recursal/Fanatic-Fandom huggingface dataset:
Foehammer (Fighter; Dwarf)

The foehammer is an archetype of the fighter class, available to dwarf fighters.

*While the axe is the most famous dwarven weapon, the hammer is at the heart of dwarves’ heritage as forgemasters and warriors alike.*

### Class Features

A foehammer has the following class features:

#### Sledgehammer (Ex)

At 3rd level, a foehammer wielding a hammer gains a +2 circumstance bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip.

This ability replaces armor training 1.

#### Weapon Training (Ex)

At 5th level, a foehammer must select hammers and does not gain weapon training with other groups, though his weapon training bonus improves by +1 every four levels after 5th.

#### Hammer to the Ground (Ex)

At 7th level, when a foehammer succeeds at a bull rush combat maneuver, he can make a trip combat maneuver at the end of the bull rush. If he does not move with the target, the force of his blow may still trip his foe, but he takes a –5 penalty on the combat maneuver check to trip.

At 15th level, any creature a foehammer successfully bull rushes is automatically knocked prone at the end of the bull rush.

This ability replaces armor training 2 and 4.

#### Rhythmic Blows (Ex)

At 9th level, each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit against that target, but lasts only until the end of the foehammer’s turn.

This ability replaces weapon training 2.

#### Piledriver (Ex)

At 11th level, as a standard action, a foehammer may make a single melee attack with a weapon from the hammer weapon training group. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.

This ability replaces armor training 3.

#### Ground Breaker (Ex)

At 13th level, as a full-round action, a foehammer may strike the ground with his hammer. If the attack deals more damage than the floor’s hardness, the space he occupies and all adjacent squares become difficult terrain. Creatures in those squares, except for the foehammer, are knocked prone (DC 15 Reflex negates).

This ability replaces weapon training 3.

#### Hammer Master (Ex)

At 17th level, any combat feats a foehammer has learned with any weapon from the hammer weapon training group (e.g., Improved Critical, Weapon Focus) apply to all weapons from that group.

This ability replaces weapon training 4.

#### Devastating Blow (Ex)

At 19th level, as a standard action, a foehammer may make a single melee attack with a weapon from the hammer weapon training group at a –5 penalty. If the attack hits, it is treated as a critical threat. Weapon special abilities that only activate on a critical hit do not activate if this critical hit is confirmed.

This ability replaces armor Mastery.

#### Weapon Mastery (Ex)

A foehammer must choose a weapon from the hammer group. This ability otherwise functions as the fighter’s weapon mastery ability.
Noramba Desert

**Noramba Desert** is 4'th island in the game. The island has 7 monsters, that are:

* Floot Fly
* Scaratar
* Furcorn
* Rootitoot
* T-Rox
* Spurrit (bro tried to sing but got scared :skull:)
* Bisonorus

## Items

* Emeralds
* **Relics**
* Eggs
* Textile

## Glitches

Sometimes, when you try to spawn a T-Rox (from mail or bought), it can become a Voidcorn. This happens on old versions.

## Monster teleportation

You can teleport monsters from Floating City that are Level 7.
Key Items

SHACB has a few notable Key Items, the ones this Page discusses are the two types that affect gameplay directly.

**Cursed Sword**

The Cursed Sword acts as your Last Resort in The Game, unlike other weapons it exclusively exists for the use of its Cursed Sword Skills, which can be activated by pressing D. They cost erosion but deal massive **true** damage, these of course aren't as effective against Bosses.

The Cursed Sword is also used when you succeed to escape the struggle phase, which happens when you are knocked down(and sex'd if you have the NSFW content on). Since you gain erosion on use no matter what, this guarantees that each knockdown will give you a significant increase to Erosion, and therefore bring you closer to losing the run.

**Special Souls**

These Souls are Permanent Minor Upgrades that stack, obtained from set locations in the game's safehouse/outposts, as well as as a small chance drop from enemies in the Labyrinth.

There are five(at least, to my knowledge), four of which give you stacking buffs. So collecting them will slowly make you somewhat stronger, if you're bad at the game of course.

The Last Soul likely has Story Purposes, but the game is still unfinished so I have no guarantee it serves a purpose yet.

**Forging Journals** are the last Key Item Type.

I will edit this page once I am clear of their obtainment method, but I can confirm that they help to increase Forging Level. Which is pretty useful.
Combat Basics

The combat of SHACB focuses on a traditional turn-based system. However what becomes painfully obvious quickly is how significant each turn is.

You will only get to move once before every active enemy gets their own turn, so making it count is super important!

Each turn consists of your action first, and then the actions of every active enemy. Those being any enemies that are currently aggro'd to you or another enemy. This means that the more enemies actively fighting, the more time between your actions, and also more opportunities for you to take damage.

