recursal/Fanatic-Fandom huggingface dataset:
Gunpowder Savage (Legendary Barbarian Archetype)

Surrounded by smoke and blood, the gunpowder savage wields her firearm with reckless abandon.

#### **Weapon and Armor Proficiency**

A gunpowder savage is proficient with all simple and martial weapons, all firearms, light armor, medium armor, and shields (except tower shields).

#### **Rage Forms (Ex)**

At 1st level, a gunpowder savage must select the close quarters rage form.

This modifies rage forms.

#### **Gunsmith**

At 1st level, a gunpowder savage gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunpowder savage also gains Gunsmithing as a bonus feat.

This replaces Endurance.

#### **Gunstock Smash (Ex)**

At 2nd level, the gunpowder savage can make use the butt or handle of her firearm as a melee weapon. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the attack is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunpowder savage’s size, the critical multiplier of this attack is 20/×2.

If she deals damage with a gunstock smash, then she may both reload the firearm and clear any barrel jams as a free action which does not provoke attacks of opportunity. She does not need a free hand to do this.A gunpowder savage’s rage bonuses to ranged attack and damage rolls apply to her gunstock smash attacks.

This ability replaces uncanny dodge.

#### **Gun Training (Ex)**

Starting at 5th level, a gunpowder savage can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunpowder savage picks up another type of firearm, gaining these bonuses for those types as well.

This ability replaces improved uncanny dodge.
The Benefactors

This faction is more a collective of good-inclined individuals that grouped up together and believe that cooperation and unison can defeat any woes and any enemies, and their goal is just collective peace and happiness, without any oppression.

Not long after the liberation of Yartar, factions were quick to form and territories were quickly claimed. Most districts were claimed by the different factions and wars ensued, some more passive, some more aggressive and violent. One of the disputed district was won by the Blimey Boys, who then imposed heavy taxes to the merchants and residents of the district, so they could make up the costs of the gang war they just went through.

Citizens were suffering under their control, many getting beaten up an inch away from death if they refused to pay, others barely managing to feed themselves and their families. It was extremely difficult and very brutal, up until a person known as the Benefactor started showing up as a vigilante, protecting the weak and beating down the vile. As their influence spiked, people started to realize that power was truly in the hands of the majority, of the people, and that together, they could take down any oppressors. As such, they started to work together, the weaker ones warning and giving information to other members of the district, allowing them to quickly retaliate to any gangs trying to come into the territory and impose their rule.

This movement was so strong as a collective that they managed to free the district completely and have started to spread their influence further unto other districts. They became a faction, and the more frustrating part is that they wear no symbol, nothing to identify them as Benefactors, and thus it's very difficult for other gangs/factions to fight them back, as each one of their citizens could be a Benefactor loyalist.

To most people, this is but a large collective working together with aligned goals, but some suspect that the original Benefactor, later known as the Mentor, may be the one pulling the strings behind the scenes. All that people know is that this faction is trying to make everyone free from oppression and be happy and united. Their sole goals seem to be the happiness and peace of the city. As such, whenever adventurers are requested to help, the request always comes as a collective, magic being used to contact the interested parties.
Ayael Dakian

**Alignment:** CG

**Pantheon:** Racial Deities

**Areas of Concern:** Elves, Nature, Fey, Stars

**Domains:** Chaos, Charm, Good, Luck, Void

**Subdomains:** Revelry, Captivation, Love, Friendship, Fate, Imagination, Stars

**Favored Weapon:** Starknife, Elven Curve Blade, Longbow

**Symbol:** Finger pointing at gold star

**Sacred Animal(s):** Owl, Fox

**Sacred Color(s):** Gold, Blue

**Obedience:** Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.

**Lore:** Ayael Dakion has been the patron deity of the Elves and Seelie Fey ever since their creation. It is said that humans have been wishing upon the stars for love and friendship, and in return, the stars have cried tears of joy over the planet, creating shimmering dust in the sky. That’s how the first Seelie Fey were created, fey of good will that blessed the people who wished upon the stars, allowing them to find the love they wanted. The children born of such unions were the first Elves, knowing great health, longevity, grace, beauty and happiness. They brought a lot of happiness in the worlds they joined, excelling at any arts they participated in, their sublime voices captivating anyone who would listen to them sing, their grace captivating anyone would look at them dance, and their creativity blessing anyone who would look at their paintings and sculptures.

Of course, not everything always goes well, and when Jharena Mlezziir realized that many were wishing upon the stars for happiness and love, she decided to pull a sadistic act and cursed anyone who wished upon the void of space for love, allowing them to find the worst type of love they could find, marrying others that would use them for their ends and creating a lot of discord. The people wishing upon the void of space for love brought forth the first dark fey, the Unseelie, who played them and pranked them. The children born of such unions were the first Drow, who were quickly shunned from society and went to live underground, unifying into a nation and eventually finding their way into the Underdark, where they could scheme and torture without fear of the societies on the surface that would imprison or kill them if they were found.
Feral Scavenger (Natural Explorer Archetype)

Some explorers are merely survivors who have learned the right lessons quickly enough to thrive. Alone, under-equipped, and desperately clinging to survival, the feral scavenger has learned the first explorer rule: adapt or die.

