recursal/Fanatic-Fandom huggingface dataset:
Security Bodyguard Mannequin

**CR 4** N Medium construct (robot)

**Init** +5; **Senses** darkvision 60 ft., low-light vision; Perception +6

DEFENSE

**AC** 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

**hp** 60 (2d10+40)

**Fort** +0, **Ref** +2, **Will** +0

**Immune** construct traits; **Resist** fire 5

**Weaknesses** vulnerable to critical hits, vulnerability to electricity

**Hardness** 10

OFFENSE

**Speed** 30 ft.

**Melee** Slams +4 (1d4+2)

**Weapon Options**: Melee Boltspear +3 (1d8+1d8+6) [PA]; Ranged Boltspear +4 (1d8); Laser Rifle +4 (2d6+2d6)[Vital strike]; Laser Torch +4 touch (1d10), +1 dagger +5 (1d4+3)

STATISTICS

**Str** 15, **Dex** 14, **Con** —, **Int** 10, **Wis** 11, **Cha** 1

**Base Atk** +2; **CMB** +4; **CMD** 20

**Feats** Alertness

**Skills** Disguise –4 (+4 to appear humanoid), Knowledge (local) +4, Perception +6, Sense Motive +6; **Racial Modifiers** +8 Disguise to appear humanoid

**Languages** Common

**SQ** false flesh

SPECIAL ABILITIES

**Proficiencies:** Mannequins are automatically proficient with light armor, simple weapons and with one beam weapon, firearm, or powered weapon

#### **False Flesh (Ex):** The synthetic flesh and hair of a mannequin robot give it a +8 bonus on Disguise checks to appear human (but not to impersonate a specific human). Closely inspecting a mannequin or touching its cold, synthetic skin automatically reveals its non-human nature.

**Bodyguard abilities:**

* Bodyguards do not provoke an attack of opportunity when using maneuvers as a readied action against attacks.
* Bodyguards grant cover to all allies within their natural reach (+4 AC, +2 reflex saves, evasion). Bodyguards never provide cover for enemies.
* Bodyguards can take a 5ft step as a free action when an ally takes a 5ft step. Doing so prevents the bodyguard from moving or taking a 5ft step on their following turn

**Spell-like abilities (CL as activator, min 2):** 1/day Shield Other
Weapon Expert Sentinel

*A robot made for reconnaissance and ranged support, it consists of only a head, two legs, and a weapon.*

**CR 3** N Medium construct (robot)

**Init** +5; **Senses** darkvision 60 ft., low-light vision; Perception +6

DEFENSE

**AC** 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)

**hp** 50 (3d10+20)

**Fort** +1, **Ref** +8, **Will** +1

**Defensive Abilities** hardness 5; **Immune** construct traits

**Weaknesses** vulnerable to critical hits, vulnerable to electricity

OFFENSE

**Speed** 30 ft.

**Melee** slam +9 (1d4+6 19-20/x2) [using power attack]

**Ranged** Grenade launcher +11 touch (2d6+6 plus trip and splash) or Laser Rifle +11 touch (2d6+2 19-20/x3) or Semi-Auto Laser Rifle +9/+9 (2d6+2 19-20/x3)

STATISTICS

**Str** 10, **Dex** 20, **Con** —, **Int** 16, **Wis** 10, **Cha** 1

**Base Atk** +3; **CMB** +8; **CMD** 18

**Feats:** Combat Reflexes (x5), Improved Critical (Laser Rifle or Grenade Launcher), Lightning reflexes, Point Blank Master (N/A) Weapon focus (Laser Rifle or Grenade Launcher)

**Skills** Acrobatics +11, Perception +6

**Languages** Common

**SQ** Minimal Build, Loadout, Grenades, Laser Rifle.

**Minimal Build:** A sentinel has no arms or torso. It cannot wield weapons or use items.

**Loadout (Ex):** Sentinels can armed with concussion grenades, plasma grenades, or a laser rifle when activated. By default they use concussion grenades.

**Grenades (Ex):** Sentinels can launch one grenade per day per caster level (minimum 6). Grenades resolve as touch attacks with a range increment of 30ft, maximum range 150ft. Creatures within 5ft of the target takes minimum damage (6) unless they succeed at a reflex save (DC 14) for half. If a target is missed, they are affected by splash as well. Concussion grenades deal 2d6+6 bludgeoning damage and trip directly hit targets unless they succeed at a reflex save (DC 14). Plasma grenades deal 2d6+2 plasma damage.

**Laser rifle (Ex):** This functions as a laser rifle. It deals 2d6+2 damage on a hit, 19-20/x3 critical, and can use full-auto. A sentinel can use the laser rifle one round per caster level per day (minimum 6). Using full-auto consumes two of these uses. Note: You may want to use both semi-auto and deadly aim for +8/+8 (2d6+4) against touch.
Spread of life

**School** conjuration (healing) [disease]; **Level** Alchemist 1, Druid 1, Ranger 1, Shaman 1, Witch 1

**Casting Time** 1 standard action

**Components** V, S, M (vial of pus)

EFFECT

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

**Target** living creature touched

**Duration** 1 minute or until expended

**Saving Throw** Fort negates (harmless); **Spell Resistance** Yes

DESCRIPTION

A life-enhancing infection festers in the target before moving on to another in need of healing. On your next turn the target heals for 1d4 points of damage, plus half your caster level (max +2). The effect then repeats on each of the following turns for another living ally within 10ft of the previous target, chosen randomly from allies with the most missing hit points.

If no legal targets are missing health, a target is chosen randomly. If there are no legal targets, the spell ends.

This effect heals up to 3 targets plus one for every two levels after the first (max 5). Each creature can only be affected once per casting.