As the game's tutorial will show you, there are multiple actions that you can use on a turn.

- Attacking

- Using a Skill

- Moving a Space

- Throwing an Item

- Forging a Weapon

- Using a Potion/Item

Basically, anything that would affect you or the game's world is going to count. Obviously changing a setting won't or something like that, but keep it in mind.

It should also be noted that moving even when not fighting enemies counts as turns for stuff like your natural regeneration... As well as Erosion Gain.

Erosion is passively gained while using turns in the Labyrinth, its pretty slow and can be upgraded to be slower, but it does act as a pseudo time-limit.
Dented Helm

## Dented Helm (Combat, Dwarf)

*Your helm protects you from hard hits.*

**Prerequisites:** Hard-Headed, base attack bonus +6, dwarf.

Benefit: When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you can apply half of the damage from the attack to your helmet rather than yourself, applying hardness as normal. If the damage destroys your helmet, any leftover damage is applied to you. After using this feat, you are staggered until the end of your next turn. You may not use this feat if your helmet has the broken condition or the attack ignores armor bonuses to AC.
The Shimmering Horizon and The Cursed Blacksmith Wiki

**Welcome to the The Shimmering Horizon and The Cursed Blacksmith Wiki!**

***Warning: This Game is an Adult Game with Mature Themes as well as some Sexual Content, while this Wiki will not showcase that content. Do not play this game unless you are both 18 and completely aware of what it pertains to. This wiki exists for the purposes of the game's combat.***

Shimmering Horizon and The Cursed Blacksmith(or SHACB, as I will call it a lot here) Is a Roguelite Dungeon Crawler H-Game developed by ASON. It hosts a turn-based combat system that involves a mix of both forging weapons and wasting them away in glorious combat. The game is still in development, but already has a significant amount of content developed and playable.

Welcome to the Wiki I decided to make mostly for fun on this game, which has a combat that I am kind of unhealthily addicted to. If you're not like me(a pure gigachad that has the nono setting off), you might find a resource on the game's unclear details helpful. It doesn't tell you everything after all.

## Important articles

Player(GUI)Combat Basics

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Casual Illusionist

## Casual Illusionist (Gnome)

*You can use your innate magic to create minor illusions that augment your efforts at trickery and deceit.*

**Prerequisites:** Gnome, gnome magic racial trait.

**Benefit:** As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.

**Special:** This feat counts as the Deceitful feat for the purposes of all prerequisites.
Cleave Through

## Cleave Through (Combat, Dwarf)

*You are ferocious at hewing smaller opponents.*

**Prerequisites:** Str 13, Cleave, Power Attack, base attack bonus +11, dwarf.

**Benefit:** When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites.

**Normal:** You may only make additional attacks with Cleave against creatures you threaten when you make your initial attack.
Steel Soul

## Steel Soul (General)

*You are especially resistant to magic.*

**Prerequisites:** Dwarf, hardy racial trait.

**Benefit:** You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.

**Normal:** Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.
Half-Drow Paragon

## Half-Drow Paragon (Half-Elf)

*Your drow blood is particularly strong.*

**Prerequisites:** Drow-blooded and drow magic racial traits, half-elf.

**Benefit:** You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial trait count as drow spell-like abilities for the purposes of any feat prerequisites.
Shared Insight

*You deftly direct others’ attentions where you wish.*

**Prerequisites:** Wis 13, half-elf.

**Benefit:** As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds equal to your Wisdom modifier (minimum 1 round).
Shatterspell

## Shatterspell (Combat, Dwarf)

*Your mighty blows shatter your enemy’s magic.*

**Prerequisites:** Disruptive, Spellbreaker, dwarf, 10th-level fighter.

**Benefit:** As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power. You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.
O Medalhão dos Sentimentos Universais

**O Medalhão dos Sentimentos Universais** é uma relíquia mágica criada por Ińfeřniâna, uma das feiticeiras mais poderosa de todos os tempos. Ela o fez para guardar os sentimentos mais puros e nobres da comunidade mágica, como o amor, a alegria, a esperança e a coragem. O Medalhão tem um feitiço de proteção que impede que qualquer um possa usá-lo para fins malignos, mas também tem um preço alto. Quem colocar o Medalhão na pescoço, poderá sentir os sentimentos da pedra, mas perderá os seus próprios. E se tirar o Medalhão, não se lembrará de nada do que aconteceu durante o tempo em que o usou. A única forma de quebrar o feitiço é devolver os sentimentos à pedra, mas isso é quase impossível, pois requer um ato de bondade genuína e altruísta. Quem tentar usar o Medalhão a seu favor, terá que enfrentar uma terrível punição, que pode variar de 10.000 anos de solidão e sofrimento - caso o infrator não tenha nenhuma maldição que encurte a sua vida - até à perda total de poderes e magia. O Medalhão dos Sentimentos Universais é um tesouro e uma maldição, e só os mais sábios e virtuosos podem lidar com ele.