#### **Weapon and Armor Proficiencies**

The feral scavenger gains proficiency with simple weapons only. He is not proficient with any armor or with shields. This modifies weapon and armor proficiencies.

#### **AC Bonus (Ex)**

When unarmored and unencumbered, the feral scavenger adds his Wisdom bonus (if any) to his AC and his CMD, and he gains a +1 bonus to AC and CMD for every four class levels he possesses. These bonuses to AC apply even against touch attacks or when the feral scavenger 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.

#### **Tooth and Nail (Ex)**

The feral scavenger is used to fighting with simple weapons, and with his bare hands. At 1st level, he gains the unchained monk’s unarmed strike class feature, dealing damage as an unchained monk of his feral scavenger level.

This replaces explorative hunter.

#### **Use of Weapons (Ex)**

The feral scavenger is has learned to use whatever is at hand to defend himself. He gains the feats Catch Off-Guard and Nature’s Weapons as bonus feats, even if he does not qualify for them. The feral scavenger may do damage with improvised weapons equal to his unarmed damage. Whenever the feral scavenger gains a combat feat that requires that he choose a specific weapon or weapon group, he may choose all simple and improved weapons and unarmed as a single entity. At 1st level, he gains the Weapon Focus feat for all simple and improved weapons and unarmed strikes as a bonus feat.

#### **Feral Scavenger Talents**

##### **Bone Blades (Su)**

The feral scavenger can cause hardened blades of bone to extends from his hands, forearms, and possibly his feet as well. His unarmed attacks threatens a critical hit on a roll of 19 or 20 (this may be modified by effects such as the Improved Critical feat), and he may do bludgeoning, slashing and piercing damage with them.

##### **Feral Strike (Su, 4th level)**

As a swift action, the feral scavenger can imbue his weapons (natural, improvised, or otherwise) and his unarmed attacks with a fraction of his feral power. For 1 minute, his weapons have a +1 enhancement bonus to attack and damage rolls. For every five class levels he possesses, this bonus increases by +1, to a maximum of +5 at 20th level.
Geen weg terug

Hier wordt een antwoord op verwacht.

## Inhoud

[Dit vervolgt op een eerder bericht van het slachtoffer met de boodschap:X.]

Geen weg terug. Jij stuurde mij een X dat betekent dat je me niet haat dus.

1. Stuur me een leuke foto van je

2. Zet dit zelfde op je status “stuur een X als je me niet haat”

3. Als ik zie dat je dit allebei gedaan hebt plaats ik je foto met een hartje.

❤i love you

🧡best friends

💛friends

💚my boyfriend /girlfriend

💙my homie

🖤hate you

💜the best person in the world
Grindylow

Grindylow Age Table
(15-20 years)
(15 - 22 years)
(16-30 years)

 Female

**Grindylows** are aquatic creatures resembling a goblin from the waist up and an octopus from the waist down. Despite the resemblance, they are not considered to be humanoids.

## Appearance

A grindylow attacks a band of adventurers.

Like goblins, a grindylow has a large, grotesque head and many teeth and two arms with fingers. However, its head has a vague shark-like resemblance and gills, and instead of legs it has six tentacles resembling those of an octopus. While most grindylows are about four feet tall, there is no limit to their potential growth, and a few rare grindylows have grown to massive sizes.

## Abilities

Grindylows can eat almost any living creature, and take pleasure in wreaking pain and chaos. They can wield weapons in their hands and entangle foes in their tentacles.

## Habitat

Grindylows can dwell in many aquatic areas, and they are known to infest regions from the tropical islands of the Shackles all the way north to the ice-rimmed reaches of the Ivory Sea fringing the Crown of the World.

## Society

Grindylows are indiscriminately violent and rapacious, and will attack settlements of merfolk and humans alike, as well as ships passing through their territory. While some travel in small groups, others form tribes of several dozen led by rangers, clerics, or barbarians. Some are known to post skeletal trophies of their prey as "shepherds" near their territory.

In much the same ways as goblins hate horses or dogs and domesticate goblin dogs, grindylows abhor squids of all sizes and consider them freaks of nature, while revering octopuses and devilfish as beautiful creatures and befriending them as companions.

**Ability Scores:** +4 Dexterity, –2 Intelligence, –2 Wisdom, –2 Charisma: Grindylows are cruel, ignorant, and thoughtless, but they have a startling inherent agility.

