recursal/Fanatic-Fandom huggingface dataset:
Item Slot Feats

***I Spy (Item Slot):***

Prerequisites: Four or more eyes

Benefit: You gain an additional eyes magic item slot.

Special:  This feat may be selected multiple times, once for each pair of eyes beyond the first.

***Better Than One (Item Slot):***

Prerequisites: two or more heads

Benefit: You gain an additional head magic item slot.

Special:  This feat may be selected multiple times, once for each head beyond the first.

***Belt it Out (Item Slot):***

Prerequisites: none

Benefit: You gain an additional belt magic item slot. You may wear additional belt magic items in the following slots: Armor, Body, Chest

***Band Together (Item Slot):***

Prerequisites: two or more heads

Benefit: You gain an additional headband magic item slot.

Special:  This feat may be selected multiple times, once for each head beyond the first.

***Neck and Neck (Item Slot):***

Prerequisites: two or more heads

Benefit: You gain an additional neck magic item slot.

Special:  This feat may be selected multiple times, once for each head beyond the first.

***Give me a Hand (Item Slot):***

Prerequisites: Four or more hands.

Benefit: You gain an additional hand magic item slot.

Special:  This feat may be selected multiple times, once for each pair of hands beyond the first.

***Put a Ring on it (Item Slot):***

Prerequisites: More than 2 hands

Benefit: You gain an additional ring Magic item slot.

Special:  This feat may be selected multiple times, up to the number of hands you possess.

***Brace Yourself (Item Slot):***

Prerequisites: four or more arms

Benefit: You gain an additional wrist magic item slot.

Special:  This feat may be selected multiple times, once for each pair of arms beyond the first.

***Extra Bonecharms (Item Slot):***

*You understand the workings of bonecharms better than most people, and can use more of them at once.*

Prerequisites: Outsider Gift class feature or Amateur Outsider Worshiper

Benefit: You gain three additional Bonecharm magic item slots.

Special: You may select this feat up to two times. The second time you select it, it grants you four additional slots (maximum 10).

***Leg Up (Item Slot):***

Prerequisites: four or more legs

Benefit: You gain an additional feet magic item slot.

Special:  This feat may be selected multiple times, once for each pair of legs beyond the first.

***Ring-Tailed (Item Slot):***

Prerequisites: prehensile tail

Benefit: You gain an additional ring magic item slot, that is worn on your tail.
Amogus

**Amogus** **(24 RP)**

**Type (3 RP):** Aberration

**Ability Scores (0 RP):** +2 Dex, +2 Cha, -2 Int

**Size (0 RP):** Small, with a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks

**Speed (-1):** 20 ft base speed

**Languages (-1 RP):** Amogus begin play speaking Sus. Amogus with high Int may select Common, .

**Darkvision:** Amogus have Darkvision 60 ft.

**Vent (1 RP):** Amogus can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

**Focused Study (4 RP):** At 1st, 8th, and 16th level, Amogus gain Skill Focus in a skill of their choice as a bonus feat.

**Frightener (1 RP):** Intimidate is always a class skill for Amogus, and they never takes a penalty on intimidate checks due to being smaller than its target.

**Suspicious (-1** **RP)**: Amogus take a -4 penalty to Bluff checks.

**Sabotage (2 RP):** Amogus have a +2 racial bonus to Disable Device checks

**Stealth Masters (24 RP)***:* Amogus gain a +12 racial bonus to Stealth and reduce the penalty for using Stealth while moving by 10 and can make Stealth checks while running at a –15 penalty (this number includes the penalty reduction from this trait) and reduce the Stealth check penalty for sniping by 10. They also gain a +2 racial bonus on Craft (alchemy) and Perception checks and a +4 bonus on Ride checks. The bonus on Stealth checks increases by another +2 bonus while underground and an additional +4 in Urban environments.

**Severe Fire weakness (-4 RP):** Amogus take 100% more (Double) damage from fire.

**Forward Facing (-4 RP)** All creatures gain an additional +2 bonus when flanking an Amogus, and they takes a -10 penalty on sight based perception checks to notice things behind them.

### Half-Breed Rules:

Dominant: Lose Frightener, Vent, Focused Study, and Sabotage (-8 RP)

Non-Dominant: Gain a +6 racial bonus on stealth checks, and perception and stealth are always class skills (+8 RP)
Disintegrate, Greater

DESCRIPTION

This functions as Disintegrate, except it has a range of Long and deals 4d6/level (no cap). A creature that succeeds at its saving throw takes 10d6.

Mythic: The damage increases to 5d6/level and 1d8 Con damage. A creature that succeeds at its saving throw takes 10d10 damage plus 1d4 points of Con damage. A creature whose Constitution score is reduced to 0 by this spell is entirely disintegrated.

**Augmented (7th)**: If you expend two uses of mythic power, you fire two rays. For every two uses spent, you may fire an additional ray. Alternatively, you may fire only one ray, but if the target is a non-mythic creature and it fails its saving throw, it’s automatically disintegrated regardless of its current hp.
D4RK M4573R N and Bertyl

## Titles (D4RK M4573R N)

Deicide- Once per day you may gain a +3 bonus to any d20 roll.

Khanquest- Once per day you may add your level to damage.

