recursal/Fanatic-Fandom huggingface dataset:
Barred Mind

Discipline: Telepathy [Mind-Affecting]

Tier: 8

Display: Olfactory

Manifesting Time: 1 Standard Action

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

Target: Single creature

Duration: 1 Day

Saving Throw: Will negates (harmless)

Power Resistance: Yes (harmless)

Power Points: 15

The subject is protected from all devices, Powers, and spells that gather information about the target through divination powers or magic (such as detect evil, locate creature, *scrying*, and *see invisibility*). Barred mind also grants a +8 resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind even foils *bend reality*, limited wish, miracle, reality revision, and *wish* spells when they are used in such a way as to gain information about the target. In the case of remote viewing or scrying that scans an area the creature is in, such as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.

### Augment

For every two power points spent, the resistance bonus increases by 1.
Armor Art

You are an expert with enchanting armor.

## Craft Bonus

Whenever you enchant armor or shields, decrease the required time by 10%.

### Defensive Aura (Su)

At 9th level, you can emit a 30-foot aura of defense a number of rounds per day equal to your artisan level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your artisan level + your Intelligence modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

### Armor Training (Ex)

At 17th level, you may move in any type of armor without a detriment to your speed. In addition, increase the armor bonus you gain from your worn armor by 2.
Armor of Abeloth

Tier: 1

Force Cost: 1

Force Alignment: Dark

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 10 Minutes/Level

Saving Throw: None

Concentration: No

A protective force surrounds you, manifesting as shimmering light that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 force damage.

### Force Potency

For every extra point spent on this power, both the temporary hit points and the force damage increase by 5 for each slot.
Arcane Bomber

To many wizards, the experimentation of the alchemist seems quaint, if not dangerous or frightening. A few wizards take up the secrets of the bomb, however, fusing alchemy with their already considerable magical power.

## Abilities

### Bomb (Su)

At 1st level, the arcane bomber gains an ability nearly identical to the alchemist’s bomb ability. Unlike the alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold, fire, and electricity. He can throw bombs of that type, but cannot modify them with discoveries. This ability stacks with the alchemist bomb ability to determine the level of bomb damage, but an arcane bomber that becomes an alchemist does not gain that class’s bomb ability, nor does an alchemist that becomes an arcane bomber gain this bomb ability.

This ability replaces arcane bond.

### Spellblast Bombs (Su)

At 1st level, as a swift action, an arcane bomber can sacrifice one of his spells to empower the next bomb he throws during his turn. When he does, he gains a bonus to hit with the next bomb he throws before the end of his turn equal to the level of the spell he sacrificed, and a bonus to damage equal to twice the level of the spell.

This ability replaces cantrips, but the arcane bomber gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

### School of the Bomb

The creation and use of bombs is often so engrossing or intellectually taxing that an arcane bomber forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. An arcane bomber who prepares spells from his opposition school must use two spell slots of that level to prepare the spell. In addition, the arcane bomber takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools.

This ability replaces arcane school.
Battle Trance

School: Enchantment (Compulsion) [Emotion, Mind-Affecting]

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute/Level

Saving Throw: Will Negates

Spell Resistance: Yes

You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature that has attacked you.

When you use this spell, you immediately take 4 points of Intelligence damage. You must make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a –5 penalty.

### Mythic

The number of temporary hit points you gain increases to 2d6 + your caster level (maximum +10) + 1/4th your level. The morale bonus on saving throws against mind-affecting effects increases to +6.
Anti-Life Field

School: Abjuration

Tier: 7

Components: V,S,DF

Casting Time: 1 Round

Range: 10ft

Target: 10-ft.-radius emanation, centered on you

Duration: 1 min./level

Saving Throw: None

Spell Resistance: Yes

You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. Forcing an
 abjuration barrier against creatures that the spell keeps at bay
collapses the barrier.
Titaniool

**Titaniool** is a Steel-type Pokémon; the Alter Form of Dubwool.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Titaniool
* *Italic* indicates a move that gets STAB only when used by an evolution of Titaniool
* Moves in yellow cannot be learned by any previous evolutions of Titaniool
Arakne Soldier

*This large arachnid creatures resemble giant spiders. However, they have 2 frontal legs that are large and sharp, acting more like claws. They also have thick exoskeletons blocking a majority of their body, including their legs and front. They have bulbous backsides exposed to the elements.*

