recursal/Fanatic-Fandom huggingface dataset:
Aether Soldier

Aether soldiers possess singularly unique ability to manipulate and enhance their armaments with supernatural power.

## Abilities

### Aetherite Familiarity

An aether soldier’s intense training and long-term handling of aetherite makes them well acquainted with the material’s inner working, and with other materials producing similar effects. At 1st level, an aether soldier adds Knowledge (arcana) to his list of class skills and removes Knowledge (dungeoneering) and Handle Animal. In addition, he gains a +2 insight bonus on all Knowledge (arcana) checks involving aetherite.

### Aether Bond (Su)

At 1st level, an aether soldier gains a free masterwork melee weapon crafted from refined aetherite. This functions as a wizard’s arcane bond with a weapon. This replaces the bonus feat gained at 1st level.

### Arcane Strike

At 2nd level, an aether soldier gains Arcane Strike as a bonus feat even if he does not meet the prerequisites, using his Warrior level as his effective caster level. An aether soldier may only use Arcane Strike with natural attacks, unarmed strikes, or his aether bond weapon.

This ability replaces the bonus feat gained at 2nd level.

### Indomitable Will (Ex)

At 2nd level, an aether soldier gains a +1 morale bonus to all Will saves to resist charm and compulsion effects. This bonus increases by 1 at 6th level and every four levels thereafter to a maximum of +5 at 18th level.

This ability replaces combat boost.

### Arcane Augmentation (Su)

At 5th level, whenever the aether soldier uses Arcane Strike he may sacrifice some of the enhancement bonus provided by the feat to grant his aether bond weapon magic weapon enhancements with equal value to the amount of enhancement bonus sacrificed. He may grant the following special abilities: ghost touch at 5th level, vicious at 9th level, *limning* at 13th level, and *nullifying* at 17th level.

This ability replaces all levels of weapon training.

### Shield Against Magic (Su)

At 18th level, an aether soldier gains spell resistance equal to 11 + his level. This spell resistance is always in effect and an aether soldier must spend a move action to willingly lower it.

This ability replaces War Cry.

### Aether Weapon Master (Ex)

At 20th level, an aether soldier gains the Warrior’s weapon mastery ability, but this ability only functions with the aether soldier’s aether bond.
Aerojet (Handgun)

*"Come to papa!"*

The Aerojet is a legendary Sky High Pistol. When striking enemies, instead of knocking them out of the air, they must roll a Fortitude save (using the Fall DC) or be pulled 15 ft closer to the user (up to an adjacent square). If a creature is in the way, both creatures take 1d6 bludgeoning damage.
Volbat

**Volbat** is a Fire/Flying-type Pokémon; the Alter Forme of Golbat.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Evolution

Before Pokemon AlteRed Version 1.9.3, Volbat evolved by Happiness instead.
Annihilation Field

Tier: 4

Biotic Tree: Adept

Casting Time: Standard Action

Duration: 1 Round/Level

Range: 10 ft

Area: 10 ft radius

Primes/Detonates: Primes (Negative Energy)

Saving Throw: Fortitude negates

Spin a field of dark energy originating from you in a 10-foot-radius sphere. For the duration, the field moves with you and reduces your walking speed by half.

Each creature within the sphere must make a saving throw. A creature takes 12d6 negative energy damage on a failed save or half as much damage on a successful one. A creature must also make the saving throw when it enters the field's space for the first time on a turn or ends its turn there.

Any creature within the sphere is primed. This condition ends immediately if the creature leaves the sphere.

### Advancements

**Disorient:** Creatures that fail the saving throw have a -4 penalty on their next attack roll.

**Phasic:** Annihilation Field's damage bypasses shields.
Angelfire Apostle

Angelfire apostles use the powers of good to avoid violence when possible and cleanse both maladies and evil creatures with blinding flames.

## Abilities

### Armor Proficiency

Angelfire apostles are not proficient with medium armor.

This ability alters the cleric’s armor proficiency.

### Diminished Spellcasting

An angelfire apostle is less concerned with the traditional divine magic that many religious adherents receive. The angelfire apostle receives one fewer spell slot at each spell level. When an angelfire apostle gets no spells per day at a spell level, he can cast domain spells of that level normally, but can only cast nondomain spells of that level if he gets them as bonus spells.

This ability alters the cleric’s spellcasting.

### Extra Channel

At 1st level, the angelfire apostle gains Extra Channel as a bonus feat.

### Channel Angelfire (Su)

An angelfire apostle must be of good or neutral alignment and must choose to channel positive energy, even if his deity is neutral or if he is not devoted to a particular deity. When an angelfire apostle channels positive energy, affected nongood creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy.

