recursal/Fanatic-Fandom huggingface dataset:
Thief/Thief Talents

As a thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a thief gains one thief talent. She gains an additional thief talent for every two levels of thief attained after 2nd level. A thief cannot select an individual talent more than once. Talents marked with an asterisk add effects to a thief’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
Berserker/Meowsterful Rager

*Furious at her small stature, the meowsterful rager seeks imaginary revenge on any who lord over her.*

The meowsterful rager is an archetype of the berserker class, available only to small berserkers.

## ***Archetype Feature Replacements:***

**1st** – Rage Forms. **3rd** – Danger Sense. **4th** – Destructive. **8th** – Bloodlust.

## Rage Forms (Ex)

At 1st level, a meowsterful rager must select the meowsterful rage form.

## Meowsterful Rage (Ex)

When a meowsterful rager enters a rage, she channels her frustration and hatred towards larger creatures. While in a rage, she gains a +3 bonus on attack rolls and damage rolls against creatures bigger than herself. Against creatures bigger than herself, the meowsterful rager’s critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). This critical multiplier increase does not stack with other effects which increase critical multipliers.

*Greater Meowsterful Rage (Ex):*At 11th level, a meowsterful rager’s bonus on attack rolls and damage rolls against larger creatures increases to +4.

*Mighty Meowsterful Rage (Ex):*At 20th level, a meowsterful rager’s bonus on attack rolls and damage rolls against larger creatures increases to +5.

This ability replaces the rage forms gained at 1st, 10th, and 20th levels.

## Combat Leverage (Ex)

At 3rd level, a meowsterful rager learns to leverage her small weight to great effect. She may make combat maneuvers on any larger creature, regardless of the size difference between her and the target. She gains a +1 bonus on Acrobatics, Escape Artist, and all combat maneuver attempts against creatures at least one size category larger than herself. This bonus increases by 1 for every three beastmaster levels after 3rd.

This ability replaces danger sense.

## Ankle Tangler (Ex)

At 4th level, a meowsterful rager can move through the space of a creature two size categories larger than herself without needing to attempt an Acrobatics check. She would still need to succeed at Acrobatics checks to avoid attacks of opportunity provoked by leaving a threatened space; this ability covers only the ability to move. Additionally, whenever the meowsterful rager scores a critical hit on a larger foe with a melee attack, she can choose to make a trip combat maneuver as a swift action.

This ability replaces destructive.

## Inside Arm’s Reach (Ex)

At 8th level, a meowsterful rager does not provoke attacks of opportunity from a creature when in the creature’s space.

This ability replaces bloodlust.
Engineer/Engineer Tricks

At 2nd level, and every 2 levels thereafter, an engineer learns a technical innovation called an engineer trick. These engineer tricks come in three forms: augmentations, gadgets, or techniques. Unless otherwise noted, an engineer cannot select an individual engineer trick more than once. Some engineer tricks can only be received if the engineer has met certain prerequisites first, such as learning other engineer tricks. The DC of any saving throw called for by an engineer trick is equal to 10 + half of the engineer’s level + his Intelligence modifier.
Dark Knight/Devil Hunter/Hunter Talents

Starting at 2nd level, the devil hunter gains a hunter talent. She gains another hunter talent for every two levels of devil hunter attained after 2nd level.

The devil hunter also has Trigger Talents, which are marked by a \* she may only use a single trigger talent on any given devil trigger, which is chosen the moment she enters devil trigger.
Lucent Spire Wiki

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Races/Half Breed

While we do not allow the racial option of half-breeds as displayed on the FFd20 site, we do offer the following feat and traits.

## Traits (Race)

The Half-Breed traits, unlike most race traits, can be taken by any race other than Galka, Shindroid, Genome, Mandragoras or Qu. Upon taking one of these traits, you choose a race other than your own or the ones listed prior and you get effects based on the race.

### Exotic Look (Race)

Your appearance is far closer to both of your parents than even the normal Half-Breed. You never take the -2 penalty on Disguise checks to impersonate your chosen race.

### Instinctual Skill (Race)

There are things you may just know, much like your parents did. Choose one skill your chosen race gains a non circumstantial bonus for in their base racial traits. You receive a +1 trait bonus to that skill and it is always counted as a Class Skill for you.

### Mixed Blood’s Distrust (Race)

It is hard for you to truly trust people due to past experiences concerning your lineage. You gain a +1 Trait bonus to Sense Motive and Bluff, this bonus goes up to a +2 against members of your race or your chosen race.

### The Song of My People (Race)

You were raised to know the tongue and mannerism of your parents. You gain the racial language of your chosen race, as well as gain a +1 trait bonus when using diplomacy against members of that race.