CR 18

XP 0

TN Small Vermin

HP 72+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 8 Natural Armor, 1 Size)

**Land Movement Speed** 40 ft

Fort +11

Ref +6

Will +6

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +13 (1d4)

2 Claws +13 (1d3)

## Abilities

### Weak Spot (Ex)

Flanking an Arakne gives both attackers an additional +2 to their flanking bonus. This stacks with any other effects.
Apparent Master

School: Enchantment (Compulsion)

Tier: 5

Components: V, S

Casting Time: 1 Standard Action

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

Target: One construct

Duration: 1 hour/level

Saving Throw: Will Negates

Spell Resistance: Yes

This charm makes a construct regard you as its master. The spell only affects mindless constructs that are attuned to the commands of a master, such as animated objects, golems, retrievers, and shield guardians. All constructs with Intelligence scores, even those that explicitly follow the commands of their creator, such as an homunculus,
 are unaffected. If the construct is currently being threatened or
attacked by you or your allies it receives a +5 bonus on its saving
throw.

The spell enables you to control the construct completely, with the
sole exception that commands directly resulting in damage break the
spell. Any act by you or your apparent allies that damages the construct
 also breaks the spell. You can communicate your commands in any spoken
language. The construct reverts to obeying the last commands given by
its true master when the spell’s duration expires. If the construct’s
true master attempts to command a construct affected by apparent master,
 you must win an opposed Charisma check for the construct to continue to follow your commands. Failing this check breaks the spell.
Aphasia

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 1

Components: V,S

Casting Time: 1 Standard Action

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

Target: One Creature

Duration: 1 round/level

Saving Throw: Will negates (see text)

Spell Resistance: Yes

You render the target unable to understand any language, including
spoken language, written language, sign language, gestures attempting to
 mimic a crude language, or even truespeech and telepathy. The affected creature is unable to communicate, use command words, cast spells with verbal components, or use any other abilities that requires language.

At the end of each of its turns, the subject can attempt a new saving throw to end the effect.

 Tongues counters and dispels aphasia, and a creature with the tongues spell active is immune to aphasia. Oracles with the tongues curse ignore aphasia in combat.
Aura of Vigor

Tier: 3

Force Cost: 3

Force Alignment: Light

Casting Time: 1 Standard Action

Range: 30 ft

Area: 30 ft radius, centered on you

Duration: 1 Round/Level

Saving Throw: None

Concentration: Yes

Envigorating energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) deals an extra 1d4 damage with weapon attacks.
Arcane Sight

School: Divination

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute/Level (D)

Saving Throw: None

Spell Resistance: No

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell (see tables above.) If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.

Arcane sight can be made permanent with a permanency spell.

 Functioning spell (spell level)
 Magic item (caster level)

 Moderate
 Strong
 Overwhelming
Balance Materia

The Balance Materia combines the effects of Cure Materia and Wound Materia.

It is to note that Balance Materia does not stack with other Cure Materia or Wound Materia.

## Armor Bonus

Grants both Cure Materia and Wound Materia bonuses.

## Weapon Bonus

Grants both Cure Materia and Wound Materia bonuses.

## Spells

Grants both Cure Materia and Wound Materia spells.
Arcane Healer

Though bards may have different reasons for wanting to heal the sick and injured, both out of pure altruism and in order to keep adventuring companions safe, the ability to heal also makes it much easier for a bard to pose as a cleric or other divine healer, opening the door for a wide array of swindles and scams.

## Abilities

### Channel Energy (Su)

At 2nd level, an arcane healer gains the ability to channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modifier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level.

This ability replaces versatile performance.

### Inspiring Healing (Sp)

At 5th level, an arcane healer gains the ability to expend rounds of his bardic performance to provide extra healing to his allies. By expending 2 rounds of bardic performance, an arcane healer can cast cure light wounds as a spell-like ability.

At 11th level, the arcane healer can expend 2 rounds of bardic performance to cast cure moderate wounds as a spell-like ability.

At 17th level, he may instead expend 2 rounds of bardic performance to cast cure serious wounds as a spell-like ability. No single target may be affected by an arcane healer’s inspiring healing ability more than once in a 24-hour period.

