Tuesday, April 14, 2026

Feat - Crown Reader

CROWD READER [General]

Prerequisites: Sense Motive 8 ranks, Wis 13
Benefit: Once per round as a free action during a conversation, you may attempt a Sense Motive check opposed by a creature’s Bluff check.

If successful, you gain a +2 bonus on your next Bluff, Diplomacy, or Intimidate check against that creature within the next round.

Additionally, you gain a +2 bonus on Sense Motive checks made to detect lies or assess attitudes in a social setting (such as a tavern, marketplace, or gathering).

Monday, April 13, 2026

Feat - Beloved Local Figure

BELOVED LOCAL FIGURE [General]

Prerequisites: Diplomacy 8 ranks, Gather Information 5 ranks, must reside in a settlement for at least 1 month
Benefit: In the settlement where you are well-known, you gain a +2 bonus on Diplomacy and Gather Information checks.

In addition, the starting attitude of NPCs who are aware of your reputation improves by one step (maximum Friendly). This is a mind-affecting, language-dependent effect based on reputation, not magic.

Special: Losing the trust of the community (DM discretion) removes the benefits until reputation is restored.

Feat - Master Bartender

MASTER BARTENDER [General]

Prerequisites: Profession (bartender) 8 ranks, Cha 13
Benefit: You gain a +4 bonus on Profession (bartender) checks. When serving drinks in a tavern, inn, or similar establishment, you may use Profession (bartender) in place of Bluff or Diplomacy checks related to storytelling, calming patrons, or creating a welcoming atmosphere.

Additionally, when you spend at least 1 minute serving or speaking with a creature while providing food or drink, you gain a +2 circumstance bonus on Diplomacy checks against that creature for the next hour.

Normal: Profession (bartender) cannot substitute for social skills.
Special: A character with 5 or more ranks in Diplomacy gains an additional +2 bonus on Profession (bartender) checks.

Barber-Surgeon (NPC Class)

Barber-Surgeon (NPC Class)


Barber-surgeons occupy a peculiar niche between healer and tradesman. Though lacking formal magical training, they are often the only source of medical care available to common folk, soldiers, and travelers. Their craft blends practical anatomy, superstition, and tradition - equal parts lifesaving skill and questionable practice.

While capable of grooming and cosmetic work, their true value lies in battlefield triage, crude surgery, and the management of wounds using tools that are as often feared as they are trusted.

Hit Die

d6

Class Skills

Appraise (Int), Craft (Alchemy) (Int), Craft (Barbering) (Dex), Craft (Surgery) (Wis), Heal (Wis), Knowledge (Local) (Int), Knowledge (Nature) (Int), Profession (Barber-Surgeon) (Wis), Sense Motive (Wis)

Skill Points at Each Level: 6 + Int modifier

Weapon and Armor Proficiency

Barber-surgeons are proficient with:

  • Simple weapons
  • Razors (treated as daggers)
  • Light armor
  • Bucklers (but not tower shields)

Base Attack Bonus

Medium progression (as Cleric)

Saving Throws

  • Fortitude: Good
  • Reflex: Poor
  • Will: Good

Class Table

LevelBABFortRefWillSpecial
1+0+2+0+2Barber’s Tools, Field Dressing
2+1+3+0+3Bloodletting
3+2+3+1+3Leechcraft
4+3+4+1+4Stitch Wounds
5+3+4+1+4Battlefield Triage
6+4+5+2+5Clean Cut
7+5+5+2+5Sawbones
8+6+6+2+6Iron Stomach
9+6+6+3+6Master Barber
10+7+7+3+7Surgeon Supreme

Class Features

Barber’s Tools (Ex)

A barber-surgeon begins play with a kit including razors, scissors, needles, bone saw, leech jars, and bandages.

  • Counts as masterwork tools for Heal checks
  • Without tools, the barber-surgeon takes a -4 penalty on Heal checks

Field Dressing (Ex)

At 1st level, the barber-surgeon can stabilize a dying creature as a move action instead of a standard action.

Additionally, once per day per patient, the barber-surgeon may restore:

  • 1d4 + Wis modifier HP
  • Requires a Heal check (DC 10)

Bloodletting (Ex)

At 2nd level, the barber-surgeon may deliberately bleed a patient to “rebalance humors.”

  • Spend 1 minute treating a target
  • Target takes 1d4 damage
  • Removes one of the following:
    • Fatigued condition
    • Sickened condition
    • +2 bonus on next Fortitude save within 1 hour

A creature can only benefit once per day.

Leechcraft (Ex)

At 3rd level, the barber-surgeon may apply medicinal leeches.