## Racial Heritage Feat (Half-Breed)

*The blood of another race flows in your veins.*

* **Prerequisite:** Humanoid, 1 Half-Breed race trait
* **Benefit:** Choose another humanoid race that is associated with your Half-Breed race trait. You count as both your base race  and that race for any effects related to race. For example, if you choose dwarf, you are considered both your race and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
* **Special:** If this feat is taken at 1st level, you may choose to apply a racial archetype of the chosen race to your class. This is an exception to the normal rule that your class and archetype is chosen before you choose your feats.
Magic/MP system

Spellcasting and song performing works in the same way that it does in the Pathfinder, but all spells/songs suffer spell failure from armor and all spells/songs cost magic points rather than number of spells/songs per day. Magic points (MP) are used to fuel spells and songs. After at least 8 hours of rest, characters may meditate for 30 minutes to restore their amount of magic points equal to their caster level plus their primary casting modifier. Twenty-four (24) hours of complete rest allows a spellcaster to recover double the amount for resting. All spellcasting classes get additional magic points for high attributes. Casters need not prepare spells, as all casters can cast any spell they know at will. A caster has no limit on the amount of spells he or she may know.

The cost for Spells and Songs are calculated as such: Spell/Song level x 1 MP. (I.E. a 9th level spell will be 9 MP to cast or a 5th level song will be 5 MP to perform.)

The maximum MP a spellcaster can spend on spells/songs using feats is equal to the highest spell/song level they can cast/perform. (I.E. A 10th level Black Mage can spend up to 5 MP on a single spell.)

Spellcaster classes function off of an MP pool, and while they gain a set amount of MP in accordance to their class level (see respective class tables), they also gain bonus MP from their associated casting modifier (be it Intelligence, Wisdom, or Charisma) and their current spellcasting level (note: this is different from caster level!). Bonus MP is given fully from a multiclass.

### Casting Modifiers and Bonus MP

A modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that are not die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

The ability that governs bonus MP depends on what type of spellcaster your character is: Intelligence for black mages, blue mages, and time mages; Wisdom for astrologians, geomancers and white mages; or Charisma for bards, dark knights, holy knights, illusionists, red mages, necromancers, and summoners. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level (see the class descriptions for details.) Your given casting modifier and your current spell level (found on your respective class table) dictates how much bonus MP you will get, as per the following table: Bonus MP is based off of your highest spell level. It is not cumulative of all spell levels.

Example: If you are a 2nd level Black Mage, then you would have 4mp at base. If you had an 18 Intelligence, then you would gain 1MP as Bonus MP.

When you level to level 3, with the same 18 Intelligence, you would have 5mp at base and gain 3MP as Bonus MP since you have access to 2nd level spells.
Monk/Combo Finishers

At 1st level and every odd level thereafter, a monk gains a combo finisher that allows her to put the blitz techniques into good use by starting and finishing combos. Each combo finisher requires a certain amount of blitz techniques in order that must hit and be completed before the end of her next turn of the last successive hit or the monk must start over. Any blitz techniques used in part to fulfill a combo finisher may be used on any number of creatures. In addition, once the monk is able to use a combo finisher, she must activate it before the end of her next turn or its lost.

You may activate a combo finisher as a swift action, unless indicated otherwise on the ability, if the combo finisher requires an attack roll it replaces a melee or ranged attack respectively from your next attack made before the next round. All combo finishers with an attack component are made at the highest base attack bonus. At 6th level, a monk can substitute, as a free action, any blitz technique by spending 1 ki point per technique substituted. Any combo finisher that adds extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Gunner/Bushwacker

*The bushwhacker specializes in the art of the ambush. For him, gunplay works best when it comes from a concealed position and is directed against a target that falls with the very first volley and is dead before the smoke clears.*

The bushwacker is an archetype of the gunner class.

## Trembling Grit (Ex)

At 1st level, at the start of each day, a bushwhacker gains grit points equal to his Intelligence modifier – 1 (minimum of 1). In addition to all the ways any gunner can regain grit, a bushwhacker who reduces a helpless or unaware opponent (who is at least half his level) to 0 hit points or fewer also regains 1 grit point. This expands the way in which the bushwhacker gains grit points, so a bushwhacker who gains grit points in this way only gains 1 grit point for reducing a helpless or unaware opponent, not 2 grit points.

This otherwise works like the gunner’s grit ability and alters that ability.

## Craven Deeds (Ex)

A bushwhacker replaces some of his deeds with the following deeds.

*Shifty Shot (Ex):* At 3rd level, a bushwhacker with at least 1 grit point deals 1d6 points of extra damage when using his firearm to attack opponents denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Except for the requirement that he must use a firearm and must have at least 1 grit point to use it, this deed otherwise works identically to a thief’s sneak attack class feature (including the requirement that he must be within 30 feet of his target to deal this extra damage), and stacks with the sneak shot ability (see below) and sneak attack.

