs

female drumf mastiff animal 2
TN medium animal (canine)
**Init** +2; **Senses** low-light vision, scent; listen +5, spot +5
**Languages** canine

**AC** 16 (+2 dex, +4 natural), touch 12, flat-footed 14
**HP** 13/13 (2d8+4)
**Fort** +5, **Ref** +5, **Will** +1

**Speed** 40 feet.
**Melee** +3 bite (1d6+3/x2) and trip
**Base Atk** +1; **Grapple** +3

**Abilities** Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
**Feats** Alertness, Track
**Skills** Jump +10, listen +5, spot +5, swim +2, survival +1\*
**Skill Points** jump 0, listen 2, spot 2, swim 0, survival 0
**Tricks** attack, come, defend, down, guard, and heel
**Possessions** *Dog Collar of Disguise Self*, military saddle

**Survival** Riding dogs have a +4 racial bonus on survival checks when tracking by scent.
**Trip**: A riding dog that hits with a bite attack can attempt to trip the opponent as a free action (+2 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent cannot react to trip the riding dog.
Blank Character Sheet

**XP** 0 / 1,000; **Level** 1
gender race class 1
LG size type (subtype 1, subtype 2)
**Init** +0; **Senses**  listen +0, spot +0
**Languages** common

**AC** 12 (+1 dex, +1 armor), touch 11, flat-footed 11
**HP** 5/5 (1d4+1)
**Temp HP** 0
**Fort** +1, **Ref** +1, **Will** +1
**DR**
**SR**
**Immune**
**Resist**

**Speed** 30 feet.
**Melee** longsword +1 (1d8+1/19-20)
**Ranged** dagger +1 (1d4+1/19-20)
**Base Atk** +0; **Grapple** +1
**Special Actions**
**Class Spells Known** (CL 1st):
      1st (8/8)— *Spell 1*, *Spell 2*

**Abilities** Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
**SQ**
**Feats**
**Skills**
**Skill Points**
**Possessions**
**Coins** 7
**Potions**
**Scrolls**

**Class or Race feature 1**
**Class or Race Feature 2**
Datdrath Brewjew

male dwarf cleric 2
NE medium humanoid (dwarf)
**Init** +0; **Senses** darkvision 60 ft.; listen +3, spot +3
**Languages** common, dwarf

**AC** 14 (+4 armor, -1 dex) touch 9, flat-footed 14; +4 dodge vs giants
**Resist** Stability (+4 against bull rush and trip)
**HP** 21/21 (2d8+6)
**Fort** +6 (+7 vs poison), **Ref** -1, **Will** +6; +2 on saves against spells and spell-life effects; Reroll all 1's on saving throws but must keep second roll

**Speed** 20 feet.
**Melee** great axe +6 (1d12+6/x3)
**Base Atk** +1; **Grapple** +5
**Special Actions** Rebuke Undead 1/day (-2, 2d6, 2nd), +1 on attacks against orcs and goblinoids
**Cleric Spells Prepared** (CL 2nd):
      0— ?? (1), ?? (2), ?? (3), ?? (4)
      1st— Open, *Lesser Vigor*, *Command*, *Hypnotism***D**
      Domains: War, Pride

**Abilities:** Str 18, Dex 8, Con 16, Int 10, Wis 16, Cha 7
**Special Qualities** Stonecunning
**Feats:** Power Attack, Martial Weapon Proficiency (Great Axe), Weapon Focus (Great Axe)
**Skills Points**: concentration 4, spellcraft 4, knowledge (religion) 2
**Skill Modifier**: Knowledge (Religion) +2, Concentration +7, Spellcraft +4
**Possessions** great axe, mwk breast plate, Diamond encrusted Unholy Symbol of the For Biden one (Worth 350 gp), *Circlet of Disguise Self*

**Stonecunning:** +2 on search to notice unusual stonework. Merely passing within 10 ft. automatically search to discover unusual stonework. Can intuit depth, sensing approximate depth underground.
Hammers of Moradin

*"Something a Dwarf would Say"*

—Some Dwarven Name

**Class Skills:** The Hammer's of Moradin's class skills are Appraise, Balance, Climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (Nobility and Royalty), Knowledge (Nature), Knowledge (Religion), Listen, Profession, Sense Motive, and Spot
**Skill Points at 1st Level**: (4 + Int modifier) x 4.
**Skill Points at Each Additional Level**: 4 + Int Modifer

### **Special Abilities**

**Paladin Class Features**: This variant has all the original paladin class features. This paladin variant has GOOD Fortitude and Will Saves. It has POOR reflex saves. In addition, he gains the following abilities listed below.
**Spells Known:** This paladin variant has access to all the normal paladin spells.
**5th Level** The Dwarf Paladin does not get a mount. Instead he...
**Smite Evil** At 20th level, the uses are per encounter instead of per day.
Fey Touched