  • 10 minutes of treatment
  • Heals 2d4 HP
  • Grants +2 bonus vs disease or poison for 1 hour

Stitch Wounds (Ex)

At 4th level, the barber-surgeon can treat more serious injuries.

  • Full-round action
  • Heal check DC 15
  • Restores 1d6 + level HP
  • Can be used once per encounter per target

Battlefield Triage (Ex)

At 5th level, the barber-surgeon thrives under pressure.

  • May use Heal without provoking attacks of opportunity
  • May treat two adjacent allies as a single action (roll once, apply to both)

Clean Cut (Ex)

At 6th level, the barber-surgeon’s blades are exceptionally precise.

  • Razors count as masterwork weapons
  • Gain +1 to attack rolls with daggers/razors
  • On a successful sneak attack (if applicable), reduce target bleeding or apply 1 point bleed damage (DM discretion)

Sawbones (Ex)

At 7th level, the barber-surgeon can perform crude amputations.

  • 1 minute procedure
  • Removes:
    • Ongoing bleed effects
    • Limb-based penalties (DM adjudication)
  • Target takes 2d6 damage
  • Grants immediate save against poison/disease at +4 bonus

Iron Stomach (Ex)

At 8th level, the barber-surgeon becomes desensitized to gore.

  • Immunity to nausea from non-magical sources
  • +4 bonus vs fear effects

Master Barber (Ex)

At 9th level, grooming becomes an art form.

  • Can:
    • Alter appearance convincingly (Disguise bonus +5)
    • Provide a shave/haircut granting +2 circumstance bonus on Diplomacy checks for 24 hours

Surgeon Supreme (Ex)

At 10th level, the barber-surgeon reaches peak non-magical medical mastery.

Once per day, they may perform a major operation:

  • 10 minutes
  • Heal check DC 20
  • Restores 4d6 + level HP
  • Removes one of the following:
    • Ability damage (1d4 points)
    • Exhausted condition
    • Non-magical disease

Failure deals 2d6 damage instead.

Optional Equipment

Barber-Surgeon Kit (25 gp, 5 lbs)
Includes razors, needles, thread, bone saw, leeches, alcohol, cloth bandages.

Grants +2 circumstance bonus on Heal checks (already included in class feature).

Saturday, April 11, 2026

Disease - Miretaking


Injury or Contact; Fortitude DC 16; Incubation 3 days; Damage Special (see below)

Special: Only affects Humanoids of the human subtype
Save Frequency: 1/day (see below)

SAVING THROWS

  • The victim makes one Fortitude save per day after the incubation period ends (first save on Day 4)

  • A successful save negates that day’s effects only, but does not cure the disease

  • The disease continues progressing regardless of successful saves

  • Beginning at Stage II, each failed save imposes a cumulative –1 penalty on all future Fortitude saves against this disease (penalty resets only if the disease is cured)

PROGRESSION (30 DAYS TOTAL)

Miretaking does not deal traditional ability damage at first. Instead, it progresses through stages, each lasting roughly one week. Effects are cumulative.

Stage I – The Listening (Days 1–7)

The victim begins to hear faint, indistinct whispering when in silence or near water.

  • –2 penalty on Concentration and Listen checks (distracted by internal murmuring)

  • Victim takes a –1 penalty to Will saves

  • Sleeps poorly, often waking damp or disoriented

  • Symptoms are easily mistaken for fatigue, stress, or swamp exposure

The victim does not recognize this as illness.

Stage II – The Softening (Days 8–14)

The victim’s sense of self begins to dull.

  • 1d2 Wisdom damage per day

  • –2 penalty on Sense Motive and Initiative checks

  • Victim becomes noticeably calmer, less reactive, and emotionally muted

  • Gains a +2 bonus on saves against fear effects

The whispering becomes more structured, though still not understood.

Stage III – The Blending (Days 15–21)

Identity begins to erode.

  • 1d2 Charisma damage per day

  • Victim no longer initiates conversation and responds slowly when addressed

  • Gains a +2 bonus on Listen checks (attuned to the murmur)

  • Suffers a –2 penalty on Will saves against compulsion effects

  • Begins to spend long periods standing still, especially near water

At this stage, divine casters or healers may sense something “wrong,” but cannot clearly identify the condition without powerful magic (such as heal or greater restoration).

Stage IV – The Surrender (Days 22–30)

The victim ceases to meaningfully resist.

