recursal/Fanatic-Fandom huggingface dataset:
Human

One of the world’s most widespread species, humans are extremely numerous and can be found in almost every part of the world. As a species, humans boast a high degree of physical and cultural diversity, but also tend to adapt well to the specific societies and cultures of the regions they inhabit. As humans are so ubiquitous, they are usually on at least civil terms with most of the other species they encounter, and even the more remote regions are used to seeing at least a few humans around.

In terms of alignment, humans generally default towards neutrality more so than any extremes. However, they can represent the best and worst of any attribute, and contain the potential for both great acts of selflessness and horrific acts of destruction.

Variable Interests: Humans receive a +2 to any two ability scores of their choice. They cannot add this +2 bonus to the same score twice.

Multitalented - Humans receive a bonus Basic Feat at 1st level.

Quick Learners - Humans gain 1 extra skill point per level, and cannot receive fewer than 2 skill points per level. At 1st level they select one skill and always treat this as a class skill.

Base Speed: The base speed of a human is 10 + their Stature score + their Grace score.

Languages: Humans begin speaking any two non-secret languages of their choice.

Age Ranges:

 0-3

**Alternate Abilities**:

Adaptability - Humans receive a +1 to any four ability scores. They cannot add a +1 to the same score more than once. This replaces Variable Interests.

Strong-Willed - Humans receive a +4 to Resolve. This replaces Variable Interest and Quick Learners.

Combat Trained - Humans receive a bonus Combat Feat at 1st level. This replaces Multitalented and Quick Learners.

Diverse Interests - Humans receive an additional +2 to a different ability score of their choice. This replaces Quick Learners and Multitalented.

Adopted - Humans are treated as another species of their choice for the purposes of weapon proficiency and qualifying for Traits. They gain the Languages ability of this species. This replaces languages.

Uncultured - Humans begin speaking only one language of their choice. They gain +1 to Ego resistances.

Valiant - Humans receive a +1 bonus on all resistances. This replaces Multitalented.

Well-Read - Humans always treat Arcana, Monsters, Nature, and World as class skills and receive a +2 to checks with them. This replaces Quick Learners.

Rugged - Humans gain an extra HP per level. This replaces Quick Learners.
The Beggar King

**Divine Rank:** 0

The Beggar King has no single demesne in the feywild, but roams throughout, and all that decays and mildews and squirms through swamps are his. He walks shrouded through the woods and wades through swamps, and the mushroom circles known as fairy rings spring up around where he stays a while. He is fair faced, with a laughing air and disregard for cleanliness, for he is lord of the muck. He is garbed in black and brown, tattered rags of clothing, and wears a skull as his crown.

The Beggar King has neither a hall nor court, but lounges wherever he finds himself, and feasts on wild mushrooms and fish caught with his hands, eaten raw and wriggling still. Those who seek him will find him should it amuse him, or some fey mood strikes. He will share his feasts with those who ask, but mushrooms poisonous and otherwise are among his fare, and care must be taken when dining at his table.

**Pacts** with the Beggar King are honored not in soul, but in body. Those in a pact cannot be reincarnated into their original body, and must leave their body to rot naturally in the ground upon death.
Armor Class

Armor Class, or AC is used to numerically measure the defensive and evasive abilities of a creature: in short, how hard is it to land a hit? Mechanically, creatures attacking a target must roll equal to or above the target’s AC in order to successfully hit.

A creature’s base armor class is equal to 16 + its Grace modifier - ½ its Stature modifier. In this case, the Stature modifier is always rounded down. For example, the character Te’Kel with G16 S13 would have an armor class of 16 + G(3) - ½ S(0)  = 19.

Wearing armor gives a creature an armor bonus, increasing their AC but limiting their maneuverability. Functionally, this means that heavy armor restricts or caps the Grace bonus received to AC. So if Te'Kel wore full plate armor, which has an armor bonus of 6 and a max Grace bonus of 1, their armor class would be 16 + G (max 1) - ½ S + armor bonus = 16 + 1 - 0 + 6 = 23.

Natural armor can also increase the armor class of a creature. Unlike manufactured armor, natural armor does not have a maximum Grace bonus. If Te'Kel picked up a magic item which granted them +1 natural armor,  their armor class would be 16 + 1(Gmax1) - 0 (S) + 6 (armor) + 1 (natural armor) = 24. Note that natural armor stacks with armor to determine AC.

Some attacks instead target a creature’s touch AC or flat-footed AC. Touch AC is calculated without factoring in bonuses from armor, natural armor, and shield bonuses. Flat-footed AC doesn’t factor in Grace bonuses, Dodge bonuses, and shield bonuses. If an attack targets flat-footed touch AC, all these factors are ignored.

A creature that is unable to react to danger, such as a target who is surprised or being physically restrained, is flat-footed.

Some magical effects, like ray spells, only need to make contact in order to take effect. So for the purposes of calculation, they target touch AC.

The following types of AC Bonuses (or penalties) are used to calculate touch AC:

Grace, Stature, Dodge, Deflection

The following types of AC Bonuses (or penalties) are used to calculate flat-footed AC:

Armor, Natural Armor, Stature, Deflection, Enhancement

The following types of AC Bonuses (or penalties) are used to calculate flat-footed touch AC:

Stature, Deflection

The following bonus are not used to calculate flat-footed or touch AC:

Shield
Dinteire

Alignment

A diva in every sense, Dinteire stands for music and showmanship. She does not eagerly engage in combat and sees music as a way to express oneself and to demonstrate musical ability. Her followers enjoy holding performance contests and concerts in her honor. They believe honing their skills is critical for their placement in Dinteire’s domain, as she greatly rewards talent and showers those who are loyal with gifts and praise.