Note: 3\*1d4; 3\*1d4+1; 4\*1d4+1; 4\*1d4+2; 5\*1d4+2
Knuckles

Knuckles (know in Sonic, Classic Sonic and Tails as **Mr. Knuckles)** he sometimes plays antagonistic roles, other times he’s a good guy (for example, Sally the girl who became queen)

In his debut, he was a boss in a cake factory. He was dropped from the show around 2014, because of Pixar Voice Acting Policy’s

## Voice Actors

* Shawn Robinson (1995-2013; 2019)
* Cman (2019-)
Launching Infusion

New infusion talent

**Launching infusion**

**Elements** aether; **Type** substance infusion; **Level** 2; **Burn** 2

**Associated** **blasts** telekinetic;

**Saving** **throw** none

Your kinetic blast delivers the object projected as if you had thrown it without reducing the damage dealt.

Treat the damage type of the blast as the same material as the object launched. This damage is not magic unless the object is magic. If the object normally can be thrown as a touch attack or splash weapon, the object acts as if it hits the target on the first successful attack. This does not affect the blast’s damage or critical hit profile. If you have telekinetic finesse, you can activate, prime, or ignite the object as part of the blast action as if you used a standard or move action to do so.

This infusion cannot be combined with foe throw, kinetic fist, mobile, spindle, or wall form infusions
You'er/Relationships

## Yun Che

Yun Che was the first person she met after million years of loneliness and she has some special feelings for him. Yun Che is currently her master after her mother binded her with Yun Che's soul

## Hong'er

She and Hong'er were originally one soul and she always felt inexplicable emotions when she interacted with Hong'er. Currently she and Hong'er are both connected with Yun Che and are sharing the same sword soul.
Persisting shield

# Persisting barrier

**School** abjuration [force]; **Level** Cleric/Oracle 2, Magus 2, Paladin 2, Sorcerer/wizard 2

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Targets** creature touched

**Duration** 1 minute/level

**Saving Throw** None; **Spell Resistance** yes (harmless)

DESCRIPTION

You create a reoccurring field to protect the target. The creature gains 6 temporary hit points. At the beginning of each of the creature's turns, if the temporary hit points from this spell are less than 6, increase the amount remaining to 6. This cannot in total grant more than temporary hit points plus 6 hit points per caster level, to a maximum of 60 at level 10
Mannequin Robot

**CR 2** N Medium construct (robot)

**Init** +1; **Senses** darkvision 60 ft., low-light vision; Perception +6

DEFENSE

**AC** 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)

**hp** 40 (2d10+20)

**Fort** +0, **Ref** +1, **Will** +0

**Immune** construct traits; **Resist** fire 5

**Weaknesses** vulnerable to critical hits, vulnerability to electricity

OFFENSE

**Speed** 30 ft.

**Melee** Slam +4 (1d4+2)

**Weapon Options**: +1 dagger +5 (1d4+3 19-20/x2)

STATISTICS

**Str** 15, **Dex** 12, **Con** —, **Int** 10, **Wis** 11, **Cha** 1

**Base Atk** +2; **CMB** +4; **CMD** 15

**Feats** Alertness

**Skills** Disguise –4 (+4 to appear humanoid), Knowledge (local) +4, Perception +6, Sense Motive +6; **Racial Modifiers** +8 Disguise to appear humanoid

**Languages** Common

**SQ** false flesh

SPECIAL ABILITIES

**Proficiencies:** Mannequins are automatically proficient with simple weapons.

### Templates

Advanced Mannequin (CR 3)

Security Mannequin (CR 3)

Security Bodyguard Mannequin (CR 4)
Magical items

Birdfood's hybridization funnel

Eternal wand of Murmurs of the Grave

-Eternal wands function like typical wands, except they can be used twice a day instead of 50 times total.

Logic of Design

Blood Clay

Ring of Many Shields

Chronobook

Grisly Trophy Necklace

Spell Crystals

Swain's Spear

Special materials

Malleable symbol of channeling

Hala Belt

Apprentice's Staff of Conjuration

Apprentice's Staff of Evocation

Apprentice's Staff of Transmutation

Rod of Gripping Smoke

Cloak of Holding

Nubglub-Skin Drum

Voidlens robes
Abyssal Rift

**School** Conjuration [Chaos, Evil]; **Level** Cleric/Oracle 3, Sorcerer/Wizard 3, Summoner 3, Witch 3

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (a quasit’s eye)

EFFECT

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

**Duration** 1 round/level

**Saving Throw** Reflex negates; **Spell Resistance** yes

DESCRIPTION

You tear a rift into the infinite layers of the abyss, flooding an area with unholy and elemental energy. Abyssal chains whip around the field, attempting to drag in any unwary souls.

When you cast this, roll a d4. On a roll of 1, this spell deals acid damage and gains the earth subtype; on a roll of 2, it deals cold and gains the water subtype; on a roll of 3, it deals electric damage and gains the air subtype; and on a roll of 4, it deals fire damage and gains the fire subtype.

A creature that starts their turn within a 10ft area spread takes 1d6 points of elemental damage as determined above. This increases by 1d6 at levels 8 and 12. If they are within a 5ft area spread they also take 1d6 points of unholy damage. This damage increases by 1d6 at level 10 and 15. A reflex save negates both damage.

As a swift action, you can direct a chain to pull a target within 30ft toward the rift. Makes a pull combat maneuver check using your caster level, your casting modifier, and a +2 size bonus. If you do not take this action on your turn, the rift randomly selects among the closest targets between 10ft and 30ft of its center.
Healing heat

**School** conjuration (healing) [fire]; **Level** Alchemist 2, Druid 2, Ranger 2, Shaman 2, Summoner 2, Witch 2

**Casting Time** 1 standard action

**Components** V, S, M (ash from a phoenix)

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 4 rounds plus 1 round at levels 6 and 9. (max 6 rounds)

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

The restorative powers of fire burn in the target. The target heals for 3 hit point. After one round they heal 4 points. On subsequent rounds they heal 5 hit points. As a move action, the target can transfer this effect to another willing character within touch range.

