recursal/Fanatic-Fandom huggingface dataset:
Samael

*"..Conversations such as these go right over my head." - Samael Aeris*

## History

Born to a loving family on the 13th of Arodus, Sameal grew up with all a child could ever want. From a young age he reveled in stories of noble knights adventuring through the lands. He idealized said characters and set his future goal to be a perfect example of his fabled heroes. While never particularly bright, his smile always was. His angelic features carrying him much further than his smarts.

Pursing the righteous path of a paladin from childhood, Sam spent many days in grueling training with his instructor, an overachiever in every possible aspect. Late nights spent with Niya, studying Iomedae's miraculous acts. Rising to the rank of paladin at the early age of 19, through extensive recommendations from his mentor and peers. Sameal was on the fast track to his dreams.

Fast-Track to 3 years later, Samael's instructor has put him on another path, that of the Hell-Knight. His instructor being a Signifier of the Order of the Torrent. He'd instill a sense of order into Sam, hammering the tenants into his very being. His ideal of knighthood challenged through every step.

Chasing a known slaver(and heretical madman) through the wilderness with their companion, Niya. A task provided by his instructor through the church. They would be take a tumble through a pit trap, the further he fell, his reality quickly warped falling further and further until landing out of the skull portal.

## Appearance

Standing just over 6 foot, Sam's the spitting image of a proper Aasimar Paladin. Tanned skin, perfectly messy brown hair and shining blue eyes. Always well dressed with (near) perfect posture. A glowing white halo resting mere inches over his head, every facet of his being screams 'Paladin'. Though most of these features are covered by the heavy set of plate armor he wears while patrolling.

## Personality

Selfless and loyal to a fault, Samael grew up on knightly tales of honor and it clearly shows. Always smiling with a shining halo above him, he's always doing his best for himself and others.

## Friends

Niya Sylmaer- His best friend since childhood and the girl who his mother always pushed him to marry.

Johnny - A good buddy in the guard, a top tier human being who always does his best, even if that best is a good couple steps away from anyone else's.

## Aspirations

Samael aspires to be who people think about when someone says "Knight in Shining Armor". Doing his best to uphold said standard for himself. He want's to be a beacon of hope and an inspiration to children, the same way those tales of knights inspired him as a child.
Warrior of Holy Light (Paladin Archetype)

*Some paladins use their gifts to focus on the holy light that shines within their souls. With the gifts of purity and redemption, these paladins spend much of their lives helping others find the true path. Unleashing this power takes patience and comes at a steep price.*

**Holy Nimbus (Su)**

At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies.

At 4th level, the Warrior of Holy Light gains a full Channel Energy pool of 1+ CHA daily. (Using his or her Paladin Level in place of a Cleric level)

The Warrior of Holy Light can spend a daily use of her Channel Energy ability to call upon the power of her faith as a standard action. A Paladin with the Quick Channel feat may instead activate this ability as a Move Action.

Activating a Holy Nimbus causes an aura of light to emanate from the Warrior of the Holy Light in a 30-foot radius. Effects such as magical darkness can suppress the visible light provided by this ability, but it’s other effects still persist within the radius. As long as they remain in the area of light, all allies in this area receive a unique boon, chosen from one of the following categories upon activation. Only one boon may be active at a time, and the effect(s) persist for 1 minute after activation.

**Searing Light**: Allies gain a +1 Sacred bonus per 4 Die of Channel Energy to weapon damage rolls

**Spellbane Torch:** The Sacred bonus is replaced by SR = 10+2 Per Channel Energy die the Paladin possesses.

**Shielding Lantern:** Allies gain a +1 Sacred bonus per 4 Die of Channel Energy to all Saving Throws

**Healing Warmth:** Allies gain Fast healing 1,  Per die of Channel Energy the Paladin possesses.

**Tempering Flame**: Allies gain Resist 2, to either Fire, Acid, Shock, or Cold damage, per die of Channel Energy the Paladin possesses.

**Brilliant Beacon:** Allies Gain a +1 Sacred Bonus on all Attack rolls per 4 Channel die the Paladin possesses.

**Guiding Light:** Allies gain a +1 Sacred Bonus on all Skill checks per 2 Channel Die the Paladin possesses.

This Ability replaces a Paladin’s spellcasting, and as such, a Warrior of the Holy Light does not gain any spells or spellcasting abilities, and has no Caster Level.

*This ability replaces spellcasting and channel energy.*
Book of Memories

Aura: moderate Divination; CL 12th
Slotless; Price 15,000 gp; Weight 1 lb.