## Fabricação

O Medalhão foi feito por volta de 3002 d.R.
Groundling

*You can speak with burrowing animals.*

**Prerequisites:** Cha 13, gnome, gnome magic racial trait.

**Benefit:** You can use *speak with animals* as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the like. You can still use your gnome *speak with animals* ability once per day to speak with any animal, as usual.
Arcane School Spirit

## Arcane School Spirit (General)

**Prerequisites:** Bluff 1 rank, arcane school class feature, gnome.

**Benefit:** As a full-round action, you extol the virtues of your school of magic to one creature within 30 feet. Make a Bluff check opposed by a target’s Sense Motive check; if you win the check, the target takes a –2 penalty on saving throws made to resist the next spell of this school that you cast. If your chosen school is universalist, choose a specific school each time you use this ability. If your Bluff check succeeds, however, your lack of true commitment to the school means the target takes only a –1 penalty on its saving throw.
Player(GUI)

Theres quite a bit of information the game has for you in combat, through its extensive gui. Knowing the use of everything is pretty important after all.

**Main GUI**

- Level: Mostly irrelevant to be honest, since its reset per run. Still, it does give minor stat bonuses.

- EXP: Self-explanatory, but how much you need to reach the next level, no visual numbers are given.

- Health: Mostly relevant to be honest, its your usual video-game HP. Running around in the labyrinth will recover it slowly, but also increase erosion.

- Stamina: A stat you should pay more attention to, this is used for weapon skills, and not having some in a pinch can be really bad. Also recovered by running around in the labyrinth.

- Erosion: The most important piece of the whole GUI, with a base cap of 100%. If you hit zero health, you will enter knocked down state, at which point sacrificing erosion is neccesary to recover. If you get knocked down with maxed erosion? **Game over.**

**Secondary GUI**

- Block Rate: The higher this number is, the more likely you are to parry incoming attacks, its decreased when parrying attacks, increases passively as you wander or take hits.

- Souls: Acts as a currency for the game, tons of permanent upgrades as well as other useful stuff can be purchased pre-run using Souls.
Łenôniă Łeał

## Informações Biográficas

### Família

* Łemōniō Łeał - marido
* Łemíniă Łeał - filha
* Łemíciō Łeał - genro
* Łeôniă Łeał - neta
* Łeōcádiă Łeał - neta
* Łeōneł Łeał - neto
* Łuănă Łeał - bisneta
* Łună Łeał - bisneto
* Łuăn Łeał - bisneta

## Informações Profissiomágicas

### Profissão Mágica

* Ministra
* Detetive

### Ocupação Mágica

* Bruxa
* Mãe
* Avó
* Bisavó

### Cargos Mágicos

* Ministra do Sindicato das Bruxas de Trixòriń
	+ Ex-ministra do Sindicato das Bruxas de Żizōmoř
* Ex-detetive da Central de Espionagem de Ğełiōndûiń

## Relacionamentos

### Melhores Amigos

* Řafăeł Řathōrě
* Sindicato dos Poderosos Magos de Trixòriń
* Os Três Magos
* As Cinco Bruxas da Noite

### Arqui-inimigos

* As Nove Gatas-Borralheira

## Fama

### Fortuna Estimada

670.600

Ela é...
115

## The 115th Bi-Annual Hunger Games

The 115th Bi-Annual Hunger Games took place during the winter of Year 96, with Montgomery Cannon of District 2 emerging as Victor.