Note: 3+4+5+5+[5+5]
Security Mannequin

**CR 3** N Medium construct (robot)

**Init** +6; **Senses** darkvision 60 ft., low-light vision; Perception +6

DEFENSE

**AC** 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

**hp** 40 (2d10+20)

**Fort** +0, **Ref** +2, **Will** +0

**Immune** construct traits; **Resist** fire 5

**Weaknesses** vulnerable to critical hits, vulnerability to electricity

**Hardness** 5

OFFENSE

**Speed** 30 ft.

**Melee** Slam +4 (1d4+2)

**Weapon Options**: Melee Boltspear +3 (1d8+1d8+6 /x3) [PA]; Ranged Boltspear +4 (1d8 /x3); Laser Rifle +4 (2d6+2d6 /x3)[Vital strike]; Laser Torch +4 touch (1d10), +1 dagger +5 (1d4+3 19-20/x2)

STATISTICS

**Str** 15, **Dex** 14, **Con** —, **Int** 10, **Wis** 11, **Cha** 1

**Base Atk** +2; **CMB** +4; **CMD** 16

**Feats** Alertness

**Skills** Disguise –4 (+4 to appear humanoid), Knowledge (local) +4, Perception +6, Sense Motive +6; **Racial Modifiers** +8 Disguise to appear humanoid

**Languages** Common

**SQ** false flesh

SPECIAL ABILITIES

**Proficiencies:** Security mannequins are automatically proficient with light armor, simple weapons, and one beam weapon, firearm, or powered weapon of activator's choice.
Spell Combat Defensive Casting

Magi using Spell Combat do not need to make a concentration check to cast defensively. It is assumed they are always casting defensively when using spell combat.

I'm adding this because it seems silly that the whole point of a magus is to cast a spell while fighting in melee. Requiring a check with a 50% chance of wasting the spell is as asinine as asking a fighter to roll a reflex save to not drop their weapon every time they attack, while only letting them use the weapon a few times a day.
Conduit Mannequin Robot

**CR 3** N Medium construct (robot)

**Init** +1; **Senses** darkvision 60 ft., low-light vision; Perception +6

DEFENSE

**AC** 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)

**hp** 40 (2d10+20)

**Fort** +7, **Ref** +2, **Will** +7

**Immune** construct traits; **Resist** fire 5

**Weaknesses** vulnerable to critical hits, vulnerability to electricity

OFFENSE

**Speed** 30 ft.

**Melee** Slam +9 (1d4+3) [-2/+6 power attack]

**Weapon Options**: +1 dagger +10/+5 (1d4+3 19-20/x2)

STATISTICS

**Str** 15, **Dex** 12, **Con** —, **Int** 10, **Wis** 11, **Cha** 1

**Base Atk** +7; **CMB** +9; **CMD** 20

**Feats** Alertness

**Skills** Disguise –4 (+4 to appear humanoid), Knowledge (local) +4, Perception +6, Sense Motive +6; **Racial Modifiers** +8 Disguise to appear humanoid

**Languages** Common

**SQ** false flesh

SPECIAL ABILITIES

**Proficiencies:** Mannequins are automatically proficient with simple weapons.
Bromeliad Neoregelia Hannibal Lector

lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl. lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl. lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl. lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl. lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl. lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl. lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl. lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl. lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl. lkjsldfjasdf ksdf lsjdfl sdlfjsldkf lks jflksdj fl jdfl.

lsjdlfjsldfjs

dfsdfljsdfljsdf

sfsldfjlsdjf
Blood of the martyr

**School** conjuration (healing)[Good, law]; **Level** Cleric/oracle 2, Inquisitor 2, Paladin 2

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Target** you

**Duration** 1 minute/level

**Saving Throw** None; **Spell Resistance** No

DESCRIPTION

For every 2 points of ability damage and/or drain each of your ability scores has, allies within 30 ft of you are treated as though their corresponding ability score has 1 less damage.
Joram

Joram Kyte is a councilor of Torch and the lead priest at Torch's temple to Brigh. He holds much power after he contributed a cache of skymetals to the town when the torch was inactive. He also holds power by the debt he holds over Khonnir Baine, another councilor. He used his influence to enact social programs: A new elevator to the torch, subsidized housing on the outskirts of town, and a food kitchen in Garmin's SIlverdisk Hall.

His past is mysterious, but what is known is that he was a rebel in Chessed against the Technic League. He worked with Divanya at that time until he was forced to flee to Torch.
Lords of Rust

Hellscar The Troll - Puts on Displays

Meyanda - We arrested her in the ruins beneath Torch

Nalakai - Priest of Helion, has several clerics

Temple of Helion where the LoR live is built upon some sort of "device" (source: Divanya)

"Chokers" are followers of Helion, some sort of failure happened outside of Scrapwall and many "Chokers" were destroyed by Helion as retribution for what we assume was the failure to being the relay under Torch online.
NPCs

#### **Meyanda**

Purple haired android captured under Torch. Lives in Torch. Warpriest of Calistria. Formerly a member of Lords of Rust.

#### **Hoskit**

Eldest leader of Iadenveigh. Asked players to discretely solve mutation problem in ruins.

#### **Captain Ghartone**

Technic league captain mentioned by Illaris.

#### **Furkas Xoud**

Smokey ghost wizard that took Casandalee's body from the ruin's under Iadenveigh. Fled and stole technology from the Technic League.

#### **Casandalee**

Android killed in ruins under Iadenveigh by gearsmen. Her body is currently in possession of Furkas Xoud in Lab Zero.

#### **The Second/The Herald of Prime**

Was created by and betrayed Prime. Set out to raise an army to defeat Prime. Went to the android factory under Iadenviegh.

