recursal/Fanatic-Fandom huggingface dataset:
Adhesive Blood

School: Transmutation

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute/Level

Saving Throw: Reflex Negates (See text)

Spell Resistance: No

Your blood thickens to becomes a glue-like substance upon contact with air. A piercing or slashing weapon that deals hit point damage to you is stuck fast unless the wielder succeeds at a Reflex save. A creature can pry off a stuck weapon on its turn as a standard action with a successful Strength check against the spell’s DC. Strong alcohol or universal solvent dissolves the adhesive. The glue breaks down 5 rounds after you die, or when the duration ends. This glue has no effect while underwater or in environments that lack air.
Agathion Subdomain

## Abilities

### Protective Aura (Su)

At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of *protection from good and evil* (although it only can be used against evil, and the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive. This replaces Holy Lance.
Accursed Bloodline

*Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag’s powers are part of your heritage.*

The source of your power isn’t pretty, but it does allow you to emulate the preternatural ugliness and toughness of a hag—though doing so won’t help you make friends.

## Arcana

You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another Mage with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.

## Feats

Alertness, Blind-Fight, Combat Casting, Deceitful, Defensive Combat Training, Endurance, Great Fortitude, ~~Mounted Combat~~.

## Abilities

### Horrific Visage (Su)

At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your Mage level + your Charisma modifier) or be shaken for 1 round for every 2 Mage levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

### Wretched Endurance (Ex)

At 3rd level, you gain a +2 bonus on all saving throws against charm, cold, fear, fire, and sleep effects. And 9th level, these bonuses increase to +4.

### Dread Gaze (Su)

At 9th level, you gain a form of the green hag’s evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your Mage level + your Charisma modifier) or be staggered for 1 round for every 2 Mage levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.

### Dream Walking (Sp)

At 15th level, you can enter the ethereal plane. This works as *Ethereal Jaunt*, and has a duration of 1 minute for every 2 Mage levels you possess. Once during this trip, you may cast *Nightmare* as a spell-like ability on a creature you see on the Material Plane. (This is an exception to the normal rule that ethereal creatures cannot affect targets on the Material Plane).

### Fearsome Survival (Su)

At 20th level, your hag-blood gives you considerable resilience. You gain DR 10/cold iron, and gain SR equal to 6 + your Mage level.
Accelerate Poison

School: Transmutation

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: Touch

Target: Creature Touched

Duration: Instant

Saving Throw: Fortitude Negates

Spell Resistance: Yes

You hasten the onset of poison in the target. If the poison normally
has an onset time, its effects begin immediately. If the poison has no
onset time, its frequency is doubled, requiring two saving throws
 and inflicting damage twice per round or minute, though its duration is
 halved. Accelerate poison does not change the cure condition for the
poison. If the target is affected by more than one poison, you may
choose which is affected if you administered the poison; otherwise,
randomly determine which poison is affected.
Alcohol

Alcohol is a special drink that is used mostly for recreational purposes, such as relaxation or celebrations. It is the most common drug in the world, and the only one that is widely legal to consume.

Alcohol is administered by Consumption.

It is of Common Quality.

It has a 5% chance of Addiction.

## Effects

Alcohol has no major effects, as it is a recreational drug. Use the rules for inebriation when drinking copious amounts.

## Withdraw

When suffering from Alcohol withdraw, you take a -2 penalty to Dexterity and Charisma.
Air School

The Air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the Air with ease.