Infinite Cr.I.S.I.S- Once per week you may cast Temporal Divergence

Superbeast- While Equipped, you gain a +8 bonus to Str and your DR increases by 10/-. Once per week, you may expend this title to multiply these bonuses by 4 for one minute (+16 to Str and increase DR by 40). If you do so, you may not switch titles until the week is up. This title continues to possess half its base bonuses during this week (+4 and DR increase of 5).

Level 3 Clearance- You gain a +2 bonus to all Charisma checks regarding SCPs and SCP personnel per clearance level.

## Techniques

### Ballistic Omega Nuclear Emitting Railgun (B.O.N.E.R.) (D4RK M4573R N 3rd)

As a standard action, you increase the damage of your Plasma Emitting Nuclear Infused Shooter. The damage becomes 1d6/2 levels and targets a creature within 60 ft. Make a ranged touch attack against that creature. If it hits, it also deals 1d6 damage to every creature in a 10 ft. cone behind the target. If you have Vital Strike, the damage becomes d8s. If you have Improved Vital Strike, it becomes d10s, and if you have Greater Vital Strike it becomes d12s.

### Creator's Inversion (D4RK M4573R N 6th)

As a standard action, you may select a creature you can see that is benefitting from a template. If you granted this template, you may reverse the bonuses and penalties to ability scores the template grants. If you did not grant it, the creature gains a will save against the effect. You may also select a single ability per 3 Caster Levels to negate while this is active, of the following: Natural Armor increase, DR increase, regeneration, special sense, movement increase/new movement type, special offensive ability, special defensive ability, or other special ability.

### Carnival of Rust (D4RK M4573R N 9th)

As a standard action, select one of the following. Each lasts for 1 round per level.

*Primal Obliterator: Technological Unstoppable Synth-droid (POTUS):* You gain 1 Upgrade per 2 caster levels and 1 Final Upgrade from the Powered Suit list.

*Dangerous Object Commander and Otherworldly Creature's King (DOC OCK):* You gain the Dead Calm ability of a Dreadnought Barbarian, as well as a Deadly Juggernaut affect that includes anyone on your Kill List you have defeated. Finally, you gain the Slaying enchantment against any creature on your kill list that is alive.

*Grandiose Omniscient Datakeeper (GOD):* You emit an aura of your alignment out to 120 ft and are affected by Overwhelming Presence. Any creature within your aura may, with your permission, expend a use of one of your abilities as if they were you. Additionally, you add your relevant modifier to knowledge checks.
Feat and Trait Alterations

Note: Any feats Marked with an asterisk (\*) in their listing are combat feats

* *Combat Expertise, Deadly Aim,* and *Power Attack* are not a prerequisite for any feats, see below
* *Combat Expertise, Deadly Aim* and *Power Attack* are no longer feats, and instead are options any character can do, such as taking a total defense action, as long as they have at least +1 BAB.
* *Deft Maneuvers* replaces Improved Trip, Improved Disarm, Improved Reposition, and Improved Grapple. Greater versions are still specific, and use this as a prerequisite.
* *Dodge* and *Mobility* are a single feat, named *Dodge*
* *Diehard* and *Endurance* are a single feat, named *Diehard*
* *Intimidating Prowess* is now a trait
* *Powerful Maneuvers* replaces Improved Bull Rush, Improved Drag, Improved Overrun, and Improved Sunder. Greater versions are still specific, and use this as a prerequisite.
* *Run* is now a trait. Any creature that has this feat instead has the Additional Traits feat, with Run and Reactionary as their traits.
* *Sly Maneuvers* replaces Improved Dirty Trick, Improved Feint, and Improved Steal. Greater versions are still specific, and use this as a prerequisite.
* Two Weapon Fighting and Vital Strike automatically upgrade to their Improved, Greater, and Superior versions at the requisite BAB.
* *Weapon Finesse*​ applies to attack and damage rolls
* *Weapon Focus* and similar apply to weapon groups, not specific weapons. Weapon Specialization is still specific.
AEONian

Native to the small island of Blackreef, AEONians are unaffected by the passage of time and are able to recall decades of life they haven’t technically lived. These people do not gain the standard Racial traits from being Human. Instead, they gain the following:

Humanoid type, medium size, speed 30 feet, standard language

AEONians gain a +2 bonus to one physical and one mental ability score of choice, and a -2 penalty to one ability score of choice at creation.

AEONians gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability.

AEONians select one extra feat at first level

AEONians have past lives that grant them two particular skills. Each member of this race picks two skills. The member of this race gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the member of this race actually takes.
Gray's Spectral Indifference

**School:** Universal; **Level** 10

CASTING

**Casting Time** 1 minute

**Components** V, S

EFFECT

**Range** touch

**Target** creature or object touched

**Duration** instantaneous

**Saving Throw** Will negates (harmless); **Spell Resistance** no

DESCRIPTION

The target of this spell is specifically immune to the spells Wish and Miracle from any source unless they specifically choose to allow them to take affect. In the case of objects, you decide if they will or won't be affected if you are aware of the spell being cast on it; if not, it does not effect it. Additionally, spells and effects the creature or object creates are also immune to wish or miracle.
Buckminster's Sigil of Spell Storage

**School:** Evocation; **Level** 10th

CASTING

**Components** V, S, M (magical inks worth 15,000 gold)

EFFECT

**Range** touch

**Duration** Permanent until discharged

DESCRIPTION

A Sigil of Spell Storage functions as the spell Contingency, except that it is placed as a rune either on the body or on an object/structure. You determine the trigger for this spell, as with contingency, and it effectively holds the spell within itself. The stored spell may be of up to 10th level. The companion spell, if placed on an object or structure (such as a floor) may be directed to effect the object, the area surrounding it, or the creature that triggers it (if applicable). You may make any decisions regarding the spell at the time it is triggered. For example, you could place a Sigil of Spell Storage containing Tsunami on the wall of a castle, with the trigger being "if the enemy's army comes within 100 feet of the wall" and have it trigger in the direction away from the castle.