#### **Black Sovereign**

Leader of the Numerian barbarian tribes and king of Starfall

#### **Unity**

Prime, creator of the Second and Hellion. A divine entity. Plans to do something ebil

## Inactive

#### **Aldronard**

Ghost in the chapel. Paladin of Sarenrae. Released by the players.

#### **Birdfood**

Sniper lieutenant of Smilers. Killed in Scrapwall.

#### **Divanya Lanalei**

A reclusive priest of Brigh known to communicate using a white raven. Killed by Nalakai.

#### **Dolga Freddert**

Dwarf councilwoman of Torch. Killed by Hellion.

#### **Eredian**

Aldronard's step-father. Only known by letter.

#### **Illarris Zeleshi**

Technic League correspondent found in Iadenviegh. Self-banished from Numeria.

#### **Garmin**

Roguish owner of Silverdisk Hall in Torch. Killed in seige against Torch.

#### **Gunshy**

Lieutenant of Smilers. Armored alchemist killed in Scrapwall.

#### **Kulgara**

Right-hand woman of Hellion. Killed by Meyenda.

#### **Hellion**

Leader of Lords of Rust. Inhabited a hologram generator and a big scorpion robot. Bestowed divine powers on Nalakai. Created by Prime.

#### **Malissa**

Shadowy spellcaster lieutenant of Smilers. Killed in Scrapwall

#### **Marrow**

Leader of Smilers. Hobgoblin tech-necromancer. Killed in Scrapwall

#### **Sanvil Trett**

Merchant at the market (#11) who knows stuff about tech things. Correspondent of the Technic League. Grenaded self to death.

#### **Redfang**

Leader of the Redfang's Raiders. Killed by Hellion.

#### **Sef**

Leader of skulk clan, betrayed by purple haired woman. Deceased.

#### **Sahasho**

A creature from the Plane of Air that was bound by Furkas Xoud. It was left in the ruins under Iadenveigh for seven years after Furkas found Casandalee's remains. Dismissed from the Material Plane

#### **Val Baine**

Child in foundry, daughter of Khonnir. Orphaned in and rescued from Starfall. Killed by Sanvil.

Died before you even knew their names: Draigs, Greuther, Hetuath, Tatterface, Seerath, Whiskifiss, Zaagmander

## Scrapwall Gangs

### Lords of Rust

Hellion gang, plotted to siphon energy from torch, controls scrapwall

### Smiler

Cannibals, lackeys of Lords of Rust in exchange for causing chaos
Mortal premonition

**School** divination; **Level** Cleric/oracle 1, Magus 1, Sorcerer/wizard 1, Summoner 1

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** close (25ft plus 5ft/2 levels)

**Target** one living character

**Duration** 1 minute/level

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

Your foresight into your mortality allows you to defer injury. Prevent the next 5 damage the affected character would take after taking resistances and reductions into consideration, plus another 5 per caster level (max 30). Each time damage is prevented this way, the target makes a will save (DC = 5 + damage prevented). Failure immediately ends the spell. When this spell ends, the target takes damage equal to the total amount prevented. This damage cannot be reduced or redirected.
Murmurs of the grave

**School** necromancy [curse]; **Level** Cleric/oracle 2, Magus 2, Sorcerer/wizard 2, Witch 2

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** living or undead creature touched

**Duration** 1 minute/level

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

Reduce the damage the target takes from non-curse sources by 10. Each time you do, the target takes 2 damage at the beginning of their turn for a number of rounds equal to half the damage prevented, rounded down. If the amount prevented was odd, the target takes an extra damage on the first turn. The damage taken each turn stacks and is tracked separately. This spell can only prevent 15 damage plus 5 damage per caster level (max 60)

The damage does not end when this spell ends. This effect is considered a curse and can only be removed with a remove curse or higher level magic.
Flexible Favored Class Bonus

When selecting your favored class bonus, you can choose any race's class/race combination. You can only choose one combination for each character.

You may select bonus HP or skill ranks in place of a fractional bonus, converting the HP or skill ranks when the amount accumulated is enough for a whole number bonus.
Radiant conversion

**School** evocation [light]; **Level** Magus 3, Sorcerer/wizard 3, Summoner 3

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 1 min/level or until discharged

**Saving Throw** Fort negates (harmless); **Spell Resistance** Yes

DESCRIPTION

Radiant conversion turns heavy physical blows light. The first 10 points of lethal physical damage are converted to non-lethal damage each time the target takes damage. When this happens, the affected character shines as bright as a torch for 1 round and gains a +1 circumstance bonus on attack rolls and skill checks. The attacker is blinded for one round (Reflex negates). This spell can only convert up to 20 points plus 5 points per caster level (max 80).
Recharge Technology

**Recharge Technology (Technology)**

*Your magical energy can be attuned to power technology*

**Prerequisite**: Technologist

Once per day you may expend any number of spells per day or spell slots to recharge a battery or other technological item. The amount recharged is limited to the total levels of spells expended, your highest caster level, or the amount required to fully charge the object. If you charge a battery then it has a chance to be destroyed equal to 1% for each charge restored.
Retraining feats

Feats that are applied to specific weapons or spells can be retrained at the beginning of each day.

Feats that are applied to groups of weapons or schools of magic can be retrained once per week or at the beginning of each adventure.

Feats that are applied to a specific weapon can be applied to a group of weapons instead. Use the weapon groups listed in the fighter page

In addition to those groups, iron gods will use these groups:

Powered melee weapons: Ripper, Augerblade, Chainsaw, etc

Beam melee weapons: Laser Torch, etc

Heavy weapons: Grenade launcher, Laser Cannon, Plasma Cannon, etc

Hammers: Stun baton
Cybernetic amplification

**School** Transmutation; **Level** bard 4, cleric 4, inquisitor 4, psychic 4, sorcerer/wizard 4

CASTING

**Casting Time** 1 standard action

**Components** V, S, F (A full battery)

EFFECT

**Range** Close (25ft plus 5ft/2 levels).

**Target** One robot or one creature with cybernetics implants.

**Duration** 1 minutes/level

**Saving Throw** Fortitude (harmless); **Spell Resistance** yes (harmless)

DESCRIPTION

This spell functions like Cybernetic Surge, except the maximum bonus to non robots is increased to +4 to for abilities and rolls. The maximum speed bonus is increased to +20ft. The targeted creature also gains 2 temporary hit points per augmentation point and immunity to poisons.

