recursal/Fanatic-Fandom huggingface dataset:
Elemental Conflux

###### Home -> Elemental Conflux

The source of elemental magic in most of the planes, the Elemental Conflux is place of constant flow and change. The four core elements fire, water, earth, and air each makeup shards or demiplanes that, together, create the Elemental Conflux. Although the shield of Ethereum thinly surrounds the Elemental Conflux as a whole, the individual shards have no such protections and collide with each other often. When these collisions occur between two shards, several things happen. Firstly the violent combining of two elements birth hybrid elementals that combine the two energies such as Mud, Steam, and Smoke Elementals. Secondly the collision causes "pieces" of the shards to break off and be flung across the Sea of Dreams. If these pieces find their way onto other planes of existence, they become phenomenon known as Elemental Nodes. These Nodes are drawn to natural areas that correspond with their element but are not always able to. Thirdly the energy produced by these collisions feed into Pandemonium causing bursts of uncontrolled elemental power there and possibly disrupting permanent Elemental Nodes across the Sea of Dreams. If an Elemental Node forms in a place affiliated with their element, such as a Water Elemental Node forming in the ocean, they may become permanent. However if they form in an area without access to their element to fuel them they fade after some time, usually affecting the area in some significant way however. Disrupted Elemental Nodes can cause poor weather in the area, even natural disasters if the node is large enough, or other chaotic effects varying wildly. Lastly there is an incredibly rare occurrence when three shards collide at the same time. This event would release vastly more energy and make it much more likely that Elemental Nodes will become unstable. in addition the mixture of the three elements simultaneously can produce Elementals known as Weirds that are hybrids of all three of the affected elements. Although no evidence of it happening in the past has been discovered by the mages who study the different planes, most theorize a collision of all four shards is possible and would likely have devastating effects all across the Sea of Dreams.
Battle Caster

###### Home -> Homebrew Feats -> Battle Caster

**Prerequisites**: Ability to ignore arcane spell failure chance from armor, Base Attack Bonus +5

**Benefit**: You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure. For example, if you have the ability to normally wear light armor without incurring a chance of spell failure, you can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor.
Cliffside

###### Home -> Mortend -> Baylore -> Cliffside

A small mining town located on the western border of Baylore, against the sheer cliffs of the Shielding Spine Mountains. Famous for the great forge in the center of the town and the mysterious mineral that is mined and refined there, Blackore. The chance to work with the substance and use the powerful forge has caused many craftsmen to move to the small village and attempt to become Forgemasters.

In Junian of 1486 DA the town was almost completely destroyed by a Formian raiding party but managed to fend off the attack at the cost of many of the citizens' lives.

### Notable People

* Alec Fabari
* Ardun Rin
* Brem Glorysun
* Erick Grimshaw
* Hessik Bristlehelm
* Kurt Fabari
* Ratosh Yan
* Selene Glorysun
* Viola Raymon
Depths

###### Home -> Depths

One of the most contested and mysterious members of the cosmology, the Depths are connected to the Material Plane unlike any other. All other planes are thought to float within the Sea of Dreams and be surrounded by Ethereum except the Depths, which seems to be physically connected to the Material Plane somehow. Because of this, there is actually a way outside of planar travel to reach the Depths. Deep in the earth there are cave systems that go miles underground and lead into the Depths, although you wouldn't know it without magical detection because there is no physical way to tell where the Material Plane ends and the Depths begins. The plane itself resembles vast, seemingly never ending underground tunnels and caverns of varying size and length. Some tunnels get as small as rats or come to dead ends, while others lead to massive caverns the size of large cities. The Depths is an incredibly dangerous place that is full of predators who stalk in the dark and poisonous plants (not to mention the poisonous predators) but it also has a fair amount of sentient races as well. Many, but not all, of these races are cruel or harsh in response to the environment they exist in however. A strange phenomenon that has been recorded is the size disparity between the Material Planes and the Depths, that being distance does not seem to translate one to one between the two planes. Even this disparity does not seem to be consistent though, at times you could enter the Depths and walk for dozens of miles only to reemerge a few hundred feet away from where you went underground and the opposite has been recorded as well, with vast areas being covered when only a short time was spent traveling underground.

### Native Races

* Dark Elves
* Duergar
* Myconid
Bandolier

**Price** 5sp

**Weight** -

This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier expect unlike the normal action, retrieving an item from a bandolier does not provoke an Attack of Opportunity. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).
Tainted Bloodline

###### Home -> Classes -> Tainted Bloodline

*Power can come from dark places, yours comes from the Tainted Blood. Perhaps you had an ancestor that was cured of the Tainted Blood before turning, or perhaps you yourself have been infected but whatever the source, it has had an influence on you and grants great and terrible powers.*

**Class Skill**: Knowledge (religion) (Int)

**Bonus Spells**: *Charm Person* (3rd), *Touch of Bloodletting* (5th), *Vampiric Touch* or *Waves of Blood* (7th), *Blessing of Fervor* (9th), *Blood Boil* (11th), *Circle of Death* (13th), *Umbral Strike* (15th), *Death Clutch* (17th), *Transmute Blood to Acid* (19th)

**Bonus Feats**: Alertness, Combat Casting, Combat Reflexes, Dodge, Extend Spell, Improved Initiative, Spell Focus (necromancy), Skill Focus (Perception), Silent Spell, Still Spell, Toughness.

