recursal/Fanatic-Fandom huggingface dataset:
Battle Planner

GeneralSkill

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

**Prerequisites** expert in Warfare Lore

You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Warfare Lore check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a fortune effect.

## Traits

**General:**

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

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Death Light

(emotion, fear, mental, necromancy, occult) **Prerequisites** The corpselight is in a corpse; **Effect** The corpselight emits a sickly blue beam of light from its mouth and eyes in a 20-foot cone. All living creatures in this area must attempt a Fortitude saving throw. If at least 1 creature fails its save, the corpselight regains 1d6 Hit Points per level, gaining any that exceed its maximum as temporary Hit Points that last for 1 minute. The corpselight can't use Death Light again for 1d4 rounds.
Dispel Magic

Abjuration

**Source** *Core Rulebook pg. 330* 3.0

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

**Spell List** elemental

**Bloodline** imperial

**Cast**  somatic, verbal

**Range** 120 feet; **Targets** 1 spell effect or unattended magic item

You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.
Book Warden

**Perception** +10; Low-Light Vision

**Languages** Common

**Skills** Arcana +10, Nature +10, Religion +10, Library Lore +13, Elven Lore +7

Str +1, Dex +3, Con +1, Int +5, Wis +4, Cha +3

**Methodical Research** (concentrate) When Searching through stacks of books, a librarian can find the answer to almost any question. This allows the librarian to use Library Lore in place of other lore skills, given enough time. The GM determines the DC of the check and the amount of time it takes (typically, a librarian can attempt three or four checks during 1 day of downtime).

**Whisper Elf** Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.

AC 15; Fort +4, Ref +7, Will +10

HP 16

Speed 30 feet

**Melee** book +4 (nonlethal), Damage 1d4 bludgeoning

**Melee** fist +3 (agile, nonlethal), Damage 1d4 bludgeoning

**Ranged** book +5 (nonlethal, thrown 10 feet), Damage 1d4 bludgeoning
Camoflage

Ranger

**Source** *Core Rulebook pg. 174* 3.0

**Archetypes** Knight Reclaimant\*, Scout\*

**Prerequisites** master in Stealth

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

You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed.

## Archetype Use

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

DivinationPrediction

**Source** *Core Rulebook pg. 318* 3.0

**Traditions** divine, occult

**Cast** 10 minutes (material, somatic, verbal)You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveals the GM's best guess among the following outcomes:The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate. If anyone asks about the same topic as the first casting of *augury* during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.
Lindy Booth

**Lindy Booth** is an American actress. She portrays Jane Doe on The CW's superhero drama, *Gotham Knights*.

## External Links

* [ Lindy Booth's official site]

* Lindy Booth at the Internet Movie Database

* Follow Lindy Booth (@) on Twitter

* Follow Lindy Booth (@) on Instagram

* Follow Lindy Booth (@) on Facebook

* Follow Lindy Booth (@) on YouTube
Death Knell

DeathNecromancy

**Source** *Core Rulebook pg. 328* 3.0

**Traditions** divine, occult

**Cast**  somatic, verbal

**Range** touch; **Targets** 1 living creature that has 0 HP

**Saving Throw** Will

You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.

**Critical Success** The target is unaffected.

**Success** The target's dying value increases by 1.

**Failure** The target dies.
Draw Ire

Emotion Enchantment Mental

**Source** *Secrets of Magic pg. 101* 1.1

**Traditions** arcane, occult

**Cast**  somatic, verbal

**Range** 120 feet; **Targets** 1 creature

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

You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a –1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw.

**Critical Success** The target is unaffected.

**Success** The target takes half damage and the penalty. The spell ends at the end of the target's next turn.

**Failure** The target takes full damage and the penalty.

**Critical Failure** The target takes double damage, and the status penalty is –2.

**Heightened (+1)** The damage increases by 1d10.
Elemental Toss

**Single Action**

**Source** *Core Rulebook pg. 404* 3.0

**Bloodline** elemental

**Cast**  somatic

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

With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing 1d8 bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element's trait.

**Heightened (+1)** The damage increases by 1d8.
Clairvoyance

Divination Scrying

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

**Traditions** arcane, occult

**Deities** Barbatos, Ravithra

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

**Range** 500 feet

**Duration** 10 minutes

You create an invisible floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses.
Arrows

**Source** *Core Rulebook pg. 282* 3.0

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

**Category** Ammunition

**Group** Bow; **Traits** —

These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.