Robots gain +4 to their bonuses instead of +2.
Scorpion's Betrayal

**School** Enchantment (compulsion) [mind-affecting]; **Level** Bard 3, Cleric/Oracle 3, Druid 3, Mesmerist 3, Witch 3, Wizard/Sorcerer 3

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (a scorpion's tail)

EFFECT

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

**Targets** creatures in a 15ft radius burst

**Duration** instantaneous

**Saving Throw** Will partial, see text; **Spell Resistance** yes

DESCRIPTION

Affected characters make a compulsive strike. If the target fails their saving throw, they must make an attack against the nearest creature they can directly detect. The target chooses among the closest potential characters to attack. They use the most lethal weapon in hand, potentially firing a projectile weapon or throwing a weapon with a range increment. They can take no other actions except a free action to draw ammunition for a held projectile weapon. Targets that pass their save may choose not to make an attack.

This spell is based on the 3.5 spell snake's swiftness, mass and confusion
Fascination ruling

When Euphoric cloud was used, there was some misunderstanding about how fascination works in combat.

A character cannot be fascinated as long as someone who has attacked them can be directly perceived. Fascination ends if the character believes they have been attacked, such as being exposed to an effect with a non-harmless saving throw or that could apply damage or another condition. A character who ends their turn in a euphoric cloud can be affected by fascination even after the spell is initially cast.
Battery Drain

**Battery drain (Technology)**

You have mastered the ability to convert electronic energy into your own magical energy

**Prerequisite**: Technologist

Choose a resource from this list. Once per day you can drain the energy from a battery to replenish the chosen resource. The number of charges drained and resource replenished are the lower of the remaining charges in the battery and the number of resource used. You can only use this ability once per resource per day.

Arcane reservoir (arcanist)

Arcane points (magus)

Bane (inquisitor)

Bardic performance (bard)

Blessings (warpriest)

Bloodline powers [abilities usable 3+CHA/day] (sorcerer)

Bombs (Alchemist)

Channel energy (cleric/paladin/warpriest)

Divine bond (paladin)

Domain abilities [abilities usable 3+WIS/day] (cleric)

Fervor (warpriest)

Ki points (monk, ninja)

Lay on hands (paladin)

Raging song (skald)

Revelations [abilities usable 3+CHA/day] (oracle)

School powers [abilities usable 3+INT/day] (wizard)

Summon monster (summoner)

Touch of corruption (anti-paladin)

You can take this feat multiple times. Each time you do, choose a different resource. You can use this feat once per day per resource.

Note: Other supernatural abilities from archetypes will be considered upon request. These are usually limited daily to the sum of one or two of the following (3, class level, 1/2 class level, ability mod)
Plague of Life

**School** conjuration (healing) [disease]; **Level** Alchemist 2, Druid 2, Ranger 2, Shaman 2, Witch 2

**Casting Time** 1 standard action

**Components** V, S, M (vial of pus)

EFFECT

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

**Target** living creature touched

**Duration** 1 minute or until expended

**Saving Throw** Fort negates (harmless); **Spell Resistance** Yes

DESCRIPTION

A life-enhancing infection festers in the target before moving on to another in need of healing. On your next turn the target heals for 2d4 plus half your caster level (max +5). The effect then repeats on the following turn for another living ally of your choice within 10ft of the previous target.

If you do not choose a target, the spell prioritizes the ally with the most missing hit points. If no legal targets are missing health, the spell checks on each of the following rounds until all of the healing is used or the spell's duration expires.

This effect heals a number of targets equal to half you caster level plus 3 (max 7). Each creature can only be affected once per casting.

Note caster levels 3-10: 4\*2d4+1; 4\*2d4+2; 5\*2d4+2; 5\*2d4+3; 6\*2d4+3; 6\*2d4+4; 6\*2d4+4; 6\*2d4+5
Whispers of life

**School** conjuration (healing) [air]; **Level** Cleric 1, Druid 1, Ranger 1, Shaman 1, Sorcerer/Wizard 1, Summoner 1, Witch 1

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Target** you

**Duration** 1 minute

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

You inhale deeply, forming a connection to the air. You heal 3 hit points. As a swift action you can heal another living creature within close range for 3 hit points. You can only takes this action 2 times, plus an addition time at levels 3 and 5.
Dark vigor

**School** illusion (shadow); **Level** Bard 2, Magus 2, Sorcerer/wizard 2, Witch 2

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (a drop of liquid shadow from the plane of shadow)

EFFECT

**Range** touch

**Target** creature touched

**Duration** 1 minute/level

**Saving Throw** Will negates (harmless), see text; **Spell Resistance** yes (harmless)

DESCRIPTION

You bolster the target with shadowy energy. Target gains 15 temporary hit points plus 2 per caster level (maximum 35). The first time the target takes damage a source, that source may make a will save. If they succeed then their attack does not deal damage to this temporary hit points, but must attempt another save each subsequent attack against the target
Lanai Cage Plants

Our lanai was designed by friends who run the Palma Sola Botanical Park, Shonene and Jacob. What a paradise!

Dive right in to learn about what we have planted.

Cat Tail Palm.

Canna Lily.

Foxtail Fern.

Bird of Paradise.

Bromeliad Aechmea Del Mar.

Variegated Ginger.

Ti Plant.

Red Congo philodendron.

Split leaf philodendron.

Xanadu philodendron.

Heliconia.

Iris Regina.

Iris White African.