This ability replaces Bard's Lore.
Art of Movement

Tier: 3

Force Cost: 3

Force Alignment: Universal

Casting Time: 1 Swift Action

Range: Personal

Target: Self

Duration: 1 Minute/Level

Saving Throw: None

Concentration: Concentration

By letting the Force flow through you, you move with preternatural grace, leaping onto or over tall obstacles that impede others. Until the power ends, you gain the following benefits:

* Your speed increases by 10 feet.
* You take half damage from falling.
* Your jumping distance is tripled.
* You gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. If you are on a vertical surface when you end your turn and are not using your hands to climb, you immediately fall unless you have some other means of remaining there.
* Your movement is unaffected by difficult terrain or squeezing.
* You ignore the effects of Slow.

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d10 damage on a hit. Whether you hit or miss, you gain a flying speed equal to your walking speed until the end of that turn.
Arsenal Chaplain

Arsenal chaplains are warpriests trained in the militant aspects of their gods.

## Abilities

### War Blessing (Su)

An arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing.

At 7th level, an arsenal chaplain gains Quicken Blessing (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level.

At 13th level, an arsenal chaplain can use the War blessing on an ally at a range of up to 30 feet by spending an additional use of the blessing ability.

At 16th level, an arsenal chaplain can use the War blessing on a second target with a single use of the blessing ability.

At 19th level, an arsenal chaplain can use the War blessing on any number of targets at once with a single use of the blessing ability.

This ability alters blessing and replaces sacred armor.

### Sacred Weapon (Su)

The base damage of an arsenal chaplain’s sacred weapon does not increase above 1d6.

This ability alters sacred weapon.

### Weapon Training (Ex)

At 5th level, an arsenal chaplain gains weapon training as per the Warrior class feature, but the benefits of this weapon training apply only to the his sacred weapons (weapons with which the warpriest has taken Weapon Focus).

This ability replaces channel energy.
Argent Voice

Argent voices explore the magic and power of the song of silver.

## Abilities

### Bardic Performance

An argent voice gains access to the following bardic performances. The argent voice must use Perform (sing) with these performances.

**Limning Verse (Su):** The argent voice can sing a song that causes fiends to glow with an aura of silvery light. Outsiders with the evil subtype within 10 feet of the argent voice are affected as per *Faerie Fire*. At 4th level and every 4 levels thereafter, the range of this ability increases by 10 feet, to a maximum of 60 feet at 20th level. Any defense that prevents the detection of alignment or evil also prevents limning verse from outlining a creature. This replaces fascinate.

**Shattering Crescendo (Sp):** The argent voice learns to sing at frequencies capable of shattering magical effects. As a full-round action, an argent voice can use 2 rounds of bardic performance to attempt to dispel a single evil spell or enchantment spell cast by an evil creature. This functions as per dispel magic, using the bard’s level as his caster level. At 18th level, this ability can be used on effects that can be removed by the spell break enchantment.

**Devilbane Refrain (Su):** The argent voice learns how to mimic aspects of the magical Song of Silver with his performance, enhancing his allies’ ability to combat devils and similar fiends. To be affected, a creature must be able to hear the argent voice’s singing and be within 30 feet of him. Natural and manufactured weapons wielded by affected allies are treated as though they were silver for the purpose of bypassing damage reduction. At 14th level, allies’ natural and manufactured weapons also gain the benefit of the evil outsider bane weapon special ability. This replaces Dirge of Doom.

### Dedicated Performance (Ex)

At 2nd level, an argent voice must choose Perform (sing) as his versatile performance skill. At 6th level, the argent voice gains a bonus on Perform (sing) checks made as part of a versatile performance equal to the number of additional Perform skills in which he has the maximum number of ranks possible at his level. This bonus increases by 1 per maximized Perform skill at 10th level and every four levels thereafter, to a maximum of a +4 bonus per fully ranked Perform skill other than Perform (sing) at 18th level.

This alters versatile performance.
Buryta

**Buryta** is a Ground-type Pokémon; the Alter Forme of Chikorita.

Prior to Version 1.9, this Pokemon was named **Mudorita**.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

* Before Version 1.9, Buryta was instead named *Mudorita* and had a more generic, clunky design with gross looking eyes.
Archaeologist

No stodgy researcher, this archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard’s inspirational performance for a smattering of rogue talents.

## Abilities

### Archaeologist's Luck (Ex)

Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level. This replaces Bardic Performance.

### Clever Explorer (Ex)

At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

This ability replaces the versatile performance ability.