**Item Description**:
This small journal is constructed out of dark leather, with gold thread embroidering the edges. Inside it's binding, 100 pages seem to flicker in and out of reality. When opened, the person who opened it may cast *Share Memory* on the book. In doing so, the caster may deposit a copy of one of their own memories into the book, filling one of the pages. After a page has had a memory deposited within it, the page solidifies into reality, taking on the appearance of normal parchment with a small sentence describing the memory within inscribed on it. By speaking a command word and opening the book to the desired page, a person may access that deposited memory per *Share Memory.* To cleanse a memory from the book an individual page must be targeted by the spell *Feeble-mind*, wiping the page clean with it going back to its original ethereal state.

**Crafting Requirements**:Craft Wondrous Item, *Share Memory*; Cost 7,500 gp.
Berserker (Barbarian Archetype)

*Hailing from lands that would quickly drive others far away in hopes of better prospects, the berserker relishes in the glory of combat. Their hedonistic pleasure from battle wounds is borderline masochistic. While enraged, she enters a sort of high where pain is just another form of keeping their mind sharp as a razor in the bloodlust.*

#### **Armor Proficiency**

A berserker does not gain proficiency in medium armor or shields

#### **Tiring Rage (Ex)**

A berserker is fatigued after their rage for a number of rounds equal to 4 times the number of rounds spent in the rage. At 17th level, a berserker can rage even while fatigued or exhausted.

*The ability replaces tireless rage.*

#### **Primal Defense (Ex**)

At 1st level, while raging and wearing no armor, the berserker gains DR/- equal to half her Constitution modifier (minimum 0). This increases to full Constitution modifier at level 11 then to 1.5 times her Constitution modifier at level 20. This stacks with any existing DR the barbarian the barbarian gains from their class.

*This ability alters damage reduction, rage, greater rage, and mighty rage.*

#### **Regenerate (Su)**

At 2nd level, a berserker gains fast healing 1 while in rage and conscious. This increases to fast healing 2 at 8th level and by an additional 1 every 4 levels after.

*This ability replaces uncanny dodge.*

#### **Hunger for Havoc (Ex)**

At 3rd level, a berserker gains a +1 bonus on damage rolls against animals, dragons, and magical beasts larger than herself. This bonus increases by +1 every 3 levels after 3rd.

*This ability replaces trap sense.*

#### **Scarred Flesh (Ex)**

At 5th level, whenever a critical hit or sneak attack is scored on the berserker, there is at 25% chance that the damage is negated and the damage is instead rolled normally.

*This ability replaces improved uncanny dodge.*
Shayna Dank

Shayna Dank is a human female and **Lead Interspatial Crime Investigator** from **Earth-Zeta**. She was responsible for finding fugitives that had committed crimes on any planet within the **Ten of Tens Solar System**. Due to the Earth-Zeta’s advanced technology, Shayna knew that she had “Elevated Awareness” (she was **Diligent**) as a teenager.

## Physical description

### Gender

Female

Shayna can interact with six of the ten **Chyda Dimensions**:

* **Time**
* **Space**
* **Depth**
* **Difference/Indifference**
* **Parallel Visibility**
* **Parallel Accessibility**

 She was found herself trapped on **Earth-Prime** after she followed the Ten of Tens most wanted fugitive, Bella Dictus, through a wormhole from Earth-Zeta. Unbeknownst to Shayna, Bella knew that the investigator was shadowing her, and led her into a trap in **Occultum** on Earth-Prime. Shayna was shocked to learn that Bella’s powers didn’t come from Earth-Zeta’s nano-tech.

Believing herself to be the only human in Existence who possessed cosmic abilities, she attacked Bella. However, she quickly realized that she was outmatched by the daughter of Vindictus. Bella used Telepathy to block Shayna’s neural communicators, effectively paralyzing her body. However, instead of killing her, Bella telepathically placed a mental block in Shayna’s hippocampus, effectively blocking her memories.

Bella implanted false memories into Shayna’s brain that allowed her to believe that she was a prophetess named **Esther** in **Simon Mendax’s** (**Ambush Vin**) **One Planet House of Worship** on **Earth-Inferius**. However, after **Molach** released himself from Ambush Vin’s body, Bella was forced to retrieve Vin’s imprisoned soul from the **Astral Plane** in order to save her father’s life. Once Ambush Vin’s soul was reunified with his body, his memories returned. He escaped by opening a wormhole to the **Time Dimension**, and convincing Shayna to come with him. They were met in the Time Dimension by **Orcus**, who Vindictus had appointed the new guardian of the Time Plane.

As Ambush Vin prepared to battle Orcus, **Spatium** and **Linius** suddenly appeared through a wormhole that had suddenly opened on the **Parallel Platform**. Orcus knew that he was no match for the trio, so he retreated, opening a wormhole back to his Occultum on Earth-Prime.

