recursal/Fanatic-Fandom huggingface dataset:
Aquatic Druid

Shepherds of the lakes and seas, aquatic druids guard ecosystems ranging from shallows streams to deep ocean trenches, ministering to their residents and communing with the tides.

## Abilities

### Wild Empathy (Ex)

An aquatic druid’s wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.

### Aquatic Adaptation (Ex)

At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments.

This ability replaces woodland stride.

### Natural Swimmer (Ex)

At 3rd level, an aquatic druid gains a swim speed equal to half her land speed.

This ability replaces trackless step.

### Wild Shape (Su)

An aquatic druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2.

### Resist Ocean’s Fury (Ex)

At 9th level, an aquatic druid gains a +4 bonus on saving throws against spells of the water type1 or the exceptional or supernatural abilities of creatures with the aquatic or water subtype.

This ability replaces resist nature’s lure.

### Seaborn (Ex)

At 16th level, an aquatic druid gains the aquatic subtype, the amphibious trait, and a swim speed equal to her land speed. She also can endure cold climate effects as if using *endure elements*.

This ability replaces venom immunity.

### Deep Diver (Ex)

At 18th level, an aquatic druid gains DR/slashing or piercing equal to 1/2 her level. This damage reduction also applies against spells and spell-like abilities that inflict damage by grappling or crushing (e.g., *black tentacles*, *crushing hand*). She never takes pressure damage from deep water.

This ability replaces a thousand faces.
Battle Scout

Armies need clean water, safe routes, and intelligence about their enemies. Though regular outdoorsmen might suffice in many cases, some large forces look to battle scouts to keep the body of their troops safe and prepared for the terrain and whatever dangers that terrain hides.

## Abilities

### Advantageous Terrain (Ex)

At 5th level, when a battle scout is within one of his favorite terrains, he can spend up to 3 consecutive rounds studying an area of terrain to gain the benefits below. Each round of studying terrain is a standard action. During the first round of studying terrain, the battle scout designates a 60-foot-radius-burst area from a single square within line of sight. Depending on how many rounds the battle scout spends studying the area, he or his allies gain the following benefits for 10 minutes per ranger level he possesses. (For example, if he spends 2 rounds, he or his allies gain the first two benefits.)

*1st Round*: Allies within line of sight and that can hear the battle scout gain a +2 bonus on initiative checks while within the advantageous terrain area.

*2nd Round*: Allies within line of sight and that can hear the battle scout gain a +2 on Perception, Stealth, and Survival checks while within the advantageous terrain area.

*3rd Round*: The battle scout’s movement is not hampered by difficult terrain while within the advantageous terrain area. Furthermore, the battle scout can take 10 on Climb and Swim checks and checks to jump while within the area, even when in immediate danger or distracted.

This ability replaces the ranger’s second favored enemy.

### Infiltration (Ex)

At 10th level, once per day, a battle scout can choose a single terrain type that is not his favored terrain. For the next hour per ranger level, he treats that terrain as if it were one of his favored terrains.

This ability replaces the ranger’s third favored enemy.

### Superior Tactics (Ex)

At 15th level, once per day, after a battle scout and his allies roll initiative, the battle scout can arrange his and his allies’ initiative rolls any way he wishes. If he has already taken 3 rounds to scout out the terrain with his advantageous terrain ability and both he and his allies are within the effect area, they gain a +2 bonus to initiative checks. Using this ability is not an action.

This ability replaces the ranger’s fourth favored enemy.

### Perfect Advantage (Ex)

At 20th level, when using his advantageous terrain ability, a battle scout needs only to study the terrain as a standard action to gain all of the benefits. Furthermore, the area of his advantageous terrain increases to a 1-mile-radius spread from the single square within line of sight.

This ability replaces master hunter.
Appraise

You can evaluate the monetary value of an object.

## Common Uses

### Appraise Value of Item

A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the magic item’s abilities. If you fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Particularly rare or exotic items might increase the DC of this check by 5 or more.

You can also use this check to determine the most valuable item visible in a treasure hoard. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large hoard.

**Action:** Appraising an item takes 1 standard action. Determining the most valuable object in a treasure hoard takes 1 full-round action.

**Retry?** Additional attempts to Appraise an item reveal the same result.

## Unchained

**5 Ranks:** A successful DC 20 Appraise check reveals whether an item is magical, and a second check (DC = 25 + the item’s caster level) unveils its properties. You can use Appraise to detect non-written forgeries and counterfeits.

**10 Ranks:** You can determine the most expensive object a creature is wearing or wielding (or in a 5-foot cube) as a standard action by succeeding at a DC 20 check. You never make a wildly inaccurate appraisal of an item’s value.