## Critical Specialization Effects

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

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

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

**Source** *Kingmaker Adventure Path pg. 522*

You encourage your artisans to craft luxury goods and may even aid them in this pursuit. Roll 1 Resource Die and spend RP equal to the result. Then attempt a basic check.

**Critical Success** Your artisans exceed expectations and craft extravagant goods. Gain 1d4 Luxury Commodities.

**Success** Your artisans produce some delightful goods. Gain 1 Luxury Commodity.

**Failure** Your artisans fail to produce anything noteworthy.

**Critical Failure** Your artisans not only fail to produce anything noteworthy, but some took advantage of the opportunity to push their own agendas or earn more for themselves by selling to underground markets. Increase one of your Ruins by 1.
Dagger of Venom

Magical Necromancy Poison

**Source** *Core Rulebook pg. 600* 3.0

**Price** 150 gp

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

**Base Weapon** Dagger

The serrated blade of this *+1 striking dagger* has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the *dagger of venom*, the target becomes sickened 1 unless it succeeds at a DC 19 Fortitude save. This is a poison effect. In addition, you can activate the dagger to poison a creature with a more potent poison.

**Activate**  Interact; **Frequency** once per day; **Trigger** You damage a creature with the *dagger of venom*; **Effect** You poison the creature you hit with dagger venom.

**Dagger Venom** (poison); **Saving Throw** Fortitude DC 21; **Maximum Duration** 4 rounds. **Stage 1** 1d8 poison damage and enfeebled 1.
Alchemist's Fire

AlchemicalBombConsumableFireSplash

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

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

**Activate**  Strike

Alchemist’s fire is a combination of volatile liquids that ignite when exposed to air. Alchemist’s fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.

## Alchemist's Fire (Lesser)Item 1

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

**Price** 3 gp

**Bulk** L

The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.

## Alchemist's Fire (Moderate)Item 3

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

**Price** 10 gp

**Bulk** L

You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage.

## Alchemist's Fire (Greater)Item 11

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

**Price** 250 gp

**Bulk** L

You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage.

## Alchemist's Fire (Major)Item 17

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

**Price** 2,500 gp

**Bulk** L

You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.
Combat Climber

General Skill

**Source** *Core Rulebook pg. 260* 3.0

**Prerequisites** trained in Athletics

Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

## Traits

**General:**

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

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Anticipate Peril

Divination

**Source** *Gods & Magic pg. 107* 2.0

**Traditions** arcane, occult

**Deities** Alseta, Erecura, Grundinnar, Irez, Magdh, Shyka, The Freeing Flame, Urban Prosperity

**Cast**  somatic, verbal

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

**Duration** 10 minutes

You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends.

**Heightened (+2)** The status bonus increases by 1, to a maximum of +4 at 7th level.
Club

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

**Favored Weapon** Barzahk, Halcamora

**Price** 0; **Damage** 1d6 B; **Bulk** 1

**Hands** 1

**Category** Simple

**Group** Club; **Traits** Thrown 10 ft.

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

## Traits

**Thrown 10 ft.:**

You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

## Critical Specialization Effects

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

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

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

Divination

**Source** *Core Rulebook pg. 325* 3.0

**Traditions** arcane, divine, occult

**Deities** Eritrice, Gruhastha, Thoth, Winlas

**Cast**  somatic, verbal

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

**Duration** 1 hour

The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.

**Heightened (3rd)** The target can also speak the language.

**Heightened (4th)** You can target up to 10 creatures, and targets can also speak the language.
Cartographer's Guild Wiki

**Welcome to the Cartographer's Guild Wiki!**
A Pathfinder 2nd Edition Community Worldbuilding for TTRPGs

We're a collaborative community website about the 2nd Edition of the Pathfinder Roleplaying Game, Anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

**The Cosmic Library**

* **The Sundered Encyclopedia** a collections of Works that describe the Cosmos and it's denizens
* **The Sundered Index** A collection Occupations, Traits and Species in the Cosmos
* **The Annals of the Cosmos** Accounts on the adventurers of the Sundered Cosmos

*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.
Armor Potency Rune

AbjurationMagical

**Source** *Core Rulebook pg. 581* 3.0

**Usage** etched onto armor

Magic wards deflect attacks. Increase the armor’s item bonus to AC by 1. The armor can be etched with one property rune.