## Scoreboard

1st: Montgomery Cannon of District 2

2nd: Iridia Bonne of District 1, defeated by Montgomery Cannon

3rd: Glitz Arumque of District 1, defeated by Iridia Bonne

4th: Olia Ray of District 7, defeated by Glitz Arumque

5th: Leela Herringbone of District 8, defeated by Montgomery Cannon

6th: Nini Dreamers of District 9, defeated by Iridia Bonne

7th: Jame Cabeyo of District 10, defeated by Leela Herringbone

8th: Captcha Fritt of District 3, defeated by Olia Ray

9th: Meeko Flit of District 7, defeated by Montgomery Cannon\*

10th: Piscano d'Marre of District 4, defeated by Meeko Flit

11th: Yewley Waxwood of District 7, defeated by Montgomery Cannon

12th: Titania Freeson of District 2, defeated by muttation

13th: Stocklin Goldrush of District 9, drowned

14th: Fiero Smalt of District 12, drowned

15th: Britnee Bing of District 3, defeated by Titania Freeson

16th: Abenny Dullrock of District 12, defeated by Meeko Flit

17th: Quinn Julip of District 11, defeated by Fiero Smalt

*The Bloodbath:*

18th: Terra Sippian of District 5, defeated by the Arena

19th: Rye O'Kenny of District 11, defeated by Montgomery Cannon

20th: Glorio Line of District 6, defeated by Terra Sippian

21st: Jetsamantha Redfin of District 4, defeated by Leela Herringbone

22nd: Freddie Mercanto of District 8, defeated by Jetsamantha Redfin

23rd: Ellum Breaker of District 5, defeated by Montgomery Cannon

24th: Bert Nobble of District 6, defeated by Iridia Bonne

\*(previously listed as defeated by muttation)
Giant Killer

## Giant Killer (Combat, Dwarf)

*Your cleaving strokes menace giants and larger foes.*

**Prerequisites:** Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, dwarf.

**Benefit:** This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on attack rolls.
Seen and Unseen

## Seen and Unseen (Half-Elf)

*Your anonymity makes you difficult to find through magical or mundane means, and you have learned how to combat both of your progenitor races.*

**Prerequisites:** Exile’s Path, character level 5th, half-elf.

**Benefit:** You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and humans take a –4 penalty on all efforts to track you through the Survival skill.
Hard-headed

## Hard-headed (Combat, Dwarf)

*Your thick skull is almost a weapon unto itself*.

**Prerequisites:** Base attack bonus +1, dwarf.

**Benefit:** You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against spells and special abilities that cause you to become staggered or stunned.
Elven Spirit

## Elven Spirit (Half-Elf)

*Although you are of mixed heritage, you are closer to your elven relatives and the magic in their blood flows freely in your veins.*

**Prerequisite:** Half-elf.

**Benefit:** You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Alternatively, you can instead gain any one racial trait that elves can exchange for the elven magic racial trait.

**Special:** You can only take this feat at 1st level. If you take this feat, you cannot take the Human Spirit feat.
Twin Thunders

## Twin Thunders (Combat)

*When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.*

**Prerequisite:** Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.

**Benefit:** Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not
Elven Battle Style

## Elven Battle Style (Combat, Style)

*You wield traditional elven weapons with grace.*

**Prerequisite(s):** Elven Battle Training, Weapon Finesse, base attack bonus +1, weapon familiarity racial trait.

**Benefit(s):** While wielding a longsword, a rapier, or any melee weapon that has “elven” in its name, combat maneuver checks attempted with that weapon as attacks of opportunity don’t themselves provoke attacks of opportunity.
Spellbinder (Wizard; Elf)

The spellbinder is an archetype of the wizard class, available to elven wizards.

*A spellbinder is an elven wizard who forges an arcane bond between himself and one or more wizard spells. These spells become so well understood by the spellbinder that he can prepare them in spell slots that already have other spells prepared in them.*

### Class Features

A spellbinder has the following class features:

#### Spell Bond (Su)

At 1st level, a spellbinder selects any one spell that he knows as a bonded spell. As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell. For example, a spellbinder who selects magic missile as his bonded spell could spend a full-round action to exchange any 1st-level or higher spell that he has prepared with magic missile. At 3rd level, and every two levels thereafter, a spellbinder may select another spell he knows and add it to his list of bonded spells, to a maximum of nine bonded spells at 17th level.

Upon reaching 4th level, and every two levels thereafter, a spellbinder can choose to select a new spell as a bonded spell in place of one with which he is already bonded. In effect, the spellbinder loses the bond with the old spell (though it is still one of his spells known) in exchange for forging a spell bond with a new spell. The new spell’s level must be the same as that of the spell being exchanged. A spellbinder may swap only one spell bond at any given level, and must choose whether or not to swap the spell bond at the same time that he gains two new spells known for the level.

This ability replaces arcane bond.

#### Discoveries

The following discoveries complement the spellbinder archetype: Fast Study, Split Slot.
Rhythm

**Hwa Rhythm Martini** é uma jovem italiana de origem italiana e japonesa que é filha de Hawssi e Ruggero Martini e filha adotiva e afilhada de Victoria Parkslawa. Passou para o futuro juntamente com sua mãe e Vicky, sendo salva por Vicky e lhe permitindo ser digna da Sétima Pedra. Atualmente é cuidada por Vicky e frequenta o Ensino Secundário.

## Aparência

**Rhythm** é uma rapariga de 78 anos, que aparentemente têm 13 anos. Têm descendência italiana e japonesa, sendo muito parecida fisicamente com a sua mãe.

Têm os olhos afiados escuros e o cabelo comprido, liso e preto. A sua pele é branca e ela têm uma altura média para alguém que deveria estar a entrar na adolescência.