**15 Ranks:** Determining the most expensive object as above is a move action. You can substitute an Appraise check at a –10 penalty for a Will save to disbelieve a figment or glamer.

**20 Ranks:** Determining the most expensive object as above is a move action, and if the check succeeds, you gain a +2 circumstance bonus on combat maneuver checks to steal that object or disarm a creature of that object for 1 minute.
Auditory Hallucination

School: Illusion (Phantasm)

Tier: 1

Components: S

Casting Time: 1 Standard Action

Range: long (400 ft. + 40 ft./level)

Target: one creature/level, no two of which can be more than 30 ft. apart

Duration: concentration

Saving Throw: Will disbelief

Spell Resistance: Yes

You cause the targets to believe they hear any sound you imagine.

The sound can include intelligible speech. Instead of precisely
imagining a sound, you can identify a sound the subjects know and they
imagine it doing what you describe as you cast the spell. For example,
you could cast this spell on orc
 warriors and have them imagine the sound of their chieftain calling for
 help, even if you’ve never heard their chieftain and even if the
chieftain speaks in a language you don’t understand. All targets hear
the same hallucination. You can change the sound as part of
concentrating on the spell.
Apothecary

*For various reasons – prejudice, lack of magical talent, or sheer contrariness – the apothecary eschews traditional magical methods of healing. Whenever a patient makes a miraculous recovery without its aid, the apothecary proves his worth, proves that magic is nothing but a convenient shortcut.*

## Abilities

### Field Medicine (Ex)

At 1st level, an apothecary can treat wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to half his Alchemist level plus his Wisdom modifier. With one use of this ability, an apothecary can heal 1d6 hit points of damage for every two Alchemist levels he possesses. Using this ability is a standard action, unless the apothecary targets himself, in which case it is a swift action. An apothecary needs one hand free hand to use this ability. In place of a discovery, the apothecary can select one mercy from the Paladin’s list, using his Alchemist level to determine which are available. This mercy applies to both Field Medicine and Spontaneous Healing, if the apothecary has both.

This ability replaces bomb.

### Mad Doctor

In a land of magic, the apothecary is determined to heal others through science instead. All discoveries and grand discoveries the apothecary takes are considered (Ex) even when they would normally be (Su). This applies to alchemical items the apothecary crafts as well. Any discovery or alchemical item that allows a save takes a -2 penalty to the save DC.

This ability replaces throw anything.

### Soldier’s Draught (Ex)

At 6th level, the apothecary can whip up a special concoction to help a soldier ignore his weariness. Drinking this potion grants the drinker temporary hit points equal to the apothecary’s Alchemist level and a +4 bonus to Fortitude saves. It also allows him to temporarily ignore the negative effects of ability drain, ability damage, negative levels and the status effects disease, exhaustion, fatigue, poison and sleep. While suppressed, any duration these effects have are paused and resume after the potion wears off.

The effects of this potion last until the end of battle; if there are any temporary hit points remaining they disappear. In addition to the status effects gained before or during the potion’s duration, the imbiber is fatigued until he rests. If the character is already fatigued, he is instead exhausted until he rests. If the character is already exhausted, he must make a Fortitude save (DC 10 + half of the Alchemist’s level + his Intelligence modifier) each round or take 1 point of non-lethal damage until he rests for 8 hours or falls unconscious. If the character falls unconscious, when he wakes up he remains exhausted. If the character rests for 8 hours, when he wakes up he remains fatigued.

This ability replaces the discovery gained at 6th level.
Ash Storm

School: Conjuration (Creation) [Fire]

Tier: 3

Components: V, S, M/DF (A pinch of ash)

Casting Time: 1 Standard Action

Range: Long (400 ft + 40 ft/level)

Area: Cylinder (40 ft radius, 20 ft high)

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

Driving ash blocks all sight (even darkvision) within the spell’s area of effect, and falling cinders cause the ground in the area to become difficult terrain.
Arial Blood

*Your magic is more focused on the power of air and rain than on lightning and thunder.*

The greatest storms bring ruin through wind, not electricity.

This Mutated Blood modifies the Stormborn Bloodline.

## Arcana

Whenever outdoors during any form of precipitation, your effective caster level is increased by 2.

## Ability

### Windcaller (Sp)

At 9th level, you can call the winds to obey your commands for 1 minute per level. This functions like control winds, except that you may choose to be immune to any increased wind effects you create. The ability’s duration does not need to be consecutive, but it must be used in 1-minute increments.

This bloodline power replaces thunderbolt.
Bandit Psycho

Bandit Psychos are mentally deranged bandits that will charge directly at enemies and try to hit them with melee weapons.