### Always Ready (Ex)

At 2nd level, an archaeologist gains Always Ready, as the Rogue ability.

This ability replaces well-versed.

### Trap Sense (Ex)

At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

### Rogue Talents

At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.

### Evasion (Ex)

At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

### Advanced Talents

At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.
Banishment Inquisition

*Your devotion to your deity is matched only by your hatred for fiends. You know the rites to cast evil outsiders back to the realms from which they hail.*

## Abilities

### Righteous Awe (Su)

Whenever you make an unarmed touch attack against an evil creature, it must succeed at a Will save (DC 10 + 1/2 your inquisitor level + your Wisdom modifier) or become shaken for 1d4 rounds. If the creature touched is an evil outsider, it becomes frightened instead of shaken. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

### Dismissive Touch (Sp)

At 8th level, you can cast dismissal once per day as a spell-like ability (caster level equal to your inquisitor level) upon making a successful unarmed touch attack against an evil outsider. The DC to save against this ability increases by 2.
Arakne Rook

*This large arachnid creatures resemble giant spiders. However, they have 2 frontal legs that are large and sharp, acting more like claws. They also have thick exoskeletons blocking a majority of their body, including their legs and front. They have bulbous backsides exposed to the elements.*

CR 18

XP 0

TN Medium Vermin

HP 72+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 10 Natural Armor)

**Land Movement Speed** 40 ft

Fort +11

Ref +6

Will +6

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +13 (1d6)

2 Claws +13 (1d4)

## Abilities

### Weak Spot (Ex)

Flanking an Arakne gives both attackers an additional +2 to their flanking bonus. This stacks with any other effects.
Ballistic Blades

Tier: 0

Biotic Tree: Vanguard

Casting Time: Standard Action

Duration: Instant

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

Target: Single creature or object within range.

Primes/Detonates: N/A

Saving Throw: N/A

Fire a salvo of blades at a target creature or object you can see within range. Make a ranged attack, you add your powercasting modifier to this roll. On a hit, the target takes 1d12 piercing damage.

This feature's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12)

### Advancements

**Bleeding Blades:** On a hit, the target takes an additional 1d12 bleed damage at the start of its next turn due to blood loss. This damage bypasses shields.

**Exploding Blades:** On a hit, the target takes an additional 1d12 sonic damage and must pass a Fortitude save or becomes staggered until the end of your next turn.
Battle Dancer

Battle dancers practice a martial art that emphasizes constant motion, hiding their training from colonial oppressors by presenting it as an acrobatic dance.

## Abilities

### Armor Proficiency

A battle dancer isn’t proficient with shields.

This alters the Martial Artist's armor proficiencies.

### Dancer’s Cunning (Ex)

A battle dancer can treat her Charisma score as her Intelligence score for the purpose of meeting the prerequisites of combat feats. In addition, she can attempt a Perform (dance) check instead of a Bluff check to feint in combat, and her unarmed strikes are considered to have the performance weapon special quality.

This replaces Martial Cunning.

### Rolling Flurry (Ex)

When a battle dancer uses her Martial flurry, she must move 5 feet before each melee attack or combat maneuver. If she is unable to move 5 feet, she can’t attempt any further attacks or combat maneuvers. She can’t exceed her maximum speed. This movement does not provoke attacks of opportunity if the battle dancer would be able to take a 5-foot step normally; if she would be unable to (for instance, if she were in difficult terrain), the movement provokes attacks of opportunity as normal unless she succeeds at the appropriate Acrobatics checks.

While using this ability, she can still take her normal 5-foot step before or after making her attacks.

This alters Martial Flurry.

### Dancing Dodge (Ex)

At 4th level, when an opponent attempts a melee attack against a battle dancer, the battle dancer can expend one use of an attack of opportunity as an immediate action to move 5 feet, granting the battle dancer a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. The attack is still resolved normally, even if the battle dancer’s movement takes her out of the triggering attack’s reach.

This movement is not a 5-foot step and provokes attacks of opportunity from creatures other than the one that triggered this ability, though the battle dancer can attempt an Acrobatics check to avoid provoking the attacks. A battle dancer can use this ability a number of times per day equal to half her level.

She can use this ability only while wearing light armor or no armor, and while carrying no heavier than a light load.

This replaces AC bonus.