## Habilidades

* **Ju-jítsu** - Quando era criança, por incentivo de Vicky, ela teve aulas práticas de ju-jítsu.
Stone-Faced

## Stone-Faced (General)

*Rocks show more expression than you.*

**Prerequisite:** Dwarf.

**Benefit:** You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the DC for Sense Motive checks to get a hunch about you is 25 rather than 20.
Spell Dancer (Magus; Elf)

The spell dancer is an archetype of the magus class, available to elven magi.

*The strong emphasis on wizards within elven culture influences how even non-wizard elves see themselves. Many elven magi do not consider themselves masters of a blend of martial and magical talents, but rather a sub-category of wizards who study the effect of physical movement and techniques upon spellcasting ability. They believe their ability to cast spells while fighting is an outgrowth of the concept of the “spell dance,” which itself is just another kind of wizardry.*

### Class Features

A spell dancer has the following class features:

#### Class Skills

A spell dancer adds Acrobatics and Perform (dance) to his list of class skills and removes Intimidate and Ride from his list of class skills.

#### Spell Dance (Su)

At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.

This ability replaces the magus’s ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.

#### Arcane Movement (Su)

At 5th level, whenever a spell dancer casts a magus spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell’s level until the beginning of his next turn.

This ability replaces the bonus feat a magus receives at 5th level.

#### Dance of Avoidance (Su)

At 7th level, while wearing light armor or no armor, a spell dancer gains a +2 insight bonus to Armor Class.

This ability replaces the medium armor class feature.

#### Greater Dance of Avoidance (Su)

At 13th level, while wearing light armor or no armor, a spell dancer’s insight bonus to Armor Class increases to +4.

This ability replaces the heavy armor class feature.

#### Magus Arcana

The following magus arcana complement the spell dancer archetype: arcane cloak, prescient defense, close range, concentrate, hasted assault, spell shield.
Cloven Helm

## Cloven Helm (Combat, Dwarf)

*Your helm turns aside lethal blows.*

**Prerequisites:** Dented Helm, Hard-Headed, base attack bonus +11, dwarf.

**Benefit:** When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect a critical hit, you may apply all damage from the critical hit to your helmet before applying any damage to yourself. If you take no damage, any additional effects, such as critical feats or poison, are negated.
Ancient Lorekeeper (Oracle; Elf)

The ancient lorekeeper is an archetype of the oracle class, available to elven oracles.

*The ancient lorekeeper is a repository for all the beliefs and vast knowledge of an elven people. She shows a strong interest in and understanding of histories and creation legends at a young age, and as she matures her calling to serve as the memory of her long-lived people becomes clear to all who know her.*

### Class Features

An ancient lorekeeper has the following class features:

#### Class Skills

An ancient lorekeeper adds Knowledge (arcana) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding elves (creatures of the elf subtype), the ancient lorekeeper adds half her class level on her check. This replaces the bonus skills the ancient lorekeeper gains from her mystery.

#### Elven Arcana (Ex)

At 2nd level, an ancient lorekeeper’s mastery of elven legends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from the sorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels.

This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery.

#### Mysteries

The following oracle mysteries complement the ancient lorekeeper archetype: Lore, Nature, Waves, Wind; Ancestor, Time, Wood.
Exarch (Inquisitor; Dwarf)

The exarch is an archetype of the inquisitor class, available to dwarf inquisitors.

*The gruff traditionalism of most dwarves finds its apex in those who adhere to a strict orthodoxy rooted in ancient principles and practices and who are not amenable whatsoever to change or innovation.*

### Class Features

An exarch has the following class features:

#### Spells

Exarchs cannot cast spells with the [chaotic] descriptor.

#### Inflexible Will (Ex)

At 1st level, an exarch gains a +2 bonus on saving throws against confusion and insanity effects and effects with the [chaotic] descriptor.

This ability replaces monster lore.

#### Detect Chaos (Sp)

At will, an exarch can use detect chaos.

This ability replaces detect alignment.

#### Fearsome Jurist (Su)

At 5th level, an exarch can imbue one of her weapons with the jurist or menacing weapon special ability as a swift action, and may switch between these properties as a swift action. When using either special ability, her weapon’s critical threat range doubles against chaotic creatures. This does not stack with keen edge, Improved Critical, or similar effects.

This ability otherwise functions as and replaces bane.

#### Aura of Repetition (Su)

At 8th level, once per day while using her judgment, an exarch can project an aura of repetition, as the Toil subdomain power. If the exarch takes Artifice (Toil) as her domain, the save DC of her aura increases by 2 but its duration does not increase.

This ability replaces her second judgment.

#### Double Jeopardy (Su)

At 12th level, whenever an exarch uses her fearsome jurist ability, she may choose to affect two weapons, with one gaining the jurist weapon special ability and the other the menacing special ability as above. Both special abilities may be combined in a single weapon, whose critical threat range doubles. This does not stack with keen edge, Improved Critical, or similar effects.