CR 3

XP 800

CN Medium Ponykin (Equine) (Darksiders, Dunerunners, Happy Gang, Moonwatchers, Ocean Lords, Sand Slavers, Savages, Sewer Dwellers, and The Enders)

CN Small Ponykin (Equine) (Garden Gnomes)

CN Medium Ponykin (Avian) (Slum Deckers)

CN Medium Monstrous Ponykin (Meaters)

HP 18

**AC** 13 (FF 10 /TAC 13) (3 Dex)

**Land Movement Speed** 40 ft

Fort +4

Ref +4

Will +0

Init +3

## Statistics

STR 16

DEX 16

CON 12

INT 6

WIS 8

CHA 6

## Attacks

### Melee

(Children of Blood/Dunerunners/Happy Gang/Meaters Variant) Machete +6 (1d6+3) (19-20/x2)

(Garden Gnomes/Sand Slavers Variant) Light Flail +6 (1d8+3) (x2)

(Darksiders/Moonwatchers Variant) Morningstar +6 (1d8+3) (x2)

(Ocean Lords Variant) Cutlass +6 (1d6+3) (18-20/x2)

(Savages Variant) Handaxe +6 (1d6+3) (x3)

(Sewer Dwellers/Slum Deckers Variant) Lead Pipe +6 (1d6+3) (x2)

(The Enders Variant) Ice Pick +6 (1d4+3) (x4)

## Abilities

### Rage (Ex)

When below 25% HP (5 HP), a Bandit Psycho can enter a Rage as a free action. They gain a +4 bonus to Attack, Damage, and all saving throws.

### [Children of Blood] Blood Drinker (Su)

Upon damaging an enemy within 5 feet, a Children of Blood Psycho gains Temporary HP equal to double their Con modifier.

### [Darksiders] Greater Invisibility (Sp)

A Darksider Psycho can cast Greater Invisibility once per day.

### [Dunerunners] Deadly Charge (Ex)

A Dunerunner Psycho's charge gains a +6 bonus to attack and deals 1.5x damage.

### [Garden Gnomes] Tripping Attacks (Ex)

A Garden Gnome Psycho's melee attacks have the Trip property.

### [Happy Gang] Self-Detonation (Ex)

Upon death, a Happy Gang Psycho explodes, dealing damage equal to his weapon's explosive damage.

### [Meaters] Cannibalize (Ex)

As a full-round action, a Meater Psycho can eat part of an adjacent corpse. They will restore HP equal to the dead creature's Constitution + their level.

### [Moonwatchers] Jetpack (Ex)

A Moonwatcher Blaster has a jetpack, allowing them to fly at a rate of 30 ft per round with poor maneuverability.

### [Ocean Lords] Water Breathing (Ex)

An Ocean Lord Psycho has the ability to breathe underwater.

### [Savages] Storm Caller (Sp)

3/day each, a Badass Savage Psycho can cast *Call Lightning* and *Dust Storm*.

### [Sand Slavers] Slave Shield (Ex)

A Sand Slaver Psycho has a 10 HP slave as a body shield. Any missed attacks against the Sand Slaver will hit the slave. A creature can perform a steal maneuver against the Sand Slaver Psycho to free the slave, who will then attack the Sand Slaver Psycho.

### [Sewer Dwellers] Acidic Weapons (Ex)

A Sewer Dweller Psycho's attacks deal an additional +1d6 acid damage.

### [Slum Deckers] Freedom of Movement (Sp)

A Slum Decker Psycho has a permanent freedom of movement effect.

### [The Enders] Warp (Sp)

An Ender Psycho can teleport 30 feet as a move action.
Arcane Concordance

School: Evocation

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Area: 10 ft radius, centered on you

Duration: 1 Round/Level

Saving Throw: None

Spell Resistance: No

A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if one of the following metamagic feats was applied to it (without increasing the spell tier or Casting Time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic feat when you cast *arcane concordance*).
Terror Wave (move)

Accuracy
 Priority
 * Does not make contact
* **Affected by Protect**
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

 **Availability**

* Not a TM, HM or Move Tutor move.
 * On Bulbapedia's Movedex
* On Smogon's Movedex
* On Eevee's Movedex

**Terror Wave** is a Ghost-Type move exclusive to Pokémon AlteRed.
Bandit Maniac

Bandit Maniacs are psychotic bandits that are obsessed with a particular element.

CR 5

XP 1,600

CN Medium Ponykin (Equine) (Darksiders, Dunerunners, Happy Gang, Moonwatchers, Ocean Lords, Sand Slavers, Savages, Sewer Dwellers, and The Enders)

CN Small Ponykin (Equine) (Garden Gnomes)

CN Medium Ponykin (Avian) (Slum Deckers)

CN Medium Monstrous Ponykin (Meaters)

HP 35

**AC** 16 (FF 13/TAC 13) (3 Dex, 3 Armor)

**ER** 10 (Selected energy type)

**Land Movement Speed** 30 ft

Fort +6

Ref +4

Will +3

Init +3

## Statistics

STR 14

DEX 16

CON 14

INT 10

WIS 14

CHA 12

## Abilities

### Rage (Ex)

When below 25% HP (9 HP), a Badass Bandit Maniac can enter a Rage as a free action. They gain a +4 bonus to Attack, Damage, and all saving throws.