**Paladins** of Dinteire are rare, as devoted followers prefer the arts to combat, though whey they arise they believe their combat is a performance in itself and pride themselves on their excellence. They may only choose to smite law.

**Oath of Worship** Perform a work of art where it might be seen and enjoyed. Gain a +2 to Perform and Disguise checks.

1st Boon: As a full-round action, shift your appearance to that of another creature of the same subtype as you which you are familiar with, as Alter Self. You may use this once per long rest, and the disguise lasts up to an hour per level.

2nd Boon: Once per short rest, select a creature as a swift action to gain miss chance 1 on all attacks for 2d4 rounds

3rd Boon: Once per long rest, you may double all morale bonuses you are granting a creature for a number of rounds equal to your C modifier.

**Invoke**

**0 - Sparkle**

Components: S

Resistance: A

One creature within 30ft is altered for 1d4 rounds.

**4 - Enamor (chrm lang)**

Components: V,S

Duration: Concentration up to 1 minute/MB

Resistance: A

Creatures within 240ft are fascinated. When a target stops being fascinated, they are staggered for 1d6 rounds.

**7 - Improvised Performance**

Components: V,S,M

Duration: Concentration up to 1 round/MB

This spell replicates the effects of one bard’s performance available to a 1st level bard. Treat your bard level as twice your MB for determining its effects. This can only be used to replicate performances that last multiple rounds.

**10 - Bedazzlement**

Components: V,S,M

Duration: 1d6+1 rounds

Resistance: C partial

All creatures within a 120ft radius of the caster who fail their resistances are stunned for 1d6 +1 rounds. On a success, creatures are affected as per their attitude towards the caster.

Attitude: Effect:

Devoted - No ill effects

Friendly - Shaken for one round

Neutral - Altered for one round

Opposed - Frightened for one round

Hostile - Dazed for one round

**Essence**

Heal: Creatures healed by this gain a +1 on their next 1dW roll. At 5th level, this may be applied to any 1dW roll within the next round. At 10th this becomes a +3. At 17th it becomes a +5.

Harm: Creatures harmed by this gain a -1 on their next 1dW roll. At 5th level, the cleric may apply this penalty to any 1dW roll they make within the next round. At 10th level this becomes a -3 on a failure. At 17th it becomes a -5 on fail.
Aberrant Spell List

The magical abilities of mutated individuals. These powers arise in individuals tainted by magic and continue to evolve over time.

* Many creatures, such as Brain Leeches, possess inherent or natural aberrant abilities. Humanoids can develop aberrant abilities as well, by taking levels in classes such as shifter.
* Aberrant spells can be cast in light or medium armor, but not with shields.
* Aberrant abilities rarely need material components. However, unlike other types of magic, aberrant spells require the caster to have two free hands to cast and concentrate on spells. This restriction applies regardless of any somatic components required by the spell.

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Level 10
Halcyon Spell List

Magical powers can be drawn from the energy of nature, which is the energy of life itself. Halcyon magic is the magic of the wilderness.

* Creatures such as fey possess inherent halcyon magic or abilities. Humanoids can develop halcyon abilities by taking levels in classes such as druid.
* Halcyon spells cannot be cast while wearing or wielding iron or steel.
* Usually, material components for halcyon spells are naturally-occurring and easy to find in the wild, if the caster knows where to look.
* Those who are able to cast halcyon spells are also able to hear the Druidic secret language, though they may not necessarily be able to speak or understand it.

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Level 10
Rhinoceros

**Movement Speeds and Types:** Land 50 ft

**Key Skills**: Sense +12 (Scent 10 ft), Spot -6

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 53 HP: 235

Touch AC: 13 AC: 30 (Natural Armor 17)

DR: 5/-

**Offense:**

CB: +5

Attacks: Gore (+10, 2d12 + 25, 25x3)

Special Attacks: Trample - Charge in a 100 ft line. All targets in the line who have Stature 28 or lower must make a DC 24 Grace resistance. Upon failure, they take damage equal to the rhinoceros’ gore attack.

**Exploits:**

TEB: 23 TED: 39

Specific Exploit Bonuses: +4 to TED against trip

**Feats:** Improved Ability x3, Tough, Weapon Focus (Gore)

**Special Abilities (non-magical):**

Great Charge: On a charge, a rhino’s gore attack deals double dice damage.

**Ecology/Behavior:**

Despite their size, rhinoceroses can move deceptively quickly and are able to defend themselves from threats with their deadly horn. While they are not the largest of prey animals, most predators would rather seek an easier, less well-armed meal.

Note: Also known as “disappointing unicorns.”

Monsters/Nature (DC 10): Don’t stay in the path of a rhinoceros’ charge. It’ll mess you up.
Monsters/Nature (DC 20): Rhinoceroses have bad eyesight, so staying a good distance away and moving silently is probably the way to go here.
Health and HP

If you have previous experience with tabletop RPGs, you may be confused to see a distinction between HP and Health. In most systems, HP is the only measure of a creature’s durability. This leads to the odd idea that somebody who is very good at casting spells suddenly becomes unable to be beheaded by an executioner with an axe.

Every creature has a base amount of Health, which is typically consistent for creatures of the same type. Health is an approximation of the toughness and quantity of a creature’s physical form. Experience and training, such as can be gained through leveling up, grants a creature HP, or an approximation of the heroic capabilities that a character uses to evade death, deal with damage and survive in situations that a less experienced person could not.