This ability replaces greater bane.

#### Aura of Reversion (Su)

At 16th level, while using her judgment, an exarch can project a 30-foot-radius emanation for a number of rounds per day equal to her inquisitor level. Any creature other than the exarch that is using a transmutation effect within this aura at the beginning of its turn becomes sickened, or sickened and nauseated if using a polymorph effect, including the change shape ability (Fort negates; DC 10 + 1/2 the exarch’s level + her Wisdom modifier). Continuous effects from permanent magical items do not cause this effect. Within the aura, dispel checks against transmutation effects gain a +4 bonus. This ability cannot be used simultaneously with aura of repetition.

This ability replaces her third judgment.
Cassandra Vole

Cassandra Vole è una strega del videogioco Magic Awakened.

## Sfondo

Cassandra è nata in una famiglia purosangue inglese. A 11 anni iniziò a frequentare la Scuola di Magia e Stregoneria di Hogwarts.

## Galleria

Cassandra in un immagine promozionaleCassandra in una foto di gruppoCassandra alla cerimonia dello Smistamento con Fisher e Colby Frey
Ăpōłină Ărmstrōnğ

## Informações Biográficas

### Família

Ăpōlináriō Ărmstrōnğ (marido)
Ăntōníetă Ărmstrōnğ (filha)
Ăntōniō Ărmstrōnğ (genro)
Ałbertō Ărmstrōnğ (neta)
Ămăndă Ărmstrōnğ (bisneta)
Ămărăntă Ărmstrōnğ (trineta)
Ădałbertō Ărmstrōnğ (tetraneto)
Ăristōtełes Ărmstrōnğ (pentaneto)
Ăristōkłes Ărmstrōnğ (pentaneto)
Ăldebăraň Ărmstrōnğ (hexaneto)
Ałexăndră Ărmstrōnğ (hexaneta)
Arcane Talent

## Arcane Talent (General)

*Magic is in your blood, and at your fingertips.*

**Prerequisites:** Cha 10; elf, half-elf, or gnome.

**Benefit:** Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster level is equal to your character level. The save DC is 10 + your Charisma modifier.
Discerning Eye

## Discerning Eye (Half-Elf)

*You are not easily fooled by illusions and forgeries.*

**Prerequisites:** Elf or half-elf, keen senses racial trait.

**Benefit:** You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistics checks to detect forgeries. You can use the Linguistics skill to detect forgeries untrained.
Effortless Trickery

## Effortless Trickery (Gnome)

*Your natural knack for illusion allows you to maintain at least one illusion spell with little effort.*

***Prerequisite:*** Gnome.

**Benefit:** You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.

**Normal:** Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity.
Victory Years

* 1 - 10 - Arena
* *…*
* 38 - Porter Millicent Tripp (D5)
* …
* 45 - Chaff (D11)
* 46 - Brutus Gunn (D2 | Savannah)
* …
* 50 - Haymitch Abernathy (D12 | Poison Paradise) Arena
* …
* 62 -  Enobaria (D2)
* 63 -  Gloss (D1)
* 64 -  Cashmere (D1)
* 65 -  Finnick Odair (D4  | Tropical) Arena
* 66 -
* 67 -  Augustus Braun (D1)
* 68 -
* 69 -
* 70 - Annie Cresta (D4 | Riverland) Arena
* 71 - Johanna Mason (D7)
* 72 -
* 73 -
* 74 - Cato (D2 | Temperate Forest) Arena
* 75 - Finnick Odair (D4 | Clock Arena) Arena

**Games BELOW this point are BI-ANNUAL, with odd-numbered games occurring in January and even-numbered games occurring in July. All games above coincide with the year they occurred (i.e. 74th was in Year 74)**