### Sparring Partners (Ex)

At 4th level, once per day when a battle dancer gains a flanking bonus on an attack while using her rolling flurry ability, the ally providing the flank gains a flanking bonus on its next attack against that opponent, even if the battle dancer moves out of a flanking position. If either the opponent or the ally moves more than 5 feet before the ally’s attack, the flanking bonus is lost. This ability works only if the ally is on the opposite side of an opponent during the battle dancer’s attack, not if a flanking bonus is gained in some other way, such as through Gang Up. A battle dancer can use this ability one additional time per day at 10th level and at 16th level.

This replaces knockout.
Armors

### Maximum DEX Bonus

This determines how much the Armor allows you to apply your DEX bonus to your overall AC. A creature with a DEX Bonus of the number or lower can apply their full DEX bonus. Otherwise, only gain the amount shown.

### Armor Check Penalty

This determines the penalties you have on STR and DEX based skill checks while wearing the armor.

### Spell Failure Chance

This determines the chance that spells will not fully go through while wearing the armor, due to it blocking the spellcasting abilities.

### Speed Reduction

This determines how much maximum speed is lost while wearing the armor.
Bad Luck

## DESCRIPTION

The superhero is exceptionally unlucky.

* **Tier 1 (3 JP):** The superhero receives disadvantage for any skill check rolls.
* **Tier 2 (6 JP):** As above, and the superhero receives disadvantage for any saving throw rolls.
* **Tier 3 (9 JP):** As above, and the superhero receives disadvantage for any attack and damage rolls.
Backgrounds

Backgrounds are a part of character creation for Banished Dungeons. Each character has a background of some sort that gives them a bonus in certain skills or areas.

You cannot choose a Background and Flaw that balance out the same thing (i.e. You cannot choose Aristocrat for your Background and choose Hoodlum for your Flaw).

## Base Backgrounds

Aficionado - You've gotten your hands on several different complex items. +3 to Use Item.

Animal Lover - You are a fan of little animals. +3 to Animal Handling.

Aristocrat - You are a wealthy aristocrat. Double your starting gold.

Artificer - You've always had a knack for creating magical items. +3 to Spellcraft.

Builder - You love to create things. +3 to Craft.

Bully - You are the most intimidating person you know. +3 to Intimidation.

Con Artist - You are dabbling or have dabbled in the con business. +3 to Sleight of Hand.

Cosplayer - You are a professional costume maker. +3 to Disguise.

Entertainer - You love to make people happy and entertained. +3 to Performance.

Explorer - You are a brave explorer. +3 to Climb.

Gymnist - You are very flexible. +3 to Acrobatics.

Investigator - You were very good at reading people and asking questions. +3 to Sense Motive.

Liar - You have a gambling addiction. +3 to Bluffing.

Linguist - You are very knowledgeable in the structure of words. +3 to Linguistics.

Medical Expert - You are an expert with medicine. +3 to Heal.

Observer - You had a keen eye your whole life. +3 to Perception.

Pawn Artist - You've seen many relics and rare objects over the years, and know how their worth. +3 to Appraise.

Pilot - You always dreamed of being a great flyer. +3 to Fly.

Royalty - You are part of a royal family. +3 to Diplomacy.

Scholar - You are a studious genius. +3 to a single Knowledge of your choice.

Stealth Artist - You are a professional at being sneaky. +3 to Stealth.

Survivalist - You are an avid outdoors survivalist. +3 to Survival.

Swimmer - You love to swim, ever since you were young. +3 to Swim.

Talented - You are naturally talented at your field of work. +3 to a single Profession.

Tinker - You love to mess with tools and devices. +3 to Disable Device.

Town Drunk - You are the joke of the town. -3 to Everything.
Aquatic Bloodline (Sorcerer)

*Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.*

Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.

## Feats

Athletic, Brew Potion, Defensive Combat Training, Dodge, ~~Mobility~~, Silent Spell, Skill Focus (Swim), Toughness.

## Arcana

Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.

## Abilities

### Dehydrating Touch (Sp)

Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two Mage levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

### Aquatic Adaption (Ex)

At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.

### Aquatic Telepathy (Su)

At 9th level, you gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of Charisma. You may cast *Suggestion* on such creatures a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components. At 15th level, once per day you can telepathically call and request a service from an aquatic, water, or swimming creature as if using *Demand* or *Greater Planar Ally*.