You can upgrade the *armor potency* rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices.

## Armor Potency (+1)Item 5

**Source** *Core Rulebook pg. 581* 3.0

**Price** 160 gp

**Craft Requirements** You are an expert in Crafting.

## Armor Potency (+2)Item 11

**Source** *Core Rulebook pg. 581* 3.0

**Price** 1,060 gp

Increase the armor’s item bonus to AC by 2, and the armor can be etched with two property runes.

**Craft Requirements** You are a master in Crafting.

## Armor Potency (+3)Item 18

**Source** *Core Rulebook pg. 581* 3.0

**Price** 20,560 gp

Increase the armor’s item bonus to AC by 3, and the armor can be etched with three property runes.

**Craft Requirements** You are legendary in Crafting.
Elvish Valet

These companions have spent over a hundred years tunning their expertise and can be surprisingly effective guides in the wilderness.

TORCHBEARER CREATURE 1

N MEDIUM ELF HUMANOID

**Perception** +5 Low-Light Vision

**Languages** Common

**Skills** Acrobatics +5, Architecture Lore +2, Athletics +4, Stealth +5, Survival +3

**Ancestral Longevity**

**Seer Elf** you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature.

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

**Items** climbing kit, dagger, hand crossbow (20 bolts), tindertwig (5), torch (4)

AC 15; Fort +5, Ref +7, Will +5

HP 15

**Speed** 25 feet

**Melee** [one-action] torch +7, Damage 1d6+2 bludgeoning plus 1 fire

**Melee** [one-action] dagger +5 (agile, versatile S), Damage 1d4+2 piercing

**Ranged** [one-action] hand crossbow +5 (range increment 60 feet, reload 1), Damage 1d6 piercing

**Torch Combatant** A torchbearer is adept at attacking with torches and deals 1 persistent fire damage when they critically hit with a torch.

**Cantrip** Detect Magic
Animal Messenger

EnchantmentMental

**Source** *Core Rulebook pg. 318* 3.0

**Traditions** primal

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

**Range** 120 feet

**Duration** see text

You offer a gift of food, and an ordinary Tiny wild animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. Optionally, you can attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object. The spell ends after 24 hours or when a creature removes the attached object, whichever happens first.

If there are no Tiny wild animals in range, the spell is lost.
Bestial Mutagen

Alchemical Consumable Elixir Mutagen Polymorph

**Source** *Core Rulebook pg. 546* 3.0

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

**Activate**  Interact

Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

**Benefit** You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack.

**Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves.

## Bestial Mutagen (Lesser)Item 1

**Source** *Core Rulebook pg. 546* 3.0

**Price** 4 gp

**Bulk** L

You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute.

## Bestial Mutagen (Moderate)Item 3

**Source** *Core Rulebook pg. 546* 3.0

**Price** 12 gp

**Bulk** L

You gain a +2 item bonus, your claw deals 1d6 slashing damage, your jaws deal 1d8 piercing damage, and the duration is 10 minutes.

## Bestial Mutagen (Greater)Item 11

**Source** *Core Rulebook pg. 546* 3.0

**Price** 300 gp

**Bulk** L

You gain a +3 item bonus, your claw deals 1d8 slashing damage, your jaws deal 1d10 piercing damage, and the duration is 1 hour.

## Bestial Mutagen (Major)Item 17

**Source** *Core Rulebook pg. 546* 3.0

**Price** 3,000 gp

**Bulk** L

You gain a +4 item bonus, your claw deals 1d8 slashing damage, your jaws deal 1d10 piercing damage, and the duration is 1 hour. You gain weapon specialization with the claws and jaws, or greater weapon specialization, if you already have weapon specialization with these unarmed attacks.
Capital Investment

**Source** *Kingmaker Adventure Path pg. 529*

**Requirements** You must be within the influence of a settlement that contains at least one Bank.

You contribute funds from your personal wealth for the good of the kingdom, including coinage, gems, jewelry, weapons and armor salvaged from enemies, magical or alchemical items, and so on. Your contribution generates economic activity in the form of RP that can be used during your current Kingdom turn or on the next Kingdom turn (your choice).