### [Children of Blood] Blood Drinker (Su)

Upon damaging an enemy within 5 feet, a Children of Blood Pyromaniac gains Temporary HP equal to double their Con modifier.

### [Darksiders] Greater Invisibility (Sp)

A Darksider Electromaniac can cast Greater Invisibility once per day.

### [Dunerunners] Deadly Charge (Ex)

A Dunerunner Pyromaniac's charge gains a +6 bonus to attack and deals 1.5x damage.

### [Garden Gnomes] Tripping Attacks (Ex)

A Garden Gnome Toximaniac's melee attacks have the Trip property.

### [Meaters] Cannibalize (Ex)

As a full-round action, a Meater Pyromaniac can eat part of an adjacent corpse. They will restore HP equal to the dead creature's Constitution + their level.

### [Moonwatchers] Jetpack (Ex)

A Moonwatcher Cryomaniac has a jetpack, allowing them to fly at a rate of 30 ft per round with poor maneuverability.

### [Ocean Lords] Water Breathing (Ex)

An Ocean Lord Cryomaniac has the ability to breathe underwater.

### [Savages] Storm Caller (Sp)

3/day each, a Savage Pyromaniac can cast *Call Lightning* and *Dust Storm*.

### [Sand Slavers] Slave Shield (Ex)

A Sand Slaver Electromaniac has a 10 HP slave as a body shield. Any missed attacks against the Sand Slaver will hit the slave. A creature can perform a steal maneuver against the Sand Slaver Maniac to free the slave, who will then attack the Sand Slaver Maniac.

### [Sewer Dwellers] Acidic Weapons (Ex)

A Sewer Dweller Toximaniac's attacks deal an additional +1d6 acid damage.

### [Slum Deckers] Freedom of Movement (Sp)

A Slum Decker Electromaniac has a permanent freedom of movement effect.

### [The Enders] Warp (Sp)

An Ender Cryomaniac can teleport 30 feet as a move action.
Banishing Blade

School: Abjuration

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

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

Effect: One Melee Weapon

Duration: 1 Round/Level or until discharged

Saving Throw: None and Will Partial (see text)

Spell Resistance: Yes (see text)

You imbue a weapon with the power to drive foes back. The first time each round the weapon strikes a creature, the weapon attempts a free bull rush combat maneuver check against that creature. This does not provoke attacks of opportunity. The combat maneuver for the bull rush is equal to 1d20 + your caster level.

You do not have to move to push creatures more than 5 feet with this bull rush. If a creature you strike has spell resistance, you must attempt a caster level check to overcome its spell resistance the first time you strike it. If you fail, that creature is immune to the effects of this casting of banishing blade.

The first time each extraplanar creature whose Hit Dice don’t exceed your caster level is driven back at least 10 feet by this spell, it must attempt a Will save. If it fails, it is sent back to its home plane. Whether it succeeds or fails, that creature is staggered for 1 round and banishing blade’s duration ends.
Aquanaut

Aquanaut Warriors master the movement of water, using its flow to their advantage in combat.

## Abilities

### Class Proficiency

An aquanaut is proficient with light and medium armor, but not with shields.

This alters the Warrior’s armor proficiency.

### Tidal Celerity (Ex)

At 2nd level, an aquanaut must choose the Tidal Celerity Combat Boost.

### Aquadynamic Paragon (Ex)

At 3rd level, an aquanaut gains a swim speed equal to his unmodified base land speed (if he has a racial swim speed, he instead increases it by 10 feet) and can choose to have a neutral buoyancy once per turn as a free action. At 7th level, he can choose any of the five states of buoyancy once per turn as a free action, and can take his buoyancy movement as part of that free action instead of at the end of his turn without becoming off-balance and without requiring a Swim check; additionally, he can choose to double or halve how far a current moves him. At 11th level, whenever he takes a move, double move, withdraw, or run action underwater, he can leave a current behind him in the squares along his path; this current has a speed of 10 feet in the direction of his movement (if his movement was circuitous, so is the current) and lasts until the beginning of his next turn. At 15th level, as a full round action, an aquanaut can spin ferociously underwater, creating a whirlpool around himself with a spinning force that drags all creatures within 120 feet of him 30 feet closer to him. Creatures closer than 30 feet spend the 30 feet of movement circling around the aquanaut in a single direction of his choice. The whirlpool isn’t fast enough to deal damage, but the aquanaut is unaffected by his own whirlpool, allowing him to make attacks of opportunity against creatures moving in it. At 19th level, the aquanaut learns to use the water around him to soften blows, gaining DR 5/— while underwater.