## Fey Touched Traits (Gray Elf Conversion)

* Humanoid (Fey, Human) - Any race with the fey subtype allows sorcerer.
* +2 Dexterity, -2 Constitution, -2 Strength, +2 Intelligence
* Medium Size
* A Fey Touched base land speed is 30 feet.
* Immunity to sleep spells and effects and a +2 racial saving throw bonus against enchantment spells or effects
* Low-light vision
* Weapon Proficiency (longsword, shortsword, longbow, composite longbow, shortbow and composite shortbow). Fey Touched usually have access to training reserved to nobility due to their standings in society.
* +2 racial bonus on listen, search, and spot checks
* Fey touched have keen senses. They are automatically allowed a search check whenever walking within 5 feet of a secret or concealed door to notice it as if they were actively looking for it.
* Automatic Languages: Standard for Seron
Metazek Wambatroll

**XP** 0 / 1,000; **Level** 1
male half-troll human jester 1
TN medium giant
**Init** +3; **Senses**  scent, darkvision (60 ft.); listen -1, spot -1
**Languages** common, draconic, giant, goblin, sylven, infernal

**AC** 18 (+3 dex, +4 natural, +1 dodge), touch 14, flat-footed 14
**HP** 11/11 (1d6+5); **fast healing** 5
**Fort** +5, **Ref** +5, **Will** +1

**Speed** 30 feet.
**Melee** claw +2 (1d4+2/x2)
**Full Attack** 2 claws +2 (1d4+2/x2) and bite -3 (1d6+1/x2)
**Base Atk** +0; **Grapple** +2
**Special Actions** Rend (2d4+3)
**Jester Spells Known** (CL 1st):
      0th (2/2)— *create water*, *detect magic*, *light*, *prestidigitation*

**Abilities** Str 15, Dex 16, Con 20, Int 12, Wis 8, Cha 16
**Feats** Heroic Destiny, Versatile Spellcaster
**Skills** balance +7, bluff +7, perform (insult comedy) +7, tumble +7, sense motive +3, jump +6, intimidate +7
**Skill Points** speak language 4, balance 4, bluff 4, perform (insult comedy) 4, Tumble 4, Sense Motive 4, Jump 4, Intimidate 4
**Possessions**

**Jester's Audacity** +1 dodge
**Jester's Performance**
     ***fascinate (Sp)**: A jester with 3 or more ranks in Perform (comedy) can create a running stream of jokes, gags, and acrobatic stunts to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the jester, and able to pay attention to him. The jester must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a jester attains beyond 1st, he can target one additional creature with a single use of this ability.An affected creature gets to make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If a creature succeeds at this saving throw the jester cannot attempt to fascinate that creature again for 24 hours. Creatures that fail this save sit quietly and listen to the jester's performance, taking no other actions for as long as the jester continues to perform (up to a maximum of 1 round per jester level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the jester to make another Perform (comedy) check and allows the creature a new saving throw against a DC equal to the new check result.*
     ***inspiring quip (Su):** A jester with 3 or more ranks in Perform (comedy) can boost his allies' morale with a joke that breaks their tension and invigorates their spirits, As an immediate action when an opponent misses an attack, the jester makes a wisecrack denigrating the foe's fighting ability. The jester must be able to see the unsuccessful attack. All allies within 30 feet of the jester gain a +2 morale bonus on all attacks against that foe for the rest of the encounter. The jester can use this ability more than once during an encounter to grant a morale bonus against multiple foes.*
Excursion 002

## Drinking

Binger and Bolgurt was drinking. Some hot piece of thing came in. Kara kept giving Binger booze because she knows what's up. A serious philosophical discussion ensued about rabbitfolk physiology. Boss man told Binger to go scout some crazy ass bell wearing idiot (Bossman knew him from Session #1). Binger saw him giving coin to some fine orcish folks who came looking for a tussle. They walked back to the bar and got murder hobo styled gored by a Rhino who took his job too seriously. Turns out there was a hit on the princess. The princess hired the Bossman to find her dad.

## Where is Dad

Bossman told Binger and Rhino to help him out. Binger and Bolgurt decided to drink on the way to the fight. But there was no fight, just a long process of getting some papers made so they could go where the rich folk think they safe. We get to Dad's house and we bust down the door. We go inside and get drunker than a bunch of drunks fighting an alcohol keg monster. In a drunken state Bolgurt starts burning books and Binger goes through a portal to the unknown. It's a dead end cause it's locked but they walk back. Then Binger starts burning books. It's a fun time there for a bit. Also we found an address so we go there.

## Binger's House

We go into this cool house with foggy portals on the outside. Inside is way cooler than the outside. We fight an ash dog and Badger goes full badger... tears him up. But Binger gets fire bitten and Rhino and Badger get flame toasted. They find a closet with a portal in it and Bossman goes in alone. He has some fun free-fallin and barely lives. Rhino smashes a door and nearly dies. Binger puts on a robe and gets stupified. They go and sell the robe. Binger tries to get people to buy scrolls but no one listens to him. They sell the robe and buy only potions. They go to an armorer and Binger buys a silver pimp slappin' gauntlet to keep Badger in check. Bossman trades in a dagger and a short sword for a better short sword. Binger and Badger agree to share the house.

Bossman paid them 100gp of the "almost 500gp, not quite that much" that he said the job was worth. Not to mention, Bossman let them keep all the little bags of gold they found along the way.