Shayna followed the trio through a wormhole that Linius opened to the **Space Dimension**. Linius then used the **Deo Ignato** to remove the mental block that Bella had telepathically placed into Shayna’s brain. She declined an invitation to join **Ambush Vin’s P.O.T. Squad**, choosing to remain independent.

However, Shayna remains a close and trusted ally of Ambush Vin and the Piereus.

\**Note - Entries in bold represent links to pages that haven't been created yet*
Juicebox of Inebriation

**Aura** moderate transmutation; **CL** 9th; **Slot** Shoulders; **Price** 12,000 gp; **Weight** 5 lbs.

**DESCRIPTION**

A Popular magical item among those who travel long distances between civilized places, especially those who worship Cayden Cailean. The Juicebox of Endless Inebriation sits in a back holster with the small box within easy reach on the breast. This small juicebox like container contains a small opening to the Elemental Plane of Alcohol, a little known demiplane, Theorized to have been created by a mad (and likely drunken) wizard. As a swift action, the wearer can sip from the contents and consume one alcoholic beverage.

**CONSTRUCTION REQUIREMENTS**

**Craft Wondrous Item**, control water, enhance water; **Cost** 6,000 gp
Discipline of the Red Horn (Minotaur Monk Archetype)

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

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

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

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

If the monk has ki points, for every 1 ki point he spends (maximum 5) he may increase the DC by +1.

This ability replaces the bonus feat he would otherwise receive at 1st level.

**Incredibly Tough:** Some followers of the Red Horn eschew quick reflexes for stalwart defenses. At 2nd level, these Disciples of the Red Horn makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the Disciples of the Red Horn is wearing no armor. A helpless Disciples of the Red Horn does not gain the benefit of the incredibly tough ability.

This ability replaces the Evasion and Improved Evasion abilities.

**Critical Gore**: At 10th level, the critical range of the monk’s gore attack improves to 19-20, as if he had gained the Improved Critical feat. The critical range increases again at 14th level to 17-20.

This ability replaces the bonus feats he would otherwise receive at 10th and 14th levels.

*Adapted from In the Company of Monsters by Rite Publishing*
Eldritch Focus

**Aura** faint evocation; **CL** 5th; **Slot** none; **Price** 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight --

Description:

The Eldritch Focus allows a Warlock to concentrate the power they harness and further increase its damage and accuracy. While wielding the Eldritch Focus the Warlock gains an enhancement bonus equal to the item's bonus to both attack and damage when applicable to their Eldritch Blast and Invocations.

Only an enhancement bonus can be applied to a magical focus, not special weapon properties.

Items gained by the Fetish class feature or eligible as a Wizard's bonded item can become Eldritch Foci.

Construction Requirements:

**Feats** Craft Wondrous Item; **Spells** magic weapon; **Special** creator's caster level must be at least three times the focus's bonus; **Cost** 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Matt

Charlotte Kamiński

**Matt** (Mateusz Kamiński) is one of the main NPCs in No Time and the main character of Perniciem. He's the first friendly person that the player meets after the beggining of the game. Despite being rough and mean in the begginig, he quickly changes his attitude to the player. He is one of the most important characters. His home and the main hideout is a large cave near a polish city Cracow. Matt is a member of the Resistance and one of The Awaken.
Eschew Esoteric Materials

*You can cast spells using fewer esoteric material components.*

**Benefit(s):** You can cast any spell with a non-esoteric material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

When you cast a spell that uses esoteric material components, you can spend components as though your caster level were 2 lower (with a minimum of the spell’s minimum caster level). This does not affect the cost of expensive material components.

**Special:** This feat counts as Eschew Materials for all purposes. Characters that normally receive Eschew Materials as a bonus feat may select any feat for which they qualify.
Everfull Ammunition Pouch

**Price** 10,350 gp Masterwork; **Slot** none; **CL** 5th; **Weight** 2 lbs.; **Aura** faint conjuration

DESCRIPTION

This pale leather pouch has a clasp that can be attached to a belt or bandolier or worn directly on an article of clothing without risk of falling off. The wearer can reach into the pouch to draw a piece of masterwork ammunition as normal, though the creator must choose what type of ammunition is used when the pouch is made. As ammunition, the user can draw as many masterwork ammunition per round as he has attacks. The pouch always feels as if it has a handful of ammunition in it, and if opened and counted, it seems to be about a dozen. However, the shifting and moving of the ammunition in the pouch make it hard to be sure. ammunition taken from the pouch disappear after one round.