## Abilities

### Air Supremacy (Su)

You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast *Feather Fall* on yourself at will. At 5th level, you can cast *Levitate* on yourself at will. At 10th level, you can cast *Spirit Wings* on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

### Lightning Flash (Su)

As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

### Cyclone (Su)

At 8th level, you can create a vortex of turbulent wind around yourself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 10 feet per wizard level you possess. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC of this check is equal to 10 + your caster level. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

## School Spells

0th - Message

1st - Alter Winds, Feather Fall, Shocking Grasp

2nd - Elemental Speech, Elemental Touch, Glide, Gust of Wind, Levitate, Resist Energy, Summon Creature II, Whispering Wind

3rd - Cloak of Wind, Draconic Reservoir, Elemental Aura, Energy Immunity, Gas Form, Lightning Bolt, Spirit Wings, Wind Wall

4th - Ball Lightning, Detonate, Dragon's Breath, Elemental Body I, River of Wind, Shout, Summon Creature IV

5th - Elemental Body II, Overland Flight, Lesser Planar Binding, Planar Adaptation, Suffocation, Summon Creature V

6th - Chain Lightning, Elemental Body III, Greater Shout, Mass Planar Adaptation, Planar Binding, Sirocco, Summon Creature VI

7th - Control Weather, Elemental Body IV, Mass Spirit Wings, Summon Creature VII

8th - Greater Planar Binding, Stormbolts, Summon Creature VIII

9th - Gate, Mass Suffocation, Winds of Vengeance
Alluring Scent

School: Transmutation

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute/Level

Saving Throw: None

Spell Resistance: No

You give off a scent that causes all living creatures within 10 ft of you to be attracted towards you. You gain a +8 circumstance bonus to all Cha-checks towards any affected creature. The attitude of all non-hostile creatures within this radius improves by one. This does not affect creatures that cannot smell, or any constructs/undead creatures.
Anime Girl

It's an anime girl.

## Abilities

### Cosplay (Su)

The Anime Girl is an expert at wearing bizarre outfits that grant them magical powers. They can summon a cosplay as a full-round action, giving them certain bonuses and abilities. Summoning a Cosplay replaces your currently equipped clothing with your Cosplay outfit. Each activation of Cosplay lasts up to 1 Hour. They can activate their Cosplay a number of times per day equal to 3 + Charisma modifier. Each time they activate Cosplay, they can choose one of the following Cosplay forms to transform into. Changing a cosplay form costs an extra use of Cosplay.

#### Beastgirl Cosplay

The Anime Girl grows a pair of animal ears and a tail.

#### Idol Cosplay

The Anime Girl wears a dress similar to those of Japanese Idols.

#### Ninja Cosplay

The Anime Girl wears a ninja's mask and gi.

### Jester Talents

The Anime Girl has access to the following talents

**Plot Armor (Ex):** For some reason, you can't die. Gain a +4 Natural Armor bonus to AC. This stacks with other Natural Armor bonuses.

**Tentacles (Sp):** Once per day, you can cast *Black Tentacles* as a spell-like ability. You are immune to the effects of Black Tentacles.
Animate Plants

School: Transmutation

Tier: 7

Components: V

Casting Time: 1 Standard Action

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

Target: One Large plant per three caster levels or all plants within range; see text

Duration: 1 round/level or 1 hour/level; see text

Saving Throw: None

Spell Resistance: No

You imbue inanimate plants with mobility and a semblance of life.
Each animated plant then immediately attacks whomever or whatever you
initially designate as though it were an animated object of the
appropriate size category. You may animate one Large or smaller plant,
or a number of larger plants as follows: a Huge plant counts as two
Large or smaller plants, a Gargantuan plant as four, and a Colossal
plant as eight. You can change the designated target or targets as a
move action, as if directing an active spell.

Use the statistics for animated objects, except that plants smaller than Large don’t have hardness.

*Animate plants* cannot affect plant creatures, nor does it affect nonliving vegetable material.

*Entangle*: Alternatively, you may
imbue all plants within range with a degree of mobility, which allows
them to entwine around creatures in the area. This usage of the spell
duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.

### Mythic

Animated plants you create with this spell get the maximum number of hit points per level, gain a +4 bonus to their Strength ability scores, and have 1–1/2 times the normal number of construction points.
Ablative Sphere

School: Abjuration

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

An immobile, crystalline, web-like globe surrounds you. When the ablative sphere winks into existence, it provides you with improved cover (see below). The barrier does not impede a spell’s line of sight or effect.