### Raise The Deep (Sp)

At 15th level, you raise water as per *Control Water*, but no water need be present. This created water is stationary and does not flow out of the area where you create it; it lasts 1 round per Mage level and then disappears. At 20th level, the dimensions of the effect are doubled. You may use this ability once per day.

### Deep One (Ex)

At 20th level, you gain blindsense 60 feet and your body is covered with fine, slippery scales granting DR 10/piercing, resist cold 20, and continuous *Freedom of Movement*. Underwater, you gain evasion and blindsight 120 feet, and you are immune to pressure damage from deep water.
Arachnid Infiltrator

Arachnid Infiltrators are specialized units that are capable of disguising themselves as ponykin. This allows them to sneak into more secure places and carry out their plans, whether they be sabotage or assassination.

CR 13

XP 0

NE Medium Construct

HP 85

SP 40

**AC** 21 (FF 15/TAC 16) (6 Dex, 5 Natural Armor)

**Land Movement Speed** 40 ft

Fort +4

Ref +14

Will +9

Init +10

## Statistics

STR 18

DEX 22

CON X

INT 17

WIS 20

CHA 18

## Attacks

### Melee

+4 Energy Blades x2 +21/+21/+16/+16 (1d8+10)

### Ranged

+4 Arachnid Withered Recluse +24/+19 (1d3+10) (DC 18)

+4 Arachnid Poisonous Wolf +24/+22/+20/+18/+16 (1d3+10) (DC 18) (1d8 Poison)

Fragmentation Grenade +19 (4d6)

Flashbang Grenade +19 (2d6)

Smoke Grenade +19 (1d6)

## Abilities

### Disguise Cloak (Te)

Infiltrators can use Disguise Self at-will.
Banishment Subschool

## Abilities

### Unstable Bonds (Su)

At 1st level, your touch can disrupt the bonds that hold a summoned or called creature on this plane. As a melee touch attack, you can cause a summoned or called creature to become shaken and staggered for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This replaces Protective Ward.

### Aura of Banishment (Su)

At 8th level, you can emit a 30-foot aura of banishment for a number of rounds per day equal to your wizard level. Any summoned or called creature in the area must make a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell that summoned it immediately ends. If that spell summoned more than one creature, only the creature that failed its saving throws is affected. These rounds do not need to be consecutive. This replaces Energy Absorption.
Artificial Alicorn (Green)

Level 25

XP

TN Medium Magic Beast

HP 259

AC 38 (Touch 20, Flat-Footed 28)

Land Movement Speed 40 ft

Flight Movement Speed 60 ft

**Immunity**Mind Effects, Radiation

**Resistance** Magic, Poison

## Stats

**STR** 29 (+9)

**DEX** 30 (+10)

**CON** 30 (+10)

**INT** 22 (+6)

**WIS** 29 (+9)

**CHA** 10 (0)

### Saving Throw

**Fort**+10

**Ref**+10

**Will**+9

**Init**+8

## Abilities

**Ranged** Piercing Blast +10 (3d12 +10 Piercing)

**Melee** Horn +8 (2d10 +8 Piercing)(Bleeding)

**Magical Barrier** +10 ac, 10DR/-, 10SR on target (lasts 5 turns)
Arcane Tinkerer

All constructs are animated by magic in some capacity. Arcane tinkerers use their knowledge and understanding of magic to disrupt or even destroy constructs.

## Abilities

### Manipulate Construct (Su)

An arcane tinkerer can turn the animating magic of a construct against itself.

As a standard action, she can expend 1 point from her arcane reservoir to impose a –1 penalty on a single construct’s attack and damage rolls for 1 round. The target can attempt a Will save to negate this effect (DC = 10 + half the arcane tinkerer’s level + the arcane tinkerer’s Charisma modifier). At 7th level, instead of gaining an arcanist exploit, an arcane tinkerer can improve her manipulate construct ability to instead affect a construct with slow for 1 round. At 13th level, if the arcane tinkerer has previously improved this ability, instead of gaining an arcanist exploit, she can improve this ability again to instead cause a construct to become helpless for 1 round.

This replaces the arcanist exploit gained at 1st level.

### Break Magic Immunity (Su)

At 5th level, an arcane tinkerer can overcome a construct’s immunity to magic.