This replaces Martial Specialist and Greater Martial Specialist.

### Underwater Training (Ex)

At 5th level, an aquanaut chooses bludgeoning, slashing, or piercing melee weapons. If he chooses piercing melee weapons, he gains a +1 bonus on attack and damage rolls with those weapons when attacking underwater. If he chooses bludgeoning or slashing melee weapons, he can ignore the usual underwater penalties for attacking with those weapons. At 9th and 13th levels, he can choose another type of melee weapon, applying this ability’s initial benefit to his new choice and gaining an additional +1 bonus on attack and damage rolls to his previously chosen weapon types. At 17th level, he gains an additional +1 bonus on attack and damage rolls with all three types.

This ability replaces weapon training.
Banishing Warden

The banishing warden is an expert at fighting all types of evil outsiders and sending them back to their native planes.

## Abilities

### Smite (Su)

A banishing warden’s smite deals its bonus damage only on the first attack against outsiders (but not dragons or undead). However, it damages any evil outsider, not only those with the evil subtype (including native outsiders).

This modifies smite.

#### Banishing Smite (Su)

At 3rd level, once per day when the banishing warden confirms a critical hit against a target of her smite evil effect, she can attempt to forcibly banish the target to its home plane. The creature struck must succeed at a Will save (DC = 10 + half the banishing warden’s level + the banishing warden’s Charisma modifier) or be sent back to its home plane as per dismissal. At 10th level, a creature dismissed in this manner takes an amount of damage equal to 2 points per paladin level at the start of its next turn. The banishing warden gains an additional daily use of this ability at 9th and 15th level.

This ability replaces the mercy gained at 3rd level. A banishing warden still receives the benefits of the mercy class ability starting at 6th level and onward.
Arbiter

The Arbiter acts as the catalyst of teamwork for their team.

## Abilities

### Bardic Performance

***Inspire Teamwork (Ex):*** At 1st Level, the arbiter can use his performance to treat his allies as if they possessed the same teamwork feats as the bard for the purpose of determining whether the bard receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the bard to receive the listed bonus. This replaces the 1st Level Bardic Performance.

***Ritual of Reconciliation (Su):*** At 8th Level, the Arbiter can use his performance to improve the attitudes of nearby creatures by two steps. To be affected, a creature must be within 30 feet and able to hear the bard. Creatures whose attitude toward the bard becomes indifferent or better immediately cease attacking the bard and his allies, but may otherwise act as they please.

The effect persists for as long as the creature is within 30 feet and the bard continues his performance. The effect ends if one of the bard’s allies attacks the creature. A successful Will saving throw (DC 10 + 1/2 the bard’s level + the bard’s Charisma modifier) negates the effect. Ritual of reconciliation relies on audible components. This replaces the 8th Level Bardic Performance.

### Versatile Teamwork (Ex)

At 2nd level, an arbiter gains a bonus teamwork feat. He gains an additional bonus teamwork feat at 6th level and every 4 levels thereafter.

This ability replaces versatile performance and well-versed.
Arcane Duelist

A master of the martial applications of steel and spell, the arcane duelist blends both into a lethal combination.

## Abilities

### Arcane Strike

Arcane duelists gain Arcane Strike as a bonus feat at 1st level.

This replaces Bardic Knowledge.

### Bardic Performance

***Rallying Cry (Su):*** At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This replaces their 1st Level Performance.

***Bladethirst (Su):*** An arcane duelist of 8th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 8th (maximum +5 at 20th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This replaces their 8th Level Performance.

***Mass Bladethirst (Su):*** An arcane duelist of 18th level or higher can use his bladethirst performance to enhance the weapons of as many allies as desired within 30 feet. The bonus provided by this power is +4 if conferred on two allies, +3 for three allies, +2 for four allies, and +1 for five or more allies. The power granted to each weapon must be identical. This replaces their 16th Level Performance.

### Bonus Feats

An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter:

* **2nd level**—Combat Casting
* **6th level**—Disruptive
* **10th level**—Spellbreaker
* **14th level**—Penetrating Strike
* **18th level**—Greater Penetrating Strike.

This ability replaces versatile performance and well-versed.

### Arcane Bond (Ex)

At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.

This ability replaces lore master.

### Arcane Armor (Ex)

At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure.