Health can increase as a creature levels, though to a lesser degree than HP does. A creature’s Health at “level 0” or without class levels is equal to their Stature score (min 1). Let’s say a character, Te'Kel, has Stature 15, they then have 15 Health as a commoner. No creature can have less than 1 as maximum Health, so creatures with Stature below 1 start out with 1 Health. As a creature gains levels, their Health increases by 2 each level to a maximum of their Stature score + their Vitality score (min 1).

For each level gained, a character also gains a number of HP equal to what they roll using the hit die of their class (d10 for soldiers) + their Vitality modifier + half their Stature modifier. If Te’Kel has S 15 and V 14, at level 5 Te'Kel has 5d10 + 5\*( V(2)+ ½S(1) ) HP, approximately 43. Remember, always round down when calculating half stature modifier.

If a character’s combined Vitality modifier and half Stature modifier are below zero, they reduce the amount of hit points gained this level, to a minimum of 1 HP gained. No creature can gain less that 1 HP per level

When a character takes damage, this damage is subtracted from their HP first, and then their Health. A creature that has below their maximum Health gains the *bloodied* condition. When a character’s Health is below 0, they are *dying*. A character whose Health is below their negative Health is dead.

When a creature is *helpless*, damage is dealt directly to their Health, bypassing their HP. Some other effects can deal damage directly to Health, such as being *on fire*.

Temporary HP help a creature to endure more hardship that they normally could. These HP, which can be gained in certain circumstances, are not limited by a creature’s maximum HP. If Te’Kel has 43 HP, but gains 12 temporary HP from an *Alms* spell, they have a total of 55 HP. If Te’Kel takes 5 points of damage, they lose 5 of their temporary HP. They cannot be healed, as they are still at their maximum HP. When a creature takes HP damage, the temporary HP are lost first. Damage that bypasses HP does not bypass temporary HP, this temporary HP is also reduced before any damage can be dealt to Health. When temporary HP are lost, they cannot be healed or replaced, they are gone. Most temporary HP have a duration after which they disappear, though this does not count as taking damage.
XP and Leveling

XP awarded by CR

A party is generally expected to be fighting creatures with a CR equal to the average party level. If they fight creatures with CR below their level, they gain an amount of XP proportional to the difference, so if a level 8 party takes down a CR 4 creature, they would only gain half the normal experience. Bonus XP may be awarded at the discretion of the GM if the party takes down a creature far above their level.

It is important to note that the CR of a creature is not the same as the CR of an encounter.
Stealth

Stealth is a Grace based Skill. Creatures take a penalty to stealth equal to their Stature modifier.

A Stealth check can be used to stay unnoticed, hide, snipe, or move sneakily. Note that a creature cannot roll Stealth while they are being observed, including by senses such as blindsight, blindsense, and infravision. A creature obtains a bonus to Stealth based on their distance from the creature they are attempting to hide from. These modifiers are listed in the following table, and can change depending on specific circumstances.

 -15

Distances beyond 240ft can still increase the bonus to stealth, though beyond a certain point noticing the creature becomes infeasible (at GM discretion).

The DC to notice creatures with Spot gains bonuses from Cover (Light cover +2, Cover +5, Total Cover cannot be noticed by Spot), and from miss chance (equal to twice the miss chance). The effect granting miss chance or cover may be noticeable, however (such as a smoke cloud) and would impair the attempt to stay unnoticed.

For the purposes of determining penalties due to encumbrance, Stealth checks take twice the normal encumbrance penalty.

Stay Unnoticed: An unmoving creature trying to stay unnoticed by targets. These checks can only be made with cover of some kind, or within a darkness level that imposes a spot penalty on the target.  A creature can take a 20 on stealth checks to stay unnoticed when given at least 1 minute to prepare themselves in their hiding place, and otherwise require a standard action to perform.

Hide: A creature under observation can attempt to hide from detection with a stealth check. This check requires a standard action and involves moving up to half the creature’s move speed. At some point in this movement, the target must gain Total Cover  or become invisible in order to succeed their stealth check.

Snipe: After making a ranged attack while unnoticed, a creature can attempt to use Stealth to remain unseen by their target, however this check is rolled at a -20 penalty.

Move Sneakily: An unnoticed creature can try to remain unnoticed while moving to remain unnoticed. They must succeed a Stealth check for every action taken to move, each of these actions can only move them up to half their speed, and they cannot dash. For the purposes of bonuses from distance, use the bonus from the nearest distance to the target.

Other: Other situations may arise requiring stealth checks to remain unseen, such as casting a spell, readying an attack, or trying to open a bag of chips(-10 penalty). GM discretion is required as each situation can vary greatly. The spell *Detonate* is likely not a spell that can be cast quietly, while *Silence* is very quiet.
Elf

Elves are a truly ancient species. While different elven societies have vastly different cultures and practices, one thing remains constant between all of them: all elves are deeply proud of their heritage. As the species with one of the longest natural lifespans, elves have long memories and are said to never forget an act of kindness...or a slight.

Elves usually have light builds and fine, noble features. They possess a natural aptitude for magic, which young elves are encouraged to develop. As such, they are often seen as masters of the arcane arts. Elves generally tend towards Chaotic alignments, as they believe that it is essential to imitate the untamed nature of magic and the wilderness, in order to survive alongside it.

Wily and Willowy: +2 Finesse, +2 Grace, -2 Vitality, +3 Intellect

Magically Trained - An elf gains a +1 bonus on all spell DCs and a +1 bonus on Spell Focus checks.