You are immediately aware if a Sigil of Spell Storage you have created discharges. You may have a number of instances of this spell active equal to 1+1/4 your HD (max 6 at 20 HD). The Contingency spell does not count against this limit.
Cyborg

**Cyborg (19 RP)**

Another attempt at perfection of the human race, the cyborg is part man, part machine.

**Type (7 RP):** Humanoid (Half-Construct, Human)

**Ability Scores (2 RP):** +2 bonus to any one physical ability score of their choice, +2 bonus to any one mental ability score of their choice

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Cyborgs begin play speaking common. Cyborgs with high Int may choose Binary, Intergalactic, Dwarven, Elven, Halfling, Gnome, or Orc

**Low-Light Vision (1 RP):** Cyborgs have low light vision

**Augmented:** Cyborgs do not need to eat, sleep, or breathe, but can do so to gain benefits associated with those activities.

**Anti-Virus:** Cyborgs gain a +2 racial bonus against disease, poison, mind effects, and effects that cause exhaustion or fatigue

**Firewall (1 RP):** Cyborgs gain a +2 bonus to all will saves

**Metallic Plating (8 RP):** Cyborgs have a +4 natural armor bonus to AC

### Half-Breed Rules:

Dominant: Lose Antivirus and Firewall (-3 RP)

Non-Dominant: gain +2 Natural armor (+3 RP)
Eldritch Abomination (Kaiju Archetype)

**Eldritch Abomination (Kaiju Archetype)**

These Kaiju are not often recognized as such. They are horrifying creatures from beyond space and time, revered as maddening gods of death and chaos.

**Unspeakable Horror (Ex)**

At 1st level the Kaiju gains the Unnatural Aura mutation for free.

**Pseudo-divinity (Su)**

At 7th level, The Kaiju possesses 1 use of mythic power per day. This increases by 1 for every 6 levels the Kaiju possesses. The Mythic Power is 1d6 and can be added to it's rolls as usual, or expended if it casts a spell from a class feature or from one of it's relics to use the mythic version of the spell. **This ability replaces Kaiju Bonus Feats.**

**Aura of Madness (Su)**

At 4th level, The Kaiju drives those who see it insane. All creatures who see the Kaiju for the first time must make a will saving throw DC: 10+ 1/2 the Kaiju's hit dice+ the Kaiju's Constitution modifier. Creatures who fail this saving throw are effected by a confusion spell for 1 round per level. At levels 16 and 19 you can apply an additional effect to this when a creature fails it's save. These effects are the following.

* Deafened for the duraiton
* Blinded for the duration
* Cannot heal for the duration
* Sickened for the duration
* Dazzled for the duration
* The target takes 1d6 wisdom damage on the first round
* The target takes selected penalties from the Bestow Curse spell for the duration
* The target is effected by a witch's evil eye spell for the duration

**This ability replaces Beam Weapon.**

**Immortality (Su)**

At 11th level, the Kaiju no longer needs to eat, sleep, or breathe to remain healthy, and no longer ages naturally. It is also immune to aging effects and disease. At 20th level, the Kaiju is immune to ability damage and drain, and if the Kaiju is destroyed it is immediately re-formed back in it's home retaining it's current hitpoints and must go into a deep slumber for 1 day per hit point it possesses.​ **This ability replaces Recovery.**
Conductoid

**Conductoid** **(40 RP)**

**Type (3 RP):** Outsider (Native)

**Ability Scores (0 RP):** +2 Con, +2 Cha, -2 Wis

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Conductoids begin play speaking Tesslavorran. Conductoids with high Int may select Common,

**Glow:** Conductoids may cast Light at will. Unlike most outsiders, they do not possess darkvision.

**Static Charge (1 RP):** Once per day as a swift action, a Conductoid can call on the electric power in its body to shroud its arms in electricity. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of electric damage. This lasts for 1 round per character level. The Conductoid may end this effect early as a free action.

**Electric Absorption (7 RP):** Conductoids are immune to electric damage and gain fast healing 2 for 1 round any time they take electricity damage.

**Electric Beam (20 RP)**: Conductoids may fire a beam of electricity from their hands. This functions as a breath weapon that deals 1d6 electricity damage per HD in a 50 ft line (reflex half). This may be used once every 1d6 rounds

**Living Conduit (10 RP):** A Conductoid's body functions as a Rod of Absorption against spells or abilities that deal electricity damage. The Conductoid may store a maximum of 3 spell levels per HD at a time. Any remaining energy is lost upon resting. At the beginning of each day, the amount of spell levels that the Conductoid can store is reset. The Conductoid may still gain the benefits of their Electric Absorption when using this feature, and they may expend 1 spell level to use their Static Charge racial feature an additional time in a day.