The end.
Cube of Front Resistance

This cube is activated or deactivated by pressing one side. When
activated, it creates a cube-shaped area 10 feet on a side centered on the
possessor (or on the cube itself, if the item is later placed on a surface).
The temperature within this area is always at least 65°F. The field
absorbs all cold-based attacks. However, if the field is subjected to more
than 50 points of cold damage in 1 round (from one or multiple attacks), it
collapses into its portable form and cannot be reactivated for 1 hour. If the
field absorbs more than 100 points of cold damage in a 10-round period,
the cube is destroyed.

Measures 10 inches on each side.

Activating it is a standard action.
Archer

male half-fiend aasimar ranger 1
CE medium outsider (native)
**Init** +2; **Senses** darkvision 60 ft.; Listen +12, Spot +12
**Languages** common, planar trade, celestial, draconic, abyssal

**AC** 18 (+5 armor, +2 dex, +1 natural) touch 12, flat-footed 16
**HP** 12/12 (1d8+4)
**Fort** +6, **Ref** +4, **Will** +6
**Resist** Acid 10, cold 10, electricity 10, fire 10
**DR** 5/magic
**SR** 11
**Immune** poison

**Speed** 30 feet
**Melee** claw +7 (1d4+6/x2)
**Full Attack** Claw +7/Claw +7 and Bite +2
**Ranged** pitspawned composite long bow +8 (1d8+7/x3)
**Base Atk** +1; **Grapple** +7
**Combat Options** Smite Good (1/day)
**Spell-Like Abilities** *Darkness* 3/day, *daylight* 1/day

**Abilities** Str 20, Dex 12, Con 16, Int 12, Wis 20, Cha 12
**SQ** voice of the city, favored enemy (Dragon)
**Feats** Zen Archery, Track
**Skills** craft (taxidermy) +6, Knowledge (dungeoneering) +6, knowledge (nature) +6, knowledge (the planes) +3, listen +12, spot +12, survival +10, speak language (abyssal, draconic)
**Possessions** *unidentified belt*, *unidentified chain shirt*, *unidentified pitspawned composite longbow (+6 strength rating)*

**Description** 6'6, 267 lbs.
Force Draconic Bloodline

You are descended from Jörmungandr. The dragon bloodline is strong in both physical power and magic. Like your majestic reptilian ancestor, you are proud and of noble bearing, and you might even share its coloration in some way.
     Although characters with draconic blood can have any alignment, they are prone to mimic their dragon ancestor's personalities. Others often see them as somewhat arrogant and obsessive, but the dragon blooded usually feel justifiably proud of their abilities. Spellcasters with draconic ancestors love knowledge and beautiful items, and they often adventure to acquire one or the other. Their spell selections tend toward either flamboyant, combat-oriented spells, or knowledge gathering spells.
**Prerequisites**: Ability to cast arcane spells without preparation
**Benefit:** Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.
     1st—*Comprehend Languages*
     2nd—*Darkvision*
     3rd—*Protection from energy*
     4th—*Orb of Force*
     5th—*Wall of Force*
     6th—*True Seeing*
     7th—*Vision*
     8th—*Mind Blank*
     9th—*Detonate*
**Special:**A character with the force draconic bloodline feat cannot cast necromancy spells with the [Fear] descriptor.
Erinyes

### Marchosias

* Erinyes starts as a medium sized outsider with the Baatezu, Evil, Extraplanar, and Lawful subtypes.
* It's initial ability score adjustments are +4 Int, +8 Wis, +10 Cha, -10 Str, -10 Dex, -10 Con
* Base Speed 30 ft., Fly (50 ft.) Clumsy
* Starting Ability Scores:
	+ Str: 6, Dex: 5, Con: 5, Int: 18, Wis: 21, Cha 20
* 1st Level Feat: Mindsight (Lords of Madness)
* Skills
	+ 1st Level - Knowledge (The Planes) 4, Knowledge (Local) 4, Concentration 4, Sense Motive 4, Listen 4, Spot 4, Survival 4, Hide 4, Bluff 4CC, Speak Language 4CC, Diplomacy 4, Move Silently 4
	+ 2nd Level - Knowledge (The Planes) 1, Knowledge (Local) 1, Concentration 1, Sense Motive 1, Listen 1, Spot 1, Survival 1, Hide 1, Diplomacy 1, Move Silently 1, Use Magic Device 2CC
* Languages: Infernal, Celestial, Draconic, Planar Trade, Common
* Summon Devil (Least): As the normal summon ability except has a 50% chance of summoning 1d4 Lemures. At 5th level this changes to 2d10. At 8th level the Erinyes' normal summoning Baatezu supernatural ability is aquired and replaces previous versions.
Hel

*Hel, goddess of death and of the Underworld*

* Domains: Death, Evil, Darkness, Repose, Undeath, and Deathbound
* Alignment: NE
* Favored Weapon: Touch Attack (Dagger)
* Portfolio: Death, Underworld
* Information: Hel is one of the most powerful - some might say the most powerful - of all the Jötunn deities.
Flameheart’s Molten Bronze Breastplate +5 of Righteous Might

* This magical armor appears as a jug of molten bronze. When you don the armor, you pour the bronze upon your chest and it adheres and contours to your skin (causing 2d12 points of fire damage). Once you put it on, it can't be removed unless you choose to do so.