**Size:** Grindylows are Small creatures. They gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

**Type:** Grindylows are aberrations with the aquatic subtype.

**Amphibious:** Grindylows have the aquatic subtype, but they can breathe both water and air.

**Languages:** Grindylows begin play speaking Aquan. Grindylows with high Intelligence scores can choose from the following: Aklo, Common, and Goblin.(edited)

**Slow Speed:** Grindylows can scuttle about on land with their tentacles and have a base speed of 15 feet.

**Swim Speed:** Grindylows have a swim speed of 30 feet.

**Jet:** Grindylows can swim 200 feet backward as a full-round action. A grindylow must move in a straight line when jetting and does not provoke attacks of opportunity when using this ability.

**Darkvision:** Grindylows have darkvision with a range of 60 feet.

**Natural Armor:** Grindylows have tough, rubbery skin that grants a +2 natural armor bonus.

**Bite:** Grindylows have a natural bite attack that deals 1d3 points of damage. This bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Rising Tide Living World Wiki

Pathfinder Living World. Apocalyptic World

**Welcome to the Rising Tide Living World Wiki!**
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## Important articles

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Abadeus

**Alignment:** LE

**Pantheon:** Major Deities

**Areas of Concern:** Cities, Wealth, Trade, Contracts, Laws, Merchants

**Domains:** Evil, Law, Nobility, Protection, Trickery

**Subdomains:** Aristocracy, Deception, Fortifications, Greed, Inevitable, Leadership, Legislation, Trade, Sovereignty

**Favored Weapon:** Mace (Light & Heavy), Heavy Slaver’s Crossbow

**Symbol:** Crimson Key on a gold chain

**Sacred Animal(s):** Serpent

**Sacred Color(s):** Red, Gold, Silver

**Obedience:** Take a handful of mixed gems, coins, and keys. Include coins from three or more different currency systems (such as from three different kingdoms), as well as at least three different keys—one of which should be the key to a lockbox, vault, or other such storage item. Kneel before a scale and balance the items as perfectly as you can on it, removing and replacing items in order to create the most equitable balance of items. Randomize the items you select each time you perform this obedience, so as not to let your obedience become routine. Meditate on the teachings from The Order of Numbers. Gain a +4 profane bonus on saving throws against spells and effects generated by creatures with a chaotic alignment.

**Lore:** Some believe him to be the original devil, the one to have started it all. Once an archon of high power, he was to be the avatar of the Law and impose it to mortals, teaching them the way. Over time, he grew to be the patron of cities, teaching mortals how to build fortifications and large cities. He also taught them trade, laws and structure.

After centuries of dealing with mortals, their greed rubbed off on him and he saw the patterns mortals were using through contracts to bind others to their will, to force them to do things through the Law, and he just loved it too much. He started doing it himself, growing stricter and stricter, to a point where his alignment shifted and his greed overwhelmed him, making him fall from grace and become the first devil. Through the large treasury and the armies of mortals he controlled through his contracts, he moved his domain to what was originally a chaotic mess, and transformed it into the layers of Hell as we now know them, granting power to his generals and raising them to be devils in their own rights, to help him fully rule the nine layers of Hell.

Once properly seated in Hell, he continued his game of contracts and laws, sending heralds on the material plane to teach mortals and keep them in line, but also spreading his influence over the world.

Although evil, most cities still see him as their patron deity, as he represents the safety of walls, laws and structured hierarchy. He also protects cunning merchants and brings about wealth to cities that respect his edicts.

**Divine Fighting Technique:** See Asmodeus’s Mandate.
Knights of Tartarus

A long time ago, before the Rising Tides, different knightly orders joined together under a single banned known as the Knights of Tartarus. They settled down on the island of Yartar and founded Tartarus. For many different reasons only by themselves, they wanted to bring civilization to this untamed island. They also fortified the new port town and created a large prison along with a solid fort, as they also aimed to patrol the high seas with their ships to protect merchant ships, but also to fight and capture pirates, ruffians and other ne'er-do-wells, as they meant to rehabilitate them to bring them towards the Law and towards Good. When necessary, they also meant to punish extremely vile ones that were too far gone for redemption.

It is known to most of the order that they had a force used to fight back against the monsters and bring peace to the jungle, removing threats and conquering the woodlands. This force was extremely powerful, and when not out to push back against the chaotic and barbaric nature, they'd be back at the city-prison of Tartarus to keep order. On one such expedition, they vanished and were never heard of again, seemingly defeated.

It was on that day that all the evil and chaos of the prisoners came forth and their vile and dishonorable nature allowed them to overtake the Knights and break the order, bringing them to their knees. Not all good being lost in these men and women, it seems most of their elements actually learned from the Knights and allowed them to surrender, but their selfish nature shined again, as they made the surviving knights sign an endless contract in which they were allowed to keep their lives, culture, worship and a falsehood of freedom, in exchange all they had to do is guard the wall erected around the territories of Tartarus. Having no other option, they accepted and were exiled from Tartarus, renamed to Yartar as a way to mock and humiliate them further. Once at the wall, they started building a new settlement named New Tartarus at the far Western end of the wall, erecting a large fortress and houses in which to live. In their defeat and exile, many texts of their people were lost, and thus the ways of many of their orders were lost.