You can use Capital Investment to repay funds from Tap Treasury. In this case, no roll is needed and you simply deduct the appropriate amount of funds from your personal wealth to pay back that which was borrowed. When you use Capital Investment to generate RP, the amount of gp required to make an investment is set by your kingdom's level. Investments below this amount cause your attempt at Capital Investment to suffer an automatic critical failure, while investments above this amount are lost. The investment required is equal to the value listed on Table 10–9: Party Treasure by Level in the Pathfinder Core Rulebook (page 509); use the value for your kingdom's level under the “Currency per Additional PC” as the required investment value. This is a basic check.

**Critical Success** Your kingdom reaps the benefits of your investment. Immediately roll 4 Resource Dice. Gain RP equal to the result.

**Success** Your investment helps the economy. Immediately roll 2 Resource Dice. Gain RP equal to the result.

**Failure** Your investment ends up being used to shore up shortfalls elsewhere. Gain 1d4 RP.

**Critical Failure** Your investment is embezzled, lost, or otherwise misappropriated. Choose one of the following: either roll 1 Resource Die and gain RP equal to the result and also increase your Crime by an equal amount, or gain 0 RP and increase Crime by 1.
Cantrip Expansion

Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

**Source** *Dark Archive pg. 24*, *Core Rulebook pg. 100* 3.0, *Advanced Player's Guide pg. 101* 2.0, *Secrets of Magic pg. 42* 1.1

A greater understanding of your magic broadens your range of simple spells.

**Prepared Caster (Cleric, Wizard, etc.)**: You can prepare two additional cantrips each day.

**Spontaneous Caster (Bard, Sorcerer, etc.)**: Add two additional cantrips from your spell list to your repertoire.
Drakeheart Mutagen

AlchemicalConsumableElixirMutagenPolymorph

**Source** *Advanced Player's Guide pg. 253* 2.0

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

**Activate**  Interact

Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow.

**Benefit** You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action.

**Activate**  (Single Action) Final Surge; **Effect** You Stride twice. The drakeheart mutagen's duration ends.

**Drawback** You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.

## Drakeheart Mutagen (Lesser)Item 1

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 4 gp

**Bulk** L

The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first.

## Drakeheart Mutagen (Moderate)Item 3

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 12 gp

**Bulk** L

The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first.

## Drakeheart Mutagen (Greater)Item 11

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 300 gp

**Bulk** L

The item bonus to AC is +6, the item bonus to Perception is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first.

## Drakeheart Mutagen (Major)Item 17

**Source** *Advanced Player's Guide pg. 253* 2.0

**Price** 3,000 gp

**Bulk** L

The item bonus to AC is +7, the item bonus to Perception is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first.
Air Burst

Uncommon Air Evocation

**Source** *Pathfinder #169: Kindled Magic pg. 76*

**Traditions** arcane, primal

**Cast**  verbal

**Area** 5-foot emanation; **Targets** all creatures and unattended objects in the area

A blast of wind wildly pushes everything nearby. Unattended objects of 1 Bulk or less are pushed 5 feet away from you. Large or smaller creatures must attempt a Fortitude save.

**Critical Success** The creature is unaffected.

**Success** The creature takes a –2 status penalty to checks made during its reactions until the end of your turn.

**Failure** As success, and the creature is pushed 5 feet away from you.

**Critical Failure** The creature is pushed 5 feet away from you and can't use reactions until the end of your turn.

**Heightened (4th)** Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet.
Harley Quinn

**Harley Quinn** is The Joker's psychotic girlfriend whom he left his daughter and mother of his child to be with.

## Behind the scenes

* Harley Quinn was created by Paul Dini and Bruce Timm, and made her DC Comics debut in *Batman: The Animated Series* as the Joker's right hand and girlfriend, at least until they broke up and Harley became Poison Ivy's partner in crime. Originally a straight-laced psychotherapist, Dr. Harlene Quinzel fell in love with the Joker while treating him in Arkham and busted him out, adopting a new clownish criminal persona as Harley Quinn to match his. In some continuities, they have a daughter named Lucy Quinzel.
Chidi Rivertoes

The head priestess of the Dawnflower Library  is a chatty woman named Chidi Rivertoes. Always eager to greet newcomers, regardless of their faith or vocation, Chidi has a surprising knack for recommending the perfect bit of reading to people she’s only just met. She’s open-minded on almost every subject but has no patience for thievery, as her sister stole several valuable books from the temple and fled not long ago. Chidi is a useful contact for any hero, especially clerics

**Devotee 6**

**Perception** +14; Keen Eyes

**Languages** Common, Halfling

**Skills** Crafting +13, Diplomacy +11, Medicine +13, Occultism +13, Religion +15

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

**Folksy Patter** (Halfling) Chidi can disguise coded messages as folksy idioms. she conveys a simple message consisting of three basic words (such as “Danger assassin flee” or “Meet me moonrise”). Your intended listener can attempt a Perception check to discern the message (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally with Folksy Patter). Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply.