The pouch is treated as a masterwork projectile weapon for purposes of casting spells, and the ammunition drawn from the pouch takes on the effect of the spell bestowed. Weapon enhancements can be applied to the pouch, and effect all ammunition drawn from it. These enhancements cost the same as standard weapons.

CONSTRUCTION REQUIREMENTS

**Cost** 5350 gp; **Feats** Craft Wondrous Item; **Spells** *Abundant Ammunition*
Template Guidelines

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

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

 +2
 +3
 +4
 +5

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

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

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

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

Speed Increases

Special Abilities

Feats (Max 3 across both templates)

Ability Score Increases.

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

 +2
 +3
 +4
 +5

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

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

Undead Type/Subtype

Adding other classes abilities in special abilities (adapt and reflavor)
Shnik's and Shnak's Nails, Nibbles, and Knick Knacks Shack

Having rolled into the barter district, this rather impressive workshop is manned by a pair of goblins known as Shnik and Shnak. They offer the same general wares as would a general store, but they carry a special stock which changes week to week. often offering many esoteric goods such as Alpaca dung or other unusual goods.

At it's front it's drawn by a pair of alpaca that are visibly chewing some unusual grass. Their eyes bloodshot and red, hence why they do not mind the fact that their fur has been messily died purple. Fading in some areas as it's hard to die an alpaca's fur in the first place.

Walking inside the building reveals a messy amount of chaos that looks like it is held together by a single string, the two goblins manning it however are extremely comfortable. everything visible powered by both coal and gas. The gas provided by the rather large goblin known as Shnak.

Shnak is loud and gassy, his belly quite bulging and his attitude quite sassy. Luckily Shnik does most of the talking for the two, although Shnak's mouth is more often the one moving. For The goblin seems to be able to obtain jerky - whether days, weeks, months, or years old from surprising sources.

The other goblin Visible is a goblin adorned by a large number of blades. The most intriguing of which is a large gnomish switchscythe. The flicking noise being the Shnik sound for which the goblin had been named. His favored activity being to make the scythe flick and unflick repeatedly, although he often stabs his brother simply for the inane humor of listening to him cry out in pain.

Shnik is far more diplomatic than Shnak. His favorite gesture being to rub his hands together in greed, as the very idea of earning even just a little bit of cash excites him deviously. When doing transactions,, Shnik will often stand upon a highstool behind the register. Obtaining even the slightest of advantages in height to seem more opposing to the customer Or so he thinks.

One other thing remains of note inside this chaotic workshop. That being the "taxidermy" skull of an ogre. It's blackened and charred skull hanging from the ceiling itself as it stares garishly down at customers. On the top it reads "Much thanks" and on the bottom it continues with "Gullible friends!"
Empyrean Academic (Oracle Archetype)

*Sometimes, a god does not bestow their gifts upon a vessel gifted with force of self. Sometimes, they need someone more learned. The combination of learned magical talent combined with blessings and curses from the gods produces interesting results.*

## **Blessed Mind**

An Empyrean Academic uses INT in place of CHA for all dependent class abilities. (including Revelations, and Divine spellcasting)

==

**Arcane School** ==
At 1st level; an Empyrean Academic may choose a single arcane school normally available to wizards; using their Oracle level in place of wizard level for all dependent abilities, and to determine the level(s) at which they gain access to them.

*This ability replaces the Revelation normally gained at 1st level and 7th level.*

**Mysteries**: The following oracle mysteries complement the Empyrean Academic archetype: Arcane, Dark Tapestry, Dragon, Intrigue, Lore, Occult, Ancestor, Time.
Heels of Deeper Darkness

**Aura** moderate transmutation; **CL** 10th; **Slot** feet; **Price** 12,000 gp; **Weight** 1 lb

**DESCRIPTION**

As a standard action, the wearer of the Heels of Deeper Darkness can click her heels together, effectively casting Deeper Darkness on the shoes for up to 10 minutes each day. The Deeper Darkness effects must be used in consecutive 1 minute intervals.

**CONSTRUCTION REQUIREMENTS**

**Feats** Craft Wondrous Item, *Deeper Darkness*; **Cost** 6,000 gp
3rd Party Approved Spells

The below options have been approved for characters in Nibiru. No application is necessary (unless otherwise stated). 3rd party options should be linked to their respective d20PFSRD or other page but also printed below in case there are changes made for use in Nibiru. If ever there's a conflict in wording, use the rules printed here.

Anything marked with "**Playtest**" may be revoked at any time due to an unfavorable conclusion of the playtest (in which case, any characters that took the now banned content will be able to retrain the option instantly for free, or refunded gp).