Keen Knowledge - An elf begins play with an additional language known, and also a +2 bonus on all skill checks to recall information.

Elven Grace - Elves are immune to sleep effects.

Weapon Familiarity - Elves are proficient with all bows except crossbows.

Starlight Sight - Elves gain Low-Light Vision as defined in the Light Level Table.

Base Speed - The base speed of an elf is 10 + their Stature score + their Grace score.

Languages - Elves begin play speaking Elvish and Sylvan.

Age ranges:

 2 weeks

**Alternate**:

Defensive Grace - The elf gains a +1 dodge bonus to AC. This replaces Weapon Familiarity and Elven Grace.

Drow - A Drow gains +2 Ego and +3 Finesse, instead of +3 to Intellect and +2 Finesse. They gain Darkvision and light sensitivity. This replaces Starlight Sight and alters Wily and Willowy

Wood Elf - A Wood Elf gains +2 Acumen and +3 Grace instead of +3 Intellect and +2 Grace. They have a movement speed of 15 + Stature + Grace. The elf takes no penalties due to natural difficult terrain. This replaces Elven Grace and Keen Knowledge, and alters Wily and Willowy and Base Speed.

Mage-Bound - The elf begins play with 2 additional spells known or in their spellbook. This replaces Weapon Familiarity.

Martial Trained - The elf does not take a -2 to Vitality. This alters Wily and Willowy and replaces Magically Trained and Elven Grace.
Giant Octopus

**Movement Speeds and Types:** 10 ft, Swim 60 ft

**Key Skills:** Stealth +12 (+20 when not moving), Tinker +9, Disguise +11

**Languages:** none

**Ability Scores and Resistances**

**Defense:**Health: 38 HP: 67     Touch AC: 18 AC: 20  DR: 2

**Offense:** CB: 3

Attacks: Bite +7  2d12 +16  23x3

8 Slams +7  1d4 +10  26x2 plus Grab

**Exploits:** TEB:17 TED: 33

Specific Exploit Bonuses: +15 to grapple

**Feats:** Tough, Skill Focus (Stealth), Skill Focus (Disguise), Improved Grapple

**Special Abilities (non-magical):**

Flexile Form: An octopus may make a Disguise check as a full-round action to appear as part of the sea floor. They gain a +10 bonus on this check.

**Ecology/Behavior:**

Octopi are clever creatures and curious creatures who are keen on investigating the new things they encounter. They are commonly kept as pets in some underwater societies, but are also considered a delicacy by some coastal communities. This has caused conflicts in the past.

Note: How was *I* supposed to know they were pets!?

Monsters/Nature (DC 21): Octopi are very intelligent and good at problem solving. They won't fight if they don’t think they will win, and will hide instead.
Special: A DC 35 Nature/Diplomacy check reveals that you can communicate non-hostile intentions to an octopus, with some effort. Some octopi are fascinated by humanoids—maybe this is a good chance to make a new friend.
Chicken

**Movement Speeds and Types:** Land 20ft

**Key Skills:** Sense -1, Stealth +1

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 2 HP: 4

Touch AC: 19 AC: 19

Immune to *confused*

**Offense:**

CB: +1

Attacks: Peck (+1, 1d2, 26x2)

**Exploits:**

TEB: -14 TED: 2

**Feats:** Xenophobic

Drawback: Delicious

**Ecology/Behavior**

An agricultural staple in large parts of the world, chickens are a common sight on farms, village streets, and even in cities, where they are kept to provide fresh eggs.

Monsters/Nature (DC 10): Delicious. Cutting off their head won’t necessarily kill them immediately, it’s best not to get squeamish about it.
Special: A DC 20 Profession (Chef) can be made to butcher a chicken.
Age

The characters played are generally assumed to be young adults or adults, but sometimes players wish to play as other ages based on their idea for the character, or stats are wanted for NPCs or elderly monsters. Very young and very old creatures have bonuses or penalties to ability scores based on age. None of these penalties can cause a mental ability score to drop below 1.

These modifiers are non-cumulative, when a new age is reached the scores are re-calculated based on the creature’s base scores.
Aberrance

Aberrance is an Intellect based Skill

An Aberrance check allows a creature to recognize and understand aberrant magics or creatures. Examples of situations that require an Aberrance check are as follows:

Identify an aberrant spell being cast: DC = 20 + twice spell’s level. The DC is raised by 10 if the spell is not on the aberrant spell list, but is being cast as an aberrant spell. This check can be completed as no action.

Identify an aberrantly enhanced creature: DC = DC of the aberrant spell used to enhance the creature. This check can be completed as no action.

Identify an aberration: DC = 16 + HD + the creature's Acumen modifier. This check can be completed as no action.
Hallow

Divine 5

Components: V,S,F,M

Resist: R

Duration: permanent

As *Consecrate*, but it must be cast upon an altar, and the area must surround the altar in all directions. Creatures who do not worship the deity may not enter the area unless invited, trying to do so uninvited causes them to be *staggered* while they remain, a RR negates this. Worshippers of the deity get a +2 on skill checks and initiative in the area.
Mind Swap

Aberrant 5

Components: S,M (a small knife)

Resist: E

Duration: 1 hour/lvl

Swap minds with a touched creature, both creatures retain their own mental stats, but use the physical stats of the host body. Class levels, feats, and mental based skills transfer with the mind, while ranks in physical skills stay with the original body.
War Elephant

**Movement Speeds and Types:** Land 40 ft

**Key Skills**: Intimidate +33, Sense +13

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 72 HP: 459

Touch AC: 8 AC: 32 (natural armor 24)

DR: 18/-

**Offense:**

CB: +5

Attacks: Gore (+11, 4d12 + 39), Slam (+10, 8d8 + 39)

Special Attacks: Charge - an elephant may charge in a straight line. Any creature in the area of its charge with Stature 5 less than the elephant must make a Grace resistance (DC 33) or take damage equal to the elephant’s slam attack.