Allamanda Cherries Jubilee.

Bulbine.
First world healing

**School** conjuration (healing); **Level** Druid 2, Ranger 2, Shaman 2, Witch 2

**Casting Time** 1 standard action

**Components** V, S, M (blood from a fey)

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 1 min/level or until discharged

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

You infuse the target with the positive energy of the first world. You heal the target for 2d10 damage.

Whenever the target receives healing from a spell, spell-like ability, or supernatural ability, increase the amount by 4 per dice. If the healing source has no dice instead increase the healing by 4 per spell level. If it has no spell level either, increase the healing by 2 per caster level or hit die of the source. This effect ends after it has healed 10 hit points plus 2 per caster level (Max 30).

In addition, any damage reduction the target possesses is overcome by cold iron weapons.
Robot Commander

**Robot Commander (Technology)**

*You are able to keep a robot magically animated for extended periods*

**Prerequisites**: Technologist, ability to cast Awaken Automaton spells

**Benefit**: When you cast an Awaken Automaton spell, you may choose to put that robot in a non-combat role. If you do so, for 1 hour per caster level the duration of the Awaken Automaton spell is suspended and the robot gains the staggered condition. When placed in a hazardous situation (ie when initiative is rolled), the robot loses the staggered condition. When the robot enters initiative or loses the staggered for any other reason, the Awaken Automaton spell's duration begins to elapse. Only one non-combat robot may be controlled in this way at one time
Security Sentinel

*A robot made for reconnaissance and ranged support, it consists of only a head, two legs, and a weapon.*

**CR 3** N Medium construct (robot)

**Init** +9; **Senses** darkvision 60 ft., low-light vision; Perception +6

DEFENSE

**AC** 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)

**hp** 50 (3d10+20)

**Fort** +1, **Ref** +9, **Will** +1

**Defensive Abilities** hardness 10; **Immune** construct traits

**Weaknesses** vulnerable to critical hits, vulnerable to electricity

OFFENSE

**Speed** 30 ft.

**Melee** slam +8 (1d4+3) [using power attack]

**Ranged** Grenade launcher +10 touch (2d6+4 plus trip and splash) or Laser Rifle +10 touch (2d6 /x3) or Semi-Auto Laser Rifle +8/+8 (2d6 /x3)

STATISTICS

**Str** 10, **Dex** 22, **Con** —, **Int** 16, **Wis** 10, **Cha** 1

**Base Atk** +3; **CMB** +9; **CMD** 19

**Feats:** Lightning reflexes, Weapon focus (Laser Rifles or Grenade Launcher)

**Skills** Acrobatics +12, Perception +6

**Languages** Common

**SQ** Minimal Build, Loadout, Grenades, Laser Rifle.

**Minimal Build:** A sentinel has no arms or torso. It cannot wield weapons or use items.

**Loadout (Ex):** Sentinels can armed with concussion grenades, plasma grenades, or a laser rifle when activated. By default they use concussion grenades.

**Grenades (Ex):** Sentinels can launch one grenade per day per caster level (minimum 6). Grenades resolve as touch attacks with a range increment of 30ft, maximum range 150ft. Creatures within 5ft of the target takes minimum damage (6) unless they succeed at a reflex save (DC 14) for half. If a target is missed, they are affected by splash as well. Concussion grenades deal 2d6+4 bludgeoning damage and trip directly hit targets unless they succeed at a reflex save (DC 14). Plasma grenades deal 2d6 plasma damage.

**Laser rifle (Ex):** This functions as a laser rifle. It deals 2d6 damage on a hit, x3 on a critical, and can use full-auto. A sentinel can use the laser rifle one round per caster level per day (minimum 6). Using full-auto consumes two of these uses. Note: You may want to use semi-auto and deadly aim for +7/+7 (2d6+2) against touch.
Iris Regina

I have two Iris Regina plants on the back wall, just inside the two Canna lilies and just outside the two White African lilies. Those six will look great when they're in full bloom.

### **Facts and Trivia:**

Also develops shoots from rhizomes, like the canna lily and ginger.

A cousin to North American iris types.

From mygardenlife.com below:

* *"After flowering a small plantlet grows at the end of the stem. The weight of the growing plantlet gradually causes the stem to bend downward until it touches the ground. The new plant can then take root in the ground. This unusual spreading habit is the source of the common name “Walking Iris”."*

### **References:**

Regina Giant.

My Garden Life Information on Iris Regina.
Tears of the martyr

**School** conjuration (healing)[Good, law]; **Level** Cleric/oracle 4, Inquisitor 4, Paladin 4

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Target** you

**Duration** 10 minute/level

**Saving Throw** None; **Spell Resistance** No

DESCRIPTION

Whenever you fail a saving throw against a poison, fear, disease, or enchantment spell, each ally within 30 ft can make a reroll their saving throw against that effect if it is currently affecting them, otherwise they gain a +4 bonus on the next time they make a saving throw against an effect with the same name in the next round.
Robots

Robots the party as access to, for the purposes of awaken automaton

## Unmodified Robots

### CR 2

Mannequin Robot

Sentinel Robot

### CR 4

Gearsman Robot

Restoration Robot

## Templated Robot Examples

### CR 3

Advanced Mannequin

Advanced Sentinel

Conduit Mannequin

Security Mannequin

Security Sentinel

Weapon Expert Mannequin

Weapon Expert Sentinel

### CR 4

Advanced Weapon Expert Sentinel

Security Bodyguard Mannequin

CR 5

Advanced Conduit Weapon Expert Mannequin

Advanced Gearsman
Xoud's spellbooks

-A green spellbook embossed with the Auren symbol for fog contains the following spells:

Cloudkill, insubstantial curse; greater aggressive thundercloud, solid fog; ice swarm, sleet storm, stinking cloud, tornado funnel; blur, fog cloud, cloud of seasickness, invisibility, mirror hideaway, obscure object; alter winds, feather fall, magic aura, obscuring mist, snowball, vanish, windy escape