When targeting a construct with a spell, the construct is instead treated as if it has spell resistance equal to 15 + the construct’s CR. At 11th level, a construct is instead treated as if it has spell resistance equal to 11 + the construct’s CR.

This replaces the arcanist exploits gained at 5th and 11th level.
Arcane Strike

Click here to return to Combat Feats.

*You draw upon your arcane power to enhance your weapons with magical energy.*

**Prerequisites:** Arcane Spellcasting

**Benefit:** As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

### Mythic

Whenever you use Arcane Strike to enhance your weapons, the effect lasts for 1 minute instead of 1 round.
Avali

The Avali are a race of genetically engineered raptor-like avians from a distant planet called Avalon.

## Stats

**STR** -5

**DEX** +5

**CON** +0

**INT** +3

**WIS** -3

**CHA** +0

## Racial Traits

### Speed

Avali have a land movement speed of 35 ft.

### Language

Avali can speak Common Equestrian and the Avali Language.

### Cold Dweller (Ex)

The Avali are acclimated to living in colder climates. They have a +4 bonus to saving throws against cold spells and effects and against cold environments.

### Glide (Ex)

The Avali can Glide, as the spell, but as an extraordinary ability.

## Favored Class Bonus

Favored Class Bonus
 Technomancer | Every 2 levels, add +1 to a Knowledge of your choice (not Tech).
Arakne King

*This large arachnid creatures resemble giant spiders. However, they have 2 frontal legs that are large and sharp, acting more like claws. They also have thick exoskeletons blocking a majority of their body, including their legs and front. They have bulbous backsides exposed to the elements.*

CR 20

XP 0

TN Medium Vermin

HP 80+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 12 Natural Armor)

**Land Movement Speed** 40 ft

Fort +12

Ref +6

Will +6

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +15 (1d6)

2 Claws +15 (1d4)

## Abilities

### Weak Spot (Ex)

Flanking an Arakne gives both attackers an additional +2 to their flanking bonus. This stacks with any other effects.
Arctic Domain

*You master the might of the endless, snow-covered wastes beneath the midnight sun, where icy polar winds blow.*

## Abilities

### Call Cold (Su)

You can channel energy (as a *Cleric* of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the cold subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats that add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

### Banish Flame (Su)

At 6th level, you may use your call cold ability to damage creatures with the fire subtype (as a cleric channeling negative energy) or to cause them to flee from you (as the Turn Undead feat). Alternatively, you may use this ability to negate magical fire effects as if using a targeted *Dispel*; at 12th level, this functions as targeted or area *Greater Dispel* instead of *Dispel*.
Battle Medic

Getting wounded allies back into the fight is a part of combat that some tacticians embrace, sacrificing some of their strategic options to learn techniques to mend wounds and guard against attacks. These battle medics are not as skilled at healing as vitalists, but offer a mixture of tactical and healing abilities to help turn the tide of battle.

## Abilities

### Powers Known

The combat medic selects his powers from the Tactician power list, but may also select powers from the Vitalist power list if they are of the Healing subdiscipline.

### Medic Tricks (Ps)

Battle medics of all forms learn to manipulate the energy of body and mind in minor ways. A battle medic selects three 0th level powers from the Vitalist power list.

This ability replaces the Lesser Strategies class feature.

### Transfer Wounds (Su)

Battle medics learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a battle medic may touch a target and heal it for 1d6 points of damage. The battle medic suffers the same number of points of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the battle medic increases by 1d6. A battle medic may use this ability a number of times per day equal to 3 + his Intelligence modifier. A battle medic may not use this ability upon himself.

This ability replaces the Coordinated Strike ability.

### Healing Bond

A battle medic of 4th level has learned how to share healing over his network. When manifesting a power of the Healing subdiscipline with a range of personal, the battle medic can choose to change the target to a member of his collective.

This replaces the strategy normally gained at 4th level.

### Back Into the Fray

A battle medic of 6th level has learned to channel additional healing energy when it is most needed. When manifesting a power of the Healing subdiscipline on a member of his collective, and the target is below 50% of its total hit points, the battle medic can expend his psionic focus to treat that power as if affected by the Empower Power feat

This ability replaces Coordinate.

### Cushion the Blow

A battle medic gains the Cushion the Blow feat as a bonus feat at 6th level. At 12th level, the battle medic gains the Improved Cushion the Blow feat as a bonus feat. At 18th level, the battle medic gains the Greater Cushion the Blow feat as a bonus feat. The battle medic does not need to meet the prerequisites of these feats to gain their benefits.