While unfriendly to most other factions, the Knights of Tartarus keep good relations with the Whalers, as these used to be their merchants, and they have nothing against them. Moreso, they even built them a harbor in their new settlement to allow them to trade with them in a safe and lawful environment.
Better Bronx

The Better Bronx was a discontinued project made by H1jackminecraft. The project was inspired by the fact that the Bronx was mostly if not entirely built by Th3G00dL4d. The Better Bronx would be a place where everyone could make their mark, however after realising that no one would actually contribute, the project was discontinued.

The structures that was built before the project was discontinued was:

* **Pickle Island-** A couple of blocks coated in sea pickles.
* **Statue of Pog Frog-** A statue of Pog Frog, an ancient deity. The statue is ment to mirror the Idol of the Cat in the Bronx.
* **Unknown Structure-** It was apparently built for KeptAardvark161 as an area to document and ensure ships are sea-legal.
* **Fountain-** It's a fountain.
* **Ciphered Message-** It is a lectern on a platform made of bedrock and obsidian. It was built by Zyon134 after the project was discontinued. The lectern itself holds a cipher, which has been said to lead to a treasure. The message has since been decoded by Skittles7844.
Shinomori

Directly past the wall that keeps the people of Yartar safe lies a forest that is full of mystery, wonder and well to keep it bluntly as to not scare those with weak souls... death. This forest has many creatures that are in-fact warded off by the wall's magics but that doesn't stop adventurers and explorers from attempting to venture into the depths of the land in attempts to bring fame and fortune back for the city.

RP Channel - None
Lore Warden (Legendary Fighter Archetype)

#### **Scholastic (Ex)**

A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.

This ability replaces the fighter’s proficiency with medium armor, heavy armor, and shields.

#### **Skillful Expertise (Ex)**

At 2nd level, a lore warden qualifies for feats and other abilities as though she had the Combat Expertise feat. At 10th level, she gains Combat Expertise as a bonus feat, even if she would not normally qualify for the feat. If she already has Combat Expertise, she instead gains any one combat feat that includes Combat Expertise as a prerequisite (and for which she otherwise qualifies).

This ability replaces determination.

#### **Maneuver Mastery (Ex)**

At 3rd level, a lore warden adds his weapon training bonus on all CMB checks and to his CMD. This ability replaces the advanced armor training options gained at 3rd level and 7th level and the prowess options gained at 4th level and 8th level.

#### **Enemy Assessment**

At 7th level a lore warden gains access to the know thy enemy advanced weapon training option (see below). At 9th level if the lore warden has the know thy enemy ability he can replace an advanced armor training option to use his know thy enemy ability as a move action, and at 11th level he can replace a second advanced armor training option to also be able to use it as a swift action.

##### ***Know Thy Enemy (Ex)***

When the lore warden succeeds at a Knowledge check to identify a creature’s abilities and weaknesses, he can also use a standard action to grant himself a +2 insight bonus on all attack and weapon damage rolls made against that enemy. This bonus lasts for a number of rounds equal to half his class level, or until the lore warden uses this ability against a different creature.

#### **Crucial Avoidance**

At 12th level, a lore warden gains access to the following prowess option:

##### ***Hair’s Breadth (Ex)***

When subject to a critical hit, the lore warden can attempt an Acrobatics check to reduce the damage as an immediate action. If the result of this Acrobatics check is greater than the opponent’s confirmation roll then the lore warden negates the critical hit; the attack still hits and deals normal damage.

#### **Know Weakness (Ex)**

At 19th level, a lore warden can automatically confirm a critical hit once per round when he threatens a critical hit.

This ability replaces armor mastery.
Yartar

The world’s end, the last location that is holding ground without magical enchantments to keep it from sinking into the depths, the reason is a majority of the island is held up by barges that crashed into the island and keep it afloat through a mix of sheer luck and engineering, the inland is a danger to those that try to traverse it but some still do in groups and return with resources aplenty, usually death but sometimes luck comes as well.

Yartar(Small Town)

Alignment; CN

   Government; Council

Spellcasting Availability; 4th Level

Base Value; 3,400 GP

Purchase Limit; 20,000 GP

Danger; +15

Corruption; 0

Crime; +2

Economy; +2

   Law; -3

Lore; -2

Society; +4

RP channel - World's End
Vadokan’han

**Alignment:** NE

**Pantheon:** Major Deities

**Areas of Concern:** Explosion, Death, Apocalypse, Goblins, Flames, Meteors, Vengeance

**Domains:** Death, Destruction, Earth, Evil, Fire

**Subdomains:** Arson, Ash, Catastrophe, Corruption, Fear, Hatred, Plague, Radiation

**Favored Weapon:** Fire Lance, Meteor Hammer, Phaleros

**Symbol:** Moon exploding in pieces

**Sacred Animal(s):** Bear

**Sacred Color(s):** Mahogany

**Obedience:** Find an object that is important to someone who has wronged you (worth at least 10 GP), smash it to pieces, then set the remains on fire. Gain a +2 profane bonus on AC against spells, effects and attacks that deal fire damage.