This ability alters channel energy.

### Versatile Healing Channel (Sp)

At 5th level, the angelfire apostle can spend two uses of his channel energy ability to cast remove blindness/deafness or lesser restoration as a spell-like ability.

At 7th level, he can choose remove disease or remove paralysis.

At 9th level, he can choose neutralize poison.

At 11th level, he can choose breath of life.

At 13th level, he can choose heal.

At 15th level, he can choose regenerate.

At 17th level, he can choose restoration but cannot affect permanent negative levels.

At 19th level, he can choose resurrection but can affect only a target that has been dead no more than 1 round per his cleric level.

### Cleansing Flames (Su)

At 9th level, the angelfire apostle becomes a direct conduit for the righteous power of his deity. Whenever the angelfire apostle casts a spell that belongs to the healing subschool that is a lower spell level than the highest spell he can cast, he can unleash a blast of flames as a swift action by expending one use of his channel energy ability. The flames last for 1 round and fill a contiguous area equal to one 10-foot cube per level of the healing spell cast (at least one side of the cube must be adjacent to the angelfire apostle’s space). The flames deal 1d4 points of damage per spell level. Half of the damage is fire damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw against the spell’s DC. The angelfire apostle can use this ability a number of times per day equal to his Charisma modifier.
Ancestral Scorn

The fury you harbor for your fiendish ancestors gives evil outsiders great reason to fear you.

**Prerequisites**: Intimidate 5 ranks, Fiend.

**Benefit**: Whenever you successfully demoralize an outsider of the evil subtype with an Intimidate check, it becomes sickened for 1 round in addition to being affected by the normal effects of being demoralized. If you beat the DC by 5 or more, the creature is nauseated for 1 round instead.

**Normal**: Demoralizing a foe with a successful Intimidate check causes it to become shaken for 1 round, +1 round for every 5 by which you beat the DC.
Aggression Relic

*These glowing orange relics take the forms of small blades with symbols on them.*

The Aggression Relic is a special relic that increases your Attack and Damage with a certain group of weapons.

## Variants

1. Melee Aggression Relic
2. Handgun Aggression Relic
3. SMG Aggression Relic
4. Shotgun Aggression Relic
5. Assault Rifle Aggression Relic
6. Machine Gun Aggression Relic
7. Sniper Rifle Aggression Relic
8. Rocket Launcher Aggression Relic
9. Grenade Launcher Aggression Relic
10. Thrower Aggression Relic
11. Grenade Aggression Relic

## Rarity Tiers

 2 (Uncommon)
 3 (Rare)
 4 (Very Rare)
 5 (Ultra Rare)
Ancestral Communion

School: Divination

Tier: 2

Components: V, S, F/DF (Stone or metal image of your ancestor)

Casting Time: 1 Minute

Range: Personal

Target: Self

Duration: 1 Minute/Level

Saving Throw: None

Spell Resistance: No

You contact the spirits of your ancestors and use their great wisdom to bolster your own knowledge. Consulting with the spirits is a full-round action. If you consult with the spirits before making a Knowledge check, you gain a +4 insight bonus on the check. If you have already failed at a Knowledge check, you may consult with your ancestors and make another attempt. The insight bonus on these checks increases to +6 at caster level 7th and +8 at caster level 11th. You may consult with the spirits for this purpose as often as you like while the spell remains in effect. Only you can hear the spirits speak to you.
Poochiever

**Poochiever** is a Normal/Fairy-type Pokémon; the Alter Forme of Poochyena.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Poochiever
* *Italic* indicates a move that gets STAB only when used by an evolution of Poochiever
* Moves in yellow cannot be learned by any previous evolutions of Poochiever

## Evolution

Poochiever can evolve via Happiness as well.

Before Pokemon AlteRed Version 1.9.3, Poochiever ONLY evolved by Happiness.
Annabelle Jackson

*Description*

## Name (CR ???)

**XP** ???

Gender Race Class

Alignment Size Type (Subtype)

**Init** +0; **Senses** ???; Perception +0;

### Defense

**AC** 10, touch 10, flat-footed 10 (+0 armor, +0 Dex)

**HP** 0 (0d0+0)

**Fort** +0, **Reflex** +0, **Will** +0

**Defensive Abilities** ???; **Immune** ???

### Offense

**Speed** 0 ft.

**Melee** +0 Weapon +0 (Damage) (Critical)

**Ranged** Weapon +0 (Damage) (Critical)

**Special Attacks** ???

**Special Abilities** ???

**Class Spells Known** (CL ???, Concentration +0)

* **9th** - ???
* **8th** - ???
* **7th** - ???
* **6th** - ???
* **5th** - ???
* **4th** - ???
* **3rd** - ???
* **2nd** - ???
* **1st** - ???
* **0th** - ???