=== Level 0 ===
Secluded Recliner magus 0, wizard/sorcerer 0

Summon Popcorn cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0

=== Level 1 ===
Pleasant Dreams paladin 1

Level 2

Pleasant Dreams cleric/oracle 2
The Battle for Darth Prefectus

## Overview

**Watch the Battle for Darth Prefectus below**

Spatium sent Ambush Vin to Darth Prefectus' homeworld, in order to assume the identity of Darth Prefectus.

After he arrived, Ambush Vin found the planet in ruins due to a recent battle. He encountered a being named Uliver, who claimed to be Darth Prefectus' servant. During their conversation, Ambush Vin had a vision of the battle that had already occurred.

Unfortunately, he didn't realize that this was a vision of the past, and used his newfound cosmic power to shoot a barrage of lightning at a **Mastigi** assassin.

In the real world, outside of his vision, his lightning attack killed Uliver.

The Mastigi Overlord Domini appeared and attempted to recruit Ambush Vin to the Mastigi ranks. Vin refused, and began to taunt the powerful Mastigi. Suddenly, he found that he could not speak, and his throat began to constrict.

***(Excerpt from Sci-Fi Music: Darth Prefectus Saga)***

*"Puny human," Domini scolded, "I can end your existence with a mere thought!"*

*He was right. He just proved that. I did the only thing I could do.*

*I ran.*

*I opened a wormhole and dived in! After landing hard onto a pile of rubble, I gathered my surroundings. It appeared I was in an old, condemned bomb factory in Kingsbury, IN. My friends and I used to sneak into here when I was younger to play hide and seek...*

### The Battle for Darth Prefectus

Domini followed Ambush Vin through the wormhole to **Earth-Prime**. Deciding that Vin wasn't worth the effort, Domini commanded a low-level Mastigi assassin, **Subtilis**, to capture or kill Vin.

After a lengthy battle in an old cemetery, Ambush Vin finally connected with his **cosmic awareness -**the source of his cosmic power. Using trillions of electrons, along with the sun's ambient radiation, he created a condensed burst of energy that disintegrated Subtilis, leaving a pile of ashes in the assassin's place.

The battle was over.
Bloodrager-Ork Bloodline

### Feats

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

### Spells

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

## Bloodline Powers

### Stillborn Terror

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

### Blood-tuned Magic

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

### Orcish Fortitude

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

### Might of the Tribe

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

### Fireborn

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

### Biggest Warboss

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

## 1: History

Klar was Born to Ugrish Warchief of the White Hand and his wife Kern, Born under the star of the Daughter she carried the name for many years. Many of the older gfeneration of her tribe still call her *the Daughter* out of respect for the signs and traditions of old.

She Grew up fast and hard as most Orcs learning to hunt and fight, she surpased all the males of her tribe except her father Ugrish Tammer of Gorthek. Growing up in such a tradition inspired many fights with would be suiters and contenders, many male orcs felt humiliated by there defeat to her and thought they were owed a greater lot in life because they were the males of the tribe. This created much infighting and she returned home most days bruised and tired but never defeated.

On the day of her 11th year she was brought to her fathers taming yard where he tamed the Gorthek he reared and captured, not 2 weeks past his prized female had birthed a perticularly agressive litter of pups and it was her turn to learn her fathers skill with them. Choosing the smallest of the bunch her father was disgruntled thinking she feared the rest however the months to come showed him she had infact done it out of spite to her competitors wanting to train the little beast to be wilder and greater than the others and so came that Baghira became more than just a pet but the greatest freind and companion she has had abd possibly ever will have.

## 2: Appearance

Klar Has Grown to be one of the biggest orcs in her tribe standing 7 feet 9 inches, she has Brown Dreadlocks that reach down past her waste and eyes as blue as sapphire. Her skin is a lighter tone than most orcs and her Tusks are sharpened to a lethal point and inscribed with tribal markings.

Although she is heavily muscled she tends to hide her frame in armour when on the field knowing that the best defence is a wall of steel for bruises only hurt for a second.

## 3: Personality

Klar is as Wild as the Stag and as free as the Wind beliveing that *one must be one with the land before one can be one with ones self* this gives her a very adventures personality and weird way of speaking, her only real distrust is Wizards and Sorcerers who flaunt and ignore the rules of nature and the cosmos

## 4: Goals

Klars long term Goal is to Make a name for herself as protector of the lands and bring the rest of her tribe into the fold of the wilds, learning the ways of the wind over the ways of conquest and battle.

"The greatness of a nation and its moral progress can be judged by the way its animals are treated."
Monk of the Iron Body (Monk Archetype)

###  Base Statistics

An iron body receives good progression on Fortitude and Will saving throws and poor progression on Reflex saving throws.