**Improved Communal Healing** Chidi's a conduit for positive energy, and as she channels it to heal others. When Chidi casts the heal spell to heal a single creature a portion of that energy can channel Hit Points equal to the spell level of the heal spell into another creature in the area.

**Selective Energy** - Chidi can prevent some enemies from benefiting or some allies from being hurt. When she casts a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.

**Items** Dawnlight, Crossbow (10 bolts), +1 Scimitar

**AC** 23;

**Fort** +8, **Ref** +11, **Will** +17

**HP** 67

**Speed** 20 feet

**Melee** Scimitar +12 +7/+2 (Forceful, Sweep ), Damage Slashing

**Ranged**  crossbow +12 +7/+2 (range increment 120 feet, reload 1), Damage piercing

### Cantrips

(3rd) Chill Touch, Detect Magic, Light , Prestidigitation , Read Aura , Shield

### 2nd

Brand the Impenitent, Charitable Urge, Radiant Field

### 3rd

Circle of Protection, Neutralize Poison, Remove Disease
Diamond Ring

**Source** *The Mwangi Expanse pg. 142* 2.0

TheThe Diamond Ring dances across the land, his body forming the boundary between earth and sky. His twisting tail churns the air into clouds, his creations spreading water to all those who thirst. His sliding scales till the earth, bringing forth plants that are nourished by his rains. The worship of the Diamaond Ring is widespread in Mifob, found among many Iruxi tribes, Dhurtekh and Zoyuragi dwarves, and in the more cosmopolitan cities.

**Category** Mifobi Gods

**Edicts** embrace change and the future, master adversity with flexibility, foster freedom and progress for others

**Anathema** allow yourself and your surroundings to stagnate, crush an egg, use vile or cruel language

**Areas of Concern** metamorphosis, cycles, growth, fertility

**Follower Devotions** White, Blue, Green

## Devotee Benefits

**Divine Ability** Strength or Wisdom

**Divine Font** *heal*

**Divine Skill** Athletics

**Favored Weapon** maul

**Domains** air, change, cold, creation, healing, wyrmkin

**Cleric Spells** 1st: *fleet step*, 3rd: *haste*, 6th: *dragon form*
Circle of Protection

3 Actions

Cast material, somatic, verbal

Range touch; Area 10-foot emanation centered on the touched creature Duration 1 minute

You ward a creature and those nearby against a specified devotion.

Choose White, Blue, Black, Red, or Green; this spell gains an opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen devotion and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen devotion. Summoned creatures of the chosen devotion can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.

Heightened (4th) The duration increases to 1 hour.
Breastplate

Though referred to as a breastplate, this type of armor consists of several pieces of plate or half‑plate armor that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.

**Price** 8 gp

**AC Bonus** +4

**Max Dex** +1 **Armor Penalty** –2 **Speed Penalty** –5 ft.

**Min STR** 16 **Bulk** 2 **Family** Plate —

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

CircusGeneral

**Source** *Come One, Come All, to the Extinction Curse Player’s Guide! pg. 0*

**Prerequisites** You must have a signature trick

Your signature trick can have one additional trait beyond the number provided in Table 2: Trick Progression on page 63 of *Pathfinder #151: The Show Must Go On*. If the trick trait has an associated skill (such as Intimidation with the fire trait) and that skill is one of your trick checks, your checks with that skill to Perform a Trick aren't penalized if you Perform a Trick using a different skill. For example, if your signature trick has Acrobatics and Intimidation as trick checks and you take this feat to add the fire trait, you can Perform a Trick using Acrobatics (at no penalty), then Acrobatics again (at a -5 penalty), and then Intimidation (at no penalty).

## Traits

**Circus:**

*Note from Nethys: no description was provided for this trait. It is used as part of the circus subsystem from the* Extinction Curse *Adventure Path*

**General:**

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

**Black Ward Item 5+**

Usage etched onto armor

These symbols ward an Armor's bearer against Black Aligned effects.

## Black Ward

**ITEM 5**

Price 160 gp

The bearer gains a +1 status bonus to Armor Class and saving throws against creatures and effects of Black alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by Black Aligned summoned creatures.