### Statistics

**Str** 10, **Dex** 10, **Con** 10, **Int** 10, **Wis** 10, **Cha** 10

**Base Atk** +0; **CMB** +0; **CMD** 10

**Feats** ???

**Skills** ???

**Languages** ???

**SQ** ???

**Combat Gear** ???
Anarmour

Originally just a suit of armor, the Anarmour was brought to life by a powerful magical force, creating an artificial soul that resides within the armor. Anarmours are typically created to be bodyguards or soldiers for powerful sorcerers, but rarely, they are set free to live and learn on their own free will.

## Stats

**STR** +0

**DEX** -5

**CON** +5

**INT** +3

**WIS** +0

**CHA** -3

## Racial Traits

### Age

Anarmours are constructs and therefore do not have an age.

### Size

Medium. Anarmour size and weight varies based on the armor they wear.

### Speed

Anarmours have a Land Movement Speed of 25 ft.

### Skill - Use Item

Anarmours gain a +4 racial bonus to Use Item.

### Magical Body (Su)

The Anarmour becomes incapacitated when in an antimagic field. They can be targeted by Dispel magic, which causes them to fall unconscious for 1 minute. Their unarmed strikes are considered magical.

### Soul of Armor (Ex)

The armor they wear are possessed by their soul. They can transfer their body into another suit of armor as part of a short or long rest. They cannot switch their currently worn armor any other way.

### Construct Type

Anarmour counts as Ponykin and a Construct. They cannot eat or drink at all, and gain no benefits for doing so. They cannot gain Morale Bonuses.
Allies

## DESCRIPTION

Allies (as compared to Sidekicks, described below) are NPCs willing to risk at least something on his behalf. Whether they are true friends or simply allies of convenience, they have a vested interest in helping the superhero from time to time. They can know the superhero in his heroic identity, his normal identity, or both.

Allies generally ask for nothing in return for favors and information, as long as the superhero respects them and treats them well. On rare occasions, an ally might ask a favor in return. Friendship is a two-way street, after all. Allies are moderately vulnerable to the actions of other NPCs. As long as the superhero is careful not to expose them to harm directly and keep his friendship somewhat discreet, they will be safe. If the superhero abuses their trust, however, they could quickly become the equivalent of Dependents, and if the superhero is particularly callous, they might even turn on the superhero.

The superhero can have multiple Allies. The superhero must purchase them separately.

* **Tier 1 (2 JP):** His ally is fairly low on the totem pole of his chosen profession. He might be a beat cop, a rookie reporter, a small-time thug, a low-ranking military officer, etc.
* **Tier 2 (4 JP):** His ally is relatively well off and well placed. She might be a police captain, a well-known newspaper columnist, a crime boss, or a veteran military officer, for example.
* **Tier 3 (6 JP):** His ally is very well placed and has a wide variety of powers and information sources. He might be a police chief, the most powerful mobster in the city, the editor of a major daily newspaper, or a flag-rank military officer.
* **Tier 4 (8 JP):** His ally is at the head of a very, very useful organization or personal power base. She might be a director of a government agency, a global crime figure, a senator, or a senior military adviser with national authority.
Agile

This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat. *Agile* weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

**Aura** moderate transmutation; **ML** 7th; Craft Magic Arms and Armor, animal affinity; **Price** +1 bonus.
Adept Champion

*You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers.*

**Prerequisites:** Smite class feature, base attack bonus +5.

**Benefit**: While using your smite class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite feature return to normal at the start of your next turn.
Netouyo

**Netto-uyoku** ou **Netouyo** (ネット右翼 - Literalmente "*direita de internet*") é como são chamados os grupos ou indivíduos considerados nacionalistas, extremistas e/ou conservadores que utilizam a internet como principal ou único meio de propagar as suas ideologias e visões politicas. Embora o termo possa ser utilizado para se referir a pessoas ou grupos de qualquer nacionalidade, o termo Netouyo está mais associado com nacionalistas e conservadores oriundos do Japão.

## Origem e Significado

Diferente do Ocidente e de alguns países da Ásia, no Japão, os termos "direita" e "esquerda" apenas são empregados no contexto em que geralmente seriam empregados como "extrema-direita" e "extrema-esquerda" nos países ocidentais. A "direita" é geralmente associada com grupos nacionalistas e ultra-conservadores, enquanto a "esquerda" é associada com o Marxismo-Leninismo, Maoismo e ao Partido Comunista. No centro de ambos estes extremos está a "politica mainstream" japonesa que apesar de fazerem uso de politicas e programas de governo que seriam consideradas como sendo de "direita" ou "esquerda" no ocidente, não são geralmente classificadas desta maneira.