### Half-Breed Rules:

Dominant: Living Conduit may only hold 1 spell level per HD, Electric Absorption does not grant fast healing (-9 RP)

Non-Dominant: Gain Electric immunity and Living conduit (Holds 1 spell level per HD) (+8 RP)
Arburian Pelarota

**Arburian Pelarota** **(25 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (-1 RP):** +2 Con, +2 Int, -4 Dex

**Size (0 RP):** Medium

**Speed (-2 RP):** 10 ft base speed

**Languages (0 RP):** Arburian Pelarota begin play speaking Common and Arburian. Arburian Pelarota with high Int may select Intergalactic,

**Darkvision:** Arburian Pelarota have Darkvision out to 60 ft.

**Ball Form (5 RP):** As a move action, an Arburian Pelarota can change into its ball form or back. In its ball form, it cannot use any items or make attacks with any weapons other than its natural slam attack. The Arburian Pelarota's speed becomes 60 ft, it becomes immune to being knocked prone, and it deals an additional +1d6 crushing damage on all attacks.

**Natural Armor (2 RP):** Arburian Pelarota gain a +1 bonus to natural armor.

**Damage Reduction (10 RP):** Arburian Pelarota have DR 10/-

**Relentless (1 RP):** Arburian Pelarota gain a +2 bonus to CMB for Bull Rush or Overrun attempts.

**Slam (5 RP):** Arburian Pelarota have a slam attack that deals 1d8+Str modifier damage.

**Powerful Charge (2 RP):** An Arburian Pelarota's slam attack deals 2d8+1 1/2 Str modifier damage on a charge.

**Light Fortification (4 RP):** When a critical hit or sneak attack is scored on an Arburian Pelarota, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

**Forward Facing (-4 RP)** All creatures gain an additional +2 bonus when flanking an Arburian Pelarota, and an Arburian Pelarota takes a -10 penalty on sight based perception checks to notice things behind them.

### Half-Breed Rules:

Dominant: lose Ball Form (-5 RP)

Non-Dominant: gain natural armor, slam attack (1d6+str), and relentless (+5 RP)
Klyntar in your game

The Klyntar, colloquially known as Symbiotes, are difficult to integrate into Pathfinder due to their nature.

As such, there are a few different approaches I have taken to attempt this. If you are going to use them in your games, I would suggest choosing only one of these and using it for each instance so as to maintain balance.  However, you can use a mix of them for more variety and options, or may elect to use multiple options for the same creature (though that would likely be incredibly powerful and/or grant redundant abilities). Each of these have their own perks and drawbacks.

* A race
* A race enhancer, added to a base race
* A template
* A sentient magic item, preferably a suit of armor
* As a synthesist summoner eidolon
Humanite (Human Subspecies)

**Humanites (33 RP)**

Homo Sapiens Proxima are the furthest removed from their ancestors, as these humans believed procreating with alien species would kill two birds with one stone, strengthening relations between the species and preparing their offspring for alien environments. The Humanites are a diverse group that are often more closely related to other human subspecies than they are to eachother.

**Type (0 RP):** Humanoid (Human)

**Ability Scores (12 RP):** +4 to one Physical and one Mental ability score of choice, +2 all other scores

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Humanites begin play speaking common. Humanites with high Int may choose Interlac,

**Flexible Bonus Feat (4 RP)**: Humanites select one extra feat at 1st level.

**Skilled (4 RP):** Humanites gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

**Dual-Minded (1 RP):** Humanites gain a +2 bonus on all Will saving throws.

**Energy Resistance (3 RP):** Choose one energy type (fire, cold, electric, acid) at character creation or roll 1d4. You have resistance 10 to that energy type.

**Bioluminescence (2 RP):** Humanites can create light from their body at will as a spell-like ability. When using bioluminescence, a member of this race gains a +2 circumstance bonus on Intimidate checks and on saving throws against becoming blinded or dazzled.

**Slightly Mimetic Skin (1 RP):** Whenever a Humanite has concealment or total concealment, the miss chance of attacks against them increases by 5%.

**Environmental Adaptation (4 RP):** Choose a ranger favored terrain type. While within that terrain type, you gain a +4 racial bonus on Stealth checks, a +2 dodge bonus to AC, and you can move through natural difficult terrain at your normal speed. Magically altered terrain affects them normally.

**Bodily Adaptation (2 RP):** You choose one of the following: A bite attack that deals 1d6+str mod, 2 claw attacks that deal 1d4+str mod each, a +1 natural armor bonus to AC, or the ability to breathe both air and water.

### Half-Breed Rules:

Humans (and their Subspecies) are exceptions to the rule for the Half-breed race archetype. They are never the dominant parent. They add their non-dominant traits even if this would increase the RP of the offspring beyond the dominant parent's.

N: gain Skill Focus as a static bonus feat, +2 to a single ability score, energy resistance and environmental adaptation (+11 RP)
Chronosapien

**Chronosapien (37 RP)**

**Type (15 RP):** Construct

**Ability Scores (-1 RP):** +2 Str, +2 Int, -4 Dex

**Size (0 RP):** Medium

**Speed (-2 RP):** 10 ft base speed

**Languages (0 RP):** Chronosapiens begin play speaking Common and Intergalactic. Chronosapiens with high Int may select

**Sentient** **Construct Traits:**

* Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
* Constructs have the low-light vision racial trait.
* Constructs have the darkvision 60 feet racial trait.
* Unlike most constructs, Chronosapiens are affected normally by mind effects.
* Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as *make whole.* A construct with the fast healing special quality still benefits from that quality.
* Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
* Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
* Constructs cannot be raised or resurrected.