**Exploits:**

TEB: +38 TED: 54

**Feats:** Improved Ability x3, Weapon Focus (Gore), Weapon Focus (Slam), Tough, Resistor (G), Resistor (A), Resistor (R)

**Ecology/Behavior:**

Large and highly intelligent herbivores, elephants live in closely-knit groups and are used by some communities as beasts of labor, as they are able to carry large amounts without undue strain. Other societies have learned to breed and train these animals for war, which is no easy task thanks to an elephant’s instinctual fear of battle. Once an elephant has been successfully trained, however, it can easily carry field cavalry on its back. The charge of a war elephant is a fearsome sight to behold.

Note: Fear of mice still greatly overstated, and not likely to help against a charging war elephant anyways.

Monsters/Nature (DC 13): Getting charged by an elephant is not good. Take advantage of their poor maneuverability.
Monsters/Nature (DC 19): Elephants will sometimes bluff a charge to scare off threats. Their thick hide protects them from a lot of damage.
Special: A DC 20 Nature check can be made to determine if an elephant is about to bluff a charge or make a real charge attack. Elephant tusks are quite valuable and can be sold for a decent price.
Greater Object Rule

TL;DR: targets can get a maximum AC boost of 10 from small stature

If I told you to smack the center of a dartboard with your hand, it would be very easy. Making sure your hand covers the exact center is trivial, but if we were to calculate the AC of the infintessimally smal point at the center of a dartboad, it would have an infinitely high AC. This is because AC is calculated assuming that the attacking weapon is effectively a single point vs the larger surface area of the target. This works well for swinging a sword against a dragon, or punting a tanacuy, but when the attacking weapon is much larger, such as swatting a fly or hammering a nail, it starts to misrepresent the difficulty of the situation.

This is because the difficulty lies in making sure that the surface area of the target and the surface area of the weapon overlap. When one object can be assumed to be a point, such as an arrow vs a troll, its very easy to simply rely on the target’s size alone to calculate the difficulty. When making an attack with a much larger weapon, such as stomping on a centipede, the greater surface area of your foot is the more important factor.

If we wanted to get unnecessarily technical (which beleve me, I do) we could calculate the surface area and relative AC’s for every size creature and do 50 calculations per second of combat, but instead let’s use a simplified version. Since swatting a fly is the easiest visualization of this problem, lets assume that a hand is the typical weapon size. We can calculate a hand’s “AC” (based on surface area) and generously round to an AC bonus of 10 since that’s a nice number that’s easy to remember. Of course, if two flies are fighting, this becomes weird to calculate again, but for now I’ll assume most of your encounters are roughly humanoid size (For more weird size issues, check out Sizestruck, coming soon). If a creature’s stature falls below -30, it stil gains only a +10 to AC from small size.
Aeternos

Alignment

Master of time, the first of the eight primordials, he immediately set about understanding the universe’s workings. His first and favorite creation was the elder dragons. After he finished his work with living creatures, he set about the development of spells and new worlds. He appears as an unnaturally slender humanoid with three sets of wings and three sets of eyes set above each other, one to see the past, one the present, and one the future. Although his seat is in Elysium, he wanders the multiverse, unseen and unknowable in a pocket of time.

**Paladins** of Aeternos deal double smite damage against outsiders, but not against extraplanar creatures of their opposed alignment. They are dedicated to hunting down outsiders and those who summon them. They cannot consider as an ally any creature they know to be undertaking a pact with an outsider.

**Oath of Worship** Meditate for an hour as the sun sets, and while it rises. Your move speed increases by 5ft.

1st Boon: Once per long rest, cast a standard action spell as a swift action, you cannot cast other spells that round

2nd Boon: You can cast Dispel Magic as a 10 minute ritual in order to take a 30 on any rolls associated with it.

3rd Boon: Once per day you may stop time for yourself and one creature of your choosing within 30 feet. This ability acts as Time Stop and lasts for 1d4 rounds.

**Invoke**

**0-Memory**

Components: V

Duration: 1 round

One target other than the caster within 10ft gains +4 on skill check. This spell may be cast as a quick action.

**4-Accelerate**

Components: V, S

Duration: 1 round/MB

Touched creature gains +50 move speed, can make an additional attack at their highest bonus during a full attack, and +4 Grace.

**7-Spell Death**

Components: V, S

Duration: 1 round per 5 levels

Resistance: A

Creates a 30ft radius antimagic field centered on the caster that only you can cast in, although your own magic items are still depleted.

**10-Stasis**

Components: V, S

Duration: Concentration

Target within 30ft and caster are trapped in a bubble of frozen time. While in effect, the target and the caster do not need to eat, sleep, and do not age, or otherwise need to maintain themselves physically. They cannot be affected by outside targets. Both parties can speak to each other mentally while this happens, but neither can move.

**Essence**

Harm: Creatures damaged by this may not take quick actions for 1 round. At 9th level, they may not take free actions either. At 17th level, creatures who fail their resistance may not take swift actions for 1 round.