### Iron Shirt

When unarmored and unencumbered, the iron body adds his Constitution bonus (if any) to his CMD and gains DR/— equal to his half his class level. In addition, a monk gains a +1 bonus to CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

His DR/— and bonus to CMD apply even when the iron body is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Any of the iron body's class abilities that make calculations based on his Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on his Constitution.

This ability replaces AC Bonus.

### Bonus Feats

An iron shirt adds Toughness and Lion's Heart to his list of bonus feats at 1st level. At 6th level, he adds Survivor and Stalwart. At 10th level, he adds Imposing Bearing and Improved Stalwart.

### Steel Jacket

At 2nd level, the iron body can protect his vital areas more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. At 9th level, this protection improves to 50%. At 16th level, it improves again to 75%.

He loses this benefit when he is immobilized or helpless, wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This ability replaces Evasion, Improved Evasion, and Timeless Body.

### Still Form

At 4th level, the iron body gains a +2 bonus on saving throws made against poison, diseases, and necromancy spells and effects.

### Body of Iron

At 11th level, the iron body can use his mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely.

He loses this benefit when he is immobilized or helpless, wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This ability replaces Purity of Body and Tongue of the Sun and Moon.
Ailes Nocturne

## Apparence

Ils ont plusieurs cornes à l'arrière de la tête et une petite au dessus du nez. Ils peuvent cracher une fumée noire pour disparaître dedans ou pour mélanger l'ennemi. Leur queue finit par une pointe tranchante.

## Caractère

Les Ailes Nocturne sont malignes et sournoises. Ils ne sont pas méchants sauf quand ils sont fachés. Ils aiment beaucoup les pièces d'or et autres bijoux brillants.

## Lois du clan

Soit nocturne et non diurne, ou la Déesse de la Nuit te punira.

Reste caché afin d'empêcher de te traquer par d'autres guerriers.

Donne du trésor à la reine ou elle sera furieuse.

## Membres du clan

* Flammes d'obsidienne
* Lei Gong
* Seiyuht
* Arven
* Elpihas
* Huan glong
* EldritchMoon
* Oberon
* Sky Empress
* Festival
* Shadow ll
* Shadow
* Noirceur
Ring of Divinity

**Aura** moderate (no school); **CL** 11th; **Slot** ring; **Price** 20,000 gp (Type I), 40,000 gp (Type II), 70,000 gp (Type III), 100,000 gp (Type IV); Weight —

DESCRIPTION

These unassuming plain bands grant a powerful boon to their wearers; imbuing them with the ability to retain more divine power from their chosen deity. Rings meant for evil wearers imbue the wearer with negative energy; and are forged from onyx. Good aligned versions that deal in positive energy are plain bands of opal. Bands for Neutral worshipers can be stylized as any standard ring, though most are plain silver.

The rings come in four varieties, all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are unaffected by the multiplier.

CONSTRUCTION REQUIREMENTS

Forge Ring; *Divine Power* **Cost** 10,000 gp (Type I), 20,000 gp (Type II), 35,000 gp (Type III), 50,000 gp (Type IV).
Lyria

## History

The tribe of wandering orcs had found some caves to call home through the cold month. A thick hide keeping the chill out of their temporary home. The half-elf male, Jaxson, had been dared to approach the tribe, at first. But after camping out and observing them, he was now here for a different purpose. He strode into the cave in nothing but a pair of pants and a wide smile. Intrigued by his actions, a female orc, Kirka, had captured and claimed the male as hers. Jaxson’s quick tongue and wit quickly rewarded him with a night of pelvis crushing passion, free to leave the next morning.

Lyria was the product of that night, born Ciran Daughter of Kirka. A surprise to her mother, she was raised in the tribe. Her childhood had been rough. The other children had bullied her often. More often than not she would return to her mother’s tent with torn clothing and a bloody lip. Lyria learned quickly how to throw a punch and defend herself. Despite that, she was often forced to entertain the tribe at dinner while her peers ate. Often singing for them while they jeered about her elven heritage.

That was her life until she came of age. As her birthday approached, the half-orc was given two options. She could either enter a forced marriage of one of the tribe’s warriors, becoming his to use as he saw fit, or leave. Lyria packed her bags and left. The tribe had heard of a civilization north of their territory and she decided to take her chances. It had been a long journey of dodging hazards and fending for herself. About a year of walking and camping but she finally arrived.

Akasa Kas would be her new home. With a new name, Lyria, perhaps she could have a new life.