**Bloodline Arcana**: Anytime you cast a spell from the Necromancy school of magic, you gain a number of temporary hit points equal to the level of the spell cast.

**Bloodline Powers**: Tapping into the power of the Tainted Blood gives you access to many supernatural powers.

* **Draining Touch (Su)**: At 1st level you can attempt a melee touch attack against a living target a number of times per day equal to 3 + your Charisma modifier. If successful you deal 1d6 + your Charisma modifier Bleed on the target and gain temporary hit points equal to half the amount of damage (rounded down, minimum 1) they take from this source of bleed each round for as long as they continue to take the damage.
* **Undead Resistance (Su)**: At 3rd level you gain Natural Armor of 1 and DR 5/ silver and magic.
* **Resist Death’s Touch (Su)**: At 9th level, you gain a bonus to any saving throw versus death effects, negative energy drain or damage, fear or other spells or spell-like abilities from the school of necromancy equal to ½ your class level.
* **Gaseous Form (Su)**: At 15th level, you can become gaseous, as per gaseous form. This can be used for as many rounds per day as you have caster levels, but these rounds do not need to be consecutive.
* **Ruler of the Night**: At 20th level, you gain any one Vampire Talent even if you do not have the perquisites for the talent.
Change Appearance

###### Home -> Classes -> Vampire Scion -> Vampire Talents -> Change Appearance

**Benefits**: Three times per day, a Vampire with this talent can, as a standard action, alter their appearance to make themselves appear like someone else. This acts as the *Disguise Self* spell (using the Vampire's level for their caster level) except they can appear as any humanoid, not just a creature of their own type, they still cannot change their size category this way however.
Extra Shadowbane Power

###### Home -> Homebrew Feats -> Extra Shadowbane Power

*Through constant practice, you have learned how to further enhance your powers.*

**Prerequisite:** Shadowbane Power class feature

**Benefit:** You gain an additional Shadowbane Power, you can choose what ability to increase or to get a talent like normal but the maximums still apply.

**Special:** You can gain Extra Shadowbane Power multiple times.
Effective Rests

###### Home -> Homebrew/Alternate Rules -> Effective Rests

When players take a long rest of at least eight hours, they restore hit points and ability damage once per day. The amount of hit points healed is equal to the character’s total level plus their constitution modifier for a normal rest and 1 point of ability damage. The character heals twice their level plus their constitution modifier and 2 points ability score damage during a comfortable rest. A comfortable rest would be staying in a warm inn or sleeping in a comfortable bed.

In addition a character with the *Endurance* feat counts normal rests as comfortable rests.
Arcane Transfusion (Su)

**Benefits**: Anytime a Vampire with this talent uses their Drain Blood ability on a target that has arcane spells, the Vampire can choose one spell that the spellcaster still has prepared, or one spell which the spellcaster still has an appropriate spell slot available for in the case of spontaneous casters (or a spell they have enough spell points to cast), up to a maximum spell level equal to half the Vampire's level. The Vampire gains this spell as a spell-like ability a number of times per day equal to the amount of constitution damage dealt, with a caster level equal to their level. The Vampire can only have one spell-like ability from this talent and each time they use their Drain Blood ability on an arcane spellcaster they can choose to switch to a new spell-like ability or to retain their current ability. If the Vampire switches their spell-like ability after using any of their daily uses from their previous spell-like ability, those uses are also removed from their new spell-like ability until the following day.
Moving Through and Sharing an Ally's Space

###### Home -> Homebrew/Alternate Rules -> Moving Through and Sharing an Ally's Space

Outside of Initiative movement through an ally's space costs no extra movement if they allow you to pass but you cannot end your movement on their space.

While in Initiative order, moving through an ally's space counts as difficult terrain and follows all appropriate rules and interactions.

No change to sharing space with an Ally, it is not allowed.

*"Ending Your Movement: You can’t end your movement in the same square as another creature unless it is helpless. (Core Rulebook, Pg. 193)"*
The Heroes

**The Heroes** were the several people who are known and esteemed for their huge contribution shortly after The Advent.

* Lientedour Grinvad
* Karlista Belrent
* Pairelle Manteros
* Manasco Dounban
* Myussie Leakchener
* Sydzemia Kassytole
* Naroi Tridont
* Xenthan Yuzerts
* Satolynn Weldon
* Mariender Castanour
Half-Vafer

These hybrids between Vafer and Humans or High Elves have many of the fox-like traits of their Vafer parent but are primarily Human or Elf looking. Half-Vafer have pointed, wide ears (even longer if their father is an Elf), a somewhat elongated face similar to a snout but not as long or obvious as that of a canine. Some Half-Vafer are even born with whiskers. Although not always covered in hair like their Vafer mother, Half-Vafer do have more, and longer hair than most Humans or Elves. Although it is not known why, only Vafer women can birth Half-Vafer, meaning the Human or Elven parent is always the father. Rarely, a Half-Vafer is born with a tail as well.