A origem do termo remonta a década de 90, uma década de massiva popularização da internet no Japão e de extrema reflexão histórica, econômica e politica após constantes pedidos formais de desculpas por parte das autoridades japonesas á nações asiáticas afetadas pela Segunda Guerra Mundial e os efeitos sócio-econômicos da estagnação conhecida por Década Perdida. Neste cenário, movimentos revisionistas e tradicionalistas começaram a surgir e se expandir, encontrando na internet uma ferramenta de rápida comunicação e sem os chamados "filtros da grande mídia".

O termo apareceu em fóruns da época de uma maneira não-pejorativa e se popularizou de forma exponencial no 2channel. Grandes jornais da época começaram a fazer uso do termo entre os anos de 2005 e 2006 no formato em que é usado até os dias de hoje.

## Ideologia

Geralmente Netouyos são caracterizados por um forte nacionalismo, militarismo, revisionismo histórico e acentuada xenofobia contra imigrantes, pessoas e organizações relacionadas a China, a Coréia do Sul, Coréia do Norte e em um menor grau os Estados Unidos. Também apoiam e exigem visitas oficiais (por parte do Imperador e ministros) ao controverso Templo Yasukuni que homenageia também criminosos de guerra relacionados á Segunda Guerra Mundial. A revisão do Artigo 9 (que proíbe a manutenção de um exército para fins que não sejam defensivos) e "educação patriótica" nas escolas também são temas constantemente citados pelos ditos Netouyos.

## Locais

Netouyos geralmente são facilmente encontrados em sites e fóruns de discussão anônimos como o Futaba Channel, 2channel e Nico Nico Douga.
Acid Droplet

School: Evocation [Acid]

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: 30 ft

Target: Single Creature

Duration: Instant/1d4 Rounds

Saving Throw: Fortitude Partial

Spell Resistance: Yes

The caster emulates a simurgh, making a ranged touch attack to drench a single enemy with acid water within 30 feet for 4d6 points of acid damage, and they must make a Fortitude save or take an additional 1d6 acid damage each round for 1d4 rounds.
Alignment Channel

Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.

**Prerequisites**: Ability to channel energy.

**Benefit**: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

**Special**: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.

### Mythic

Your channeled energy affects any creatures with the alignment chosen when you took Alignment Channel (not just outsiders, and not just those with the alignment subtype), but grants only half healing or deals only half damage to these targets.
Ancestral Bloodline

*The spirits of your ancestors flows within and around you at all times. You may have been born with this ancestral connection, or it may have awakened at a later date due to a heroic deed or a stressful situation. Regardless, you are favored by your family’s deceased, and their combined power courses in your veins.*

You have the power of your collective ancestors surrounding you, and the powers you gain manifest in part due to the heroic or dastardly deeds your family members have achieved before your time. You have been selected by these spirits to build upon your family’s greatness.

## Feats

Alertness, Arcane Strike, Dodge, Improved Initiative, Quicken Spell, Skill Focus: Knowledge (history), Skill Focus: Knowledge (planes), Toughness.

## Arcana

Once per day add a +2 circumstance bonus to any one Knowledge skill check.

## Abilities

### Touch of the Ancients (Su)

Starting at 1st level you may touch a creature as a standard action dealing 1d6 points of cold damage +1 for every two caster levels you possess. Creatures damaged by this attack become fatigued for 2 rounds. Once targeted by this touch, creatures are immune to its fatigue effect for 24 hours. You can use this power a number of times per day equal to 3+ your Charisma modifier.

### Ancestral Protection (Su)

Starting at 3rd level, up to a number of times per day equal to your Wisdom modifier, after an attack roll is made against you but before damage is determined you may grant yourself a concealment bonus (20% miss chance). If the hit is still successful apply damage normally. At 12th level this becomes total concealment (50% miss chance). Any effect that normally bypasses concealment negates this ability.

### Ancestral Guidance (Su)

Starting at 9th level once per day as a full-round action you may call upon your ancestors and roll two dice for any attack roll or skill check and choose either result. At 17th level once per day as a full-round action you may roll three dice for any attack roll or skill check and choose the most preferable result.

### Superior Lineage (Ex)

At 15th level gain a +4 inherent bonus to your Charisma and a +2 luck bonus to your Armor Class.