**Time Casting (10 RP):** Chronosapiens may cast any time related spell as if they were a full caster of their HD, using their Int Mod as their Casting Modifier. They may only cast one spell per spell level per day in this way (except 0-level spells).

**Clockwork Tuning (15 RP):** Chronosapiens have a clockwork key on their heads that function as a Sceptre of Ages, but it cannot be used as a weapon. The aging abilities apply to any natural attacks or unarmed strikes they make.

### Half-Breed Rules:

Chronosapiens cannot be half breeds due to their nature
Arachnichimp

**Arachnichimp** **(26 RP)**

**Type (0 RP):** Magical Beast

**Ability Scores (4 RP):** +2 Str, +2 Dex, +2 Con, +4 Wis, -2 Int

**Size (0 RP):** Medium

**Speed (0 RP):** 40 ft. base speed

**Languages (0 RP):** Arachnichimps begin play speaking Common and Arachnichimp. Arachnichimps with high Int may select .

**Prehensile Tail (2 RP):** Arachnichimps have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

**Arachnid-limbed (10 RP):** Arachnichimps possess four arms, allowing them to wield up to four weapons. Only one hand is their primary hand. The also possess four legs, granting them a +4 bonus to CMD against trip attempts and a +10 foot move speed (included above).

**Expert Climber (6 RP):** Arachnichimps are treated as being constantly under the effects of a nonmagical spider climb spell, as well as gaining a +16 bonus to climb checks and a climb speed equal to their land speed.

**Webbing (4 RP):** Arachnichimps may cast the spell Web at-will.

### Half-Breed Rules:

Dominant: Lose quadrupedal and its bonuses, lose expert climber and instead gain 20 ft climb speed (-4 RP)

Non-Dominant: Gain 20 ft climb speed and cast Web once per day (+4 RP)
Cult Leader (SHOTS)

**Name**: CULT LEADER

**Power Level**: High

STATISTICS
 Total: 60

**Archetypes**

CULT LEADER

Attribute Changes: +2 CHA, +2 RES

Skill Bonus: Stealth +2, Deceive +2

Money: 50

Special: The CULT LEADER possesses the Lackey Boon, with a Cultist as their lackey. They gain a +1 bonus to attack with knives.

**Boons**

*Fearless:* You don’t let things scare you… much. You become immune to the Scared negative condition. Whenever you are affected by the Frightened negative condition, you instead take the listed penalty for Scared, and when you are affected by the Terrified negative condition, you are instead effected by the Frightened condition’s penalties.

*Finesse*: You rely on precision more than force during combat. You determine your melee Offense based on DEX rather than STR. Damage is unaltered.

*Sociopath*: You gain a +2 bonus to all Charisma related skill checks (included below), however you cannot benefit from the Excited condition, except from energy drinks or drugs.

*Defensive*: You gain a +2 to your TD.

*Hearty*: You gain 5 additional HP, and you heal an additional 1 HP when resting.

**Flaws**

Unstable: Cultists have 5 less sanity than normal.

**Knowledge Categories**: Occult, History

**Secret** *Cult Initiate***:** You were inducted into a cult at some point in your past. You have an identifying mark of some sort, whether it be a tattoo, scar, disfigurement, or perhaps even something more unnatural, that ties you to the cult and must be hidden lest people learn of your involvement. You gain +1 Charisma.

**Equipment** Cult Knife (+4 to hit, 3 damage, crit 18-20)
Batarian

**Batarian (11 RP)**

*Batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy negotiations with a batarian are likely to be conducted at gunpoint.*

**Type (0 RP):** Humanoid (Batarian)

**Ability Scores (0 RP):** +2 Con, +2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Batarians begin play speaking Batarian. Batarians with high int may select Intergalactic, Common,

**Four Eyes (2 RP):** Batarians have a +2 bonus to perception checks.

**Shady Business (3 RP):** Batarians gain a +1 racial bonus to intimidate and bluff checks, and intimidate and bluff are always class skills for them.

**Save Face (3 RP):** Once per day when a Batarian fails a d20 roll, they may reroll with a bonus equal to their level.

**Galactic Hatred (4 RP):** Work with your DM to determine 8 subtypes of Humanoid or Outsider, or 4 creature types aside from humanoid and outsider (or a mix of the two). You gain a +1 bonus to attack roll against creatures of these types or subtypes.

### Half-Breed Rules:

Dominant: Lose half of Galactic Hatred (-2 RP)

Non-Dominant: gain Four eyes (+2 RP)
Galvanic Mechamorph

**Galvanic Mechamorph** **(30 RP)**

**Type (19 RP):** Ooze (Half- Construct)

**Ability Scores (0 RP):** +2 Int, +2 Con, -2 Wis

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (1 RP):** Galvanic Mechamorphs begin play speaking Common and Galvan. Galvanic Mechamorphs with high Int may select any language.

**Ooze Traits:** Oozes are immune to paralysis, poison, polymorph effects, sleep effects, and stunning. Oozes eat and breathe, but do not sleep.