## **Half-Vafer Racial Traits**

* Ability Score Racial Traits: Half-Vafer, like most hybrid races, take different aspects from each of their parents and as a result are very versatile. They gain a +2 bonus to one ability score of their choice.
* Size: Half-Vafer are medium creatures.
* Type: Half-Vafer are Humanoids with the Caine subtype and Human (or Elf) subtype.
* Base Speed: Half-Vafer have a base speed of 30 feet.
* Languages: Half-Vafer start with either Common, Elven, or Cainos depending on who raised them.
* Agile: Half-Vafer are small and nimble just like their Vafer parent, and gains a +2 racial bonus to Acrobatics.
* Affable: Being both from the widespread culture of the humans or elves and the kind and likable race of the Vafer. A Half-Vafer gains a +1 racial bonus on Bluff and Diplomacy.
* Elven Ancestry: Half-Vafer receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Half-Vafer receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Only a Half-Vafer with an Elven parent has this racial trait.
* Adaptability: A Half-Vafer with this racial trait receives Skill Focus as a bonus feat at 1st level. Only Half-Vafer with a Human parent has this racial trait.
* Low-Light Vision: Half-Vafer can see twice as far as humans in conditions of dim light.
* Age: Half-Vafer with a Human parent tends to live a few years less than a normal Human and Half-Vafer with an Elven parents tends to live a few years longer than a normal Human but on average they age the same.
	+ Adulthood: 15
	+ Middle Age: 35
	+ Old: 53
	+ Venerable: 70

### **Half-Vafer Alternate Racial Traits**

* Magical Birthright: Some Half-Vafer are born closer to their mother than their human or elven father and as such have a similar affinity for magic. A Half-Vafer with this racial trait choices either enchantment or illusion magic during character creation and adds +1 to the DC of any saving throws against spells they cast from the chosen school. This racial trait replaces Adaptability or Elven Ancestry. Only Half-Vafer who use their ability score racial bonus on Intelligence, Charisma, or Wisdom may take this racial trait.
Blood Bat Shield (Su)

**Benefits**: When a Vampire with this talent conjures their Blood Bats, in addition to attack, burst, or distract, they can order them to defend the Vampire. When ordered to defend the bats swarm around the Vampire, obscuring his form and protecting him from sunlight temporarily. This talent acts as the *Cloak of Shadows* spell with a caster level equal the Vampire's level.

Even with this magical protection, moving through the sunlight is not easy for the Vampire however, and they are considered fatigued for the duration of their exposure.
Hessik Bristlehelm

###### Home -> Mortend -> Baylore -> Cliffside -> Hessik Bristlehelm

A Dwarf living in the town of Cliffside, Hessik of clan Bristlehelm is the de facto leader of the town. He is the son of the Dwarf who created the town with the wizard Rexius Artanis and designed the great forge in the center of the town. Hessik currently runs the forge and he, along with the rest of the smiths in the town, govern as a type of craftsmen guild.
Eight Realms of Hell

###### Home -> Eight Realms of Hell

A plane of existence that is considered by some to be one of the most dangerous places in the multiverse, the Realms of Hell consist of eight realms similar to demiplanes in their own rights similar in structure to Hell's sister plane of existence, the Celestial Planes of Heaven. Each realm of Hell is vastly different than the next and contains different environments, native creatures, and planar effects but each is ruled over by an Archdevil.

### Realms

* Atox
* Bolas
* Fastus
* Invindens
* Nex
* Soreus
* Synag
* Victus
Hames Crosmen

###### Home -> Mortend -> Baylore -> Braxlow -> Hames Crosmen

A Half-Orc (a rare sight in Baylore) innkeeper that lives in the town of Braxlow, Hames Crosmen is the owner of the King’s Road Inn, the largest inn in the town. He has a reputation in town for sticking up the Baron's men in town, agreeing to pay their protection money but refuses to serve them in his inn and has been known to kick them out of town if they got too disruptive. His inn has been vandalized on several occasions due to this.
Celestial Planes of Heaven

###### Home -> Celestial Planes of Heavens

One of the major planes of existence in the Sea of Dreams, the Celestial Planes of Heaven are made up of several smaller realms similar to the structure of its sister plane, the Eight Realms of Hell. The realms of Heaven are inhabited by many different types of creatures but each is ruled over by an Archangel, whom each embody a different universal law, at least from their perspective. These Archangels' underlings police the multiverse in order to enforce these laws and dish out the punishment for breaking them. Each plane shares its name with the Archangel that rules it with the exception of Abilon, the only realm whose original Archangel is no longer in command.