## Greater Black Ward

**ITEM 11**

Price 1060 gp

The bearer gains a +2 status bonus to Armor Class and saving throws against creatures and effects of Black alignment. This bonus increases to +4 against effects from such creatures that would directly control the target and against attacks made by Black Aligned summoned creatures.

## Major Black Ward

**ITEM 18**

Price 20560 gp

The bearer gains a +3 status bonus to Armor Class and saving throws against creatures and effects of Black alignment. This bonus increases to +5 against effects from such creatures that would directly control the target and against attacks made by Black Aligned summoned creatures.
Boggard Warrior

Boggard warriors exalt in single combat, and prefer to fight alone so that none can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural.

**Recall Knowledge - Humanoid (Society)**: DC 16

**Unspecific Lore**: DC 14

**Specific Lore**: DC 11

## Boggard Warrior Officer 2

CE Medium Amphibious Boggard Humanoid

**Source** *Bestiary pg. 44*

**Perception** +8; darkvision

**Languages** Boggard

**Skills** Athletics +8, Intimidation +5, Stealth +6 (+8 in water)

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

**Items** club, javelin (3), studded leather armor

**AC** 17; **Fort** +10, **Ref** +5, **Will** +8

**HP** 38

**Speed** 20 feet, swim 25 feet; swamp stride

**Melee**  club +10 [+5/+0], **Damage** 1d6+6 bludgeoning

**Melee**  tongue +10 [+5/+0] (reach 10 feet), **Effect** Tongue Grab

**Ranged**  javelin +6 [+1/-4] (thrown 30 feet), **Damage** 1d6+4 piercing

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

**Swamp Stride** A boggard warrior ignores difficult terrain caused by swamp terrain features.

**Terrifying Croak**  (auditory, emotion, fear, mental) The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet becomes *frightened 1* unless they succeed at a DC 18 Will save; those who critically succeed are temporarily immune for 1 minute.

**Tongue Grab** If the boggard warrior hits a creature with its tongue, that creature becomes *grabbed* by the boggard. Unlike with a normal grab, the creature isn’t *immobilized*, but it can’t move beyond the reach of the boggard’s tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing damage. Though this doesn’t deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week.
Demolition Charge

Alchemist

**Source** *Advanced Player's Guide pg. 106* 2.0

**Archetype** Demolitionist

\* This version of the Demolition Charge feat is intended for use with an Archetype and has a different level for access than the original feat.

You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your class DC. The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.

**Fire in the Hole**
Detect Poison

UncommonDetectionDivination

**Source** *Core Rulebook pg. 328* 3.0

**Traditions** divine, primal

**Cast**  somatic, verbal

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

You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.

**Heightened (2nd)** You learn the number and types of poison.
Disperse

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

**Source** *Core Rulebook pg. 467* 3.0

This condition protects a creature if it’s in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.

When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target. The concealed condition doesn’t change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it’s concealed.
Dwarven Daisy

UncommonAlchemicalBombConsumableFireSplash

**Source** *PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14*

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

**Activate**  Strike

A dwarven daisy is a string of dozens of firecrackers that create tiny, loud explosions. The string ends with a short, wrapped fuse. Pulling off the wrapping in a quick motion lights the fuse and is done as part of the action to Strike. A dwarven daisy deals the listed fire damage and splash damage. A dwarven daisy also has a chance to dazzle its target. A creature struck by a dwarven daisy must succeed at a Fortitude save or become dazzled for 1 round.

## Dwarven Daisy (Lesser)Item 1

**Source** *PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14*

**Price** 6 gp

The firework deals 1d6 fire damage and 1 fire splash damage. The DC is 16.

## Dwarven Daisy (Moderate)Item 3

**Source** *PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14*

**Price** 18 gp

The firework deals 2d6 fire damage and 2 fire splash damage. The DC is 18.
Confabulator

GeneralSkill

**Source** *Core Rulebook pg. 260* 3.0

**Prerequisites** expert in Deception

Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.

## Traits

**General:**

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

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Arsenic

AlchemicalConsumableIngestedPoison

**Source** *Core Rulebook pg. 550* 3.0

**Price** 3 gp

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

**Activate**  Interact

This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected.