Heal: Once per round, creatures healed may fix-footing as a quick action. This becomes no action at 14th level.
Antuš

Alignment

Antuš was born of war, and he exists so that souls might have a place to go after the end. He was the last of the primordials to come into being, and he will be the last of them at the end of things. He is not a cruel god, but he is not kind; death is inevitable, and he cares not should his worshipers hurry the process along. In Asphodel he makes his home, and those that seek him discover a humanoid figure, entirely covered in a hooded cloak. Two points of light burn within the hood, but that is all that may be seen of him. He sits behind his desk, and watches seven hourglasses arranged on the wall behind him. When a champion of Antuš is chosen, one thing is certain; death is coming to all who dare oppose him.

**Paladins** of death do not have a strict code as such, but some things are required of them: they must burn the corpses of enemies slain in battle, they must ask permission before performing or participating in resurrection, they may not partake in acts of necromancy, and must hunt down and destroy any necromancers they come across.

**Oath of Worship** Every evening as the sun sets, pray for an hour without any source of light within 100 feet. At the end of the hour spill blood on the ground, either your own or that of a sacrifice. Add your Ego modifier to death resistances and resistances to act while bloodied (min 1).

1st Boon: Your weapon is treated as though it were keen.

2nd Boon: You become immune to death effects.

3rd Boon: You may use Righteous Wrath once per long rest as a spell-like ability, for each enemy slain by someone affected by the spell, all creatures affected gain an additional +1 to hit and damage, and the spell lasts another round.

**Invoke**

**0-Seal Fate**

Components: S, M

Resistance: None

Touched dying creature dies, its resurrection DC is 10 higher.

**4-Last stand**

Components: V, S

Duration: 1 round/MB

Resistance: RR negates

Touched creature becomes immune to the bloodied and dying conditions for the duration. They cannot die from HP damage while affected by this spell.

**7-Divine Power**

Components: M

Duration: 1 round/level

Resistance: R negates

Touched creature is consumed in shadow gaining +8 to all physical abilities and a +20 bonus to Stealth in low light or darker.

**10- Kill**

Components: V, S, M

Resistance: E partial

Living target within 60ft is slain. On a successful resistance the creature takes 1d10 points of damage to Health, and drain to Vitality, Ego, and Resolve. A target killed by this spell may not be resurrected by any means. If the target survives you are irate for 1d8 rounds and take 1d4 damage to a random ability score (roll a d10).

**Essence**

Heal/Harm: Once per round when channeling, you may select to deal positive energy in place of holy, or holy in

place of positive energy to 1 creature/MB.
Acrobatics

Acrobatics is a Grace based skill. Acrobatics checks take a penalty equal to the creature's Stature modifier.

An Acrobatics check allows creatures to perform feats of nimbleness. Attempting an Acrobatics check while wearing armor forces a creature to take a penalty equal to the armor's given armor check penalty. Examples of situations that require Acrobatics checks are as follows:

-Crossing difficult terrain at full speed.

-Reducing fall damage.

-Performing aerial maneuvers while flying.
Viper

**Movement Speeds and Types:** Land 20 ft, Swim 10 ft, Climb 5 ft

**Key Skills**: Sense +3, Stealth +14, Spot +2 (Infravision)

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 4 HP: 9

Touch AC: 25 AC: 26 (natural armor 1)

DR: 1/- Damage Modifiers: Poison Tolerance 5

**Offense:**

CB: +2

Attacks: Bite (+8, 1d2, 20x3) plus Toxin

**Exploits:**

TEB: -5 TED: 9

Specific Exploit Bonuses: Immune to trip

**Feats:** Finesse Monster

**Special Abilities (non-magical):**

Poison: On a successful bite, the viper injects its target with a toxin. After one minute, the target must make a DC 19 Stature resistance or take 1d4 points of Vitality damage. This effect repeats every minute until a successful resistance is made or the toxin is otherwise negated.

**Ecology/Behavior:**

A viper’s infravision and poison make them dangerous predators, as they only need to bite a creature and simply wait for the poison to kill its prey. While they do not hunt larger creatures, their poison is strong enough to discourage other creatures from harassing them.

Note: And very nice scales. You know, I do need a new pair of boots...

Monsters/Nature (DC 19): Just one bite is enough to kill many creatures, stay wary. If you’re able to get it grappled it can’t do much but lie there and glare at you.
Special: With a sample of viper venom and a DC 26 Alchemy check, you can create an antivenom over the course of a short rest to end the effect of a viper’s Toxin.
Ready Node

Aberrant 3

Components: V,M (a mouse trap)

Resist: F/.5

Duration: Permanent until discharged

Create a psychic trap on a touched object. Casting this spell requires a ten minute ritual. The object deals 1d10 force damage per level to a creature that handles it in a manner specified when creating the node (ie; opening a chest or touching a doorknob). The object must be touched to activate the node. The node may be noticed by making a spot check with a DC equal to the resist DC. This spell may be incorporated into other traps with the feat Create Magic Trap.
Ryss

Alignment

Ryss guards souls as they pass between life and death, ensuring they come to their correct resting place. She is a known ally of Antus, and the two often work in tandem, creating a kinshp between their followers. Most imagery in writing describes her as hardly more than a glimmer. She devotedly opposes the undead in any form and views those who strive towards immortality as enemies. She is not opposed to resurrections, though she may become skeptical of those who repeatedly defy the inevitability of death. Her imagery and name are frequently invoked in burial rituals among many peoples. Most deities even encourage their followers to show their respect to her when followers have passed, as Ryss is the one who shall deliver the souls of the fallen to their resting place.