  • 1d4 Wisdom and 1d4 Charisma damage per day

  • Victim will not willingly leave swamp or marsh terrain

  • If removed, must succeed on a DC 15 Will save each hour or attempt to return

  • Speech becomes fragmented, often overlapping whispers or repeated phrases

  • Immune to fear effects

By this stage, the victim no longer meaningfully recognizes allies.

FINAL TRANSFORMATION (DAY 30)

If the victim is still alive at the end of the disease’s progression:

  • The victim’s type changes to Humanoid (Human, Augmented)

  • All remaining Wisdom and Charisma are reduced to 1

  • The victim permanently loses all class levels, feats requiring independent thought, and sense of identity

  • The creature becomes a Mireborn Kin under GM control

This transformation is not death and cannot be reversed by raise dead or similar effects.

CURE

Miretaking resists conventional treatment.

  • Remove Disease only halts progression if cast before Stage III

  • Neutralize Poison has no effect

  • Heal or Greater Restoration can cure the disease if cast before Stage IV

  • After Stage IV begins, only Wish or Miracle can restore the victim

SPECIAL – CALL OF THE BROOD

Any creature suffering from Miretaking within 1 mile of a Mireborn Brood Mother must make a DC 15 Will save each day or become compelled (as suggestion) to move toward her location by the most direct route available.

This is a mind-affecting compulsion effect.

REGIONAL VARIATION – BAYOU-BORN (CAJUN HERITAGE)

Humans raised in deep bayou cultures, particularly insular Cajun communities, possess a cultural familiarity with the signs of Miretaking.

  • These individuals take a –2 penalty on Fortitude saves against Miretaking (their lives bring them closer to the conditions in which it takes hold)

  • However, they gain a +4 bonus on Survival and Heal checks to recognize the early stages of the disease

  • Such individuals automatically recognize Stage I symptoms as unnatural and dangerous if they succeed on a DC 10 Survival or Heal check

Among these communities, Miretaking is not considered an illness, but a known and feared fate.

LORE

Miretaking is rarely identified for what it is. To most, it appears as fatigue, swamp sickness, or the strain of prolonged exposure to a hostile environment.

It does not spread quickly, nor does it present obvious symptoms in its early stages. It takes hold only in those who remain too long in the deepest reaches of the bayou - where the water stills, the air thickens, and the world seems reluctant to move.

There are no fevers. No coughing. No urgency.

Only the whispering.

By the time the condition is recognized for what it is, the afflicted are often less inclined to resist it than they once would have been.

Those who witness the final stages rarely speak of what is lost.

Only of how quietly it is surrendered.

Kelwyn’s Notes

Ah… “Miretaking.” A crude term, certainly - but I find I prefer it to the more elaborate alternatives. It lacks pretense. It does not attempt to explain. It simply acknowledges a truth: the mire takes, and there is very little to be done once it has begun.

I have noted, with some interest, that those born to the bayou - particularly the Cajun folk who dwell along its deeper reaches - possess a curious relationship with this condition. They are, by all observable measures, more susceptible to it. Whether this is due to prolonged exposure, inherited tolerance that has turned to vulnerability, or some more esoteric factor, I cannot say. Yet despite this, they recognize its onset with remarkable clarity.

They do not debate its nature. They do not question its validity. They know.

There is a particular gravity in such knowledge - the kind that does not arise from scholarship, but from repetition. From loss. From having seen it before, and knowing precisely how it ends.

What unsettles me most is not the physical degradation, mild though it may appear when compared to more dramatic maladies, but the erosion of will. One expects suffering to provoke resistance. One expects the mind to recoil, to fight, to cling desperately to its own shape. Yet here, the opposite occurs. The afflicted do not deteriorate into madness - they drift into acceptance. The struggle fades not because it is lost, but because it is… abandoned.

I have observed, from a distance I consider insufficiently safe in retrospect, that those in the latter stages exhibit a curious serenity. Not joy, certainly, nor even peace as we would understand it, but a kind of alignment - as though they are no longer burdened by the need to be singular.

It would be tempting, for the academically inclined or the magically ambitious, to study such a process more closely. I must strongly advise against this inclination. There are phenomena that reward observation. This is not one of them.

If you suspect even the earliest stage of Miretaking in yourself or a companion, remove yourself from the bayou with all possible haste and seek powerful restorative magics immediately. Delay is not merely dangerous - it is, quite demonstrably, persuasive.

For in the end, Miretaking does not force its conclusion.

It invites it.

And, most disturbingly of all, it is very rarely refused.