The sphere is 1 inch thick per caster level, has hardness 5, and 3 hit points per inch of thickness. When an ablative sphere loses hit points, the level of cover it provides is reduced. When the ablative sphere has lost one-third of its hit points, it provides cover instead of improved cover. Once it has lost two-thirds of its hit points, it provides only partial cover. Finally, when the ablative sphere’s hit points reach 0, the globe is destroyed. When an attack reduces an ablative sphere’s hit points to 0, you take any remaining damage.
Aggressive Thundercloud

School: Evocation [Electricity]

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

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

Effect: 5 ft diameter sphere

Duration: 1 Round/Level

Saving Throw: Reflex Negates

Spell Resistance: Yes

A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates that damage. It provides concealment (20% miss chance) to anything within it, and its flickering light illuminates the same area a candle would.

The sphere moves as long as you actively direct it (as a move action for you); otherwise, it stays at rest and crackles with lightning. It can be moved by wind effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the spell’s range.
Agitator

Agitators fight mightily to cast down the enemies of their ideals.

## Abilities

### Reputation (Ex)

This ability functions as the renown vigilante social talent. In addition to improving attitudes, it also improves the agitator’s starting influence and reputation with contacts in the area by one level or step.

For the purpose of vigilante social talents, the agitator does not have a vigilante identity and is always considered to be in her social identity, unless she has another identity (such as from the vigilante class). If the agitator has another identity, she does not gain any benefits from renown while in that identity unless she has the renown social talent or a similar ability.

This ability replaces trapfinding.

### Ready for Betrayal (Ex)

At 3rd level, a agitator gains a +1 bonus on Perception checks to recognize disguises and notice hiding creatures and on Sense Motive checks to disbelieve lies. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

This ability replaces danger sense.

### Enthralling Agitation (Su)

At 4th level, a agitator can captivate a crowd once per day, as per the spell enthrall (DC = 10 + 1/2 the agitator’s rogue level + her Charisma modifier).

During the spell’s effect, the agitator can attempt a DC 15 Charisma check to increase her individual or organizational influence with the members of the crowd by 1 rank or step. Or, if the crowd members’ attitudes toward the agitator are indifferent or worse, this check can improve their attitudes by 1 step. The agitator can never use this ability to increase her individual or organization influence or improve the crowd’s attitude by more than 2 ranks or steps.

This replaces the rogue talent gained at 4th level.

### Revolutionary’s Cause (Su)

At 8th level, the agitator can lift an enthralled crowd’s emotions and turn them toward a common purpose. As a standard action after she has used her enthralling agitation— but before the enthrall effect wears off—she can target the affected creatures with a plausible suggestion (DC = 10 + 1/2 her rogue level + her Charisma modifier). that has a duration of up to 1 day.

This ability replaces the rogue talent gained at 8th level.
Ankle Biter

*You know how take a mouthful out of anyone who tries to overpower you.*

**Prerequisite:** Rodentian

**Benefit:** If you are the target of a combat maneuver you can, as an immediate action, attempt to bite your opponent in addition to any attacks of opportunity or other consequences your opponent might incur from attacking you. This bonus natural attack does not provoke an attack of opportunity itself and deals base damage appropriate for a creature of your current size (usually 1d4 for Small creatures). If grappled or pinned, you can continue to make this additional bite attack each round as swift action on your turn. You gain a bonus on any attempt to break the grapple equal to the damage you dealt with your bite that round.

**Special:** You cannot make this bite attack when you are the aggressor, including if you manage to reverse a grapple or make any other attack of opportunity.
Alpha Instinct

School: Enchantment (Charm) [Mind-Affecting]

Tier: 3

Components: V, S

Casting Time: 10 minutes

Range: Personal

Target: Self

Duration: 1 hour/level

Animals perceive you as a social superior. the starting attitude of animals you interact with improves by one step, and you gain a +2 morale bonus on Handle Animal checks. Helpful animals provide simple assistance (such as using the aid another
 action on skill checks they understand) as long as the spell lasts, but
 they flee from attacks and do not support you in combat. At one point
during the spell’s duration, you can issue a nonverbal command to
helpful animals within 60 feet to forage for you; the animal or animals
immediately head out into the wilderness to do just that. After 1 hour,
the animals return to the location where you issued the command to make
you an offering of edible food sufficient for one meal for you and a
number of others equal to your caster level.
Alter Center Mass