This deed replaces utility shot deed.

*Long Range Shifty Shot (Ex):* At 7th level, a bushwhacker can double the range at which he deals extra damage from a sneak attack or shifty shot (from 30 feet to 60 feet) with a firearm by spending 1 grit point. When he spends this grit point, he must still have at least 1 grit point left to deal extra damage from shifty shot if he is using this deed.

This deed replaces targeting deed.

## Sneak Shot (Ex)

At 4th level and every four gunner levels thereafter, a bushwhacker deals 1d6 points of extra damage when using a firearm to attack opponents who are unable to properly defend themselves. Unlike with the shifty shot ability, he deals this extra damage regardless of whether or not he has any grit points when making the attack. Except for the requirement that he makes a firearm attack, this works identically to a thief’s sneak attack class feature. This extra damage stacks with sneak attack and the damage from shifty shot.

This ability replaces gun training the gunner gains at 4th, 8th, 12th, 16th, and 20th level.
Chemist/Herbalist

*Some who study the physical and spiritual composition of their own bodies have discovered a strange herbal alchemy all their own.*

The herbalist is an archetype of the chemist class.

## Herbalism (Su)

An herbalist’s studies allow him a unique method of creating alchemical discoveries. He can attempt Profession (Herbalist) checks in place of Craft (Alchemy) checks for all purposes, and he gains a competence bonus equal to half his chemist level on Profession (Herbalist) checks to create alchemical items and to forage for and process herbs. An herbalist uses his Wisdom score instead of his Intelligence score for all chemist class abilities.

This ability alters alchemy and the chemist’s key ability score.

## Seedpods (Su)

An herbalist can produce and throw seedpods as ranged touch attacks. He can create and throw them as a standard action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional 1d6 points of damage at 4th level and every three levels thereafter (this additional damage isn’t multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus. His seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude save (DC 10 + half of the chemist’s level + his Wisdom modifier).

At 1st level, his seedpods can deafen their target for 1 round.

At 2nd level, he can reduce the target’s vision to 10 feet for 1 minute (unless the target spends a full-round action to wash the spores from its eyes early).

At 5th level, he can entangle their target for 2d4 rounds (unless the target succeeds at a Strength check or Escape Artist check at the save DC to break the vine early).

At 8th level, he can sicken their target for 1d4 rounds.

At 10th level, he can blind his target until the end of their next turn.

This ability replaces bombs.

## Discoveries (Su)

Starting at 2nd level, the herbalist loses access to all discoveries that involve bombs except for Bombard and Greater Bombard.
Berserker/Titan Mauler

*In lands overrun by giants, dragons, and other hulking beasts, entire fellowships of berserkers hone tactics and traditions with one purpose—to bring low these massive foes. While her enemies’ size makes the creatures strong, the titan mauler is even stronger, taking up weapons from her fallen foes that no lesser warrior can lift, and using them when she beseeches the spirits to grant her increased size and greater ferocity against her titanic foes.*

The titan mauler is an archetype of the berserker class.

Titan mauler may not be stacked with any other berserker archetype, regardless of class feature replacement.

## Big Game Hunter (Ex)

A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves.

This ability replaces fast movement.

## Evade Reach (Ex)

At 4th level, as a swift action, a titan mauler may choose one creature within her line of sight. Until the end of her turn, that target’s reach is treated as if it were 5 feet shorter (to a minimum of 5 feet) with respect to reaching the titan mauler, and this reduction increases by 5 feet for every five berserker levels beyond 4th.

This ability replaces destructive.

## Titan’s Grip (Ex)

At 7th level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.

This ability replaces damage reduction.

## Massive Weapons (Ex)

At 8th level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three berserker levels beyond 8th (to a minimum of 0).

This ability replaces bloodlust.

## Titanic Rage (Su)

At 14th level, a titan mauler may choose to gain the benefits of *enlarge* when she enters a rage. While using titanic Rage, she must spend 2 rounds of rage per round, and she becomes exhausted rather than fatigued when the rage ends.

This ability replaces indomitable will.

## Rage Powers

The following rage powers complement the titan mauler archetype: body bludgeon, greater ground breaker, ground breaker, knockback, mighty swing, powerful blow, smasher, and strength surge.
Chemist/Fire Bomber

*Fire bombers are exceptionally good at using bombs to burn creatures and blow things up, but are not quite as good at creating other types of bombs.*

The fire bomber is an archetype of the chemist class.

## Weapon and Armor Proficiency

A fire bomber treats a torch as a simple weapon.