This ability replaces Teamwork Feats.
Aspect of the Nightingale

School: Transmutation

Tier: 1

Components: V,S,DF

Casting Time: 1 Standard Action

Range: Personal

Target: You

Duration: 1 minute/level

You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
Armored Hulk

Some Berserkers disdain the hides and leather used as armor by most of their kin. Instead they master the heaviest of armors, even those created by more civilized people, to gain greater protection and stability in battle.

## Abilities

### Class Proficiency

The Armored Hulk is proficient in Heavy Armor.

### Indomitable Will (Ex)

An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.

This ability replaces fast movement.

### Armored Swiftness (Ex)

At 3rd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed.

This ability replaces Always Ready.

### Improved Armored Swiftness (Ex)

At 7th level, an armored hulk’s land speed is faster than the norm for her race by +10 feet. This benefit applies when she is wearing any armor, including heavy armor. This bonus stacks with any other bonuses to the Berserker's land speed.

This ability replaces Counter-Flank.
Vulcasaur

**Vulcasaur** is a Fire-type Pokémon; the Alter Forme of Venusaur.

## Biology

Vulcasaur is a squat, quadrupedal Pokémon with bumpy, dark-red skin with grayer parts. It has small, circular red eyes resembling a flaming hole; a short, blunt snout; and a wide mouth with flames coming out from the sides. On top of its head are small, pointed ears with a burning furnace appearance on the insides. It has three clawed dark-brown toes on each foot. The volcano on its back got bigger, turning into a colossal volcano with smearing flames surrounding it . Experienced Vulcanasaurs appear to be fully capable of controling its flames and spilling lava from its back, which can be seen when the pokemon uses his signature move, "**Lava storm**".

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

* Vulcasaur, along with the other starters, were the first Pokemon created for AlteRed, way back in 2012.
* Vulcasaur's original design had a geyser of blue flames upon its back, scrapped in favor of a volcanic approach.

### Design origin

Vulcasaur is a Venusaur, with its flower replaced with a large volcano. Its leaves are traded for billowing flames.
Arcane Mind

Not all psionic initiates have access to a tradition of masters passing down uncovered secrets and techniques to help them unlock the powers of their mind. Rather, some are students of the wizardly arts who, through the mental discipline of arcane magical training and ritual, have instead discovered how to tap into and focus their own psionic power. Some of these psions might be from savage tribes; others might hail from lands where psionics are simply not commonplace; some are merely aspiring students of wizardry whose innate psionic talents far outshine the arcane potential they had attempted to awaken.

## Abilities

### **Arcane Trappings**

The arcane mind replaces all displays with verbal and somatic components, as his training and studies have caused him to use ancient words and mystic movements to manifest his powers. In addition, he suffers from arcane spell failure when wearing armor, but rolls the chance twice and takes the better result.

### **Mysterious Magic (Ex)**

Since he is actually manifesting psionic powers, but with all the arcane trappings, this makes it difficult to correctly identify what the arcane mind is actually doing. The DC of Spellcraft checks to recognize the power the arcane mind is manifesting is increased by the arcane mind’s Intelligence modifier.

### **Strange Synergy (Ex)**

The arcane mind’s study of arcane magic coupled with his psionic abilities allows him to easier push through innate resistances. When making a manifester check to overcome spell or power resistance, the arcane mind gains a +1 bonus to his rolls. This bonus increases to +2 at 10th level.

### **Mystic Bond**

At 2nd level, an arcane mind gains a familiar as a wizard, but the familiar has the share power ability of a psicrystal instead of the share spell ability of the familiar. The familiar counts as having Psicrystal Affinity for the purposes of feat prerequisites, including for Psionic Containment.

This ability replaces the psionic knack normally gained at 2nd level.
Augment Summoning

*Your summoned creatures are more powerful and robust.*

**Prerequisite**: Spell Focus (conjuration).

**Benefit**: Each creature you conjure with any *summon* spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

### Mythic

Any creature you summon using a summon spell is considered mythic for the purpose of interacting with other mythic creatures. It doesn’t gain any mythic abilities or power, but is affected by mythic spells and abilities as if it were a mythic creature. Additionally, if the creature summoned has damage reduction, its damage reduction becomes DR/-.