**Lore:** It is said that Vadokan’han has always been sitting in the night sky with his brother Nenrak, lazily watching over the world, punishing the wicked with diseases and fiery vengeance.

One day, his brother Nenrak tricked him into believing that mortals had ravaged his temples and massacred his followers, throwing him into such a rage that none had seen before. In fact, Nenrak’s followers were the one that killed them, but Vadokan’han believed his brother and used his powers to spread virulent diseases over the surface of the planet, and sending chunks of himself over the planet, bombarding towns, destroying them, and leaving radiation behind to permanently turn these zones into no man's lands. Normally, when Vadokan’han punishes the wicked, he regains his resources and reforms himself when he rightfully punishes them, but since he was tricked, he remained formless and could not gain back the parts of himself he sent on the planet. When he realized he had been tricked by his brother, he started burning with a permanent hatred and rage, which he directed at his brother and scorched thoroughly the side of him he could see, leaving his brother completely blackened on one side, the other side still pearly white.

Ever since, he has lost his need for justice and just burns with unstoppable rage and hatred, pushing his followers to take vengeance on anyone who wronged them.

There have been multiple accounts of high goblin activity near and around the craters created from Vadokan’han’s storm. Even going so far to at times worship the craters, using it as a form of shrine to worship the mad god.

**Divine Fighting Technique:** See Torag’s Patient Strikes *(Except that it applies for the Meteor Hammer, the Phaleros and the Fire Lance instead of the warhammer).*
Disallowed Advanced and Legendary Talents

### **[Alteration Sphere]**

Diffuse Swarm

Manipulate Healing

Permanent Transformation

Star-Spawn Body

### **[Death Sphere]**

Summon Spirit

Corpse Forge (dominion) [Gravecaller's HB]

### **[Duelist Sphere]**

Bleed Air

Disarm Natural Ferocity [Apoc]

### **[Fate Sphere]**

Cat's Luck (consecration, ward)

Consecrated Ground

### **[Illusion Sphere]**

Phantom Mind

Spell Disruption

### **[Leadership Sphere]**

Brainwash

Draft

Friends in High Places

Magic Cohort

Strange Bedfellows (Cohort)
Basic Rules Page

### Be Respectful

Treat people like people. Be kind to your fellows, and meet them with the same kindness they would show you. This is not saying you can't have a disagreement with someone, just don't let it interrupt the game flow or the discord chat. We have a please don't do this tolerance policy on hate-speech and the like, and repeat offenders will be banned without hesitation.

### GM have final say

In a session of any sort the gm will get final say on how a ruling work. To clarify it is alright to correct a gm we are humans and we make mistakes, if something shouldn't work that way speak up. The problem is not disagreements here it's full blow argument these can at least, interrupt the flow of game play and at most ruin the session itself. So be polite, and if a true problem comes out please step forward and bring it to a member of staff or another GM team-member. We're all here to run fun compelling session, not encounters that end once player x turns arrives. This goes for gm as well we aren't here to be against the players but guide them through a world that together we create.

### Meta-Gaming

Try to keep meta-gaming and power-gaming to a minimum. We're here to create stories and adventures together, not race to create the most broken sheet.

### 18+ Server

Keep the discord chat SFW. ERP is not Endorsed... Fade-to-black or the like if you're doing something that may be of suggestive content and suggestive content should be strictly consensual, towards both players and NPCs. This server won't condone anything suggesting otherwise.

### Chat Channels

Please only use chat channels for their intended purpose. If you have any questions, please post them in #questions-and-answers. Only post in signup between the signup time and the session start times.
Legendary Rogue Avoidances

At 3rd level and every 3 levels thereafter, the rogue either selects a new avoidance from the list below or selects one of her existing avoidances and increases her benefits from it by the amount(s) listed in the avoidance.

### *Defensive Agility (Ex)*

She gains a +1 dodge bonus to AC when fighting defensively or taking the total defense action.

### *Elusive Moves (Ex)*

A rogue nimbly darts out of a foe’s clutches. She gains a +1 dodge bonus to AC against attacks of opportunity and a +1 dodge bonus to her CMD to resist grapples.

### *Missile Avoidance (Ex)*

A rogue eludes ranged attacks. She gains a +1 dodge bonus to AC against ranged attacks.