### Realms

* Abilon [fighting chaos; specifically demons; sometimes become devils from fighting in the abyss too long]
* Advar [time travel or reality warping]
* Comi [amassing too much power; attempting to ascend to godhood]
* Esăbu [damaging Ethereum with unsafe planar travel]
* Iscan [possession of dangerous magical artifacts]
* Oarten [cheating death]
* Rădăto [breaking of universal contracts or treaties]
Ratosh Yan

###### Home -> Mortend -> Baylore -> Cliffside -> Ratosh Yan

One of the forgemasters of Cliffside, a survivor of the Formian raiding party, and one of the two Tieflings in the small town, Ratosh Yan is an Artificer who specializes in magical firearms. Her powerful weapons were instrumental in the defense of the Great Forge during the raid. Ratosh is a lively energetic woman who is deeply fascinated with scientific advancement but that sometimes comes at the expense of safety measures or the understanding of social cues.
Warlock spell list

Warlock class

**0-level Spells:** Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance

**1st-level Spells:** Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Crafter's Fortune, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Aura, Obscuring Mist, Ray of Enfeeblement, Reduce Person, Sleep, Unseen Servant, Ventriloquism

**2nd-level Spells:** Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, Scare, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web

**3rd-level Spells:** Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Hungry Shadows\*, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch

**4th-level Spells:** Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow Conjuration, Solid Fog

**5th-level Spells:** Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Shadow Evocation, Teleport, Waves of Fatigue

**6th-level Spells:** Acid Fog, Circle of Death, Contingency, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing

\* New Spell
Nayax Clan

###### Home -> Mortend -> Deadlands -> Nayax Clan

The Nayax are a clan of Dragonborn living in the village of Zoseer inside of the Deadlands. The clan is one of the largest clans and unlike the majority of Dragonborn clans, have abandoned their nomadic roots to settle in the ruins they now call Zoseer. Like other Dragonborn clans the Nayax worship the Sleeping Gods along with a collection of lesser deities that they recognize as well.

### Religious Beliefs

* Sleeping Gods
* Minor Dragonborn Deities
Bloodvine Jungle

###### Home -> Mortend -> Parcël -> Bloodvine Jungle

The Bloodvine Jungle, named for the Vampires who have infested it, sits on the south east coast of Parcël and is home to predators of all sorts making it one of the most dangerous places on the island. Not much is known about the area because of these threats but the few adventurers that returned alive report ruins within the jungle that hold great riches. The jungle is nearly enclosed by water which provides protection to the inhabitants of the Double Plains north of the jungle but no such protection existed for the first colony that the country of Esoria attempted to establish on Parcël. The colony was turned to ruin and most of its inhabitants killed or added to the vampiric ranks. The Vanara claim to have originally belonged to a great kingdom within the jungle before the Vampires destroyed it but the truthfulness of this claim is still unknown.
Half-Ashlung Orcs

###### Home -> Races -> Half-Ashlung Orcs

These hybrids between Ashlung Orcs and Humans or High Elves are extremely rare but are seen by some Ashlungs as a great hope for their race. Even though Half-Ashlung Orcs are born with the same darkened skin the Ashlungs were cursed with, it doesn’t seem like they are reliant upon ash the same way (nor do they breathe out ash the same way). Because of this, many within the Ashlung Orcs see these half-breeds as an opportunity to bring their race back to their former glory. This opinion isn’t shared by all the Ashlungs though, with some seeing Half-Ashlung Orcs as the sign that they are blending into the other factions instead of ruling over them, which is fundamentally against their concept of freedom.

## **Half-Ashlung Orc Racial Traits**

* Ability Score Racial Traits: Half-Ashlung Orcs inherent the same hearty nature as their Ashlung parent as well as some of their bullheadedness but like most hybrid races their versatile nature can manifest in several ways. They gain +2 Constitution, +2 to any other ability score of their choice, and -2 Wisdom.
* Type: Half-Ashlung Orc are Humanoid creatures with both the orc and human or elf (depending on their non-Orc parent) subtypes.
* Size: Half-Ashlung Orc are Medium creatures and thus have no bonuses or penalties due to their size.
* Base Speed: Half-Ashlung Orc have a base speed of 30 feet.
* Languages: Half-Ashlung Orc's native languages are Orc and Common.
* Intimidating: Half-Ashlung Orc receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
* Moment of Ferocity: Once per day, when a Half-Ashlung Orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
* Weapon Familiarity: Half-Ashlung Orc treat any weapon with the word “orc” in its name as a martial weapon.
* Darkvision: Half-Ashlung Orc can see in the dark up to 60 feet.
* Orc Blood: Half-Ashlung Orc count as both humans and orcs for any effect related to race.
* Age:
	+ Adulthood: 15 years
	+ Middle Age: 30 years
	+ Old: 50 years
	+ Venerable: 60 years
	+ Maximum Age: 80 years

### **Half-Ashlung Orc Alternate Racial Traits**

* Born from Ash: Half-Ashlung Orc with this racial trait act as if always under the effect of the Endure Elements spell, but only pertaining to heat. This racial trait replaces Weapon Familiarity.

### Half-Ashlung Orc Favored Class Bonuses

* Half-Ashlung Orcs share favored class options with their Ashlung Orc parent and Human or High Elven parent.
Form of the Desert

###### Home -> Classes -> Beast Dancer -> Nature Forms -> Form of the Desert

As you enter your Beast Dance alongside your Bonded Companion, you channel the power of the Leylines flowing around you into the form of scorching hot desert sands and cloak your weapons and natural weapons with it, causing them to deal additional fire damage when they strike.

When entering this form you choose one weapon or natural weapon type to add the effect to for both yourself and your Bonded Companion, they deal additional fire damage according to the following chart.