**Saving Throw** DC 18 Fortitude; **Onset** 10 minutes; **Maximum Duration** 5 minutes; **Stage 1** 1d4 poison damage and sickened 1 (1 minute); **Stage 2** 1d6 poison damage and sickened 2 (1 minute); **Stage 3** 2d6 poison damage and sickened 3 (1 minute)
Dubious Knowledge

General Skill

**Source** *Core Rulebook pg. 260* 3.0

**Prerequisites** trained in a skill with the Recall Knowledge action

You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.

## Traits

**General:**

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

**Skill:**

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Build Roads

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

**Requirements** The hex in which you seek to build roads must be claimed by your kingdom.

You order your kingdom's engineers to construct a network of robust roads through the hex. Travel along roads uses a terrain type one step better than the surrounding terrain; for example, roads through forest hexes—normally difficult terrain—allow travel as if it were open terrain.

Spend RP as determined by the hex's most inhospitable terrain (see Building on Rough Terrain on page 519; if the hex includes any rivers that cross the hex from one hex side to any other, you must spend double the normal RP cost to also build bridges; this adds the Bridge structure to that hex). Then attempt a basic check. Work with the GM to determine where your roads appear on the map.

**Critical Success** You build roads into the target hex and one adjacent claimed hex that doesn't yet have roads and whose terrain features are at least as hospitable as those of the target hex. If no adjacent hex is appropriate, treat this result as a Success instead.

**Success** You build roads in the hex.

**Failure** You fail to build roads in the hex.

**Critical Failure** Your attempt to build roads ends in disaster. Not only do you fail to build roads, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.
Electric Arc

**Double Action**

**Source** *Core Rulebook pg. 335* 3.0

**Traditions** arcane, primal

**Mystery** tempest

**Cast**  somatic, verbal

**Range** 30 feet; **Targets** 1 or 2 creatures

**Saving Throw** basic Reflex

An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

**Heightened (+1)** The damage increases by 1d4.
Acolyte of the Wise

Devotees of the Crystalline Circle seek to preserve the elven ways.

**Perception** +7

**Languages** Common

**Skills** Arcana +5, Crafting +5, Diplomacy +4, Occultism +5, Religion +7

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

**Forlorn** You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

**Student of the Cannon** If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

**Domain Initiate**

**Items** Dagger, Crystal Holy Symbol, Crossbow, 10 bolts

**AC** 15; Fort +2, Ref +5, Will +9

**HP** 16

**Speed** 30 feet

**Melee** dagger +4 ( agile, finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing

**Ranged** crossbow +5 (range increment 120 feet, reload 1), Damage 1d8 piercing

**Divine Prepared Spells** DC 17, attack +9 ; **1st** Admonishing Ray, Heal, Shattering Gem,; **cantrips** (1st) Daze, Detect Magic, Forbidding Ward, Read Aura, Stabilize

Knowledge Domain Spells 1 Focus Point, DC 17 , attack +7; **1st** Scholarly Recollection;
Calculated Splash

Alchemist

**Source** *Core Rulebook pg. 77* 3.0

**Archetype** Demolitionist

\* This version of the Calculated Splash feat is intended for use with an Archetype and has a different level for access than the original feat.

You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.

## Archetype Use

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

**Source** *Core Rulebook pg. 548* 3.0

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

**Activate**  Interact

Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.

## Elixir of Life (Minor)Item 1

**Source** *Core Rulebook pg. 548* 3.0

**Price** 3 gp

The elixir restores 1d6 Hit Points, and the bonus is +1.

## Elixir of Life (Lesser)Item 5

**Source** *Core Rulebook pg. 548* 3.0

**Price** 30 gp

The elixir restores 3d6+6 Hit Points and the bonus is +1.

## Elixir of Life (Moderate)Item 9

**Source** *Core Rulebook pg. 548* 3.0

**Price** 150 gp

The elixir restores 5d6+12 Hit Points, and the bonus is +2.

## Elixir of Life (Greater)Item 13

**Source** *Core Rulebook pg. 548* 3.0

**Price** 600 gp

The elixir restores 7d6+18 Hit Points, and the bonus is +2.

## Elixir of Life (Major)Item 15

**Source** *Core Rulebook pg. 548* 3.0

**Price** 1,300 gp

The elixir restores 8d6+21 Hit Points, and the bonus is +3.

## Elixir of Life (True)Item 19

**Source** *Core Rulebook pg. 548* 3.0

**Price** 8,000 gp

The elixir restores 10d6+27 Hit Points, and the bonus is +4.