Tier: 1

Biotic Tree: Adept/Sentinel/Vanguard

Casting Time: Standard Action

Duration: 1 Round/Level

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

Target: 1 Creature + 1 creature/4 levels

Primes/Detonates: N/A

Saving Throw: Fortitude negates

You generate minor mass effect fields that alter the center mass of your targets. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

**At Higher Levels:** When you cast this power using a power slot of 2nd level or higher, you can target two additional creatures for each slot level above 1st.

### Advancements

**Disorient:** Creatures that fail the saving throw become disoriented. Until the end of your next turn, the creature is denied their dexterity bonus to AC.

**Debilitate:** Creatures that fail the saving throw can barely move. Until the end of your next turn, the creature's speed becomes 0 and it automatically fails reflex saving throws.
Altered Consciousness

School: Transmutation

Tier: 1

Components: S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute/Level

Saving Throw: None

Spell Resistance: No

Imbibing this extract elevates your consciousness to a higher realm, allowing you to perceive the flow of time differently. As a result, you can anticipate the actions of others, granting bonuses to your armor class. You gain a +1 dodge bonus to your AC plus an additional +1 per 4 levels after 1st (maximum bonus of +5 at 17th level).
Accursed Glare

School: Necromancy [Curse]

Tier: 3

Components: V, S

Casting Time: 1 Round

Range: Close (25 ft. + 5 ft./2 Levels)

Target: Single Creature

Duration: 1 Day/Level

Saving Throw: Will Negates

Spell Resistance: Yes

You channel a fell curse through your glare. If the target fails its saving throw, it begins to obsessively second guess its actions and attract bad luck. Whenever the target attempts an attack roll or saving throw while the curse lasts, it must roll twice and take the lower result. While you cast this spell, an ally within range of the subject can attempt an Intimidate check as a move action (DC = save DC of this spell); on a success, the ally adds its own glare to yours, granting you a +2 bonus on your caster level check to overcome spell resistance (if any). Multiple allies can attempt Intimidate checks; this bonus stacks.
Allied Spellcaster

*With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.*

**Prerequisite**: Caster level 1st.

**Benefit**: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.
Abomination Discipline

Your mind is impure, tainted by outside forces. These might be monstrous ancestors whose blood still flows within you, or powerful and unknowable psychic forces that intrude upon your mind. Like a psychic disease, this influence consumes part of your brain, creating a dark counterpart to your normal self. Every time you call forth a psychic spell, You’re drawing on this dangerous force—and potentially giving it a greater hold on you. This malign influence might stem from creatures like rakshasas and aboleths, or perhaps malign entities that dwell in the voids between the stars.

The Abomination Discipline uses Charisma for the Phrenic Pool.

## Spells

 4th
 6th
 8th
 10th
 12th
 14th
 16th
 18th

## Abilities

### Dark Half (Su)

By allowing the dark forces to overcome you, You can enter a state of instinctual cruelty as a swift action.

While you’re manifesting your dark half, you increase the DCs of your psychic spells by 1, gain a +2 morale bonus on Will saves, and become immune to fear effects. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage. The amount of bleed damage increases to 2 points at 5th level and to 1d6 points at 13th level. While manifesting your dark half, You can’t use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic, using phrenic amplifications, or attempting to return to normal. You can attempt to return to your normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + your caster level. If you fail, you continue to manifest your dark half and can’t attempt to change back for 1 round.

You can manifest your dark half for a number of rounds per day equal to 3 + 1/2 your psychic level + your Charisma modifier; when these rounds are expended, you return to your normal self without requiring a concentration check.

### Morphic Form (Ex)

At 5th level, while manifesting your dark half, you gain DR 5. This damage reduction can be overcome by a random type of damage each time you manifest your dark half, determined by rolling on the table below.