**Blindsense:** Galvanic Mechamorphs have blindsense 30 ft.

**Spell Resistance (3 RP):** Galvanic Mechamorphs have spell resistance equal to 11+ their level.

**Half-Construct:** Galvanic Mechamorphs have a +2 bonus on saves against disease, mind effects, exhaustion, and fatigue.

**Light (2 RP):** Galvanic Mechamorphs may cast Light as a spell-like ability at will.

**Enhancement (5 RP):** Galvanic Mechamorphs treat everything they use as if it were masterwork.

### Half-Breed Rules:

Dominant: Lose Spell Resistance and Light (-5 RP)

Non-Dominant: Gain Enhancement (+5 RP)
Ego Gem

**Ego Gem**

**Aura** strong evocation; **CL** 25th

**Slot** none; **Weight** --

The Ego Gem is one of eight Infinity Stones. It is gold in colour. While in the possession of a creature and carried on their person, it grants the following abilities. Any save DCs are 10+1/2 your level+ your highest mental modifier.

* +8 Bonus to one mental ability score of your choice (chosen once set)
* You may cast Awaken, Greater Possession, and Animate object at will.
* The Ego gem contains the personality of an omnipotent deity that died before the creation of the universe named Misora. This grants the Ego gem the abilities listed below as an intelligent item.
* You are constantly under the effects of a Detect Thoughts spell, and treat all creatures as if you have studied them for three rounds.
* Your alignment cannot be forcibly changed, any such effect automatically fails.
* Anytime you are subjected to a possession or compulsion effect, You may make an Ego check. Success means you are immune to that effect. Failure by less than ten allows you to roll twice and take the higher result.
* You may make an Ego Check to force Misora to aid you in casting. This allows you to effect the spell with the Silent and Still metamagic feats.

**Misora:**​

**Alignment:** CE

**Ego Score:** 48

**Int:** 30

**Wis:** 30

**Cha:** 30

**Communication:** The Ego Gem can communicate telepathically with its wielder

​**Languages:** Common, Intergalactic,

**Senses:** Darkvision and blindsense to 120 ft, read languages and magic

Misora is mostly uninterested with creatures and must be convinced to help in any given situation. He cares mostly about finding ways to appease his boredom and is very interested in finding a way to free himself. Finally, Misora is able to use the full power of the Space and Time stones (as if he had them inside the infinity gauntlet).

If you use any effect that allows your soul to leave your body, you must immediately make an Ego Check against the Ego Gem. Failure means Misora inhabits your body.
Список задач

**Список задач** (англ. *Objective Board*) — список задач, находящийся в фургоне напротив видеомонитора и в журнале на вкладке «Общее».

Помимо самих задач, на доске также написана информация о призраке, а именно: имя, фамилия, застенчивость (на сложностях Профессионал и выше отсутствует). Если какое-то задание выполнено, оно отметится галочкой.

## Задачи

Задачи являются необязательными для выполнения и могут быть проигнорированы, однако вы получите за них дополнительные деньги и опыт.

Первым заданием всегда будет определение типа призрака. Оно является индивидуальным для каждого игрока, и у кого-то оно может быть выполнено, а у кого-то нет. Всё, что вам нужно для получения награды, это указать правильного призрака в журнале.

Другие 3 задачи являются дополнительными и генерируются случайно. Также они могут быть выполнены на месте, в отличие от первой.

Задачи никак не указывают на возможный тип призрака. Например, если попалось задание с детектором ЭМП, то это не значит, что вам попадётся улика, связанная с этим предметом.

Прогресс выполнения задач можно проверить в любой момент в журнале (по умолчанию: клавиша J)
Cultist (SHOTS)

**Name**: CULTIST

STATISTICS
 Total: 55

**Archetypes**

CULTIST

Attribute Changes: +1 CHA, +1 RES

Skill Bonus: Stealth +1, Deceive +1

Money: 50

Special: When a Cultist Aids another cultist, they grant an additional +1. This means a failure still adds +1 and a failure of 5 or more does not impose a penalty.

**Boons**

 *Fearless:* You don’t let things scare you… much. You become immune to the Scared negative condition. Whenever you are affected by the Frightened negative condition, you instead take the listed penalty for Scared, and when you are affected by the Terrified negative condition, you are instead effected by the Frightened condition’s penalties.

*Finesse*: You rely on precision more than force during combat. You determine your melee Offense based on DEX rather than STR. Damage is unaltered.

*Scaroused*: You heal 2 HP whenever you are effected by a fear condition. This bonus can only be gained once for each fear condition per day.

*Sadist:* You gain a +1 to break checks and the excited condition for 1 round the first time you deal damage in a day.

**Flaws**

Unstable: Cultists have 5 less sanity than normal.

**Knowledge Categories**: Occult, History

**Secret**
*Cult Initiate***:** You were inducted into a cult at some point in your past. You have an identifying mark of some sort, whether it be a tattoo, scar, disfigurement, or perhaps even something more unnatural, that ties you to the cult and must be hidden lest people learn of your involvement. You gain +1 Charisma.

**Equipment**
 Cult Knife (+2 to hit, 1 damage, crit 18-20)
Geth

**Geth Mobile Virtual Intelligence Platform (28 RP)**

**Type (20 RP):** Construct

**Ability Scores (4 RP):** +4 Int, +2 Str, +2 Dex, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (1 RP):** Geth begin play speaking Common, Quarian, and Geth. Geth with high Int may select any language.