* This armor can be kept on at all times, including during rest/sleep, without penalty
* This armor can be worn under your clothes
* Donning or removing this armor takes one full round
* To use this relic, you must worship **Surtr** and either sacrifice a 6th-level divine spell slot or have the True Believer feat and at least 11 HD.
	+ Any others that attempt to use this relic suffer 12d12 points of fire damage from the molten metal (no saving throw). The relic then then reforms at their feet as a bronze jug filled with molten metal once more
* Size Large
* Armor bonus 5+5 = 10 (as breastplate +5)
* Speed 20 (when 30), Weight 100 pounds, Hardness 20, Hit Points 75
* Once per day as a standard action this relic allows the wearer to cast the spell Righteous Might (cast at 20th level)
* This item radiates a strong aura of evil
* This armor once belonged to **Brandingi Flameheart**  who is now a lieutenant of **Surtr**, a former Fire Giant king from the *Age of Yggdrasil*
* This relic was lost in the *Age of the Alfr*, when the Surtshellir prince **Eldr the Thrice Burned** was cut down by 100 fey warriors and his armor was taken and hidden by the followers of **Freyr**
* The Surtshellir clan believes that this relic was given to a priestess of **Njord** for safekeeping, a woman known as **the Deep Wyrdling**, from the Adogit clan. It is believed that the feared and hated male seidr practitioner, the Adogit sorcerer **Jungo War-Tooth**, is **the Deep Wyrdling’s** descendent and may still possess this relic
Penitent

*In an isolated neighborhood, where the sorrows of the modern age lie heavy, where sickness is common and plants will not grow, a young woman makes her way along the street, visiting with the children. Where she passes, the pall lifts from their eyes and they find they can laugh again—and none notice how bowed the woman’s own shoulders become, laden by the burden, the Woe, she has taken from them.*
For Biden

## Characters

* Utlem the half-orc barbarian crusader
* Datdrath Brewjew the dwarven cleric
* Otto Brewmeister the halfling rogue
	+ and Chubbs, his trusty riding dog
* Elaran Brightburn the elven wizard
	+ and his familiar, Monty
* Bertrum Dagnels the human dread necromancer

## NPC's

* Dunkjack - An Ogre that was freed by Otto.
* Tiadora - An attractive female that you suspect isn't human. Can enthrall people to do her bidding.
* Cardinal Augustus Thorn - High Priest of the For Biden one.
Character Creation

## Characters and Character Creation

* Ability scores: point buy 32, starting at 8, as on page 169 of the Dungeon Master’s Guide.
* Two attempts at 4d6, drop the lowest may be made per trip on a new character (I.E. no rolling and then taking your PC through a portal to the plane of fire over and over again)
* Characters begin at 0 XP.
	+ If your character dies and is not resurrected (or retires, or becomes an NPC, or is otherwise unplayable), you may begin a new character at 75% of the previous character's experience total.
* Hit dice are maximized at first level. At each level after first, we roll. You may reroll one time if you do not like you roll but must keep your second roll.
* Characters take no experience penalties for multiclassing.
* Fractional BAB and fractional saves are in effect. Can only get +2.5 once.
* Half-Humans get a +1 boost to any ability score at character creation.
* *Fighter Homebrew* is an available PC class.

### Level Adjustment

* All listed level adjustments are reviewed and possibly then reduced based on relative strength compared to a tier 3 PC of the same level.
* Monster class progressions (e.g., from *Savage Species*) may be used. Most will need to be adjusted to fit the race's new level adjustment (see previous rule).
* Level adjustments may be reduced or "paid off" as per the *Unearthed Arcana*/SRD rules.

## Situational

* A character is considered dead if he reaches negative his Constitution score or negative 10 hit points, whichever is further from zero.
* Characters have a mental age and a physical age. If they are subjected to an artificial aging, youthening, or aging-prevention effect, it normally affects only their physical age. Physical age penalties apply (or are removed) when the character's physical age advances (or reverses) an age category; mental age bonuses apply (or are removed) when the character's mental age advances (or reverses) an age category. Death from old age only occurs when physical age reaches a maximum; one cannot die of old mental age.
* The Giant's diplomacy fix is in effect.
Handy Haversack

Well made, well used, and quite ordinary, constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold as much as 2 cubic feet in volume or 20 lbs. in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 lbs. of material. Always weighs 5 pounds.
Grapple Rules

Initiating a grapple:

* Provoke AoO (hit = end of attempt, note that character being attacked gets an AoO regardless of size differences)
* Melee touch attack (miss = end of attempt)
* Opposed grapple check (fail = end of attempt): deal non-lethal damage to the target as if with an unarmed strike (1d3 as Med, 1d4 as Large plus STR modifier)

Once grappling, you and your opponent each have the following options:

* Basic Actions that don't affect how the grapple continues:
	+ S\* Activate a Magic Item (no spell completion items [ie scrolls], no opposed check)
	+ A\* Attack Your Opponent (Unarmed, Natural, or Light Weapon only at -4, no opposed check)
	+ V\* Cast a Spell (standard action or less; No 'S' components; 'M', 'F', and 'DF' components must be in hand, you must make a Concentration check DC 20 + spell level or lose the spell, no opposed check)
	+ A\* Damage Your Opponent (equivalent to Unarmed Strike, opposed check req)
	+ M\* Draw a Light Weapon (opposed check req)
	+ F\* Retrieve a Spell Component (no opposed check)
	+ A\* Use Opponent's Weapon (opponent must be holding weapon, light weapon only, -4 to attack, opposed check req)