### Mandate of the Forefathers (Su)

At 20th level you serve your ancestors and no one else, gaining immunity to all charms, compulsions, and morale effects.
Animalistic Blend

School: Abjuration

Tier: 1

Components: S, DF

Casting Time: 1 Standard Action

Range: Touch

Target: One Creature/Level

Duration: 10 Minute/Level

Saving Throw: Will Negates

Spell Resistance: Yes

Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Agriculture Subdomain

## Abilities

### Touch of Nourishment (Su)

As a standard action, you can touch an ally to nourish it with divine energy, granting it fast healing 1 for 1 minute. In addition, this healing provides nourishment to the ally as if it had eaten a normal meal for a Medium creature. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This replaces Wooden Fist.
Aberrant Bloodline (Sorcerer)

*There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.*

Aberrant Mages show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.

## Feats

Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).

## Arcana

Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

## Abilities

### Acidic Ray (Sp)

Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two Sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

### Long Limbs (Ex)

At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

### Unusual Anatomy (Ex)

At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

### Alien Resistance (Su)

At 15th level, you gain spell resistance equal to your Sorcerer level + 10.

### Aberrant Form (Ex)

At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.
Admixture Subschool

## Abilities

### Versatile Evocation (Su)

When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an *ice storm* that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This replaces Force Missile.

### Elemental Manipulation (Su)

At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive. This replaces Elemental Wall.
Airblast

School: Evocation [Air]

Tier: 1

Components: V, S

Casting Time: 1 Standard Action

Range: Medium (100 ft + 10 ft/level)

Target: Single creature

Duration: Instant

Saving Throw: Reflex Negates

Spell Resistance: Yes

You fire a blast of focused air at your target. This allows you to make a special combat maneuver check against target’s CMD. You use a bonus equal to your caster level + the spell’s level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). If you hit the target’s CMD, you can affect the target with a bull rush, disarm, or trip. If you miss, the target cannot attempt to make a combat maneuver against you because of your failed attempt. If you bull rush the target with an airblast you move the target up to the maximum distance allowed by your CMB check without moving yourself.
Advantageous Distraction

Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain.

Prerequisite: Space Goblin.

Benefit: Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +4 dodge bonus to your AC for 1 round.
Animal Affinity

*You are skilled at working with animals and mounts.*

**Benefit**: You get a +2 bonus on all Handle Animal skill checks. If you have 10 or more ranks in this skill, the bonus increases to +4 for that skill.

### Mythic

The bonus on Handle Animal skill checks from Animal Affinity increases by 2. In addition, once per day, you can speak with animals as the spell. Your caster level for this effect is equal to your level.
Aboleth's Lung

School: Transmutation

Tier: 2

Components: V, S, M/DF (Piece of Seaweed)

Casting Time: 1 Standard Action

Range: Touch

Target: Single Living Creature

Duration: 1 Hour/Level

Saving Throw: Will Negates

Spell Resistance: Yes

The targets are able to breathe water, freely. However, they can no longer breathe air.

Divide the duration evenly among all the creatures you touch. This spell has no effect on creatures that can already breathe water.
Regifire

**Regipride** is a Fire/Fairy type Pokémon; the Alter Forme of Regice.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Regipride
* *Italic* indicates a move that gets STAB only when used by an evolution of Regipride
* Moves in yellow cannot be learned by any previous evolutions of Regipride
Animal Messenger

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 2

Components: V, S, M (A morsel of food the animal likes)

Casting Time: 1 Minute

Range: Close (25ft + 5ft/2 levels)

Target: One Tiny Animal

Duration: 1 day/level

Saving Throw: None

Spell Resistance: Yes

The user has a tiny animal deliver a message or item to a determined location. The caster must be familiar with the destination the animal is being sent to.
Amplify

School: Transmutation

Tier: 1

Components: V

Casting Time: 1 Standard Action

Range: Short (25 ft + 5 ft/2 levels)

Target: 20 ft radius

Duration: 1 Round/Level

Saving Throw: Will Negates (See text)

Spell Resistance: Yes (See text)

You cause an amplification of all sounds within the spell's area. This decreases the DC to hear those sounds by 20. Those creatures within the spell's area do not notice the increased amplification. Thus, anyone whose voice is amplified remains unaware of the increase in volume. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the effect and can apply spell resistance, if any. Items in a creature’s possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not.
Abjuration Druid

Seeking to protect above all else, the abjuration druid focuses on magics that can be used to protect himself and the lands he protects.

## Abilities

### Expanded Spellcasting

In addition to the standard druid spell list, the abjuration druid gains access all the abjuration spells from the wizard spell list. These spells are cast as divine spells.

This alters the druid’s spellcasting ability and the abjuration druid does not gain the druid’s Animal Companion class feature.

### Spontaneous Spellcasting

The abjuration druid may sacrifice a prepared spell of the same or higher level spell level to spontaneously cast from the following spell list.