**Pacts** with Ryss are saved for those willing to serve as bounty hunters, and must honor the call to act at a moments notice.

**Paladins** of Ryss always deal double smite damage against undead, instead of extraplanar creatures of their opposed alignment. They must treat all dead with respect and dignity.

**Oath of Worship** Bury or burn any dead you and your allies have slain in the past day. Spend one hour performing a ritual honoring their passing. The DC to raise all dead you perform this ritual for increases by 40.

1st Boon: Add your Intellect modifier(min1) to stealth checks

2nd Boon: You can attempt to hide from creatures with special sensing abilities such as blindsense or blindsight.

3rd Boon: Gain 3d6 precision damage, as the brigand class feature. This damage is doubled against undead.

**Invoke**

**0 - Spare**

Components: V,S

Duration: 1 min/lvl

Resist: V

Creature touched gains +10 to death resistances.

**4 - Phasing**

Components: V,S

Duration: 1 round/MB

Touched creature may choose to interact or not interact with

a non-magical object as a free action. These objects and the

target pass through each other without harm. They may only

choose not to interact with a single object at a time.

**7 - Memento**

Components: V,S,M (a tear)

Resist: A

A creature within 30ft must succeed an AR or see themselves

dying. On a failure, they are stunned for 1d6 rounds and lose

any immunity to death effects for this time. Regardless of

success, they are shaken for 2d6 rounds.

**10 - Weakness**

Components, V, S,M (a steel bolt)

Resistance: V/.5

Make a ranged touch attack against 1 creature within 500ft.

The target takes 10d4 force damage and has its DR and

all Tolerances(if any) reduced by the same amount (to a

minimum of zero) for one round per MB. The damage and

this penalty are halved on a resistance. The next critical hit

against this creature has its critical multiplier doubled.

**Essence**

Heal: Creatures healed gain +2 to VRs for 1 rnd/MB. At 5th and every 5 thereafter, another resistance also gains +2.

Harm: Creatures killed by this damage cannot be resurrected. At 16th level, once per long rest, creatures which fail their resistance by 10 or more are killed.
Toxins

Toxins may be purchased or created by the characters, and can be used to coat weapons or placed in the food or drink of their enemies. Some occur naturally in animals. The following table describes some of the more common toxins. Stature resistances are made by the affected creature. Toxins marked with an \* are considered recreational drugs.

In the following table, onset refers to the amount of time between a toxin being ingested and its effects taking hold. For a toxin introduced directly to the bloodstream, by a weapon or animal, onset is one round. The frequency of the toxin refers to how often a resist must be made. The toxic effects endure until the necessary number of resists have been made to end the effects. A check may be made to resist once per frequency, failure causes the negative effects to occur. For cost, that is the cost for one dose of the toxin. This is enough toxin to coat a weapon once, or to affect one individual. Type is either Ing, Air, or Ctc. Ing refers to toxins which must be ingested, Air refers to airborne toxins which are breathed in, while Ctc refers to contact, which takes effect upon entering the bloodstream, usually through a bite or a sting. Contact toxins may be applied to weapons.

Note: Hallucinations caused by various drugs cause the creature to be affected as though by illusions which they have failed their resistance to disbelieve. The content of these illusions is left to the GM, although pink elephants remain a classic.
Giraffe

**Movement Speeds and Types:** 100 ft

**Key Skills:** Spot +13, Sense +9

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 51 HP: 130

Touch AC: 20 AC: 23 (Natural Armor +2)

DR: 5/-

**Offense:**

CB: 3

Attacks: Slam      (+12, 2d10+19, 25x2)

2 Hooves (+12, 3d8 +19, 26x3)

**Exploits:**

TEB: 29 TED: 45

**Feats:** Skill Focus (Spot), Tough, Weapon Focus (Hooves), Weapon Focus (Slam)

Thanks to their abnormally long necks, Giraffes can easily pluck and eat leaves off of even the highest branches. They are social animals who live in herds, and are infrequently preyed upon due to their large size and skull-splitting kicks.

Note: It turns out that you can’t just put a saddle on a giraffe and ride it around. Whatever.

Monsters/Nature (DC 22): Ranged attacks are the best way to go here.
Monsters/Nature (DC 25): While their neck may look like an obvious weak point, in fact it is not.
Anaconda

**Movement Speeds and Types:** 20ft, Swim 30ft, Climb 10ft

**Key Skills:** Stealth +10 (+20 in water)

**Ability Scores and Resistances**

**Defense:**

Health: 35 HP: 78

Touch AC: 17 AC: 22 (+5 Natural Armor)

DR: 3/-

**Offense:**

CB: 3

Attacks: Bite (+13, 1d6+5, 26x2) plus Grab

Special Attacks: Swallow Whole (up to Stature 16) 1d6 bludgeoning + 1d6 corrosive

**Exploits:**

TEB: 20 TED: 36

Specific Exploit Bonuses: +7 to grapple, +10 to TED to escape pin

**Feats:** Improved Grapple, Tough, Skill Focus (Stealth), Weapon Focus (Bite)

**Special Abilities (non-magical):**

Constrict: A creature pinned by an anaconda cannot breathe.

**Ecology/Behavior:**

This giant snake kills its prey through constriction and is able to eat staggeringly large creatures by unhinging its jaw and swallowing them whole. They often hunt primates and raid snake nests for eggs.

Note: I’m tired of these monkey-fighting snakes...