* Actions that change the grapple:
	+ S\* Escape from Grapple (You may substitute an Escape Artist check): Success ends the grapple. Failure wastes an action (opposed check req)
	+ S\* Move: Success allows you to move half your speed in any direction, taking all grapplers with you. Failure wastes an action (+4 to grapple check if your opponent is pinned, opposed check req)
	+ A\* Pin Your Opponent: Success changes options for both grapplers, See below. Failure wastes an action (opposed check req)
		- If you are pinning your opponent you can:
			* A\* Damage Your Opponent (see above - check req)
			* A\* Use Opponent's Weapon (see above - check req)
			* S\* Move (see above - check req)
			* S\* Disarm or remove secured worn object (opposed check req at -4)
			* V\* Cast spell (see above, Concentration check req)
			* N\* Hold opponent silent (no action, no opposed check)
			* M\* Release opponent (no opposed check, ends grapple)
		- If you are pinned you can:
			* V\* Escape the pin as an attack action (you may substitute an Escape Artist check as a standard action): Success means you are still grappled, but no longer pinned. Failure wastes an action (opposed check req)
	+ A\* Throw Your Foe to the Ground: Success means you and your foe fall prone in the space you both share, but you're still grappling. Failure means the opponent gets a chance to throw you to the ground (opposed check req)
		- A\* Optional: take a -4 penalty on opposed check: Success means you break your foe's hold on you and you throw your foe to the ground in a space adjacent to the space you formerly shared (opposed check at -4 req)
	+ A\* Break Another's Hold (you aren't in the grapple, but you attempt to break the hold of one of the grapplers): Success means the character you are helping is freed (opposed check req)

Options are marked based on the action type required:

* 0 = Free Action
* M = Move Action
* S = Standard Action
* A = Attack Action
* F = Full Round Action
* V = Varies
* N = No Action
Hybrid HB

**Dire Honey Badger HYBRID Form Stat Block**
male dwarf were-dire honey badger fighter 1 (ECL 2)
CN medium humanoid (dwarf, shapechanger)
**Init** +2; **Senses** low-light vision, darkvision 60 ft., scent; listen +2, spot +2
**Languages** Common, Dwarven, Open, Open

**AC** 17 (+2 dex, +5 natural), touch 12, flat-footed 15 (+4 dodge vs giants)
**HP** 17/17 (1d10+7)
**Fort** +6, **Ref** +2, **Will** +4 (+2 vs poison, spells, spell-like effects)
**DR** 1/Silver

**Speed** 20 feet.
**Melee** Claw +4 (1d4+3/x2)
**Full Attack** Claw/Claw +4 (1d4+3/x2) and Bite -1 (1d6+1/x2)
**Base Atk** +1; **Grapple** +4
**Combat Options** Power Attack
**Special Abilities** Curse of Lycanthropy, Basic Training, Dwarf Traits

**Abilities** Str 17, Dex 15, Con 18, Int 14, Wis 10, Cha 10
**Special** Stonecunning, Weapon Familiarity (dwarven waraxes, dwarven urgroshes), Lycanthropic empathy
**Feats** AlertnessB, ToughnessB, Iron WillB, TrackB, Endurance
**Skill Points**
**Skill Modifiers**
**Possessions**
**Coins**

**Weapon, Armor, and Shield Aptitude:** You can spend 1 hour in practice to change the designated weapon or group of weapon for any feat you have that applies only to a single weapon or a group of weapons (such as Ranged Weapon Mastery). You can change the designated armor for any feat you have that applies only to a single type of armor or armor type (such as Heavy Armor Optimization). You can change the designated shield for any feat you have that applies only to a single type of shield or shield category (such as Shield Specialization). You must have the newly designated weapon, armor, or shield available during your practice session to make this change. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess.
**Basic Training** A fighter has the best "all-around" fighting capabilities. He gains the benefits of Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, and Improved Unarmed Strike. He does not need to meet the ability score prerequisites to use these abilities as long he does not multi-class or prestige class.

The Full HB
Dwarf Form
Enduring Amulet +1

This circular, coin-shaped talisman is half flame red and half-ice blue.

* An enduring amulet protects you from extremes of temperature as if by the endure elements spell. This is a continuous effect and requires no activation
* This amulet also provides +1 to Natural AC
* In addition, the amulet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges (as an immediate action) grants you resistance to cold and fire for 1 round
	+ 1 charge: Resistance to cold 10 and fire 10
	+ 2 charges: Resistance to cold 15 and fire 15
	+ 3 charges: Resistance to cold 20 and fire 20
Psilo Nightshade

Female Pixie Druid 1
NG Small Fey (fey)
**Init** +2; **Senses**  listen +5, spot +5
**Languages**  Common, Druidic, Sylvan, Elf, Gnome, Halfling

Mythweavers Sheet

Skye's (riding dog) Mythweavers Sheet

**AC** 16 (+1 size, +2 dex, +3 armor), touch 13, flat-footed 14
**HP** 11/11 (1d8+3)
**Fort** +5, **Ref** +2, **Will** +5
**DR** 2/Cold Iron