1st—endure elements, 2nd—resist energy, 3rd—cloak of winds, 4th—life bubble, 5th—stoneskin, 6th—antilife shell, 7th—spell turning, 8th—prismatic wall, 9th—prismatic sphere

This replaces the druid’s spontaneous casting class feature.
Ambusher

*The ambusher is a formidable foe, that follows a strict code of honor, even in the lowest ranks of assassins. The ambusher specializes in dealing death from afar, without revealing her position. While not as adept from extreme ranges, up close the ambusher is still very capable. Traps are not unfamiliar to the ambusher, and often see use among their type.*

## Abilities

### Trapfinding (Ex)

At 2nd level, an ambusher adds half her Slayer level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A ambusher can use Disable Device to disarm magic traps.

This ability replaces the Slayer Talent gained at 2nd level.

### Surprise Attack (Ex)

At 3rd level, an ambusher adds her Intelligence bonus to her initiative checks, in addition to her Dexterity bonus. Should she successfully attack an opponent during the surprise round, she may use her mark on that target as a free action. She can also mark a target as a free action when a creature triggers a trap that they have set.

This ability replaces Blood Sight.

### Trap (Ex)

At 4th level, an ambusher learns how to create a snare trap and one other trap of her choice from the Trapper list.

At 6th level and every two Slayer levels thereafter, she learns another trap. The ambusher can use these traps a total number of times per day equal to half her archer level + her Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The ambusher cannot select an individual trap more than once.

This ability replaces Slayer talents gained at 4th level and higher.

### Trap Expertise (Ex)

At 17th level, up to 3 times per day, as a swift action, an ambusher may trigger her traps twice or double the trap’s damage.

This ability replaces Slayer's Advance.
Anchored Step

School: Transmutation

Tier: 3

Components: V, S, M (A tree root)

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 10 Minutes/Level (D)

Saving Throw: None

Spell Resistance: No

Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and making it more difficult for others to move you against your will. These tendrils dig into any surface, but leave no trace of your passing. You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect that would move you from your current position (such as being swallowed whole) or knock you prone. The tendrils slow your movement, however; your speed is reduced by 10 feet (to a minimum of 5 feet). This spell has no effect if you are moving without touching the ground (climbing, flying, swimming, and so on).
Aether School

Aether is a strange and complex substance that occurs where the Elemental Planes touch the Ethereal Plane. Wizards who study aether use it to manipulate objects on the Material Plane. The aether elemental school is an elemental arcane school a wizard can specialize in instead of one of the standard schools of magic.

## Abilities

### Aether Supremacy (Su)

You gain a +2 enhancement bonus on Sleight of Hand checks. This bonus increases by 1 for every 5 wizard levels you have. In addition, you can cast mage hand at will as a spell-like ability that uses your caster level.

At 5th level, you can attempt Sleight of Hand checks against a target within 30 feet, though the skill check DC increases by 5, and any creature within line of sight of either you or the target can attempt an opposed Perception check to notice the attempt. At 10th level, you can attempt a Sleight of Hand check as a move action with only a –10 penalty. At 20th level, whenever you attempt a Sleight of Hand check, assume the roll resulted in a natural 20.

### Telekinetic Protection (Su)

As a swift action, you can grant yourself protection against non-magical attacks by forming a field to telekinetically deflect them. You gain DR5/magic for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

### Receptive Vibrations (Su)

At 8th level, you are constantly surrounded by ephemeral and invisible strands of aether, increasing your awareness of your surroundings. You are never denied your Dexterity bonus to AC against attacks made within 30 feet of you because you are flat-footed or because your assailant is unseen. In addition, you gain a bonus on Perception checks to avoid being surprised equal to half your wizard level.

## Aether Spells

An Aether Wizard can cast any of the following spells using their bonus spell slot:

0th - Minor Telekinesis, Telekinetic Projectile

1st - Floating Disk, Magic Missile, Unseen Servant

2nd - Ablative Barrier, Blur, Pilfering Hand, Spiritual Weapon

3rd - Blink, Ectoplasmic Snare, Force Punch, Tiny Hut

4th - Condensed Ether, Ethereal Envelope, Resilient Sphere, Spiritual Ally, Telekinetic Charge, Telekinetic Maneuver

5th - Faithful Hound, Interposing Hand, Secret Chest, Shackle, Telekinesis, Wall of Ectoplasm

6th - Animate Objects, Ectoplasmic Eruption, Enemy Hammer, Ethereal Jaunt, Forceful Hand

7th - Grasping Hand, Phase Door

8th - Clenched Fist, Telekinetic Sphere

9th - Etherealness, Telekinetic Storm
Alley Witch

Some witches find their spark of magic in the long, dark shadows and forgotten places within the city.