## Fire Bombardier (Su or Ex)

At 1st level, when a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt. A fire bomber only adds his Intelligence bonus to damage from bombs or alchemical substances that deal fire damage. This otherwise works like the chemist’s bomb and throw anything abilities.

This ability alters bomb and throw anything.

## Bonus Feats

A fire bomber can select the Burn! Burn! Burn!, Fire Tamer, or Flame Heart feat in place of a discovery.

## Fiery Cocktail (Su)

At 4th level, whenever a fire bomber uses a discovery that deals damage other than fire damage, he can split the damage dice evenly between the bomb’s primary damage type and 1d6 points of fire damage. Additional effects from the bomb still apply, but the save DC for admixture bombs is reduced by 2.

This ability replaces a discovery gained at 4th level.

## Fire Bomber Discoveries

The following discoveries are available to Fire Bombers.

*Fire Brand (Su):* A chemist with this discovery can apply the bomb reagents to his weapon as a swift action. A weapon treated this way deals fire damage as if it had the flaming weapon special ability. At 10th level, the weapon is treated as if it had the flaming burst weapon special ability. The bomb reagents continue burning for 1 minute or until extinguished by dousing the weapon in water. A chemist can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated.

*Rocket Bomb (Su):* Chemists with this discovery can prepare special rockets to deliver their bombs. Rocket bombs travel farther and explode bigger than normal bombs, but cannot target individual creatures. Rocket bombs explode in a 20-foot radius, and all creatures in that area take the chemist’s normal splash damage. The range increment on a rocket bomb is 50 feet. Rocket bombs cannot be used with the precise bomb or bombard discoveries. **Prerequisite:** A chemist must be at least 6th level before selecting this discovery.

*Scrap Bomb (Su):* When the chemist creates a bomb, he can choose to have it explode into shards of shrapnel that deal piercing damage. A creature that takes a direct hit from a scrap bomb takes 1 point of bleed damage per die of bomb damage unless it succeeds at a Reflex save.
Sword Saint/Sword Saint Talents

As a sword saint gains experience, he learns a number of talents that aid him and his allies. Starting at 2nd level, a sword saint gains one sword saint talent. He gains an additional sword saint talent for every 2 levels of sword saint attained after 2nd level. Unless noted, a sword saint cannot select an individual talent more than once.

## Table: Sword Saint Talents

### Sword Saint Advanced Talents

Starting at 12th level, a sword saint gains one advanced sword saint talent or can pick a sword saint talent. He gains an additional sword saint talent for every 2 levels of sword saint attained after 12th level. Unless noted, a sword saint cannot select an individual talent more than once.
Knight/Knight Talents

As a knight gains experience, he learns a number of talents that aid him in defending himself and his allies. Starting at 2nd level, a knight gains one knight talent. He gains an additional knight talent for every 2 levels of knight attained after 2nd level. Unless specified otherwise, a knight cannot select an individual talent more than once.

## Table: Knight Talents

### Advanced Knight Talents

At 12th level, and every two levels thereafter, a knight can choose one of the following knight advanced talents in place of a knight talent.
Noor

!THIS CHARACTER CONTAINS MAJOR SPOILERS!

Noor is TBA

## Personality

Noor is the opposite of Bahir. He is a cheerful and laid back optimist. He enjoys life and doesn't care being in a human body. In fact, he even likes people, at least some of them. They intrigue him. Bahir is angry with him for that. Noor tries to be loyal to him, but he's a bit of a friend out of obligation. That's why, in the end, he secretly helps the main characters.

Noor doesn't quite understand the idea of gender, he doesn't mind wearing clothes intended for women.

## Relationships (spoilers)

##### Main characters

* Zach
* Don
* Leslie
* Timmy

TBA

TBA

TBA

TBA

##### Other Characters

* Bahir
* Theia
* Hyperion
* Lucifer

TBA

TBA

TBA

TBA

## Trivia

* His voice is similar to Jesse Williams'.
* His theme would probably be Zella Day - Sacrifice.

## Gallery

Creator: https://toyhou.se/GavvronkCreator: https://toyhou.se/Gavvronk
Berserker/Hateful Rager

*From a young age, many are treated cruelly, bullied, ridiculed, and made outcasts. While some hide their shame, others foster a deep, burning hatred that they channel into a raw fury and unleash against their enemies.*

The hateful rager is an archetype of the berserker class.

## ***Archetype Feature Replacements:***

**2nd** – Rage Powers.  **8th** – Bloodlust, Rage Powers. **9th** – Silent Threat. **14th** – Rage Powers. **20th** – Rage Powers.

## Reduced Rage (Ex)

At 2nd level and every level thereafter, a hateful rager only gains 1 additional round of rage per day instead of the normal 2 additional rounds of rage per day.