**Speed** 20 ft.; Fly 60 ft. (Good)
**Melee** quarterstaff +0 (1d4-1/x2)
**Ranged** longbow +3 (1d6-1/x3)
**Base Atk** +0; **Grapple** -5
**Special Actions**

**Abilities** Str 8, Dex 14, Con 16, Int 18, Wis 16, Cha 8
**Special** Animal Companion, Nature Sense, Wild Empathy
**Feats -** **Seal Keeper Initiate** - You get a +2 bonus on saving throws against any creature with the aberration subtype or any creature with primordial blood. Add Knowledge (Dungeoneering) to your list of druid class skills. In addition you can cast the following spells as if they were on the druid spell list at the indicated level. **Bonus Spells:**∗1st level: *Protection from evil*∗2nd level: *Zone of Natural Purity*∗3rd level: *Remove Curse*∗4th level: *Nature's Wrath*∗5th level:*Geas/Quest*∗6th level: *Antimagic Ray*∗7th level: *Return to Nature*∗8th level: *Mind Blank*∗9th level: I*mprisonment*
**Skills** Concentration +7, Diplomacy +3, Handle Animal +3, Heal +5, Hide +6, Knowledge Nature +10, Knowledge Dungeoneering +5, Listen +5, Ride +2, Search +6, Spellcraft +8, Spot +5, Survival +5, Swim =2
**Skill Points**
Herbert

Most see him as some Dumb Unique Construct that is ordered to be either be Arcanus's wagon driver or Body guard but unlike normal constructs he seems to recognize conversational language more than just a single word or phrase of command. On top of that, those that were trained warriors could easily see that Herbert grasped and moved with his blades in way that was far beyond a minimal trained individual (Martial Lore DC 20)
Dungeon Master

male human dungeon master 6 (19,525 XP)
CE medium humanoid (Irish, Merican')
**Init** +1; **Senses**  listen (lamentations) +10, spot (min/maxer) +8
**Languages**  Merican'

**AC** 12 (+1 Dex, +1 flamboyant dodging) touch 11, flat-footed 11
**HP** 57/57 (6d12+12)
**Fort** +7, **Ref** +6, **Will** +5

**Speed** 20 feet.
**Melee** Weak Slap +5 (1d1/x1)non-lethal
**Ranged** Vomit (20 ft. Line)
**Combat Options** Favored Spell (*Wall of Thorns*)
**Base Atk** +3; **Grapple** +5

**Abilities:** Str 15, Dex 13, Con 14, Int 9, Wis 10, Cha 12
**SQ** Enjoy Lamentations
**Feats:** Projectile Vomit, Vow of Non-Lethality, Protection from Minorities, Improved Adjudication
**Skills:** Ignore Player +8, Craft +6, Whiff Attack +8, Whites Only +8, Spot (Min/Maxer) +8
**Skill Points:** Ignore Player 7, Craft 7, Whiff Attack 7, Whites Only 7, Spot (Min/Maxer) 8

**Projectile Vomit**: As a free action, but no more than once per round, Jeff can project vomit in a 15 ft. line (Ref Half; DC 10 + 1/2 HD + Con modifier). There is no saving throw for allies dropped items and gear and does double damage.
**Vow of Non-Lethality**: Any time a PC would be killed by an attack, a roll of 1 automatically occurs. In exchange, Jeff has bard-like ability to tell tales of how very nearly dead we were. As a standard action Jeff can "tell his tale". PC's must make a wisdom save versus Jeff's Whiff Attack modifier. On a failed roll, the PC's believe they almost died and must role play appropriately.
**Protection from Minorities** The Dungeon Master has a special use of his whites only skill. When creating a campaign or world, he may make a "White's Only" roll with the DC set by the number of opposing players. If successful, all PC's must be white of skin.
**Favored Spell**: At 5th level and every 5 levels after that, the DM may pick a favored spell. When he's feeling gay, an opponent will appear (zero chance to avoid) and will cast that spell on the entire party.
**Enjoy Lamentations**: At 6th level an evil DM gains a +10 listen check for players grumblings. Each successful check boost morale and all rolls for the rest of the session gain a cumulative +1 bonus (or -1 if the DM so chooses). Yes even damage rolls. If the DM's alignment ever changes to good, he gains Ignore Lamentations in it's place and has a -10 listen check for lamentations. A good DM who hears a player's lamentations will work through the triggering action and appease the snowflake.
**Improved Crafting** DM's craft worlds motherfucker. Any ranks in craft count for all craft skills. At 6th level, a DM gets a +10 check on crafting worlds.
**Hidden Rolls** A dungeon master of 6th level doesn't reveal what he's rolling to the players. It's not cheating when he does it. Attempting to goad the DM into rolling in the open counts as a player lamentation. Go find another game bitch player.
**Improved Adjudication** A DM who selects this feat actually starts reading player abilities to better adjudicate what they do instead of taking the PC's word for it.
Sand Shaper (modified)

As in the SRD Sand Shaper, with the following changes:

**Sand Shape (Sp)**:

* Created items persist for 1 hour per caster level.
* Created items can be refreshed as a standard action.  This resets the duration start time.
* Created items with a DC of 0 or less can be formed or unformed as a free action
* Subject to the exceptions in the RAW, items being imitated are fully functional.
* Under close observation, anyone can tell that something is not quite right about the item.  As such, passing the item off as real would require other influences at play, such as successful bluff checks, charm magic, etc.