## Abilities

### Crowd Patron

An alley witch draws power not from a patron, but from the crowd of minds around her. She doesn’t select a patron at 1st level; instead, she gains the following bonus spells at the listed levels.

2nd—ears of the city, 4th—alter self, 6th—*witness*, 8th—*shadow step*, 10th—mage’s private sanctum, 12th—heroes’ feast, 14th—limited wish, 16th—create demiplane, 18th—shades.

This ability alters witch’s Patron.

### Speak to the City

An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement.

This ability replaces the witch’s 1st-level hex.

### Hex Trader

At 6th level, once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches. While a hex is sealed into a token, the alley witch loses her ability to use that hex until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it. If a hex has no set duration, it lasts for 1 minute once activated.

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

Twisted creations of the Solar Empire, Abominations are an amalgamation of several different creatures into a single half-living horror. Though they are usually mindless servants, some are able to regain sentience and develop emotions and morals.

## Stats

**STR** +5

**CON** +3

**INT** -5

**CHA** -3

## Racial Traits

### Speed

The Abomination has a Land Speed of 30 ft. They have a Flight speed of 35 ft.

### Darkvision

The Abomination has perfect Darkvision for 60 ft.

### Natural Attack - Special

The Abomination can choose to have 2 of the following Natural Attacks:

A bite that does 1d6 damage.

Two claws that deal 1d4 damage each.

Horns that deal 1d6 damage.

Two tentacles that deal 1d4 damage.

A tail slap that does 1d6 damage.

### Fused Creation

The Abomination is an amalgamation of other creatures into one horror. The Abomination may take a single racial trait from 2 different races. These races cannot be Construct or Plant type races.

### Shapeshift (Su)

The Abomination can use Alter Self at-will as a spell-like ability.
Animal Affinity (Superpower)

## DESCRIPTION

The superhero has an unusual level of rapport and understanding with all normal animals. This includes unnatural animals, but does not include magical beasts, familiars, or the like. Any creature with an Intelligence score greater than 2 is not affected by this power. No ordinary animal will ever attack the superhero, except in self-defense. Even hungry apex predators (sharks in the sea, tigers prowling a jungle) will leave the superhero alone. Only supernaturally-compelled or controlled animals will behave in a hostile manner toward the superhero.

## ENHANCEMENTS AND LIMITATIONS

* **Enhancement: Animal Handling (Cost: 1 JP per level):** For each level of this enhancement, the superhero gets a +3 bonus on all Handle Animal checks.
* **Enhancement:** **Beastmaster (Cost: 5 JP):** The superhero with this enhancement gains an animal companion as per beastmaster of the same level as his freelancer level.
* **Enhancement: Sensitivity (Cost: 2 JP):** The superhero can instantly tell whether or not any animal within ten feet is under any form of supernatural compulsion or control, though he will not be able to identify the source of such control merely by the use of this power. The superhero can also instantly gauge the relative physical health of any normal animal simply by looking at it. This allows the superhero to receive an estimate of how many hit points the animal in question has, accurate to within 5 HP.
* **Enhancement: Simple Telepathy (Cost: 2 JPs):** The superhero has an uncanny ability to sense what is “on an animal’s mind,” simply by looking at it. The superhero can use this ability once per round as a free action. The superhero will sense a brief and abstract impression of the animal’s primary concern, such as “predator near,” “scared of intruders,” “lost my mate,” or “resting now, belly full.” Subsequent rounds of contact will reveal whatever is the on the animal’s mind in those rounds, but no further depth.
Aberrant Tumor

*To the surprise of others, that strange growth on you is actually your spellcasting companion.*

**Prerequisite(s)**: Aberrant bloodline.

**Benefit**: You gain a tumor familiar, as the tumor familiar alchemist discovery, with an effective alchemist level equal to the level of the class that grants your aberrant bloodline for determining the tumor familiar’s abilities. If multiple classes grant you the aberrant bloodline, those class levels stack for determining your effective alchemist level.
Agent of Fear

*You inspire fear so powerful that it’s hard to shake off.*

**Prerequisite(s)**: Persuasive, frightening appearance class feature.

**Benefit(s)**: When you target a creature with your frightening appearance or stunning appearance class feature, it does not become immune to the effects of those features for 24 hours, but does gain a +2 bonus on the saving throws against those class features for 24 hours.

This bonus stacks with itself if you use those abilities against the same creature multiple times in the same 24-hour period. Because these abilities alert the creature to your presence, you still can’t use them on the creature again until after the end of that specific combat.