### *Poison Resistance (Ex)*

A rogue becomes inured to toxic substances, gaining a +2 bonus on all saving throws against poison. The fourth time a rogue selects this avoidance, she becomes completely immune to poison.

### *Shrewd Countermeasures (Ex)*

A rogue knows how to thwart devious tricks and underhanded tactics. She gains a +1 dodge bonus to her CMD against dirty tricks, disarms, and steal combat maneuvers, and she adds 1 to the DC of feints and Sleight of Hand checks made against her.

### *Stable Balance (Ex)*

A rogue maintains her equilibrium and steady poise. She gains a +1 bonus on Reflex saves against falls or effects that would knock her prone, a +1 bonus on Climb checks to catch herself when falling, and +1 dodge bonus to her CMD to resist trips.

### *Trap Sense (Ex)*

A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

### *Unflinching (Ex)*

A rogue steels herself with steadfast determination. She gains a +1 bonus on saving throws against fear and mind-affecting effects.
Savage (Legendary Barbarian Archetype)

The savage is one with the wilds, a stoic warrior and hunter without the need for rage.

**Skill Points:** The savage gains 6 + Int modifier skill points per level.

#### **Savage Survival (Ex)**

At 1st level, a savage gains a near-supernatural knowledge of survival in the wilderness. While in any terrain except for urban and non-native planes, the savage gains a +2 bonus on initiative checks and Knowledge (geography), Knowledge (nature), Perception, Stealth, and Survival skill checks. A savage traveling through these terrains normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

At 5th level and every five levels thereafter, these skill and initiative bonuses increase by +2.

At 11th level, the savage may take 10 on Knowledge (geography), Knowledge (nature), Perception, Stealth, and Survival skill checks while in any terrain except for urban and non-native planes.This ability replaces rage, greater rage, tireless rage, and mighty rage.

#### **Animal Companion (Ex)**

At 1st level, a savage form a close bond with an animal companion. A savage may begin play with any of the animals listed in a druid’s animal choices. This animal is a loyal companion that accompanies the savage on her adventures.Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the savage advances in level. If a character receives an animal companion from more than one source, her effective savage levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their savage reaches 4th or 7th level, depending on the companion. If a savage releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.This ability replaces all rage forms.

#### **Savage Powers (Ex)**

At 2nd level and every 2 levels thereafter, the savage gains a savage power drawn from the legendary barbarian’s list of rage powers. Unlike normal rage powers, a savage can use these powers at any time as if she were raging. At any time, she may choose which of her rage powers to activate. Unless otherwise stated, activating a rage power is a move action, and the power remains until the savage dismisses it as a move action. She cannot use rage powers that require the expenditure of rounds of rage.

This ability modifies rage powers.
Sidu-rak

**Sidu-rak, The Crawling King**

**Alignment:** NE

**Pantheon:** Minor deities: Daemon Harbingers

**Areas of Concern:** Rot, fungus, insects, swarms, petrification

**Domains:** Animal, Earth, Evil, Plant

**Subdomains:** Corruption, Curse\*, Decay, Daemon, Fear, Insect, Petrification, Plague

*\*Requires the Acolyte of Apocrypha trait.*

**Favored Weapons:** Sickle-Sword, Dagger, Ogre hook

**Symbol:** Bitten rotten green apple with a maggot sticking out of the bite

**Sacred Animals:** Maggots, roaches, rats

**Sacred Colors:** Green, brown, black

**Obedience:** Consume a portion of rotten food and bury the rest in the ground while saying the prayer of equality stating that all life good and evil dies and you, the vermin, remain to clean the mess as existence's humble servants. Gain a +2 profane bonus on fortitude saves against poison and disease.

**Lore:** About 200 years ago, a being came crawling out of a daemonic rift and started roaming around the walls of Yartar, swallowing and devouring anything in its path, leaving decaying plants and petrified creatures in its wake. It is said that this mass of creatures formed a sole being that could command waves of vermin just like elementalists can control water. The way the creature moved and left only husks of what was behind it made people call it "The Crawling King". It is even said that these living masses of insects could speak! All people could hear though, were mad ravings about the God of Many, which seemed to be their creator. It's theorized that some powerful daemonic being had spawned them. The Knights of Tartarus, as they saw that creature, made a ritual to Dormadu for her protection, and with the help of their deity, managed to banish the daemonic creature back to Abaddon. While the daemon harbinger was banished, it left many spawns behind that the Knights of Tartarus are still battling to this day. The more powerful spawns are known as the Spawns of Sidu-Rak, extremely dangerous swarms that even the Knights hesitate to fight.
The Red Sands

This group is a well-established mercenary band that has been founded about a century ago by adventurers. They are known for being loyal to anyone who hired them for the time of their contract, never accepting money from others to turn on their employers. They are a well-trained mercenary force that sends their new members on adventures to make them see what life is like in a chaotic environment, so they can see the benefit of order, but also to give them real combat experience.