Monsters/Nature (DC 17): They can swim, climb, and slither at a decent speed, but your only real chance of outrunning them is on land.
Monsters/Nature (DC 22): They struggle to fight multiple enemies and will not attack groups.
Special: A DC 25 Nature check reveals that it's possible to better survive the constriction by carefully controlling your breathing. By succeeding a DC 25 RR, you may consume rounds of breath at the normal rate.
Bargain

Eldritch 10

Components: V

Resist: Maybe

Duration: Yes

Make a bargain for power with the patron which grants your eldritch spellcasting abilities. Nothing is given free, the price paid depends on what is asked for and the patron in question. Sometimes tribute in the form of gold or gems is sufficient, but many times it isn’t. Use with caution.
The Queen of Summer

**Divine Rank:** 1

Part of the feywild is the land of always summer, where the days are long, the nights are warm, and music and wine flow freely. The ruler of this realm is one of the High Queens of Faerie: the Queen of Summer. Her gown is green, her eyes like stars, her laugh like music in the twilight. Sages warn of her power and fractious nature however, for though the fey are good generally, they are not always nice, and they hold grudges long past what others consider reasonable.

The queen’s court is in a glen of trees, lit by lanterns in the darkness. Those who strike her fancy, and those whose souls she’s won spend their eternities here, pouring the wine, playing instruments, and serving their queen.

**Pacts** with the queen of summer are made for the price of a soul, to serve the queen eternally in the afterlife, attending to her and her guests in her court. Those who serve the queen well and faithfully in life might get the chance to be guests in turn in the afterlife, laughing and dancing through eternity.
Half-Orc

Half-orcs tend to be larger than humans but smaller than orcs, and retain a few of the orc’s distinguishing physical features. Unlike half-elves, members of this hybrid species are usually far less accepted both among their orc and human kin. Orcs and humans tend to both reject half-orcs, for fear they are too like their other half. Without an especially accepting and considerate community as a support network, many half-orcs grow up as outsiders.

Many of these loner half-orcs band together and form their own communities, while others travel as a means to escape the societies that cannot fully accept them. It is only natural, therefore, that many end up as adventurers, where if lucky they will finally feel at home.

Brawn Over Brains: +2 Power, +2 Stature, -2 Intellect, and +2 to any one ability score of the player’s choice, including Power, Stature, or Intellect.

Last Stand - Once per long rest when a Half-Orc is brought below 0 Health but not killed, they can continue fighting, ignoring the *bloodied* and *dying* conditions for one round.

Dungeon Sight - Half-Orcs gain Low-Light Vision as defined in the Light Level Table.

Weapon Familiarity - A Half-Orc gains proficiency with one martial or specialized weapon of their choice. They count as orcs for determining which weapons they consider specialized.

Frightening - Half-Orcs gain a +2 to Intimidate

Base Speed: A Half-Orc’s base speed is 10 + Stature + Grace.

Languages: Half-Orcs begin speaking Orcish or one regional language.

 0-2

**Alternate:**

Battle-Scarred - Gain +1 natural armor. This replaces Last Stand.

Brutish - +2V +2S, -2C, and +2 to any one ability score of the player’s choice, including Vitality, Stature or Charm. This replaces Brawn over Brains

Dark Dweller - Gain darkvision 30ft and light sensitivity as on the Light Level Table. This replaces Dungeon Sight.

Enduring - The Half-Orc gains +5 to resistances to act while *bloodied*. This replaces Last Stand.

Exemplars - Gain +2 to Athletics. This replaces Frightening.

Familial Familiarity: The Half-Orc gains +2 to Diplomacy, Deception, and Insight checks with humans and orcs. This replaces Frightening.

Scouts - Half-Orcs with this trait increase their base move speed by 5 feet. This alters Base Speed and replaces Weapon Familiarity.
Cat

**Movement Speeds and Types:** 45ft

**Senses:** Darkvision 60ft

**Key Skills:** Stealth +19, Spot +4, Diplomacy +6, Acrobatics +19

**Ability Scores and Resistances**

**Defense:**

Health: 3  HP: 4

Touch AC: 27 AC: 27

**Offense:**

CB: 1

Attacks: Bite (+5, 1d4, 25x3)

2 Claws (+5, 1d2, 23x2)

2 Rakes (+5, 1d2, 25x2)

Special Attacks: Pounce

**Exploits**:

TEB: -10 TED: 6

**Specific Exploit Bonuses**: +15 to escape grapple

**Feats:** Weapon Finesse

**Special Abilities** **(non-magical):**

Ambush: a cat’s movement speed is doubled when charging.

**Ecology/Behavior**:

Meow.

Note: Meow.

Monsters/Nature (DC 15): A cat will always run away if it can.
Monsters/Nature (DC 16): Their charge attacks can do a lot more damage than most expect.
Monsters/Nature (DC 25): A cat is immune to fall damage.
Special: **Meow.**
Inetu

The Peaceful One

Alignment: N

Symbol: A clear orb

Worshippers: Those who wish to bring peace and balance to the world, and all aspects of life.

Life and death are no different to Inetu, and both must be brought to an end. Light and dark are one and the same, simply two halves of a corrupted coin. Inetu and their followers wish to end conflict in the universe at its most base level. Inetu’s mission to bring peace to the Prime is as old as the prime itself, and their first mission was ended by the primordials, shattering their material form into thousands of shards scattered through the Prime. What Inetu and their followers consider to be peace, others tend to consider annihilation.

**Pacts** with Inetu are always repaid in kind. Each and every boon granted by Inetu must be used to maintain balance. The price for these boons consists of either the creature’s soul, or the fusing of a number of shards of Inetu equal to the character’s level.