**Construct Traits:**

* Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
* Constructs have the low-light vision racial trait.
* Constructs have the darkvision 60 feet racial trait.
* Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as *make whole.* A construct with the fast healing special quality still benefits from that quality.
* Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
* Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
* Constructs cannot be raised or resurrected.
* Constructs are hard to destroy, and gain bonus hit points based on their size (20 for medium).

**Sentient (-5 RP):** Geth, unlike most constructs, are affected normally by mind-effects.

**Networked Intelligence (3 RP):** Once per day, the Geth may gain a bonus to any d20 roll equal to 3+ its level. Each Geth is a mobile platform of hundreds or thousands of individual programs, and this bonus reflects all of them working in unison to reach a consensus.

**Integrated Armor (1 RP):** Any metal based armor the Geth wears gains a +1 bonus to AC, and cannot be removed without its permission. Removing integrated armor takes twice as long as normal.

### Half-Breed Rules:

Geth are fully synthetic creatures and cannot be half-breeds.
Bestow Superior Curse

**School:** Necromancy [Curse]; **Level**  Witch 9, Necromancer 9

DESCRIPTION

This spell functions as Bestow Curse, but can have one of the following effects:

* -18 to one ability score, -12 to two ability scores, or -6 to three ability scores
* -12 penalty on attack rolls, saves, and checks
* a 10% chance to act normally.

You may also invent your own curse, but it should be no more powerful than those described above.
Create Magic Reservoir

**School:** Universal (Galactimancy); **Level** Druid 9, Cleric 9, Wizard 9, Psychic 9

CASTING

**Casting Time** 12 hours

**Components** S, M (gold dust worth 100,000 gold)

EFFECT

**Target** 100 Wells

**Area** 10,000 feet

**Effect** one Reservoir created

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

This spell condenses 100 magic Wells within 10,000 feet into a single magic Reservoir.
Belfi

**Belfi (27 RP)**

*The Belfi are a small race of scholars and thinkers, which often devote their lives to studying communications and languages of other species. They are often sought after as translators because of this. Physically, their skin takes on a periwinkle-gray colour, and most of their clothes are loose and baggy, such as robes. They have comparitavely large eyes, no hair, and tend to have wrinkled, peanut-shaped heads.*

**Type (0 RP):** Humanoid (Belfi)

**Ability Scores (2 RP):** +4 Int, -2 Str, -2 Wis

**Size (0 RP):** Small, and suffer a -1 penalty to CMB and CMD, but gain a +1 AC and attack, and a +4 bonus to stealth.

**Speed (0 RP):** 30 ft base speed

**Languages (6 RP):** Belfi begin play speaking Common and Belfi. Belfi with high Int may select any language as a bonus language (except secret languages). In addition, Belfi gain telepathy out to a range of 60 feet. If they don't share a common language with a creature, they can only communicate basic ideas.

**Focused Study (3 RP):** At first level, Belfi gain Skill Focus (Linguistics) as a bonus feat. At 8th and 16th level, they gain Skill Focus as a bonus feat in a skill of their choice.

**Linguistic Masters (8 RP):** A Belfi learns two additional languages for every rank they put into the Linguistics skill (for a total of 3 languages per rank). Additionally, they gain an additional skill rank at first level and every level thereafter, but this must be placed in linguistics.

**Way with Words:** Belfi gain a +1 racial bonus to Bluff and Diplomacy, and a +6 racial bonus to Linguistics.

**Emissary (1 RP):** Once per day, Belfi can roll twice on a Bluff or Diplomacy check and take the better result.

**Sociable (1 RP):** When a Belfi attempts to use Diplomacy to improve a creature's attitude and fails by 5 or more, it can attempt to do so again even if 24 hrs haven't passed.

**Magical Linguists (2 RP):** Belfi gain a +1 bonus to the DC of spells they cast that have the language-dependant descriptor or that create glyphs, symbols, or other magical writing. They also recieve a +2 bonus to saves against such spells. Belfi with a Charisma of 11 or higher gain the following once per day abilities: *arcane mark, comprehend languages, message, read magic*.

**Tongues (4 RP):** Belfi can cast *tongues* at will.

### Half-Breed Rules:

Dominant: Lose Telepathy (-5 RP)

Non-Dominant: gain Way with words and Linguistic masters, except that they do not gain the extra skill point and the bonus to linguistics is +4 instead. (+4 RP)
Galvan

**Galvan** **(30 RP)**

**Type (2 RP):** Fey

**Ability Scores (9 RP):** +8 Int, -4 Str, -2 Con

**Size (4 RP):** Tiny, with a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Galvans have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Galvans cannot flank an enemy.

**Speed (-1):** 20 ft base speed

**Languages (1 RP):** Galvans begin play speaking Common and Galvan. Galvans with high Int may select any language.

**Low-Light Vision:** Galvans have Low-Light Vision.

**Stubborn (2 RP):** Galvans gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Galvan fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Galvan has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

**Focused Study (4 RP):** At 1st, 8th, and 16th level, Galvans gain Skill Focus in a skill of their choice as a bonus feat.

**Master Tinkerer (2 RP):** Galvans gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are also treated as proficient with any weapon they have personally crafted.

**Skill Training (1 RP):** Galvans always treat Knowledge (Engineering) and Knowledge (History) as class skills.

**Expert Climber (6 RP):** Galvans are treated as being constantly under the effect of a nonmagical Spider Climb effect. They have a climb speed of 20 ft and a +8 bonus to climb checks.