## Favored Enemy (Ex)

At 2nd level, a hateful rager selects a creature subtype from the favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A hateful rager may make Knowledge skill checks untrained when attempting to identify these creatures.

If the hateful rager chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the hateful rager’s bonuses do not stack; he simply uses whichever bonus is higher.

## Table: Favored Enemies

 Vermin

While raging, the hateful rager makes every effort to fight a favored enemy rather than other opponents. If aware of the presence of a favored enemy, the hateful rager must make a DC 20 Will save each round to attack another creature; failure means the hateful rager must attack the favored enemy or move closer to that enemy. He may freely attack creatures preventing him from reaching that favored enemy (regardless of whether they are actively trying to prevent his attacks or merely in the way). He can avoid harmful obstacles normally in his attempts to reach the target and is not forced to take the shortest route.

This ability replaces the berserker’s rage power gained at 2nd level. At 8th, 14th, and 20th levels, in place of a rage power, he gains another favored enemy and increases his bonus against one favored enemy type.

## Feed the Rage (Ex)

At 8th level, a hateful rager gains 1 additional round of rage for each favored enemy he knocks unconscious or kills in combat. These current rounds of rage can only be used to add to the duration of his rage, and disappear when the rage ends.

This ability replaces bloodlust.

## Amplified by Hate (Ex)

At 10th level, a hateful rager adds half his favored enemy bonus to the DC of any rage power he uses against a favored enemy.

This ability replaces silent threat.

## Rage Powers

The following rage powers complement the hateful rager archetype: come and get me, inspire ferocity, intimidating glare, overbearing advance, reckless stance, roused anger, terrifying howl.
Gunner/Cannoneer

*Cannoneers specialize in the very largest—cannons, bombards, and firedrakes. A few cannoneers make a living renting out their services and the use of their personal collection of siege weaponry to causes in which they believe or to the highest bidder.*

The cannoneer is an archetype of the gunner class.

## Weapon Proficiency

A cannoneer gains proficiency with all simple and artillery firearms. They are also proficient with light armor, but not with any type of shields.

This ability modifies the standard gunner weapon and armor proficiencies.

## Grit (Ex)

A cannoneer relies less on luck and intuition and more on cold calculation and wit. The number of grit points a cannoneer gains each day and his maximum grit are based on the cannoneer’s Intelligence modifier rather than his Wisdom modifier as well as his class features. Any Gunner class features also use Intelligence modifier instead of Wisdom.

## Engineer Training (Ex)

A cannoneer is trained in all aspects of siegecraft, including the workings of siege engines and knowledge of the structures that are often the target of their assaults. Starting at 2nd level, a cannoneer gains a bonus on Knowledge (engineering) checks equal to half his gunner level.

This ability replaces precision aiming.

## Deeds

A cannoneer swaps a pair of deeds for the following.

*Targeted Blast (Ex):* At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the cannoneer can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the cannoneer possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every five levels the cannoneer possesses beyond that, he can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made.

This deed replaces deadeye deed.

*Scattershot (Ex):* At 3rd level, if the cannoneer has at least 1 grit point, he can increase the effectiveness of shotgun pellets and blast shots from siege engines. The effectiveness of shotgun pellets or blast shots increases by 5 feet at 3rd level and an additional 5 feet for every seven gunner levels thereafter (to a maximum of 15 feet at 17th level).

This deed replaces gunner initiative deed.

## Cover Fire (Ex)

When the cannoneer uses the cover fire ability, it affects creatures in the targeted square and all adjacent squares.

This ability modifies cover fire.
Dark Knight/Abyssal Arts

At 2nd level, while under the effect of Darkside, the dark knight draws on the power of the abyss to utilize a new form of power. The dark knight gains an abyssal art ability at 2nd level and every two dark knight levels thereafter. The dark knight can use abyssal art abilities a number of times per day equal to half his dark knight level plus his Charisma modifier.
Items/Wondrous

## Equipment Slots

 Head
 Wrist

Since most of these items don't actually have weights listed, assume all are 1 lb.

## Wondrous Items (Body Slot)

This bonus allows the wearer to go above their level when counting for their AC and unarmed damage but does not stack with any other source that would increase their level.
If worn by a character that would put them above level 20 they gain the following benefits:
* **AC Bonus (Ex):** The bonus to AC and CMD increases by +1 at 24th level and every four levels thereafter.
* **Unarmed Strike (Ex):** Unarmed strike damage ceases to improve after 20th level.