## Appearance

Lyria stands at a tall six foot five inches, carrying her two hundred and twenty-three pounds of pure muscle well. Her dark green skin and long tusks betraying her orc blood while long pointy ears proclaim her elf father. She keeps her black hair long and largely untamed, not worrying about tieing it back. Baby blue eyes keep an eye out for trouble but are generally sparkling with hope.

She tends to wear loose clothing, not worrying about proper attire. More often enough barefoot. Though she carries a longsword on her hip, Lyria has never been known to draw the blade. Her fists and hands generally bruised with split knuckles from her preferred fighting style.

## Personality

Despite her past Lyria tends to be a happy person. More than happy to have a friendly drink and a big smile. She is quick to make friends while going out of her way to protect those that need it. Lyria seeks out the weak, determined to keep them safe from the bullies in the world.

## Relationships

Fidget- Her cat familiar; She has been Lyria's primary instruction on her faith and goddess.

## Aspirations

To gather as many as friends around her, creating a new tribe where she would be welcomed despite her mixed blood.
Infuriated

**Price** +1 bonus; **Aura** moderate enchantment; **CL** 8th; **Weight** —

DESCRIPTION

This special ability can only be placed on ranged weaponry. An infuriated weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in her hand, even when she is not raging. This bonus is equal to the enhancement bonus of the weapon (and also includes the +2 if the wielder is raging).

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor **Spells** *Rage*; **Cost** +1 bonus
Camel Punch

You can knock a man senseless with your fists. Maybe even a camel.

**Prerequisites**: Str 17+, Con 15+, Improved Unarmed Strike

**Benefit**: When making unarmed strikes, you deal damage as a creature one size larger. For instance, a medium creature that deals 1d3 damage on an unarmed strike improves to 1d4.
Post 20

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

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

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

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

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

### Character Advancement

#### Feats

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

Epic Destinies can be found here

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

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

**Benefit**: Choose an epic destiny. You gain that epic destiny’s benefits at 21st, 24th, 27th, and 30th level. When you have this feat you do not gain additional feats at 23rd, 25th, 27th, and 29th level.

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

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

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

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

**Secluded Recliner**

**School:** Conjuration

**Level:** magus 0, wizard/sorcerer 0

**Casting Time** 1 standard action

**Components:** Verbal, Somatic

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

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

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

Dread Mouse is a Crazy Mouse, He will make you Dread the Night (Pun intended) He's the one who killed Jeremy. Dread Mouse is one not to mess with, hes Chaotic

## **Nights**

Dread Mouse Starts on Night 8 and starts moving at 12 AM

## **Detailed Description**

He's a Black and Red Mouse, he has Torn Ears and one eye, hes missing one arm and the arm was replaced with a Spike Tree.

## **Trivia**

* He Tends to Shut down the Cameras whenever he moves.
* He is also able to spawn any Glitch except for LFC.
LG Extravert

**LG Extravert** is a cell phone apart of the Extravert line of phones.

## LG Extravert

### Storage

90 MB available to userExpandable via memory card

### Accessibility

* Adjustable Text Size for text messages
* Hearing Aid Compatiable
* Multiple Languages
* TTY/TDD (Digital)

### Connectivity

* Bluetooth
* USB

### Contacts

* Picture ID
* Ringer ID
* Voice Dialing (speaker-independent) (automatic)

### Customization

* Custom Graphics
* Custom Ringtones
* Real-Music Ringers

### Data & Network

* Flight Mode
* WAP / Web Browser

### Input

* Side Keys
* Text Keyboard
* Touch Screen

### Memory

* Memory Card Slot (microSD) (up to 32 MB)

### Music

* Headphone Jack (3.5mm)
* Music Player (Supported Formats: MP3, AAC, AAC+, WMA)

### Software

* BREW
* Games

## Apps

* My Verizon (old version)
* Tools (LG Extravert)
* Settings (LG Extravert)
* Mobile Mail (LG Extravert)
* Mobile Web (defunct)
* Media Center (defunct)
* Apps (LG Extravert)
* Calendar (LG Extravert)
* My Music (LG Extravert)
* Alarm Clock (LG Extravert)
* My Pictures (LG Extravert)
LG Extravert 2 / Freedom II

This update to the Extravert sports a larger display, but is otherwise similar. This basic messaging phone has a touch screen, slide-out keyboard, social network integration, Bluetooth, and memory card slot.

## LG Extravert 2 / Freedom II

### Storage

512 MB raw hardware260 MB available to userExpandable via memory card

## Carriers

* Verizon Wireless
* U.S. Cellular
Among the shadows

**Among the shadows** is the third chapter of No Time. This is where the player acquires the Shadow walk abbility. This is also where the third boss Lurker is fought.