* 76 [year 76] -
* 77 [year 77] -
* 78 [year 77] -
* 79 [year 78] -
* 80 [year 78] -
* 81 [year 79] -
* 82 [year 79] -
* 83 [year 80] -
* 84 [year 80] -
* 85 [year 81] -
* 86 [year 81] -
* 87 [year 82] -
* 88 [year 82] -
* 89 [year 83] -
* 90 [year 83] -
* 91 [year 84] -
* 92 [year 84] -
* 93 [year 85] -
* 94 [year 85] -
* 95 [year 86] -
* 96 [year 86] -
* 97 [year 87] -
* 98 [year 87] -
* 99 [year 88] -
* 100 [year 88] -
* 101 [year 89] -
* 102 [year 89] - Hestia Ember (D12 | Prairie and Badlands)
* 103 [year 90] -
* 104 [year 90] -
* 105 [year 91] -
* 106 [year 91] -
* 107 [year 92] -
* 108 [year 92] - Lee Hatchett (D7 | Swampy Marshland)
* 109 [year 93] - Holland Westbrook (D6 | Pompeii)
* 110 [year 93] - Pyxis Flannan (D4 | Flooded City)
* 111 [year 94] - Mahlon McCreary (D12 | Platform)
* 112 [year 94] -
* 113 [year 95] - Sheen Lux (D1 | Tropical Archipelago)
* 114 [year 95]- Abel Evans (D9 | Prison)
* 115 [year 96] - Montgomery Cannon (D2 | Underground Caves)
* 116 [year 96] - Daffodil Park (D6| Winter Wonderland)
* 117 [year 97] - Coral Starling (D4 | Island)
* 118 [year 97] -
* 119 [year 98] - Cain Gunn (D2 | Ocean)
* 120 [year 98] - Cress Meadowforge (D1 | Climate Disaster)
* 121 [year 99] - Greer Morgan (D10 | Funhouse)
* 122 [year 99] - Alder Reid (D7 | Prehistoric Earth)
* 123 [year 100] -
* 124 [year 100] - Link Cache (D3 | Giant Maze)
* 125 [year 101] - Everett Cannon (D2 | Abandoned Town)
* 126 [year 101] - Rush Knox (D11 | Amazon Rainforest)
* 127 [year 102] - Cat Miller (D6 | Computer Simulation)
* 128 [year 102] -
* 129 [year 103] -
* 130 [year 103] -
* 131 [year 104] -
* 132 [year 104] - Nano Cache (D3 | Summer Camp)
* 133 [year 105] - ( ???? | Zombie Apocalypse)
* 134 [year 105] - Slate Skylar (D12 | Pirate Cove)
* 135 [year 106] -
Extra Gnome Magic

## Extra Gnome Magic (Gnome)

*The raw magic that flows through your gnome blood is stronger than normal.*

**Prerequisites:** Cha 13, gnome.

**Benefit:** You gain an additional three uses per day of your gnome spell-like abilities (*dancing lights*, *ghost sound*, *prestidigitation*). You can use these in any combination; for example, you can use *dancing lights* four times in one day (taking all three additional uses for the same spell), or you can cast *ghost sound* twice, *prestidigitation* twice, *speak with animals* twice, and *dancing lights* once. If you have a feat, trait, or other ability that changes your racial 0-level spell-like abilities to other 0-level spells, this feat applies to them instead.
Pass For Human

*You’re easily mistaken for a human rather than a member of your own race.*

**Prerequisite:** Half-elf, half-orc, or halfling (see Special).

**Benefit:** You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.

**Special:** A halfling may take this feat, but must have the Childlike feat as a prerequisite. The benefits of the two feats stack.
Guardian of the Wild

## Guardian of the Wild (Elf)

*Your mystic connection with the wilderness enhances your ability to react to threats.*

**Prerequisites:** Attuned to the Wild, elf.

**Benefit:** When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
Narcissa Valentine

## bio

*Narcissa "Nanni" Valentine. (she/her). District Three Tribute. Twenty-one. Jessica Alexander.*

* What was their childhood like?

Living in district three wasn't easy for anyone, but being the younger daughter of the owner of one of the largest phone companies in the district had its merits. She never had to take out a single tesserae. Nanni never knew hunger like other people in her district did, always getting what she wanted whenever she pleased. She's never lifted a finger, being used to be waited on hand and foot by house staff. All of her homework was done by classmates and the teachers turned a blind eye due to the influence her parents held in the district. While her older brother was groomed to take over the family business, they never held any such expectations for Nanni. He was the heir and she was the spare, living a lavish life, with little to no ambition to make anything out of herself. Nanni never strived for greatness, it always sounded like too much effort. Why work hard when she got everything handed to her? It just didn't make sense to her. Attention was something she constantly strived for, switching from boyfriend to girlfriend, never staying with one person for too long as she got bored easily. Dating was fun to her and she wasn't in any rush to get married and leave her parents home, so she went for whoever her heart desired in that moment.

* How do they feel about the Games

An avid watcher of the games she treats them like a reality show, having watch parties with her friends and doing their nails while discussing which tribute they thought was the best looking not stopping to think about the harm it causes people from all districts. She has always treated the Games as entertainment, never believing she would actually be picked. Nanni believed that due to her parents power and social standing her name would never be amongst the ones read out loud in front of the entire district. This is why she genuinely believes she can bribe her way out of this, she was prepared to request an appointment with the president himself to inform him of the mistake they made in picking her out of all the ugly losers district three had to offer. She would actually be missed, she was an important person. At least, that's what she liked to think.

* What is their personality like?

Nanni is extremely spoiled and completely unaware of her faults and flaws. She was constantly told how great she was at home and they never criticised or disciplined her. A no was never a no for long and in the end she always got what she wanted. Nanni doesn't care for other people except for what use they are to her. She only takes note of things she deems important, picking and choosing who she pays attention to.

