The Tiger's Lantern: Antaean Curios & Sancta

Est. 2025 rakshasa (disguised human-appearing) Inquisitor (Occult-themed / anti-evil investigator)

The Tiger's Lantern: Antaean Curios & Sancta

The shop sits in a narrow side-street and smells of oud, citrus, and old paper. Ṣāhir speaks in soft, perfectly polite Arabic-accented Common; when customers pa...

ṢĀ

Shopkeeper

Ṣāhir al-Namir, a rakshasa (disguised human-appearing) Inquisitor (Occult-themed / anti-evil investigator) (Lvl 6)

Keeper's Species

rakshasa (disguised human-appearing)

2 Potions5 Misc3 Misc2 Weapons1 ArmorEst. 1k gp

Shop Inventory

(13)
Potions2

A small vial of honey-tinted liquid. Heals minor wounds; the liquid seems to draw warmth from shadows rather than sunlight.

Heal 1 HPHeals hit points (Pathfinder standard). When sipped in dim light, the drinker feels briefly comforted and gains +1 morale to saves vs. fear for 1 minute.

A pale blue ampoule that zips faintly like trapped wind. Calms the heart and stiffens the spine against terror.

Cures frightened and shaken conditions (Pathfinder - effect of Remove Fear). If used against a fear effect conjured by a fiendish creature, the potion emits a soft hiss and grants +1 morale bonus to attack rolls for 1 round.
Miscellaneous5

A flask of water sanctified with verses and talc of crushed pearl. Burns fiends and undead on contact.

Deals damage to undead or creatures vulnerable to positive energy; destroys or harms summoned evil outsiders normally.

Thin leather bands stamped with a pattern of interlocking eyes. Not truly magical, but made by a local apothecary to comfort the wearer against dark influence.

Provides a +1 circumstance bonus on saves vs. fear when worn; created using ritualistic sewing and blessed herbs (GM may treat as a low-cost wondrous item if desired).

A vial of faintly luminescent oil used to anoint weapons or doorways; imparts a trace of sanctity against demonic influence.

When wiped on a weapon (one application), the next strike deals +1 holy damage to fiends or undead (single strike). If applied to a doorway, grants a brief protection that hinders detection by evil spirits for 1 hour.

A rope net woven with dark threads. Not overtly magical, but knots resist loosening and hold fiends better than common rope.

Functions as a net with the added property that once it restrains a creature with Cha-based evil template (fiends etc.), the creature must succeed on a Strength check to escape even if normally able to. (GM discretion.)

Basic supplies for a short expedition: oil, a coil of hemp rope, a small lamp, five bandages, and a cheap protective talisman.

Talisman grants +1 on saves vs. minor compulsion effects for 1 hour once per day (folk magic effect, mostly psychological).
Miscellaneous3

A scroll with curling script and a miniature ward painted in coal. Grants a modest ward against malevolent influence.

Functionally a 1st-level protective cleric spell on a scroll (price computed as 1 x caster level 1 x 25 gp = 25 gp). Wards the bearer from mind control and grants +2 deflection vs. mental control for 10 minutes.

Fragile papyrus; the ink faintly flutters when someone nearby is terrified.

Cast Remove Fear (1st level cleric), dispels frightened/shaken status or grants immunity for a short time.

Parchment inscribed with crossing glyphs. Designed to unravel minor hexes and curses.

Acts as a targeted dispel for 1st/2nd-level effects (GM adjudication recommended). Price reflects a slightly greater caster level used by the shop to bind it.
Weapons2

A curved blade with a balanced guard and a grip wrapped in black-dyed leather. Crafted in the desert style; ideal for slashing foes in close quarters.

Masterwork grants +1 on attack rolls (but no enhancement bonus).

A common dagger whose edge has been silvered to hurt fiendish or lycanthropic creatures. The point gleams with a cold light under moonlight.

Treat as silvered for overcoming DR/silver (cost includes silvering premium).
Armor1

Flexible studded leather dyed a deep umber. Lightweight and favored by scouts and inquisitors.

AC +3Standard studded leather armor (+3 Armor Bonus to AC).
ṢĀ

Ṣāhir al-Namir

rakshasa (disguised human-appearing)Inquisitor (Occult-themed / anti-evil investigator)Lvl 6

Shop Atmosphere

The shop sits in a narrow side-street and smells of oud, citrus, and old paper. Ṣāhir speaks in soft, perfectly polite Arabic-accented Common; when customers pay, he briefly lets his fingers show a flash of tiger-striped fur before pulling the coin into a locked wooden box. He is unsettlingly curious about purchasers' motives, offers discounts for those fighting obvious evil (and higher prices for those he suspects of darker aims), and hums an eerie prayer when he wraps goods. He refuses to sell offensive divine artifacts outright but will trade protective items to those who swear (and sign) an oath to use them against true evil. The atmosphere is uncomfortable but oddly safe—locals say his rakshasa nature makes him a dangerous enemy of other fiends, and that he keeps the worst things out of the wrong hands.
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