-A grey spellbook embossed with the Auren symbol for smoke contains the following spells: Summon monster 5, wall of force; dimension door, phantasmal killer, pyrotechnic eruption, summon monster 4, volcanic storm, web cloud; fireball, shadow enchantment, summon monster 3; illusory maze, mirror image, scorching ray, summon monster 2, web; lesser infernal healing, mage armor, magic missile, shield, summon monster 1, unseen servant

-A maroon spellbook embossed with the Auren symbol for thought contains the following spells:

greater make whole, magic circle against technology, shout, rebuke technology, telekinetic charge; discharge, dispel magic, heroism, irradiate, recharge; detect thoughts, flaring conversion, fox’s cunning, locate object, make whole, page-bound epiphany, protection from technology, radiation ward, regrowth, see invisibility, telekinetic volley; arcane lock, detect radiation, erase, expeditious construction, expeditious excavation, identify, heightened awareness, lose the trail, memorize page, skim, sure casting, technomancy
Cacophony of the Grave

**School** necromancy [curse]; **Level** Cleric/oracle 4, Magus 4, Sorcerer/wizard 4, Witch 4

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** living or undead creature touched

**Duration** 1 minute/level

**Saving Throw** Will negates (harmless), will negates transfer; **Spell Resistance** Yes, no to transfer.

DESCRIPTION

Whenever the target takes at least 15 damage from a non-curse source, reduce that by 15. Each time you do, the target takes 3 damage at the beginning of their turn for five rounds.The damage taken each turn stacks and is tracked separately. This spell can only prevent 30 plus 6 damage per caster level (max 90).

As a standard action, the target may make a melee or ranged touch to transfer the remaining damage of one curse to a new target. A will save or a missed attack prevents this transfer.

The damage does not end when this spell ends. This effect is considered a curse and can only be removed with a remove curse or higher level magic.
Coontie Palm

### Notable

a living fossil, like the sago palma cyad, form of life which existed during dinosaur eraonce common, but overexploited for foodA plant is MALE or FEMALE

### Water

high drought tolerancemoderate salt tolerance

### Size

1-3ft tall

The first I knew of this plant was when Jacob and Shonene planted it in our lanai. Since it has some similar characteristics as a sago palm, I was not surprised to hear how ancient this form of life was.

It is a host to a caterpillar of the rare atoll butterfly (which I know nothing about yet). I do know that people who visit the park LOVE butterflies and plants that host them.

### **Interesting Facts:**

Native Americans called it "**kunti**." They used the underground stems to form flour, but they had to wash out a toxic substance in the process.

This process was passed to **Europeans in the late 1800's**, and Miami was home to **mills** that created the starch, called "**Florida arrowroot**." Florida arrowroot had military use in World War I.

Florida now designates coontie palm as "**commercially exploited**." You must have a permit to collect it from the wild.

Coontie palm is **dioecious**, which means each one is either **MALE or FEMALE**. The cones produced are either male or female, which you cannot tell until the plant matures!

Male cones are 3-7in tall and produce pollen.

Female cones are 6in and covered in a velvety fuzz. At maturity, these crumble and leave orange-red waxy seeds.

**References:**

Florida Department of Agriculture.

University of Florida Fact Sheet.
Fight through the pain

**School** enchantment (compulsion); **Level** Bard 1, Cleric/oracle 1, Sorcerer/wizard 1

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 1 minute/level

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

Fight through the pain treats non-lethal damage as lower for the duration of this spell. Up to 5 points plus 5 points per caster level (max 30) of non-lethal damage do not count towards whether the target is rendered unconscious. This does not affect non-lethal damage caused by thirst or starvation.
Asp's Swiftness

**School** transmutation; **Level** Bard 3, Cleric/Oracle 3, Druid 3, Magus 3, Ranger 3, Shaman 3, Witch 3

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (A fragment of asp scales)

EFFECT

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

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

**Duration** 1 round/level

**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless)

DESCRIPTION

Affected characters make a sudden strike. Each affected characters can make an attack action in their initiative order. They can take a 5ft step if they did not move in their last turn as part of their attack.

Against targets affected by haste, this spell instead increases the remaining duration by 1 round/level. This spell counters and dispels slow.

This spell is based on the 3.5 spell snake's swiftness, mass
Rustlings of life

**School** conjuration (healing) [air]; **Level** Cleric 2, Druid 2, Ranger 2, Shaman 2, Sorcerer/Wizard 2, Summoner 2, Witch 2

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Target** you

**Duration** 1 minute

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

You inhale deeply, forming a connection to the air. You heal 4 hit points. As a swift action you can heal two other living creature within close range for 4 hit points. You can only takes this action 2 times, plus an addition time at levels 7 and 10.
Common year starting on a sunday

This is the calendar for any common year starting on a sunday, January 1.

A common year is a year with 365 days, i.e., not a leap year.

list of years that follow this calendar:

1st century-2, 13, 19, 30, 41, 47, 58, 69, 75, 86, 97.

2nd century-103, 114, 125, 131, 142, 153, 159, 170, 181, 187, 198.

3rd century-209, 215, 226, 237, 243, 254, 265, 271, 282, 293, 299.

4th century-310, 321, 327, 338, 349, 355, 366, 377, 383, 394.

5th century-405, 411, 422, 433, 439, 450, 461, 467, 478, 489, 495.

6th century-506, 517, 523, 534, 545, 551, 562, 573, 579, 590.

7th century-601, 607, 618, 629, 635, 646, 657, 663, 674, 685, 691.

8th century-702, 713, 719, 730, 741, 747, 758, 769, 775, 786, 797.

9th century-803, 814, 825, 831, 842, 853, 859, 870, 881, 887, 898.

10th century-909, 915, 926, 937, 943, 954, 965, 971, 982, 993, 999.