 7th
 10th
 13th
 16th
 19th
Blue Dragonborn

###### Home -> Races -> Dragonborn -> Blue Dragonborn

Blue Dragonborn, as is the same with White Dragonborn, are in the middle of the pack physically at an average height and weight of 5'9" and 250 pounds respectively. Blue Dragonborn are capable of breathing a line of lightning and are also resistant to it.

## Blue Dragonborn Racial Traits

* Ability Score Racial Traits: Blue Dragonborn aren't as sturdy as their Red siblings or nearly as agile as their Black siblings but they are naturally clever and cunning. They gain +2 Intelligence, +2 Wisdom, and -2 Dexterity.
* Size: Blue Dragonborn are Medium creatures.
* Type: Blue Dragonborn are Humanoids with the Draconic subtype.
* Base Speed: Blue Dragonborn have a base speed of 30 feet.
* Languages: Blue Dragonborn's native language is Draconic.
* Draconic Resistances: Blue Dragonborn are immune to sleep effects and gain +2 racial bonus to saving throws against paralysis.
* Energy Resistance: Blue Dragonborn possess 5 points of energy resistance against electricity damage.
* Natural Armor: Blue Dragonborn thick scales give them +2 natural armor bonus.
* Bite: Blue Dragonborn possess a natural bite attack dealing 1d6 points of damage.
* Breath Weapon (Su): Three times per day, Blue Dragonborn can breathe a 20-ft. long line of electricity dealing 1d6 points of electricity damage. This damage increases by 1d6 for every two levels beyond 1st that the Blue Dragonborn achieves. Affected creatures suffer half damage on a successful Reflex saving throw (DC 10 + 1/2 character level + Con modifier).
* Age:
	+ Adulthood: 18 years
	+ Middle Age: 100 years
	+ Old: 200 years
	+ Venerable: 270 years
	+ Maximum Age: 350 years

### Blue Dragonborn Favored Class Bonuses

* Alchemist: tbd
* Arcanist: tbd
* Artificer: tbd
* Druid: tbd
* Sorcerer: tbd
* Wizard: tbd
Improved Spontaneous Spellcasting

###### Home -> Homebrew/Alternate Rules -> Improved Spontaneous Spellcasting

The Sorcerer, Psychic, and the Oracle each acquire new spells known at a rate of class level + one. So the Sorcerer for example, would begin knowing five cantrips and two first level spells and would gain their first second level spell at level three. At level twenty, all three classes gain the following class feature:

**Pinnacle of Knowledge**

At 20th level, the spellcaster has reached a perfect understanding of their power. They gain any number of spells known whose combined spell level equals two times their permanent spellcasting ability score modifier (level 0 spells count as 1/2 spell level for this purpose). For example, a Sorcerer with a permanent Charisma score of 25 (a +7 modifier) would learn a number of spells whose total level equaled fourteen.
Form of the Rose

###### Home -> Classes -> Beast Dancer -> Nature Forms -> Form of the Rose

As you enter your Beast Dance alongside your Bonded Companion, you channel the power of the Leylines flowing around you into the form of barbed rose vines and wrapping your weapons and natural weapons with it, causing them to deal additional bleed damage when they strike.

When entering this form you choose one weapon or natural weapon type to add the effect to for both yourself and your Bonded Companion, they deal additional bleed damage according to the following chart.

 8th
 12th
 16th
 20th
Sulfur Fields

###### Home -> Mortend -> Parcël -> Sulfur Fields

The Sulfur Fields are the warmest location in Parcël and scarred by a massive crater created ages ago by a meteorite carrying terrible beasts from another world known as Tarrasque. Thankfully it seems the Tarrasque are gone now but the damage to the surrounding area from the impact is still prevalent in the Sulfur Fields which are marked with volcanic vents spewing toxic fumes, razor sharp rocks, and burning lava. Nestled in the northern mountains is a massive lake of lava with an active volcano in the center, constantly leaking the lava that makes up the lake beneath it.

The primary settlement in the area is the Red Acropolis, a huge fortress made of magically enhanced iron and populated by the militaristic Red Dragonspawn.
Green Dragonborn

###### Home -> Races -> Dragonborn -> Green Dragonborn

Green Dragonborn are the lightest of the seven variations for their height at an average height and weight of 5'9" and 190 pounds respectively. They are capable of breathing a burst of sonic energy and are also resistant to it.

## Green Dragonborn Racial Traits

* Ability Score Racial Traits: Green Dragonborn are wise and quick on their feet but are much thinner than most of their siblings which does it make more difficult for them to achieve great feats of strength. They gain +2 Dexterity, +2 Wisdom, and -2 Strength.
* Size: Green Dragonborn are Medium creatures.
* Type: Green Dragonborn are Humanoids with the Draconic subtype.
* Base Speed: Green Dragonborn have a base speed of 30 feet.
* Languages: Green Dragonborn's native language is Draconic.
* Draconic Resistances: Green Dragonborn are immune to sleep effects and gain +2 racial bonus to saving throws against paralysis.
* Energy Resistance: Green Dragonborn possess 5 points of energy resistance against sonic damage.
* Natural Armor: Green Dragonborn thick scales give them +2 natural armor bonus.
* Bite: Green Dragonborn possess a natural bite attack dealing 1d6 points of damage.
* Breath Weapon (Su): Three times per day, Green Dragonborn can breathe a 10-ft. radius burst of sonic energy dealing 1d6 points of sonic damage. This damage increases by 1d6 for every two levels beyond 1st that the Green Dragonborn achieves. Affected creatures suffer half damage on a successful Reflex saving throw (DC 10 + 1/2 character level + Con modifier).
* Age:
	+ Adulthood: 18 years
	+ Middle Age: 100 years
	+ Old: 200 years
	+ Venerable: 270 years
	+ Maximum Age: 350 years