***Summon Desert Ally* Spells*:***

These spells will mechanically function as the analogous Summon Monster spells.  As a matter of roleplay, they will appear to be made of waste material.
Kolvar of Keathyra

male phrenic wood elf warblade 1
NG medium humanoid (elf, psionic)
**Init** +1; **Senses** low-light vision; listen +3, spot +3
**Languages** common, elven, draconic, goblin

**AC** 13 (+4 armor, +1 Dex, -2 stance), touch 9, flat-footed 12
**HP** 14/14 (1d12+2)
**Fort** +4, **Ref** +2 (+1 if FF), **Will** +1 (+2 vs enchantment spells and effects)
**PR** 11
**Immune** sleep spells and effects

**Speed** 30 feet.
**Melee** glaive +7Reach Weapon (1d10+1d6+7/x2)Punishing Stance
**Ranged** club +2 (1d6+5/x2)
**Base Atk** +1; **Grapple** +6

**Maneuvers and Stances Known** (IL 1st):
      *Stances*—Punishing Stance (1st)
      *Strikes*—Sapphire Nightmare Blade (1st), Steel Wind (1st)
      *Boost*—Moment of Perfect Mind (1st)

**Psi-like Abilities** (ML 1st):
      3/day—*Defensive Precognition*
      1/day—*Force Screen*

**Abilities** Str 20, Dex 12, Con 15, Int 14, Wis 12, Cha 10
**SQ** Battle Clarity (Reflex Saves), Weapon Aptitutde
**Feats** Weapon Focus (Glaive)
**Skills** Concentration +6, Knowledge (History) +4, Knowledge (Psionics) +3, Knowledge (local) +6, Balance +5, Jump +9, Tumble +5, Listen +3, Search +4, Spot +3
**Skill Points** Concentration 4, Knowledge (History) 2, Knowledge (Local) 4, Balance 4, Jump 4, Tumble 4
**Possessions** club, glaive, chain shirt

**Planned Build** Warblade 4 / Crusader 1 / War Mind 5 / Eternal Blade 10
**Planned Feat Progression** Knowledge Devotion3rd, Power Attack6th, Psionic Weapon9th, Deep Impact12th, Psionic Meditation15th, Martial Stance (Immortal Fortitude)18th
Lima

male goblin druid 1
NE small humanoid (goblinoid)
**Init** +0; **Senses**  Darkvision 60 ft.; Listen +1, Spot +1
**Languages**  Common, Goblin, Druidic, Elven

**AC** 17 (+1 size, +1 armor, +1 shield, +4 dex) touch 15, flat-footed 13
**HP** 10/10 (1d8+2)
**Fort** +1, **Ref** +0, **Will** +3

**Speed** 30 feet
**Melee** club +0 (1d4-1/x2)
**Ranged** club +1 (1d4-1/x2)
**Base Atk** +0; **Grapple** -5
**Combat Options** Spontaneous Casting

**Spells Memorized** (CL 1st):

•0th -*Create Water*, *Detect Magic*, *Read Magic*
•1st -*Shillelagh*, *Shillelagh*

**Abilities** Str 8, Dex 10, Con 9, Int 12, Wis 13, Cha 12
**Feats**Mounted Combat
**Skills** Ride +8, Handle Animal +5, Concentration +3, Knowledge (Nature) +7, Spellcraft +5, Survival +3, Move Silently +4
**Possessions** Backpack, five torches, flint and steel, fifty foot hemp rope, waterskin, peasant's outfit, spell component's pouch, druidic holy symbol, club, padded armor, light wooden shield

**Animal Companion**
**Nature Sense** A druid recieves a +2 bonus on Knowledge (Nature) checks and Survival
**Wild Empathy**
Silver Raven

* This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10).
* Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell (unless instructed otherwise it returns to the spot where it was dispatched after delivering the message).
* If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities.
* It can maintain its non-figurine status for only 24 hours per week, but the duration need not be continuous.
* The raven moves at a speed of 60, meaning in 24 hours of continuous travel it can travel a total of 150 miles.
Two Seven

**XP** 2451 / 6,000; **Level** 3
male chaos gnome barbarian 2/warblade 1
CN small humanoid (gnome)
**Init** +3; **Senses**  listen +4, spot +1
**Languages** common, gnomish, orc, elf

Mythweaver

**AC** 18 (+4 armor, +3 dex, +1 size), touch 14, flat-footed 15
**HP** 35/35 (3d12+9)
**Temp HP** 0
**Fort** +6, **Ref** +5, **Will** +2

**Speed** 20 ft.
**Melee** mwk gnome hooked hammer +7 (1d6+3/x3)
**Full Attack** Gnome hooked hammer +5 (1d6+2/x3) and hook +5 (1d4+1/x4)
**Whirling Frenzy** gnome hooked hammer +5/+5 (1d6+4/x3) and hook +5 (1d4+2/x4)
**Base Atk** +3; **Grapple** +1
**Special Actions** Rage (3/day)
**Spell-like Abilities** (CL 2nd):
      1/day—*entropic shield*, *daze*, *flare*, *prestidigitation*