This ability replaces jack of all trades.
Audiovisual Hallucination

School: Illusion (Figment)

Tier: 3

Components: S

Casting Time: 1 Standard Action

Range: long (400 ft. + 40 ft./level)

Target: one creature/level, no two of which can be more than 30 ft. apart

Duration: concentration + 3 rounds

Saving Throw: Will disbelief

Spell Resistance: Yes

This spell functions as *Auditory Hallucination*,
 except that you can include the image of any object, creature, or force
 you imagine or identify for the targets to imagine. You can move the
image while you concentrate. After you cease concentration, you can define simple movements or changes for the phantasm to perform that can be explained in 25 words or fewer.

The image disappears when struck by an opponent unless you cause the
illusion to react appropriately or instruct it to do so. Its AC is equal
 to 10 + the level of this spell.
Arcanamechanist

Experts on the intricacies of magical item creation, arcanamechanists are machinesmiths that scour the world in search of lost magical secrets. Their close study of magical items has given them a greater ability to make use of wands, scrolls, and other such magical accoutrements commonly associated with arcane and divine spellcasters.

## Abilities

### Ancient Technomancy

At 1st level the arcanamechanist gains a bonus Metamagic Feat. He gains a new Metamagic Feat at 4th level and every 4 levels thereafter.

The Arcanamechanist can use a scroll or wand as if he were a Mage/Wizard of his level.

This ability replaces repair.

### Mobius Channeling (Su)

Beginning at 2nd level an arcanamechanist can channel mobius energy from his own magical aura through a scroll or a wand, lending it his own power. As a free action he may channel mobius energy while using a wand or scroll to increase its caster level to his arcanamechanist level. An arcanamechanist can do this a number of times per day equal to 3 + his Intelligence modifier.

This ability replaces his 2nd level Engineer Trick.

### Forgotten Technomancy (Su)

Beginning at 6th level an arcanamechanist can expend extra charges from a wand to use metamagic feats he knows on the spell as a swift action. Each time he does so he must expend a number of charges from the wand equal to the amount of levels the spell would be raised in addition to the charges required to activate it. The arcanamechanist cannot spend more than 9 total charges from the wand in this way.

This ability replaces the 6th level Engineer trick.

### Lost Technomancy (Su)

Beginning at 14th level an arcanamechanist can expend uses of his mobius channeling ability to add metamagic feats he knows while using a scroll as a swift action. Each time he does so he must use a number of channels equal to the amount of levels the spell would be raised. The arcanamechanist can only spend a number of uses equal to or less than half his arcanamechanist level in this way.

This ability replaces the 14th level Engineer trick.
Bake-danuki

The Bake-danuki (otherwise known as Tanuki) are a race of creatures resembling that of a Japanese Raccoon Dog. They are more commonly known as Tanuki to the majority of the world. They tend to be associated with luck and money.

## Stats

STR -3

DEX -5

CON +3

INT +0

WIS +0

CHA +5

## Racial Traits

### Speed

Bake-danuki have a Base Land Speed of 20 ft.

### Language

Bake-danuki start play speaking Common Equestrian and the Ireto Language.

### Skill - Bluff

Bake-danuki have a +4 racial bonus to Bluff checks.

### Bottomless Belly (Ex)

Bake-danuki can eat a lot. They gain a +2 racial bonus to saving throws against Poison and Disease. The amount of alcohol the Bake-danuki can consume before getting Alcohol Poisoning is doubled.

### Giant Scrotum (Su)

Bake-danuki have incredible luck with money, seeming to always get more than anyone else. Whenever receiving monetary rewards, the Bake-danuki receives 1% more gold. The situations under which this ability activates is usually up to the DM.
Artifact Tender

Some rogues just like toys. These rogues are specialized in finding and using all manner of magical devices. Eventually they are better at it than the spellcasters that originally made them.

## Abilities

### Careful Examination (Ex)

At 1st level, the artifact tender gains a +1 to Use Magic Device per 2 levels of rogue (minimum 1).

This replaces trapfinding.

### Discerning Eye (Sp)

At 2nd level, the artifact tender gains the ability to cast detect magic as a spell-like ability at-will.

This replaces the 2nd level rogue talent.

### Flexible User (Sp)

At 3rd level, the artifact tender gains the ability to use metamagic feats when activating items that have a certain amount of charges or uses. They use one additional charge or use per level adjustment of the metamagic. They may use their rogue level as a caster level for qualifying for metamagic feats.

This replaces the sneak attack increase at 3rd level.

### Powerful Release (Su)

At 7th level, the artifact tender may activate an item with a surge of power. This requires a Use Magic Device check with the DC increase by 5 (minimum 25). If the item would normally use a charge to perform the function, it uses an extra, and performs as if its caster level were two higher.

This replaces the sneak attack increase at 7th level.