## Wondrous Items (Feet Slot)

 Quasimodo Boots
 Sprint Shoes
Archer/Archery Talents

Wiki editor's note: if the prereqs aren't in their own column add that

As an archer gains experience, he learns a number of talents that aid him against his foes. Starting at 2nd level, an archer gains one archery talent. He gains an additional archery talent for every 2 levels of archer attained after 2nd level. Unless otherwise stated, an archer cannot select an individual talent more than once. Talents marked with an asterisk cannot be combined with other asterisked talents, these talents can also only be used once per round.
The Black Angel

## Synopsis

Louis' cousin is abducted by a group led by a man named Brightwell, a sadistic, morbidly obese killer with a huge goiter who "sucks the souls" out of those whom he kills. When Parker, Louis, and Angel track her whereabouts down, they find an apartment with a shrine and a statue composed of human and animal remains. They also find the remains of Louis' cousin, which sets Louis down a path of revenge.

Meanwhile, Brightwell sees Parker as the trio close in - and is obsessed that Parker is the "one who got away."

Through some detective work, the trio discover that the statue is something revered by a group known as the Believers, and is tied to a legend regarding two fallen angels who were halves of each other. One fallen angel was imprisoned in molten silver outside of Kutna Hora (a Czech siver mine), and captured in a state between its human and angelic/demonic form. The bone statue that Parker and the others find is a smaller version of this statue. The Believers, of whom Brightwell is one, are looking for this statue. The statue was secreted out of the Sedlec monastery near Kutna Hora in the Middle Ages, and clues to its location were written on a map, which was then divided and the fragments sent to other Cistercian monasteries. Occasionally those map fragments are found and go up for sale. One such fragment is sold by the House of Stern, a new, niche auction house - and is believed to have come from a recent break in at Sedlec.

Parker's pursuit of this case on behalf of Louis endangers his relationship with Rachel and their newborn daughter. Eventually, Parker, Louis, and Angel head to the Czech Republic and Sedlec, where - with the help of Rabbi Epstein and his colleagues, they apprehend Miss Stern who is actually the surviving fallen angel, and Parker shoots and kills Brightwell - which merely sets Brightwell's evil soul free to find another host. Epstein's group imprisons Miss Stern uderneath Sedlec where they have not her other half, but also another fallen angel who has obviously been imprisoned there many eons unable to die and is now a withered, powerless husk.

When Parker returns to Portland, Rachel and the baby have left.
Cleric/Aqua Adept

*An aqua adept dedicates herself to preserving the knowledge of those of the ocean and ensuring their ancient connections to the natural world remain undisturbed. They may serve as the keepers of the roots of the lamia people and as their protectors.*

The aqua adept is an archetype of the cleric class.

## Deity

Must worship a god or goddess that reveres water.

## Summoning Spells

An aqua adept gains summon monster and summon nature’s ally spells onto her spell list.

## Domains

An aqua adept who chooses a domain must choose the Community or Water domain.

This ability modifies domains.

## Amphibious (Su)

At 1st level, the aqua adept gains the aquatic subtype and the amphibious universal monster ability, allowing her to breathe water or air.

This ability replaces aura of resolve.

## Augment Summoning (Su)

At 4th level, any creature with the water subtype the aqua adept summons with either summon monster or summon nature’s ally gains the benefits of the Augment Summoning feat.

This ability replaces blessing of the faithful.

## Resist Water’s Call (Su)

At 7th level, an aqua adept gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the aquatic or water subtype, fey with the aquatic or water subtype, and spells and effects with the [elemental: water] descriptor.

This ability replaces prayer.

## Commune with Water Spirits

At 10th level, an aqua adept adds *commune* to her spell list.

This ability replaces armored mage (shield).
Black Mage/Mage Talents

As a black mage gains experience, he learns a number of talents that assist him in manipulating spells and other forms of magic. At 2nd level and every two levels thereafter, a black mage gains one mage talent. A black mage cannot select an individual talent more than once. Talents marked with an asterisk (\*) add effects to a black mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

## Table: Mage Talents

### Advanced Mage Talents

At 12th, and every two levels thereafter, a black mage learns further talents to assist him in manipulating spells and other forms of magic. He may choose one of the following advanced mage talents in place of a mage talent. Talents marked with an asterisk (\*) add effects to a black mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.
Red Mage/Daemonic Flayer

*Some auri magi can tap the dark energy of their daemonic blood to enhance their arcane and combat talents. By physically carving away their tainted flesh, they can use its dark energies to enhance their powers, call forth weapons from thin air, and bypass enemies’ strongest defenses.*

The daemonic flayer is an archetype of the red mage class, available only to au ra red mages.

## Infernal Mortification (Su)

At 2nd level, a daemonic flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the daemonic flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time he prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of restora. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the daemonic flayer’s Constitution damage is equal to or greater than half his Constitution score.

This ability replaces quick learner (minor).

## Ruby Arcana

A daemonic flayer gains access to the following ruby arcana. He cannot select any arcana more than once.