**Abilities** Str 14, Dex 16, Con 16, Int 12, Wis 12, Cha 10
**Feats** two-weapon fighting, extra rage
**Skills**
**Skill Points** Language 2, climb 2, gather information 3, intimidate 4, jump 5, listen 1, search 2, survival 1, tumble 5
**Possessions** *crystal of life drinking*, 5 lbs of bear meat, chain shirt, mwk gnomish hooked hammer
**Coins** 230
**Potions**
**Scrolls**

**Whirling Frenzy**
**Pounce**
S01C01

# Chapter 1: Sheltering from the Storm

**Year 3392, Spring, Month of the Bear, Day 7 (Resting)**

## Encounters Overcome

• 2 x Rat Swarm
• 8 x Rats
• Vargouille, Lesser
• 2 x Hobgoblin Warrior 2
• Goblin Warrior 1
• Fuisillade of Darts Trap
• Fast Bloodthirsty Unkillable Human Zombie
• Medium Monstrous Spider

## Treasure Gained

• Headband (Faint Aura) Identified: +1 Will Saves
• 2 x masterwork longswords
• 2 x composite longbows (+1 str rating)
• 36 arrows
• 1 x potions Unidentified
• 2 x Cure Light Wounds Potions
• 2 x Chainmail suit of armor
• 2 x heavy steel shields
• 1 small sized heavy steel shield
• 1 small sized masterwork shortsword
• 1 small sized shortbow
• 1 small sized chainmail
• 19 small sized arrows
• 1,200 copper pieces
• 2,380 silver pieces
• 258 gp
• 2x wand
• 13 pp

## Notes from Play

• Swarms are a bitch
• Justin still throwing Carceri shit at party.
• Goblinoid enemies encountered are extremely well armed and fought with a shockingly high amount of discipline
• Zezzi is built like Shaq. Too bad he's not proficient with longswords.
• Kolvar did 16 and 19 points of damage in the same round
• Going full meta, Gaxy actually rolls his holy symbol (an 8 sided die) to determine how much CLW heals for
• Zezzi and Kolvar have filth fever!!
• Kolvar killed an unkillable zombie in one round

## Recap

This is too much fucking work if we're playing every day. Fuck this shit.

## Mistakes Made

From the Swarm subtype - " A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells."
I would have ruled Energy Shield as dealing 3 points of damage to them and breath weapon would have been 1d6 + 50%
Giant List of Stat Blocks

## Soon to be a, Giant list of Stat Blocks

List of Challenge Rating 1 Monsters

List of Challenge Rating 2 Monsters

List of Challenge Rating 3 Monsters

List of Challenge Rating 4 Monsters

List of Challenge Rating 5 Monsters

List of Challenge Rating 6 Monsters

List of Challenge Rating 7 Monsters

List of Challenge Rating 8 Monsters

List of Challenge Rating 9 Monsters

List of Challenge Rating 10 Monsters

List of All Monsters

Some Random Starter Stat Blocks
Elaran Brightburn

male elf wizard 2
NE medium humanoid (elf)
**Init** +2; **Senses**  low-light vision; Auto-Search; listen +2, spot +3
**Languages** common, elven, draconic, gnoll, goblin, orc

**AC** 12 (+2 dex) touch 12, flat-footed 10
**HP** 10/10 (2d4+2)
**Fort** +1, **Ref** +2, **Will** +3; +2 on saves against enchantment
**Immune** Sleep spells

**Speed** 30 feet.
**Melee** dagger +1 (1d4/19-20)
**Ranged** Longbow +3 (1d8/x3)
**Base Atk** +1; **Grapple** +1
**Wizard Spells Prepared** (CL 2nd):
      0— *Daze*, *Light*, *Mage Hand*
      1st—*Magic Missile*, *Charm Person*, *Silent Image*

**Abilities:** Str 10, Dex 14, Con 12, Int 18, Wis 11, Cha 10
**Special Qualities** Auto-Search
**Feats:** Point Blank Shot, Precise Shot
**Skills Points**: Bluff 1.0cross-class, Concentration 4, Decipher Script 4, Knowledge (Arcana) 4, Search 2.0cross-class, Spellcraft 4, Spot 1cross-class
**Skill Modifier**: Bluff +1, Concentration +5, Decipher Script +8, Knowledge (Arcana) +8, Search +8, Spellcraft +8, Spot +3, Listen +2

**Auto Search:** An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
**Fighter Variant** A wizard with this variant does not get scribe scroll at 1st level. Instead they may choose a fighter bonus feat.
**Generalist Wizardry** A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic. The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school. This substitution feature replaces the standard wizard’s ability to specialize in a school of magic.

**Personal Spell Book**

* Silent Image, Magic Missile, Charm Person, Identify, Mage Armor, Shield, Grease, Obscuring Mist, Benign Transposition, Enlarge Person, Feather Fall
* All 0th level in PHB

**Richter's Tome of Arcane Armament**

* Bull's Strength, Flaming Sphere, Hideous Laughter, Invisibility, Cloud of Bewilderment
* Alarm, Charm Person, Expeditious retreat, feather fall, mage armor, magic missile, mount, shield, sleep, wall of smoke
* All 0th level in PHB, Caltrops