### Conservative Use (Su)

At 10th level, the artifact tender may attempt to activate an item without depleting its resources. As a full-round action, make a Use Magic Device check (minimum 20). Success activates the item. On a failure, the item does not activate and the action is wasted. For every 5 the DC is beaten, one charge is not spent (to a minimum of 1). If the item could be used a given number of times per day, this ability allows the item to be used one additional time on a success, but an item can only benefit from this once per day.

This replaces counter-flank.

### Artifact Preservation (Su)

At 14th level, the artifact tender gains use of make whole as a spell-like ability three times per day with a caster level equal to their rogue level. With the expenditure of 100 gold x the caster level of the item being repaired in magical supplies, the artifact tender can double their effective level for this repair.

This replaces the 14th level rogue talent.
Astral Projection

School: Necromancy

Tier: 9

Components: V, S, M (1,000g)

Casting Time: 30 Minutes

Range: Touch

Target: you plus one additional willing creature touched per two caster levels

Duration: See text

Saving Throw: None

Spell Resistance: Yes

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as *Dispel* cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

When this spell ends, your astral body and all of its gear, vanishes.
Artificer's Curse

School: Transmutation

Tier: 6

Components: V, S, M (A blank scroll or spellbook page)

Casting Time: 1 Standard Action

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

Target: 1 Magical Item

Duration: 1 Minute/Level (D)

Saving Throw: Will Negates (Object)

Spell Resistance: Yes

You temporarily suppress the most powerful qualities of a magical item. This item can be any object you suspect bears a magical enchantment, but if the targeted item is not magical, your spell has no effect. The spell reduces the object’s caster level by an amount equal to your caster level, to a minimum of 0. If the item grants a competence, deflection, enhancement, insight, luck, morale, natural armor, profane, resistance, or sacred bonus, the bonus is reduced by 1 for every 4 caster levels the item loses. If the item’s caster level is reduced to 0, all its magic qualities are suppressed (as if dispelled) for the duration of the spell. This spell has no effect on artifacts.
Arcane Exploits

By bending and sometimes even breaking the rules of magic, the Arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 2nd level and every 2 levels thereafter, the Arcanist learns a new Arcane Exploit selected from the following list. An Arcane Exploit cannot be selected more than once. Once an Arcane Exploit has been selected, it cannot be changed. Most Arcane Exploits require the Arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an Arcane Exploit is equal to 10 + half of the Arcanist's level + her Intelligence modifier.
Bard's Escape

School: Conjuration (Teleportation)

Tier: 5

Components: V, S, M (A broken instrument)

Casting Time: 1 Standard Action

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

Target: you and up to 1 willing creature/2 caster levels, no two of which can be more than 30 ft. apart

Duration: Instant

Saving Throw: None

Spell Resistance: No

You whisk yourself and willing allies out of a tight jam, or instantly transfer yourselves to another location to achieve greater strategic positioning. You can move any allies within range to any other space of your choosing within range. Those spaces need not be in line of sight or line of effect from your original position, but must be open locations on surfaces able to support the creatures teleported. Except as noted above, this spell otherwise functions as *Dimension Door*.
Artifice Domain

You can repair damage to objects, animate objects with life, and create objects from nothing.

## Abilities

### Artificer’s Touch (Sp)

You can cast Mend at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

### Dancing Weapons (Su)

At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Aristocracy Subdomain

## Abilities

#### Noble Visage (Su)

You gain a +1 bonus on Charisma checks and Charisma-based skill checks against creatures that share your creature type (and subtype, if you are a ponykin).

This bonus increases by 1 for every 5 levels you possess.

As a standard action, you can touch an ally to grant her your noble visage bonus against creatures that share her creature type (or subtype) for 1 minute. When you use this ability, you lose your noble visage bonus for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This replaces Inspiring Word.
Archon's Aura

School: Evocation [Good, Lawful]

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: 20 ft

Area: 20-ft. radius centered on you

Duration: 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

You gain a powerful aura, similar to an archon’s aura of menace. Any hostile creature within a 20-foot radius of you must make a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of *archon’s aura*.
Battle Insight

Tier: 0

Force Cost: 0

Force Alignment: Universal

Casting Time: 1 Standard Action

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

Target: Single creature

Duration: Up to 1 round

Saving Throw: No

Concentration: Yes

You center your focus on a target within range. Through the Force, you gain a brief insight into the target’s defenses. This functions like True Strike.