## Walkthrough

When IU-04 comes back from Ravens' hideout Matt approaches him and tells that there was a power shortage. They have sent an expedition to the power plant below, but they went missing. He then asks us to go down there and find try to find them. When we approach the hatch leading to the plant, a woman approaches the player. She tells us, that there is a valuable treasure hidden somewhere in the power plant. If we will be able to find it, she wil give us something in return. Finally, we descent into the plant.

**[WIP]**
Feytouched Hexer (Witch Archetype)

Great faerie beings make strange and unique patrons for witches, granting them powers somewhat different from a more traditional patron. These witches seem to have a supernatural beauty and presence, and use their sheer force of personality for their powers rather than occult learning.

The Feytouched Hexer is an archetype of the witch class.

## Fey Charm

She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.

## Sorcerous Familiar

Instead of teaching their familiar spells, a Feytouched Hexer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a sorcerer of the same level. In addition, she receives bonus spells per day if she has a high Charisma score. A Feytouched Hexer’s selection of spells is limited. She has the same number of spells known as a sorcerer of the same level and can choose new spells to replace old ones at 4th level and every 2 levels after that, just as a sorcerer does. A Feytouched Hexer’s spells known are stored in her familiar, and she must commune with her familiar to regain her spells each day.

This ability alters witch’s familiar and the witch’s spellcasting.

## Patron Spells

A Feytouched Hexer adds her patron spells to her list of spells known stored in her familiar. She may replace some of her patron spells with the following: 2nd – charm person, 4th – hideous laughter, 6th – bestow curse, 8th – hallucinatory terrain, 10th – mind fog, 12th – cloak of dreams, 14th – pox of rumors, 16th – irresistible dance, 18th – dominate monster

## Faerie Wings

At 5th level, a Feytouched Hexer can grow faerie wings and fly at a speed of 60 feet (40 feet if speed is slowed by armor or encumbrance) with good maneuverability for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

This ability replaces the witch’s 6th-level hex.
Lurker

Standing

**Lurker** is a mutant boss encountered in the chapter Among the shadows.

## Appearance

He resembles a skeleton, except his body is black. Lurker is about 4.5m tall. His white eyes are glowing in the dark.

## Behaviour

Lurker hides in the shadows, closing his eyes. Right before he attacks, he opens them and appears behind you. He preferes to be behind his prey. When he opens his eyes and we hear sound resembling creaky boards, we should turn around quickly dash away. Killing him is impossible due to his tought skin. Even explosions can't hurt him. The only way to do it is using the Dematerialization Field. Untill then we must escape from it. There are only a couple encounters with him throughout the level.
Samsung Intensity

**Samsung SCH-U450** is a side-slider text messaging mobile phone. It was released September 16, 2009 to Verizon Wireless as the **Intensity** and on Alltel as the **DoubleTake**. The phone comes in two colors: black and red. There is also a newer model of this phone named Samsung Intensity 2 (SCH-U460). *Intensity 2* has the same basic features, but has a different look and a higher-resolution camera. Samsung Intensity 3 (SCH-U485) is the current model of the series.

## Features

The features of SCH-U450 include: a QWERTY keyboard, Bluetooth, MP3 player, SMS, Mobile IM and emailing, and a 1.3 MP camera for photos only.[2] Video filming is not supported. The phone comes in three different colors; flamingo red, black and blue.[4] The phone also has a Micro SD card slot that is accessible by removing the back plate.

## References

1. ^ Jump up to:***a*** ***b*** ***c*** ***d*** Samsung Intensity
2. ^ Jump up to:***a*** ***b*** Samsung Intensity
3. **^** Samsung Intensity SCH-U450 - charcoal gray (Verizon Wireless)
4. **^** Samsung Intensity U450 Review

## External links

* Samsung Intensity (U450) Review Phone Arena
* Samsung Intensity Review (CNET)
The Awaken

**The Awaken** are people that went missing during the Cataclysm. They were chosen by Them as people who will change he world or contribute to it in a great way, not always good().

## Disappearance

They all went missing at the same time, when the missles were launched in the beggining of the Cataclysm. They closed their eyes and immediately fell asleep.

## Awakening

Every Awaken has been asleep for a different amount of time. For example Matt has been asleep for almost 3 years, while Mick was asleep for only a couple of months. They wake in the same place they fell asleep. It is unknown how do they disappear and appear, because They always make it so there there are no witnesses. Everyone that wakes up gains some kind of an ability.

Known Awaken
 Mick Staler | 5 month
 Ilia Arten | 2 years
 Natalie | A month longer than Matt
Cell Phone Wiki

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