**Normal**: A creature targeted by frightening appearance or stunning appearance becomes immune to the feature’s effect for 24 hours.
Air Breathing

School: Transmutation

Tier: 3

Components: V, S, DF

Casting Time: 1 Standard Action

Range: Touch

Target: Living Aquatic Creature

Duration: 2 Hours/Level, see text

Saving Throw: Will Negates (Harmless)

Spell Resistance: Yes (Harmless)

The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch. The spell doesn’t make creatures unable to breathe water.
Alpha Skrapper

**CR** 0

**XP** 0

TN Small Animal (Subtype)

**HP** 0

**AC** 0 (FF 0/TAC 0)

**Land Movement Speed** 0

**Swim Movement Speed** 0

**Fly Movement Speed** 0

**Fort** +0

**Ref** +0

**Will** +0

## Statistics

**STR** 0

**DEX** 0

**CON** 0

**INT** 0

**WIS** 0

**CHA** 0

## Abilities

### Rage (Ex)

When a Skrapper is dropped below 25% HP, it will rage as a free action on it's next turn.
Ancient Communion

School: Divination

Tier: 3

Components: V, S, M/DF (100g)

Casting Time: 10 Minutes

Range: Personal

Target: Self

Duration: 1 Minute/Level

Saving Throw: None

Spell Resistance: No

You attempt to obtain a glimpse of some specific event from the Ancient Record, the extraplanar repository of all experiences that have ever occurred. This allows you to attempt one Knowledge skill check of your choice per 3 caster levels you have, each with a +10 insight bonus. You are treated as trained in any Knowledge skills used for these checks, and can use this spell to reroll a Knowledge skill check you have already failed. The GM rolls these Knowledge checks in secret, as the Ancient Record is incredibly remote, and impressions gleaned from the distant repository are sometimes skewed when received. On a natural 1, the resulting answer is wildly inaccurate.

This spell provides experiential guidance based on your ability to understand the flashes of insight gleaned from the Ancient Record, rather than the perfect knowledge available to those who travel to the extraplanar repository of knowledge. If you lag, discuss the answers, or go off to do anything else, the spell ends. Once you have used this spell to gain information on a specific topic or event, you cannot use it for Knowledge checks regarding that topic or event again until you have gained a caster level.
Acid Fog

School: Conjuration (Creation) [Acid]

Tier: 6

Components: V,S

Casting Time: 1 Standard Action

Range: medium (100 ft. + 10 ft./level)

Effect: fog spreads in 20-ft. radius, 20 ft. high

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

*Acid fog* creates a billowing mass of misty vapors like the *solid fog*
 spell. In addition to slowing down creatures and obscuring sight, this
spell’s vapors are highly acidic. Each round on your turn, starting when
 you cast the spell, the fog deals 2d6 points of acid damage to each
creature and object within it.
Adjustable Disguise

School: Illusion (Glamer)

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 10 Minutes/Level

Saving Throw: None

Spell Resistance: No

This spell functions as *Disguise Self*, except as a swift action you can alter the disguise (within the limitations of disguise self). You can change the disguise a number of times equal to your caster level.
Animal Antipathy

## DESCRIPTION

Animals don’t like the superhero at all, and they make their distaste extremely obvious. Dogs bark, cats hiss, and horses buck.

* **Tier 1 (1 JP):** The superhero suffers a -2 penalty to any roll involving controlling or influencing an animal. His rolls to attack animals are unmodified. The superhero can take this Comp up to 4 times. Its effects stack.

## ADDITIONAL COMPS

* **Additional Comp: Hostility (Value: 1 JP per Tier):** For every Tier of this additional comp, when the superhero encounter wild animals, their reactions to him are automatically one column into the negative. The superhero can take this additional comp multiple times. Its effects stack.
* **Additional Comp: Extreme Hostility (Value: 2 JP):** When attacking, wild animals always go after the superhero first. This Comp is incompatible with the power Animal Affinity.
Alarm

School: Abjuration

Tier: 1

Components: V, S, F (Tiny Bell)

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 Levels)

Area: 20 ft radius

Duration: 2 Hours/Level

Saving Throw: None

Spell Resistance: No

Create an invisible area that triggers an alarm whenever a creature enters the area. At the time at setting the ward, you must speak a password that disables the alarm when spoken near it. At the time of setting the ward, you may choose between a mental or audible alarm. A mental alarm can only be heard by you while an audible alarm can be heard by any creature within 60 ft of the ward.
Animal Growth

School: Transmutation

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

Range: Medium (100 ft + 10 ft/level)

Target: One Animal (Gargantuan or smaller)

Duration: 1 Minute/Level

Saving Throw: Fortitude Negates

Spell Resistance: Yes

The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal’s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC, attack rolls, and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size.

The spell gives no means of command over an enlarged animal.

Multiple magical effects that increase size do not stack.