*Bypassing Strike (Su):* The daemonic flayer can expend 1 point from his arcane pool as a swift action to allow one melee or spellstrike attack he makes before the end of his turn to ignore an evil outsider target’s damage reduction.

*Daemonic Blade (Su):* As a swift action, as long as the daemonic flayer used infernal mortification that day to increase his arcane pool, he can conjure forth a weapon using this arcana. Doing so costs 2 points from his arcane pool. The weapon can take the form of any single one-handed melee weapon the daemonic flayer is proficient with. This weapon starts as a weapon with a +1 enhancement bonus, but for every four levels beyond 3rd the daemonic flayer possesses, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. This summoned weapon lasts for 1 minute. At 5th level, these bonuses can be used to add any of the following weapon properties to the daemonic blade: anarchic, axiomatic, dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or unholy. These bonuses and properties are decided when the arcane pool points are spent and cannot be changed until the next time the daemonic flayer uses this arcana. Another creature cannot wield the daemonic blade; if it leaves the hand of the daemonic flayer, it dissipates in a wisp of red smoke that smells of burning blood. A daemonic flayer can only have one daemonic blade in existence at a time. If he uses this ability again, the first daemonic blade disappears.
Chemist/Item Master

*Following in the steps of MoombaMoomba, Boko, MiniMog, and Koko, some dedicate their life to the finding and varied use of magical items. While not the best crafters, these chemists are the best at using said items in combat.*

The item master is an archetype of the chemist class, available only to moomba chemists.

## ***Archetype Feature Replacements:***

**1st** – Craft Alchemical Item. **2nd** – Discovery. **3rd** – Swift Alchemy. **4th**– Discovery. **6th** – Alchemical Savant.  **8th**– Discovery. **10th** – Discovery. **19th** – Instant Alchemy

## Charismatic Item Usage (Ex)

Any of the item master’s class abilities that make calculations based on his Intelligence may use his Charisma instead.

## Quick Pick (Ex)

At 1st level, the item master is able to draw alchemical items much faster than other beings. The item master may draw alchemical items as a swift action.

At 6th level, the item master may draw an alchemical item as a free action once per round. This increases to twice per round at 11th level and thrice per round at 16th level.

If the item master ever gains the Quick Draw feat, he may draw an additional alchemical item as a free action.

This ability replaces craft alchemical Item and swift alchemy.

## Sneaky Item Finder (Ex)

At 2nd level, the item master is able to find alchemical items anywhere. Whenever the item master uses the steal combat maneuver to steal alchemical items, he does not provoke attacks of opportunity and gains half his chemist level as a bonus to steal combat maneuver checks.

This ability replaces discoveries gained at 2nd and 4th levels.

## Rapid Tosser (Ex)

At 6th level, the item master can use alchemical items much faster than anyone else. The item master may use alchemical items as a move action or two in a full-attack action.

At 11th level, the item master may use three alchemical items as a full-attack action and at 16th level, he may use four alchemical items as a full-attack action.

If the item master ever gains the Rapid Shot feat, he gains 1 additional use of an alchemical item in a full-attack action. Two-Weapon Fighting feat also applies to this feature when used in a full-attack action.

This ability replaces alchemical savant and instant alchemy.

## Fast Activation (Ex)

At 8th level, the item master knows the ins and outs of magical items, gaining the ability to activate them much more quickly. The item master may activate wondrous items, wands, and scrolls by 1 stage faster as long as the item takes a standard action to activate to a minimum of a swift action (standard > move > swift).

This ability replaces discoveries gained at 8th and 10th level.
Chocobo Knight/Knight of the Frenzied Feather

Some chocobo knights forgo the ritual of chivalrous challenges, deciding instead to embrace their more primal side. These riders are known as knights of the frenzied feather, named such due to being able to insight a frenzy much like their own in their chocobo mounts.

This Archetype created by Siranteh, Legacy. Maintained by Sgt. Cookie.

Original Link

## **Rage**

At 1st level, a knight of the frenzied feather gains the rage ability, as a berserker of their level. At 11th level they gain greater rage. At 17th level they gain tireless rage. At 20th level they gain mighty rage.

A knight of the frenzied feather can not gain any mounted talent that modifies the challenge class feature.

This ability replaces challenge.

## **Rage Forms**

At 1st, 5th, 10th, 15th, and 20th level, a knight of the frenzied feather gains a rage form, using their chocobo knight level as their effective berserker level.

## **Rage Powers**

Whenever a knight of the frenzied feather gains a mounted talent, they may instead gain a rage power, treating their chocobo knight level as their effective berserker level.

The following rage powers complement the knight of the frenzied feather archetype: ferocious mount, ferocious trample, greater ferocious mount, and greater ferocious trample.
Engineer/Tinker

*Some engineers grow to distrust or even loathe magic. To this end they endeavor to use as little as possible while simultaneously researching new and deadly ways to counter magic and all of its practitioners.*

The tinker is an archetype of the engineer class.