Currently, they are employed by the Leviathan's Pearl faction, serving as their police force to guard and protect their districts and borders. They also protect their properties and guard their ships.
Natural Explorer Feats

The following feats are available to any character that can meet its prerequisites. Primeval spells are described on the Natural Explorer class page.

### **Clever Explorer**

**Prerequisite:** Natural Explorer level 1st

**Benefit:** You may use your Intelligence score instead of your Wisdom score for any natural explorer ability you gain, such as the Herbalism gift or the spellcasting class feature. This also applies to abilities gained from archetypes. In addition, select 1 Intelligence based skill; you gain a +2 bonus to skill checks made with that skill.

**Special:** This feat must be selected at 1st level, or at the same level you gain your 1st level of natural explorer and may not be combined with the Compelling natural explorer feat.

### **Compelling Explorer**

**Prerequisite:** Natural Explorer level 1st

**Benefit:** You may use your Charisma score instead of your Wisdom score for any natural explorer ability you gain, such as the Herbalism gift or the spellcasting class feature. This also applies to abilities gained from archetypes. In addition, select 1 Charisma based skill; you gain a +2 bonus to skill checks made with that skill.

**Special:** This feat must be selected at 1st level, or at the same level you gain your 1st level of natural explorer and may not be combined with the Clever natural explorer feat.

### **Dual Primeval Spell (Metamagic)**

**Benefit:** When you cast a primeval spell, you may cause the attack to double in mid-air, allowing you to attack two different targets with one attack. Roll separately for each attack. Both targets can take damage from the initial attack and can be affected by the primeval spell.

**Level Increase:** +2 (a dual primeval spell uses up a slot two levels higher than the spell’s actual level.)

### **Ensorcelled Quiver**

**Prerequisite:** Access to Primeval spells

**Benefit:** Whenever you roll initiative, you may regain the use of a primeval spell you have expended.

### **Extra natural explorer Talent**

**Prerequisite:** Natural Explorer level 5th

**Benefit:** You gain an additional natural explorer talent for which you qualify.

**Special:** This feat may be taken a second time starting at 11th level and a third time starting at 17th level.

### **Mass Herbal Spell (Metamagic)**

**Benefit:** When you cast a herbal spell that targets an ally, you can affect multiple allies. For every 5 points you beat the DC of the check, you may affect an additional ally. Only up to 5 additional allies may be affected. You may choose the allies affected after the roll is made.

**Level Increase:** +0 (a mass herbal spell uses the same spell slot as it did before.)

### **Mass Trap Spell (Metamagic)**

**Benefit:** When you cast a trap spell, you may set 5 identical traps. Each trap must be within 30 feet of another trap, and you must visit each location where a trap is to be set as part of the casting.

**Level Increase:** +1 (a mass trap spell uses up a slot one level higher than the spell’s actual level.)
Ashwallah

**Alignment:** NE

**Pantheon:** Major Deities

**Areas of Concern:** Storms, Sea Serpents, Catastrophes

**Domains:** Destruction, Evil, Scalykind, Water, Weather

**Subdomains:** Catastrophe, Cannibalism, Daemon, Fear, Venom, Flowing, Oceans, Rivers, Storms

**Favored Weapon:** Harpoon, Trident, Sea Knife

**Symbol:** Whirlpool

**Sacred Animal(s):** Sea sneks

**Sacred Color(s):** Blue, green

**Obedience:** Use the tooth of an aquatic animal to scratch a spiral into your skin, while letting a drop of your blood diffuse into a body of water or fall into a bowl of clear water. You gain a +4 profane bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of creatures with the aquatic or water subtype.

**Lore:** It has always been believed that the world was on the back of a giant beast, a snake-like creature known as Ashwallah. People believe that water was always on his back, but as he shed his skin, that skin became land, growing with each shed, until the landmasses peered through the water and created the continents. Back before the Rising Tides, the world was mostly land, but the main ocean was known as Ashwallah’s maw, as he wouldn’t shed skin from his mouth, and there were two small seas known as Ashwallah’s eyes. Of course, rivers existed too, and they were explained as the tears in his skin as he shed it.

People also believe that most sea monsters are spawns of Ashwallah. Through his maw, many dangerous sea creatures emerged, such as monstrous crabs, monstrous snakes, Aboleth and the like. Most Aboleths believe themselves to be the firstborns of Ashwallah.

It is believed by many that Ashwallah created the Rising Tides in order to expand his domain to the rest of the world, thus becoming stronger and stealing power from other deities that long controlled the land.