Thursday, April 9, 2026

Race - Cryptforged


Cryptforged are awakened funerary constructs - once unmoving stone guardians carved in the likeness of angels, saints, or wardens of the dead. Through ritual, artifice, or forgotten necromantic rites, these statues are granted sentience and mobility, their bodies rebuilt with iron fittings and articulated joints. Unlike traditional warforged, cryptforged are not forged for war alone, but for eternal vigilance, bound to tombs, mausoleums, and sacred ground.

Their bodies are composed of heavy granite or similar stone, segmented into articulated plates and reinforced with iron braces, rivets, and internal frameworks. Though shaped with reverence and beauty, their construction is unmistakably functional - built to endure centuries of stillness and moments of sudden, crushing motion. When they move, dust falls, stone grinds, and their presence carries the weight of the grave itself.

Cryptforged often struggle with purpose after awakening. Created to watch the dead, many find themselves unbound from that duty, wandering the world with a quiet, solemn intensity. Some cling to their original charge, becoming tireless guardians, while others seek meaning beyond the tombs that birthed them.

Racial Traits

  • +2 Strength, –2 Dexterity, –2 Charisma: Cryptforged are powerful and physically imposing, but their heavy stone construction makes them slow and their presence unsettling rather than personable.
  • Medium: As Medium constructs, cryptforged have no special bonuses or penalties due to size.
  • Base land speed 30 feet.
  • Living Construct Subtype (Ex): Cryptforged are constructs with the living construct subtype.
    A cryptforged has a Constitution score and is not immune to mind-affecting effects. It is immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, the sickened condition, and energy drain. It cannot heal damage naturally. It is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
    A cryptforged can be affected by spells that target living creatures as well as constructs. Healing spells and supernatural healing effects restore only half normal hit points, while repair spells function normally. A cryptforged can be raised or resurrected.
  • Stone Body (Ex): A cryptforged gains a +2 natural armor bonus to AC.
  • Heavy Frame (Ex): A cryptforged gains a +4 bonus on ability checks made to resist bull rush, trip, or overrun attempts.
  • Unyielding Mass (Ex): A cryptforged reduces the distance it is moved by any forced movement effect by 5 feet (minimum 0 feet).
  • Stone Vulnerability (Ex): A cryptforged takes an additional 1d6 points of damage from any successful attack that deals bludgeoning damage.
  • Repulsion Vulnerability (Ex): A cryptforged is affected by spells such as repel metal or stone as if wearing metal armor.
  • Stone Wings (Ex): A cryptforged possesses large, articulated stone wings constructed from layered slabs and reinforced with iron supports. These wings can be folded or unfurled as a move action. While they do not grant a fly speed or allow gliding, they create an imposing silhouette. When its wings are unfurled, a cryptforged gains a +2 bonus on Intimidate checks.
  • Sepulchral Awakening (Ex): Once per day, when a cryptforged is reduced to 0 hit points or fewer, it may instead remain at 1 hit point. It gains temporary hit points equal to its Hit Dice, a +2 bonus on attack rolls, damage rolls, and Strength checks, and a +2 bonus on saving throws against effects that would move it or knock it prone.
    This effect lasts for a number of rounds equal to its Constitution modifier (minimum 1 round). While active, it takes a –2 penalty to Dexterity. At the end of the duration, the cryptforged becomes inert unless healed above 0 hit points. This ability may be used once per day.
  • Living Construct Resilience: At 0 hit points, a cryptforged is disabled but does not risk further injury from strenuous actions. At –1 to –9 hit points, it becomes inert but does not lose additional hit points unless further damaged.
  • Slam Attack: Cryptforged have a natural slam attack that deals 1d4 points of damage.
  • No Need for Sustenance: Cryptforged do not need to eat, sleep, or breathe, but must rest 8 hours to prepare spells if they are spellcasters.
  • Automatic Languages: Common.
    Bonus Languages: None.
  • Favored Class: None.
  • Level Adjustment: +0.

Lore

Cryptforged are most often found in the oldest burial grounds, where memory and stone have settled into something almost permanent. They were not originally conceived as soldiers, but as symbols of vigilance - funerary angels, wardens, and sacred effigies placed to watch over the honored dead. In time, certain traditions began to blur the line between symbol and function. Through rites equal parts divine, arcane, and profane, these statues were awakened and bound with purpose, their stillness broken so that their watch might never falter. What began as reverence became practice, and in some regions, entire cemeteries were seeded with guardians that might one day rise.