11th century-1010, 1021, 1027, 1038, 1049, 1055, 1066, 1077, 1083, 1094.

12th century-1105, 1111, 1122, 1133, 1139, 1150, 1161, 1167, 1178, 1189, 1195.

13th century-1206, 1217, 1223, 1234, 1245, 1251, 1262, 1273, 1279, 1290.

14th century-1302, 1313, 1319, 1330, 1341, 1347, 1358, 1369, 1375, 1386, 1397.

15th century-1409, 1415, 1426, 1437, 1443, 1454, 1465, 1471, 1482, 1493, 1499.

16th century-1505, 1511, 1522, 1533, 1539, 1550, 1561, 1567, 1578, 1589, 1595.

17th century-1606, 1617, 1623, 1634, 1645, 1651, 1662, 1673, 1679, 1690.

18th century-1702, 1713, 1719, 1730, 1741, 1747, 1758, 1769, 1775, 1786, 1797.

19th century-1809, 1815, 1826, 1837, 1843, 1854, 1865, 1871, 1882, 1893, 1899.

20th century-1905, 1911, 1922, 1933, 1939, 1950, 1961, 1967, 1978, 1989, 1995.
Telekinetic Juggle

New utility talent

**Telekinetic Juggle**

**Elements** Aether; **Type** Utility; **Level** 2; **Burn** 0

**Requirements**: None

You can hold and wield (in other words, “juggle”) up to two items near you. You must be able to lift an object with telekinesis in order to juggle it.

This ability doesn’t grant you additional attacks, though it does allow you to use different weapons as part of a full attack. As long as you are juggling fewer than two objects, you are considered to have two free hands. At 6th level and every 4 levels thereafter, the maximum number of objects you can juggle increases by one, to a maximum of six objects at 18th level.

If you lose consciousness, each object being juggled falls into random nearby squares
Pnumbral vigor

**School** illusion (shadow); **Level** Bard 3, Magus 3, Sorcerer/wizard 3, Witch 3

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (a drop of liquid shadow from the plane of shadow)

EFFECT

**Range** touch

**Target** creature touched

**Duration** 1 minute/level

**Saving Throw** Will negates (harmless), see text; **Spell Resistance** yes (harmless)

DESCRIPTION

You bolster the target with shadowy energy. Target gains 20 temporary hit points plus 3 per caster level (maximum 50). The first time the target takes damage a source, that source may make a will save. If they succeed then their attack does not deal damage to this temporary hit points and ignore the concealment (see below), but must attempt another save each subsequent rounds against the target. Once per minute as a move action, you may recover 10 of the temporary hit points and gain the benefit from concealment for 1 round. Any temporary hit points that would cause your current amount to exceed the initial amount granted are wasted.
Gearsman Robot

Made of what appears to be silver, this construct resembles a suit of armor with a glowing glass orb for an eye.

**CR 4** N Medium construct (robot)

**Init** +1; **Senses** darkvision 60 ft., low-light vision; Perception +8

DEFENSE

**AC** 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)

**hp** 60 (4d10+20)

**Fort** +1, **Ref** +4, **Will** +2

**Defensive Abilities** hardness 10; **Immune** construct traits

**Weaknesses** vulnerable to critical hits, vulnerable to electricity

OFFENSE

**Speed** 20 ft.

**Melee** slam +9 (1d4+7 plus 1d6 electricity)

STATISTICS

**Str** 20, **Dex** 13, **Con** —, **Int** 10, **Wis** 13, **Cha** 1

**Base Atk** +4; **CMB** +9; **CMD** 20

**Feats** Combat Reflexes, Lightning Reflexes

**Skills** Climb +12, Disable Device +8, Perception +8, Sense Motive +8

**Languages** Common

**SQ** adaptive, charge weapon, nanite repair

SPECIAL ABILITIES

**Proficiencies**: Gearsmen Robots are always proficient with simple weapons
Reshape

**School** transmutation; **Level** Alchemist 3, Druid 3, Ranger 3, Shaman 3, Witch 3

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (an apical meristem from a rose)

EFFECT

**Range** touch

**Targets** creature touched

**Duration** 1 minute

**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless)

DESCRIPTION

You awaken the healing potential in the target. As a move action or a swift action, the affected creature heals 2d4 hit points. Each time a creature is healed this way, they may gain one of the following benefits for 1 round:

>+2 enhancement bonus to one ability score

>+2 enhancement bonus to natural armor

>+1 insight bonus on all saving throws

>+10ft enhancement bonus to movement speed

>2 claws (1d6) attacks and a bite (1d4) attack as primary natural weapons

This action can be used four times plus one additional time at caster levels 8 and 12.
Riot Suppressor Robot

Riot Suppressor CR 6 N Medium construct (robot)

Init +6, Darkvision 60ft, Low-light vision, Perception +13

**Defense**

AC 21, Touch 12, Flat-footed 19 (+2 dex, +6 natural +3 shield)

HP 108 (6d10+28)

For +2, Ref +4, Will +2

**Defensive abilities** Hardness 10, Immune Construct traits

**Weaknesses** Vulnerable to electricity and critical hits

**Speed** 30ft

**Melee** mwk warhammer +18/+13 (1d8+9 /x3 +1d8 non-lethal)

**Ranged** integrated stun gun +10 (1d8 nonlethal sonic)

**Special** Charge Weapons

Str 28, Dex 15, Con -, Int 10, Wis 11, Cha 1

BAB +8, CMB +17, CMD 29

Alertness, Improved Initiative, Shield Focus, Toughness

Perception +13, Sense motive +13

Charge weapons: Deals 1d6 extra non-lethal damage with melee attacks. Can deal non-lethal damage with any melee weapon at no penalty.

Integrated stun gun: Semi auto, No iterative attacks, does not provoke an attack of opportunity, allows a free trip attempt on a confirmed critical attack,