**Weak (-2 RP):** A Galvan ​adds only 1/2 their Str modifier on damage rolls, or their Str modifier on two handed damage rolls.

**Slippery (2 RP):** Galvans are naturally slippery, and have a +4 bonus to CMD against grapple checks.

### Half-Breed Rules:

Dominant: Lose Expert Climber and Slippery (-8 RP)

Non-Dominant: Gain Focused Study and a +2 bonus to Int (+8 RP)
Avasculate (M)

### Avasculate, Mythic

Avasculate may be cast as a mythic version. The target also takes an amount of Con damage equal to your Mythic tier (or half as much on a successful save).

* Augmented (6th): If you expend 2 points of mythic power, instead of dealing damage, the spell cuts the target's current hit points in half (rounded down) on a failed save or takes the normal damage on a success. The con damage is instead con drain.

### Avascular Mass, Mythic

Avascular Mass may be cast as a mythic version. The target also takes an amount of Con damage equal to your Mythic tier (or half as much on a successful save). Additionally, the area of the mass is treated as a Black Tentacles spell, treating entangled creatures as grappled and vice versa.

* Augmented (10th): If you expend 2 points of mythic power, instead of dealing damage, the spell cuts the target's current hit points in half (rounded down) on a failed save or takes the normal damage on a success. The con damage is instead con drain. You add your tier to the Black Tentacle's effective strength score.
Fold Time

**School:** Universal (Galactimancy) [Chronomancy]; **Level** Cleric/Oracle 5, Psychic 5, Sorcerer/Wizard 5, Witch 5

CASTING

**Casting Time** Swift action

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 1 round

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

You may take another standard action this turn, including casting a spell. Next turn, you must make a fort save against the DC of this spell. Failure means you are stunned, success means you are staggered.
Character Info

This is where I'll put pertinent information for my player characters, sorted by campaign.

## Myths and Misfits

* Stormalong
* Xalarial and Xiladriel
* Nanus, Mortasheen, and Butch
* (Placeholder for T.H.)
* Kyu no Monogatori
* (Placeholder for T.C.)

## Peculiar Occurrence

* Chosen One and Gucci Gun
* D4RK M4573R N and Bertyl
* An amalgamation of fuckheads
* Genesis
* Cake
* (Placeholder for T.C.)

## Peculiar Occurrence: A Tale of Two Taylors

* Genesis (T3)
* Gear (T3)
* Genius Child (T3)

## Lord of Contests

* Merdene
* Udoroth
* CR-8 and Natalie
* Ignatius Blaze
* (Placeholder for T.F)
* Zeppeli

## Parker University

* Vindhlér Heimdallson
* Valeria Von Doom
* Sophia and Azari
* AJ Stark
* Jack Pym
* Pryce

## Tyranny of Dragons

* Cryptolohdya and piggles
* Culdarr Zahn and Nip
* Eliza and Talia Runefell
* Trixter
* Clar and Brap
* (Placeholder for T.C.)
Clauder

**School:** Conjuration (Summoning); **Level** Druid 3, Ranger 2, Shaman 3, Summoner 2

CASTING

**Casting Time** Standard action

**Components** V, S, M (a pinch of catnip)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Effect:** Summoned cats

**Duration** Instantaneous

**Saving Throw** None; **Spell Resistance** no

DESCRIPTION

This spell summons 1d10 cats+ 1d60 per 6 levels. These cats persist until slain, but are simply ordinary cats and you have no special control or influence over them.
Ekoplektoid

**Ekoplektoid** **(30 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (9 RP):** +4 Str, +4 Dex, -2 Int, -2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (-1 RP):** 20 ft base speed

**Languages (-1 RP):** Ekoplektoids begin play speaking Ekoplektoid. Ekoplektoids with high Int may select .

**Shrinking Division (16 RP):** Ekoplektoids can divide into multiple identical copies of themselves. They can make one copy per level, and they may be created with a standard action. All the copies share a single pool of resources. Each has its own pool of HP, equal to 1+Con Mod+ toughness and other such modifiers. An Ekoplektoid may recall any number of copies into itself as an immediate action so long as the copies are within a range equal to their move speed. The copies may flank with themselves and use the Aid Another action on one another. They are treated as separate creatures for the purposes of teamwork feats. They possess their own items but still share a pool of resources (if a copy uses a 1/day ability, it is expended for all copies). Every 2 times it creates a clone, it shrinks one size category, gaining a +2 bonus to Str and a -2 Penalty to Dex (see below).

**Strength Despite Size (0 RP):** Ekoplektoids gain the opposite bonuses and penalties normally associated with size changes.

**Fire Immunity (4 RP):** Ekoplektoids are immune to fire.

### Half-Breed Rules:

Dominant: Can only make 1 clone per 2 levels (-6 RP)

Non-Dominant: Gain Strength Despite Size and fire immunity (+4 RP)
Create Magic Font

**School:** Universal (Galactimancy); **Level** Druid 3, Cleric 3, Wizard 3, Psychic 3

CASTING

**Casting Time** 10 minutes

**Components** S, M (gold dust worth 1,000 gold)

EFFECT

**Target** 100 Nodes

**Area** 30 feet

**Effect** one Font created

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

This spell condenses 100 magic Nodes within 30 feet into a single magic Font.