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.
Anonymous Interaction

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

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

Target: One creature/level, no two of which can be more than 30 ft apart

Duration: Permanent (see text)

Saving Throw: Will Negates

Spell Resistance: Yes

You cause the targets to forget all but the most general information about you. If they saw you or interacted with you, they still remember your presence and your general shape (such as Ponykin), as well as the gist of your interactions with them (such as “*She was asking about the queen*“), but they don’t remember specifically what you said, details of your appearance, or any identifying information about you. This spell targets any memories of you in the minute preceding its casting, but is otherwise permanent.
Armor Master

All fighters have two main tools of their trade—weapons and armor. While many fighters hone their weapon skills to a point of inescapable grace and lethality, there are those who live under the maxim that a good offense can be accomplished though an impenetrable defense. To these fighters, proper use of armor and shields ensures that they can fight another day, and that the frustration of enemies who can’t seem to crack an armor master’s superior defenses is just the first symptom of his foes’ eventual defeat.

## Abilities

### Deflective Shield (Ex)

At 2nd level, an armor master must choose the Deflective Shield Combat Boost.

### Armored Defense (Ex)

At 5th level, an armor master gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/— when wearing light armor, DR 8/— when wearing medium armor, and DR 12/— when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless.

This ability replaces weapon training 1 and 3, and armor mastery.

### Fortification (Ex)

At 9th level, an armor master can use his armor to shield critical areas from injury. He treats any armor he wears as if it had the light fortification special ability. At 13th level, his armor gains the moderate fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In these cases the armor master takes the better of the two fortifications.

This ability replaces weapon training 2 and 4.

### Indestructible (Ex)

At 20th level, an armor master gains complete immunity to critical hits and sneak attacks while he is wearing armor. In addition, unless his armor has the fragile armor quality, it cannot be sundered while he is wearing it.

This ability replaces weapon mastery.
Atonement

School: Abjuration

Tier: 5

Components: V,S,DF

Casting Time: 1 Hour

Range: Touch

Target: Living Creature Touched

Duration: instantaneous

Saving Throw: None

Spell Resistance:Yes

This spell removes the burden of misdeeds from the subject. The
creature seeking atonement must be truly repentant and desirous of
setting right its misdeeds. If the atoning creature committed the evil
act unwittingly or under some form of compulsion, *atonement*
operates normally at no cost to you. However, in the case of a creature
atoning for deliberate misdeeds, you must intercede with your deity
(requiring you to expend 2,500 gp in rare incense and offerings). *Atonement* may be cast for one of several purposes, depending on the version selected.

*Reverse Magical Alignment Change*: If a creature has had its alignment magically changed, *atonement* returns its alignment to its original status at no additional cost.

*Restore Class*: A paladin,
 or other class, who has lost her class features due to violating the
alignment restrictions of her class may have her class features restored
 by this spell.

*Restore Cleric or Druid Spell Powers*:
 A cleric or druid who has lost the ability to cast spells by incurring
the anger of her deity may regain that ability by seeking *atonement*
 from another cleric of the same deity or another druid. If the
transgression was intentional, the casting cleric must expend 2,500 gp
in rare incense and offerings for her god’s intercession.

*Redemption or Temptation*: You may
cast this spell upon a creature of an opposing alignment in order to
offer it a chance to change its alignment to match yours. The
prospective subject must be present for the entire casting process. Upon
 completion of the spell, the subject freely chooses whether it retains
its original alignment or acquiesces to your offer and changes to your
alignment. No duress, compulsion, or magical influence can force the
subject to take advantage of the opportunity offered if it is unwilling
to abandon its old alignment. This use of the spell does not work on
outsiders or any creature incapable of changing its alignment naturally.

Though the spell description refers to evil acts, *atonement* can be used on any creature that has performed acts against its alignment, regardless of the actual alignment in question.

**Note**: Normally, changing alignment is up to the player. This use of *atonement* offers a method for a character to change his or her alignment drastically, suddenly, and definitively.
WS

Link

## Changes

* Additions :
	+ Added levels 12 to 15
	+ Added ability to REPLICATE Gen 1 components
		- Lv13: Gen 1 Common Component Replication
		- Lv14: Gen 1 Uncommon Component Replication
		- Lv15: Gen 1 Rare Component Replication
	+ Ability to upgrade Gen 3 Components to Lv 3 ( with a WS Lv12 )
* Changes to existing data :
	+ Reduced upgrade times for levels 9 to 11
	+ Redesigned the Replication Tab
GG

Link

## Changes

* Additions :
	+ Added levels 11 to 20
	+ Added a Def Platoon Repair Time Reduction to all Levels
* Changes to existing data :
	+ Reduced upgrade times for levels 2 to 5
	+ Reduced upgrade costs for levels 3 to 10

## Published Info

* The Bar can be increased to Level 20 at CC13, which increases the permanent reduction to the repair of the Base Defenders Platoon all the way up to 50%! ( from WrongThinker )
* Each new level provides a reduction in Repair time to the base Defense Platoon ( from Briefing )

## Questions

* What are each levels Def Platoon Repair Reduction %'s?
* Is there any increase to the Rogue Force Test, Power Used or the Defensive Damage Bonuses?