**Depiction:** A giant sea serpent or other sea monster. A giant sea monster that is the bottom of the ocean, supporting all the water.
MinCrift Wiki (This is just a joke and not the actual MineCraft wiki I just made this for school I told you I made it into a real page so please give me an A Wiki

Hi! This isn't a real wiki, I just made this for school. Please give me an A. What was my assignment? It was to demonstrate why Wikis aren't reliable sources. You can look around, but this was all a joke. Basically, it's me saying how it's confirmed Minecraft Update 1.18 is gonna have this and that, and this which goes here. I put a lot of effort into this.
Allowed Advanced and Legendary Talents

### **[Alchemy Sphere]**

Ambrosia

Contagion

Elixir of Life

Mindrot

Sorcerer's Scourge

Witch Doctor's Curse

### **[Alteration Sphere]**

Extreme Changes

Fusion

Size Mastery

### **[Beastmastery Sphere]**

Carry Companion

Improved Animal Companion

Monster Breaker

Perfect Rider

### **[Boxing Sphere]**

Chasing Assault

Reflecting Palm

### **[Conjuration Sphere]**

Call Planar Creature

Diagram

Greater Altered Size (Form)

Greater Healing (Form)

Swarm Companion (Form)

### **[Creation Sphere]**

Dissolution

Fabricate

Fleshcrafting

### **[Death Sphere]**

Mercy Killing

Permnanent Undead

Soul Drain

### **[Duelist Sphere]**

Dervish Launch

Sever

Vacuum Cut

Vacuum Slice

### **[Equipment Sphere]**

Force Redirection Technique [Youxia HB]

Iron Wall

Magic Armor

### **[Fallen Fey Sphere]**

Fairy Ring

Fey Invisibility

Steal Skin (Fey-Blessing)

### **[Fate Sphere]**

Heroism (Word)

The High Priestess

### **[Guardian Sphere]**

I Will Come

I Will Hear

Punishing Challenge

### **[Illusion Sphere]**

Deceive Dweomer

Phantom Pain

### **[Leadership Sphere]**

Advanced Cohorts

Constructor

Contractors

Master of the Dead

Two-Day Shipping

### **[Mana Sphere]**

Cruel King

Manathief

Vassalize

### **[Mind Sphere]**

Deadly Vision (charm)

Insanity (Though this has a CL 15 prerequisite instead of 10th level).

Recondite Stimuli Zeitgeist (cloud)

### **[Warleader Sphere]**

Recall Spirit (Shout)

Unending Loyalty

### **[Warp Sphere]**

Extradimensional Capacity

Flawless Teleport

Planeshift (Though this does require an attuned rod)

Portal

Store Structure

True Teleport
Shintromou

A towering Gothic shrine that stands just outside the city and adjacent to Shinomori. This overgrown area has long since been abandon by its architects and any civilized folks, leaving it as a den for monsters. These same monsters act with unknown purpose dragging any who they are capable of capturing back to its unexplored depths. The grim reputation garnered by the shrine has earned it the nickname of "The Abyss".

RP Channel - None

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Our Lady of Blood

**Our Lady of Blood**

[Goddess of Vampires and Beauty]

**Alignment:** NE

**Pantheon:** Demi-Deities

**Areas of Concern:** Vitality, Inspiration, Beauty, Vampirism, Hemo Goblins

**Domains:** Charm, Evil, Madness

**Subdomains:** Blood\*, Cannibalism, Captivation, Daemon, Fear, Insanity, Lust, Nightmare

*\*Requires the Acolyte of Apocrypha trait.*

**Favored Weapons:** Bladed Scarf, Deer Horn Knife, Rapier

**Symbol:** Blood-tipped needle

**Sacred Animal:** Vampire squid

**Sacred Color:** Crimson

**Obedience:** Drink the blood of a living creature (willing or unwilling) until your thirst is sated. They do not need to die in the process. When you are done, run your hands through the excess blood, and use it to paint an artistic design on your skin, clothing, or possessions. Gain a +2 profane bonus to Artistry, Bluff and Perform checks.

**Lore:** The origins of the enigmatic deity known as Our Lady of Blood are not well known, but it is said she first came to power as a mortal spy serving in both Dormadu and Sedona’s armies. During the deadly battle between the two champions, she hid in their shadows, and as they battled to the death she collected enough of their blood to steal a bit of divine power from each.

As the first vampire, the Lady took the secrets of Sedona’s mastery of undeath and Dormadu’s mastery of life, learning to control her own blood and leech the vitality from others. Her children, though few and far between, were granted the gift of eternity, an immortality to master whatever arts they chose, steal the secrets and power of their victims. While she has faded from prominence as new gods emerged to patronize the arts, it is said that the Lady has found new worshippers beneath the waves, inspiring the blood-drinkers and cannibal cultists of the deep sea.

Our Lady of Blood’s worshippers are often scarce; unlike many of the gods, her priests do not seek to actively recruit new followers. Her gifts are to be coveted and hidden away, moments of glory fought over in competitions of blood and beauty.

**Divine Fighting Technique:** As Lamashtu’s Carving, but with a Bladed Scarf, Deer Horn Knife or Rapier.