### Green Dragonborn Favored Class Bonuses

* Cleric: Add +2/3 to damage when using positive energy against undead.
* Druid: tbd
* Monk: tbd
* Oracle: tbd
* Ranger: tbd
Sea of Dreams

###### Home -> Sea of Dreams

The Sea of Dreams is both arguably the most crucial and the least understood aspect of the study of cosmology. Some of what makes the location (if it can even be considered a location) so difficult to grasp is that the plane (if it can even be considered a plane of existence; although many do) does not follow the standard laws that the other planes of existence follow. This makes it very difficult to describe or understand the Sea of Dreams without just listing off certain facts that is known. Certain pockets of the plane have varying levels of gravity and time moves in unexpected ways, accelerated in some locations and slowed down in others. Physical locations do exist in the Sea of Dreams and there are native races to those locations and act effectively as demiplanes ranging in size from small villages to whole continents. These physical locations are believed to be the only places where physical planar travel is possible in the Sea of Dreams. The areas immediately surrounding these areas consist of a fluid-like mystical substance that can be traveled in with special ships. These ships follow this fluid (referred to as the Tears of Giants by some researchers) as it is shifted across the plane, pushed by energies (referred to as Planar Winds) emanating from large sources of heat in the Sea of Dreams (most notably, the other planes of existence) until they inevitably find their way to another physical location within the Sea of Dreams. Outside of this fluid-like space there is the least understood area of the Sea of Dreams called the Dreamscape. This is a place only able to be visited by using forms of Astral Projection and does not have any laws or rules that it follows. It's fairly accepted that each of the other Planes of Existence somehow exist within the Dreamscape (while themselves also seeming infinite somehow) but all the other information on it is, at best, theories and greatly contested in circles of scholars.
Extra Beast Dance

###### Home -> Homebrew Feats -> Extra Beast Dance

*By rigorously training with your Bonded Companion, you have managed to extend the amount of time you can spend in your Beast Dance each day.*

**Prerequisite:** Beast Dance class feature.

**Benefit:** You can Beast Dance for 5 additional rounds per day.

**Special:** You can gain Extra Beast Dance multiple times. Its effects stack.
Persona Immersion

###### Home -> Homebrew Feats -> Persona Immersion

*Your understanding of your own physiology allows you to deceive certain Divination effects.*

**Prerequisites**: Changeling, Mutable Mind and Body racial trait

**Benefit**: While under the effect of your Minor Shape Change ability, if you make a successful save against a divination spell of 3rd level or lower, you can generate a misleading result. Though you don’t learn the precise spell being used against you, you know what type of information is sought and can respond accordingly. For example, a character with this feat who successfully saves against Detect Thoughts knows that his surface thoughts are being probed, and can thus supply any specific thoughts that he wishes to be detected by the caster.
Zoseer

###### Home -> Mortend -> Deadlands -> Zoseer

Zoseer is a small town, closer to a village truly, nestled under the shadow of a large dune in the eastern Deadlands and home to the Nayax Clan of Dragonborn. The town is the remains of some ruins that the Nayax had discovered and unearthed before deciding to give up their nomadic ways to stay there. The streets and buildings are adorned with the multicolored Dragonglass that the Dragonborn are famous for blowing and the outside of the sanding wall in front of the town, an oasis is only a short walk away which provides the Nayax with everything they require in order to live, most notably clean water.

## Notable People

* Elder Thualtakilleac
* Kemmeth
* Ver'ji
Extra Vampire Talent

**Prerequisite**: Vampire Talent class feature.

**Benefit**: You gain one additional vampire talent. You must meet all of the prerequisites for this vampire talent.

**Special**: You can take this feat multiple times however you cannot have more talents of one category than half the number of your hit points. For example, an 8 HD Vampire Scion with four Sanguimancy talents and one Predator talent could not take this feat to gain a fifth Sanguimancy talent however they could take this feat to gain their first Seducer talent or second Predator talent.
Power Reservoir

###### Home -> Homebrew Feats -> Power Reservoir

[Currently Not Allowed]*Your inherent arcane power is higher than that of your peers. As such you know how to manipulate the magic that you conjure forth to enhance its potency.*

**Prerequisite(s)**: Caster level 1st, must be taken at 1st level.

**Benefit**: You gain an Arcane Reservoir, as the Arcanist class feature. You count your Arcanist level as your Caster Level - 2 for the purpose of determining your max and daily points.

At level 11, you count your Arcanist level as your Caster Level for the purpose of determining your max and daily points.

**Special**: A character that already has access to an Arcane Reservoir cannot benefit from this feat. If a character with this feat gains an Arcane Reservoir from another source later, the two do not stack and only the Arcane Reservoir that gives the character more points can be used.
Soul Speak

**Benefit**: When mediating after a long rest to restore your Ki Pool, you may expend 1 Ki point to gain Telepathy with a range of 5ft per level. You can only communicate with creatures that have a soul or life force in addition to having a language. This ability lasts until the next time you mediate to restore your Ki Pool.