## Counter Science (Su)

Beginning at 5th level, the tinker may resist and impart their disbelief of magic through their promotion of scientific knowledge. The engineer’s scientific exposition is a Spellcraft roll using a standard action. Any creature within 30 feet of the tinker that is affected by a spell in the following round may choose to replace their saving throw with the tinker’s Spellcraft roll. If a creature is already under the effect of a spell, they gain another saving throw, but they must replace their saving throw with the tinker’s Spellcraft check. Counter Science doesn’t work on effects that don’t allow saves. Counter Science relies on audible components.

This ability replaces crafting expertise.

## Shield of Logic (Su)

At 7th level the tinker can channel energy into a protective field around him that serves as a buffer against magical assault. As a standard action, the tinker may expend two uses of his repair ability to grant himself spell resistance equal to 11 + half of the engineer’s level + his Intelligence modifier for a number of rounds equal to his Intelligence modifier.

This ability replaces quick craft.

## Spell Resistant Materials (Ex)

At 11th level the tinker’s research into defeating magic allows him to build features into his devices that inherently resist spells. Gadgets, automatons, and any item the tinker makes receive a resistance bonus on saving throws versus spells and spell-like abilities equal to the engineer’s class level. Items crafted by the tinker may no longer be enchanted or used in the creation of magic items.

This ability replaces unflustered.

## Mobile Fortress (Ex)

At 19th level, a tinker builds a personal workshop in the form of a massive mobile building. This mobile fortress functions as a colossal vehicle with a 50 foot land speed. Mechanically powered, the mobile fortress moves under the control of the engineer. The fortress has 280 HP and has hardness equal to the engineer’s level.

The mobile fortress counts as a workshop with all the basic tools required to construct items and is operated by mechanical arms. While the mobile fortress has no weapons, it can be fitted with weaponry.

Constructing a mobile fortress requires 50,000 gil and one month of construction time devoted solely to the mobile fortress (craft checks not required).

This ability replaces primal technomancy.
Chocobo Knight/Mounted Talents

As a chocobo knight gains experience, he learns a number of talents that expand his role as a mounted combatant. Starting at 2nd, a talented chocobo knight gains a mounted talent. He gains an additional mounted talent at 4th level and every two chocobo knight levels thereafter. A chocobo knight cannot select an individual talent more than once unless the talent specifies otherwise.

## Table: Mounted Talents

### Advanced Mounted Talents

At 12th level, and every two levels thereafter, a chocobo knight can choose one of the following advanced mounted talents in place of a mounted talent.
The Whisperers

Connolly notes that this was written in reaction to soldiers returning from Iraq - some maimed, but also many with severe psychological and emotional problems from what they endured.

## Synopsis

Parker is hired by the owner of a local diner. The owner's son - a veteran - recently committed suicide, but the man wants Parker to find dirt on another veteran who is in what the owner considers a bad relationship with one of his waitresses.

As Parker begins his investigation, he is attacked by a group of men who he believes might be soldiers. They abduct him and take him to the burned out shell of another diner and waterboard him. These men are actually part of a gang run by the veteran who are trading black market artifacts stolen from Iraq.

There is someone else looking for these artifacts, however - particularly an ancient, well secured box. He tracks down a dealer that worked for him and who had tried to sell goods to another client, and threatens his child or demands he kill himself. The dealer believes he sees someone horrifying in the shadows outside his home and then commits suicide.

Parker comes to learn that there are several veterans who have committed suicide lately and all knew each other in Iraq. He meets a psychologist who treated many of those who committed suicide, and she tells him about the struggles that some of the soldiers have returning from war.

He suspects the veteran is caught up in smuggling something, and goes to see a kingpin in the smuggling business - Jimmy Jewel. Jewel professes his belief that the veteran is smuggling something, but he doesn't know what, and has refused to join Jewel.
Bard/Bard Song Talents

# Song Talents

As a bard gains experience, he learns a number of talents that assist him in manipulating his songs. At 2nd level and every two levels thereafter, a bard gains one song talent. A bard cannot select an individual talent more than once. Talents marked with an asterisk add effects to a bard’s song-performing ability. Only one of these talents can be applied to an individual song and the decision must be made before the song is performed.

## Table: Song Talents

### Advanced Song Talents

At 12th, and every two levels thereafter, a bard learns further talents to assist him in manipulating his songs and class features. He may choose one of the following advanced song talents in place of a song talent. Talents marked with an asterisk add effects to a bard’s song-performing ability. Only one of these talents can be applied to an individual song and the decision must be made before the song is performed.