* What is their district token?

A mirror so she can make sure her hair and make up looks good in the arena. If she's going to die she's going to look good doing it.

* Three strengths and three weaknesses.

headstrong, self-assured, optimistic

clueless, dumb, vain
Leaf Singer

## Leaf Singer (General)

*Your songs recount the ways and mysteries of your people.*

**Prerequisites:** Cha 13, bardic performance class feature, elf or half-elf.

**Benefit:** When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.
Toxic Recovery

## Toxic Recovery (Dwarf)

*Your system recuperates from the effects of poisons with astonishing speed.*

**Prerequisites:** Dwarf, hardy racial trait.

**Benefit:** Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain.
Stabbing Shot

## Stabbing Shot (Combat)

*You can clear the way to continue using your bow.*

**Prerequisites:** Rapid Shot, elf.

**Benefit:** When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits—whether or not it does damage—your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a –2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity.
Sociable

*You have a way of helping others to get along.*

**Prerequisites:** Cha 13, half-elf.

**Benefit:** As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (minimum 1 round).
Oni

The earliest Elite the player can encounter in the game, Onis are designed to be a very quick example as to why you should not be reckless with the game and it's turn system.

### Weak

Light, Fire

**Abilities**

Strike of Fury: 1-Tile Range, Oni will perform an attack that deals higher damage as well as knocking you back 5~ Tiles

Kanabo Throw: Self-Explanatory, unlike your player's throws she immediately regains her weapon. Deals less damage than her melee swing.

Might Unleashed: Oni increases her Physical Damage for 20 Turns

**Advice**

- Oni's Strike of Fury can make melee engaging when you're still new very dangerous. Its raw high damage coupled with the collision damage can destroy more than half your health. Keep an eye on your health in comparison to her damage output.

- Avoid being in line of sight for Kanabo Throw if retreating.

*Overall, best to DPS rush Oni while keeping a close eye on your Health.*
Attuned to the Wild

## Attuned to the Wild (Elf)

*You share a strong mystic connection with one type of wilderness terrain.*

**Prerequisite:** Elf.

**Benefit:** Select one type of terrain from the ranger class’s favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night’s rest) doubles.

**Special:** You can take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different terrain type.
Multitalented Mastery

## Multitalented Mastery (Half-Elf)

*You are adept at numerous disciplines.*

**Prerequisites:** Character level 5th, half-elf, multi-talented racial trait.

**Benefit:** All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in any class. Apply these bonuses retroactively for all class levels that have not yet gained one of these bonuses.

**Normal:** Half-elves with the multi-talented racial trait have two favored classes.
Exile's Path

## Exile’s Path (Half-Elf)

*A lifetime spent shunned by others and eschewing your heritage makes you resistant to efforts to pry inside of your mind.*

**Prerequisite:** Half-elf.

**Benefit:** Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take the reroll result even if it’s worse.
Stone Singer

## Stone Singer (General)

*Your songs are in accordance with the ways and lands of your people.*

**Prerequisites:** Cha 13, bardic performance class feature, dwarf.

**Benefit:** When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs.
Elven Battle Training

## Elven Battle Training (Combat, Elf)

*You have been specially trained to wield a variety of traditional elven weapons.*

**Prerequisites:** Base attack bonus +1, elf.

**Benefit:** You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word “elven” in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).
Goblin Cleaver

## Goblin Cleaver (Combat, Dwarf)

*You are ferocious at hewing smaller opponents.*

**Prerequisites:** Str 13, Cleave, Power Attack, dwarf.

**Benefit:** When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls.
Bewildering Koan

## Bewildering Koan (General)

*You can pose unanswerable questions that leave creatures momentarily dumbfounded as they dwell on their significance.*

**Prerequisites:** Bluff 1 rank, *ki* pool class feature, gnome.

**Benefit:** As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating.

If the creature fails its Sense Motive check, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.
Vast Hatred

## Vast Hatred (Combat, Gnome)

*Your rage stretches beyond normal bounds.*

**Prerequisites:** Gnome, hatred racial trait.

**Benefit:** Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus from the hatred racial trait applies to creatures of the selected types (and subtypes).

**Special:** You may take this feat more than once. Its benefits do not stack. Each time you select this feat, you select two additional creature types to which your hatred racial trait
Let Them Come

## Let Them Come (Combat, Faction)

*You have trained to fight onrushing enemy hordes. With a carefully timed strike you ensure that their reckless charge will be their undoing.*

**Prerequisites:** Dwarf, Ninth Battalion TPA 25.

**Benefit:** You treat all one- or two-handed melee weapons as if they had the brace special feature.

**Normal:** Only weapons with the brace special feature can be readied against charges.