**Special**: This feat is added to the Monk's bonus feat list at 10th level.
Viola Raymon

###### Home -> Mortend -> Baylore -> Cliffside -> Viola Raymon

A High Elf living in Cliffside, Viola moved to the small town from the city of Malfield years ago to apprentice under Ratosh Yan to become a magical craftsman. When she arrived in Cliffside she found that she couldn't stand working under the "crazed fiend" and instead became mostly-self taught while getting whatever lessons she could get out of the forgemasters who worked here. She eventually managed to become a forgemaster herself only a few years ago. She was one of the few surviving citizens of the Formian raid that destroyed most of the town.
Half-Vanara

Although a crossbreed between Vanara and Humans or High Elves is possible, like most races can, they are even more rare than the other hybrid races due to the very small population of Vanara and their distance from any native Humans or Elves. If one of these half-breeds were born though, they would have many of the traits of their Vanara parent except with less animal-like characteristics, in the same way that a Half-Vafer or Half-Amica shares traits with their parents. A Half-Vanara with an Elven parent would be hard to tell apart from one with a Human parent but some ways to tell are that a Half-Vanara with Elven blood will have longer ears and be slightly taller than its Human-blooded counterpart.

## **Half-Vanara Racial Traits**

* Ability Score Racial Traits: Half-Vanara take different traits from each of their parents making them, like most other hybrid races, very unique. They gain a +2 bonus to one ability score of their choice.
* Size: Half-Vanara are medium creatures.
* Type: Half-Vanara are Humanoids with the Vanara subtype and Human (or Elf) subtype.
* Base Speed: Half-Vanara have a base speed of 30 feet.
* Languages: Half-Vanara begin speaking Vanaran and commonly Cainos as well.
* Agile: Although less stealth oriented than their Vanara parent, Half-Vanara tend to be more agile than the average person and gains a +2 racial bonus on Acrobatics checks.
* Bonus Feat: Half-Vanara selects one extra feat at 1st level. Only Half-Vanara with a Human parent gains this racial trait.
* Keen Senses: Half-Vanara receive a +2 racial bonus on Perception checks. Only Half-Vanara with an Elven parent gains this racial trait.
* Elven Immunities: Half-Vanara with this racial trait are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects because of their Elven heritage. Only a Half-Vanara with an Elven parent has this racial trait.
* Low-Light Vision: A Half-Vanara can see twice as far as a Human in dim light.
* Age:
	+ Adulthood: 15
	+ Middle Age: 30
	+ Old: 45
	+ Venerable: 60

### **Half-Vanara Alternate Racial Traits**

* Prehensile Tail: A Half-Vanara with this racial trait has a long, flexible tail that she can use to carry objects just like her Vanara parent. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action. This racial trait replaces both Keen Senses and Elven Immunities or the Bonus Feat racial trait.
Extra Upgrade

**Benefit**: After spending extra time with your Dragonfire Cannon you’ve discovered how to further upgrade it. When you select this feat you can choose to add one additional Cannon Upgrade to your Dragonfire Cannon. In addition to the normal amount of time it takes to apply an upgrade, it also costs the wielder raw materials that are worth an amount of gold equal to 100 times the number of upgrades the weapon already has.
Gythka

**Price** 60gp

**Weight** 20 lb

**Dmg(M)** 1d8/1d8

**Critical Range** 20 **Critical Multiplier** x2

**Damage Type** slashing

**Category** two-handed **Proficiency** exotic

This polearm, favored by the Thri-Kreen, has razor-sharp slashing blades at both ends. Because of the unique shape of the gythka's blades, it can also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the gythka to avoid being tripped. A gythka is a double weapon. You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.
Blood Divination (Su)

**Benefits**: When a Vampire with this talent attempts to read surface thoughts of the victim of their *Blood Drain*, they can choose to delve even deeper and search the victim's mind for specific information while tied to their lifeforce instead. The Vampire can "ask" a number of questions equal to 1 plus the amount of constitution damage dealt by their *Blood Drain* and if the victim knows the answer it comes to the Vampire's mind. The questions are purely telepathic inquiries, and the answers to those questions are imparted directly to the Vampire's mind. The Vampire and the target don’t need to speak the same language, though less intelligent creatures may yield up only appropriate sensory images in answer to the questions. If the target is aware of the Vampire while they use their *Blood Drain*, the target can attempt a will saving throw (DC 10 + ½ the Vampire's level + the Vampire's Charisma modifier) to prevent this effect.

In addition, if the Vampire has a vial of a creature's blood, stored while the Vampire used their *Blood Drain* on the creature, they can sip it to attempt to detect the creature from even great distances. This ability acts as the *Scrying* spell except the Vampire sees the target through their own eyes instead of through a pool of water (the Vampire can "lower" and "raise" this vision at-will) and is also aware of the distance and direction of the target. The Vampire is considered to have a "*Body part, lock of hair, bit of nail, etc.*" connection with the target, the caster level of the spell is equal to the Vampire's level, and the saving throw is Charisma based.
Form of Wind

###### Home -> Classes -> Beast Dancer -> Nature Forms -> Form of Wind

As you enter your Beast Dance alongside your Bonded Companion, you channel the power of the Leylines flowing around you into the form of speeding winds and cloak your weapons and natural weapons with it, causing them to strike more quickly and more often.