The creation of a cryptforged is neither uniform nor widely understood. Some are animated through sacred rituals meant to preserve the sanctity of the dead, while others are the result of darker bargains, where souls, echoes, or lingering wills are bound into stone. Their iron fittings and articulated joints are not part of the original sculpture, but later additions - retrofitted into the statue to grant it motion. This results in a being that is both ancient and newly made, its outer form shaped by artists long dead, while its inner function reflects the crude ingenuity of those who sought to awaken it. No two cryptforged are truly alike, and many bear the marks of multiple eras of repair, reinforcement, and reinterpretation.

Once awakened, a cryptforged often finds itself unmoored from its original purpose. Some remain bound to their tombs, standing silent vigil for centuries more, rising only when their charge is threatened. Others wander, driven by fragmented memories or an incomplete sense of duty they cannot fully name. They are rarely welcomed among the living - their presence unsettling, their movements heavy and deliberate, their silence profound. Yet there is a strange reverence afforded to them as well, for to look upon a cryptforged is to see something that was meant to endure eternity… and chose, or was forced, to move within it.

Le Bayou a Faim Flavor

In Ville des Marai, the dead are not buried beneath the earth - they are raised above it, stacked in stone and memory to escape the slow hunger of the wetlands. The cryptforged are said to have first awakened here, not in grand rituals of design, but in response to something older and more patient. The people say the bayou remembers everything that sinks into it, and over time, it began to reach back. Statues placed to guard the dead did not simply rise to fulfill their purpose - they rose because something below demanded that nothing be left unwatched.

The cemetery avenues of Ville des Marai are lined with funerary angels whose wings are blackened by moisture and time, their stone faces streaked with mineral tears. Some of these statues are cryptforged that have never moved in living memory, yet no caretaker will swear they are truly dormant. Offerings are left not only for the departed within the tombs, but for the watchers themselves - small tokens of respect, polished stones, coins pressed into cracks, or strips of cloth tied to iron fittings. To neglect a watcher is considered a quiet kind of insult, and in Ville des Marai, insults are remembered.

In the deeper bayou, where the few existent tombs grow crooked and the paths dissolve into waterlogged ground, cryptforged are more openly active. These are not the refined, sculpted guardians of noble crypts, but older things - weather-worn, broken, and repeatedly repaired. Iron braces bite into ancient stone, mismatched plates grind against one another, and their wings hang heavy with rot and moss. They move rarely, but when they do, it is with purpose. Locals speak of shapes wading through black water at night, stone limbs dragging through reeds, as if something is being herded away from the resting places of the dead.

There are stories - always told quietly - of cryptforged found far from any tomb, standing alone in the bayou as if they have wandered off from their posts. Some are half-sunken, locked in place by mud and root, their bodies claimed slowly by the land they once guarded against. Others are found mid-stride, as though they stopped suddenly and never resumed. A few, however, still move. These solitary cryptforged are regarded with a mixture of reverence and unease, for they no longer guard a specific grave, and no one can say what duty now drives them.

Certain priesthoods and grave-keepers in Ville des Marai insist that the cryptforged are a necessary defense - that without them, the boundary between the living and the dead would erode like the banks of the bayou itself. Others, including figures like Kelwyn, argue that whatever purpose they once served has been twisted, that awakening a guardian and binding it to eternal service is no different from chaining a soul to a corpse. This tension is rarely spoken of openly, but it lingers beneath the surface of the city like still water - calm, reflective, and hiding something deeper.

There is a saying whispered in Ville des Marai when the fog rolls thick and the water laps too close to the tomb steps: le bayou a faim - the bayou is hungry. Some claim the cryptforged are the answer to that hunger, watchers set to keep it at bay. Others believe they are merely delaying the inevitable. And a few, usually those who have seen a statue move when it should not have, quietly wonder if the cryptforged are not guarding the dead from the bayou… but guarding the living from what the dead might become if the watchers ever stopped.

Spell - Scarlet Writ


Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 3, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

With a stern invocation and a gesture of formal decree, you conjure a cascade of shimmering crimson leather ribbons inscribed with arcane sigils resembling seals, signatures, and official writs of authority. These spectral bindings lash outward and coil tightly around the target.

If the target fails its saving throw, it is bound fast by the conjured writ and rendered paralyzed, held in rigid compliance as though compelled by an unassailable legal order. The creature remains conscious but is unable to move or act, its body locked in place by the weight of arcane authority.

The writ continuously reinforces itself, tightening and re-inscribing its sigils as if processing an endless chain of binding clauses. Any effort to resist only causes the spectral bindings to constrict more firmly.

At the end of each of its turns, the affected creature may attempt a new Will save to break free, as though successfully contesting or overturning the writ. Success ends the effect immediately.

Material Component: A small strip of red-dyed parchment or leather bearing a wax seal, which blackens and crumbles to ash upon casting.