When entering this form you choose one weapon or natural weapon type to add the effect to for both yourself and your Bonded Companion. When attacking with the weapon you gain a +1 bonus on the attack roll per four levels the Beast Dancer has (+2 at level 8, +3 at level 12, etc) and gain an additional attack with the weapon when making a full-attack (similar to the Speed enhancement).
Athletics Skill

###### Home -> Homebrew/Alternate Rules -> Athletics Skill

Athletics allows you to perform deeds of physical prowess. The Climb (Str) and Swim (Str) skills are combined into a single Athletics (Str; Armor Check Penalty) skill. The DCs for doing what Climb and Swim could do remain the same. Any bonuses or penalties to Swim or Climb skill checks are instead applied to Athletics while swimming or climbing respectively. Armor check penalty does apply like normal for strength based skills.
Hemorrhage (Su)

**Benefits**: A number of times per day equal to 2 plus half the Vampire's level, a Vampire with this talent can beckon the blood around a target's wound to aggressively thin, making the wound profusely bleed. The Vampire's target must be within 25 ft. + 5 ft./2 levels of the Vampire and cannot be at full hit points. If the target fails a Fortitude saving throw (DC 10 + ½ the Vampire's level + the Vampire's Charisma modifier) they take 1d4/level (maximum 5d4) bleed damage.
Ruined Desert

###### Home -> Mortend -> Parcël -> Ruined Desert

Composed of the largest and northmost island in the chain of rivers flowing through Parcël plus a smaller additional island along the northern coast, the Ruined Desert are named as such because of the numerous husks of ancient buildings that dot the sands. It's unknown exactly what civilization (or *civilizations*) all the ruins belonged to and, maybe more importantly, what caused them to fall but the predominate faction of Blue Dragonspawn in the area has dedicated themselves to solving those mysteries. The smaller island to the north is the home of a massive fort populated by the Lumoss, a race of humanoid Mothfolk who keep to themselves.

## Known Settlements & Notable Places

* Blue Anthenaeum
* Silk Keep

## Factions

* Blue Dragonspawn
* Lumoss
Inscribe Spell Tattoo

###### Home -> Homebrew Feats -> Inscribe Spell Tattoo

**Prerequisites:** Caster level 1st, 1 rank in Craft (calligraphy, paintings, or tattoos) or Spellcraft.

**Benefit:** You can create Spell Tattoos using the item creation rules but you can only inscribe these tattoos on your own body.

**Special:** Spell Tattoos have the same market value of scrolls of the same spell and CL not the default four times the market value.
Pandemonium

Also known as the Great Maelstrom for the wild storm of the same name that rages there, the plane of Pandemonium is a place of constant change and the source of most of the chaotic energy that flows across the Sea of Dreams. The plane is mostly uninhabitable due to the hostile conditions but certain creatures amazingly have been able to flourish there in spite of this, namely the Slaad, a race of frog-like brutal creatures that relish in causing chaos in any way that they are able.

The Great Maelstrom is a massive storm that ravages across the plane, fueled by the elemental energy released when the Shards that make up the Elemental Conflux collide with each other.

Pandemonium is located on the outer rim of the Sea of Dreams, pressed against the barrier of Ethereum that separates the Inner Realms, which is made up of the Sea of Dreams and everything residing within it, and the Far Realms.
Metal Alloy Plating

###### Home -> Homebrew Feats -> Metal Alloy Plating

**Prerequisites:** Surgere level 1, Advanced Construction alternate racial trait

**Benefit:** Even among special purpose Surgere, you are unique. By constructing your body with special alloys, you are able to perform more niche actions. Depending on which alternate plating you choose, you gain the appropriate additional abilities.

* *Adamantine Plating*: By alloying your adamantine body with titanium, it's able to protect you from even more than the base plates. You gain DR 1/-.
* *Cold Iron Plating*: By alloying your cold iron body with a slurry of rare earths, it's able to not only make spellcasting easier but protect your from offensive magic as well. You gain your choice of Fire, Cold, Electric, or Acid resistance 5.
* *Mithral Plating*: By alloying your mithral body lightly with copper, it's even easier to move freely than before. You count as unarmored for the purpose of abilities such as *fast movement*.
Charm Mortal

###### Home -> Classes -> Vampire Scion -> Vampire Talents -> Charm Mortal

**Benefits**: Three times per day, a Vampire with this talent can, as a standard action, influence the attitude of living creatures around them to be more pleasant unless they make a Will saving throw (DC 10 + ½ the Vampire's level + the Vampire's Charisma modifier), as per the *Charm Person* spell (using the Vampire's level as the caster level).

Once the Vampire reaches 10th level, they are able to influence even more creatures than before. They can use this talent up to five times per day and can choose to either influence a single creature of any type, as per the *Charm Monster* spell, or influence several humanoids around them, as per the *Mass Charm Person* spell.