 36–60
 61–100

### Psychic Safeguard (Su)

At 13th level, you project constant mental defenses, gaining spell resistance equal to 8 + your caster level. While manifesting your dark half, this spell resistance increases to 16 + your caster level.
Ace Striker

*Agile and fleet of foot, these swordsman dances around their foes with unparalleled acrobatics to get the jump on their enemies. Their style of swordplay focuses on quick hits to disorient foes and leave them wandering where the swordsman will strike next.*

## Abilities

### Dancing in Steel (Ex)

At 6th level, the ace striker becomes so well as moving around he no longer suffers an armor check penalty to the acrobatics while wearing light armor or wielding light shields. Additionally, whenever he is wearing light armor, he increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (10th, 14th, and 18th), this bonus increases by +1 each time, to a maximum of +4 increase of the maximum Dexterity bonus allowed.

This ability replaces Armor Training.

### Fast Movement (Ex)

At 8th level, while in light or no armor, the ace striker’s base speed is increased by 10 feet.

This ability replaces first blood.

### Acrobatic Defense (Ex)

At 15th level, the ace striker has become so adept at dodging blows, he can now dodge attacks with a bit of grace and using his nimble movement to give him an edge. He may add his Charisma modifier as a dodge bonus while wearing light or no armor. A helpless ace striker (such as one who is unconscious or paralyzed) does not gain the benefit of this ability. He loses this dodge bonus if he is ever caught flat-footed. He does not get this bonus if he is benefiting from another ability that grants an attribute modifier besides Dexterity modifier to his AC, such as a monk’s AC bonus but still functions with any talents he possess.

This ability replaces steel defense.

### Overdrive (Ex)

At 20th level, when the ace striker is on his last leg, he only becomes faster and more dangerous, kicking his speed and attacks into overdrive. When the ace striker is below half health, all critical hits deal maximum damage. He gains a 10 foot bonus to his base movement speed and he gets a +1 bonus to acrobatics for every 20 points of hit points missing from his maximum total. Any time he performs a fake out successfully on his intended target, he gains a circumstance bonus to all damage rolls equal to his Charisma modifier for 1 round.

This ability replaces last blood.
Aero

School: Evocation (Air)

Tier: 1

Components: V, S

Casting Time: 1 Standard Action

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

Target: Single creature

Duration: Instant; 1d4 rounds

Saving Throw: Reflex partial (object)

Spell Resistance: Yes (object)

You direct a blast of wind at your opponent. Requires a ranged touch attack roll to hit that deals 1d6 points of slashing damage + your casting modifier (Intelligence, Wisdom, or Charisma) + 1 point per caster level (maximum +5) and inflicts the effect below for 1d4 rounds. A successful Reflex save prevents the status effect from taking effect.

Hurricanic winds circle around the creature, pushing back the creature and making it difficult to hear even themselves as their voice is carried into the squall. The creature suffer from 10% spell failure for spells with somatic and/or vocal components, automatically fail any Perception checks based on sound, and suffer from a cumulative -1 penalty to attacks made within a round (1st attack is -1, 2nd attack is -2 etc).
Ancient Record

The Ancient Record is a difficult to reach demiplane deep within the Astral Plane. The Ancient Record is said to hold all information of events and creatures within the confines of reality. The Ancient Record takes the physical form of a massive, endless library; with psychic power.

## Geography

The Ancient Record is said to be the collection of all knowledge in existence. Anyone within the library can use it to view any moment and event in time, from the current moment to the beginning of time.

These scenes appear all around the observer, who can perfectly understand all communication and control the pace of events. Those observing their own lives can also choose to inhabit their body and relive the event and experience the same emotions once more.

Occult lore suggests that changing the Ancient Record may truly rewrite history, but at the risk of the meddler being lost within the alternative timelines of the Dimension of Time, unable to truly escape.

### Planar Traits

In the Ancient Record, time flows slowly relative to the Material Plane. One hour on the Material Plane passes for each perceived day in the Ancient Record. The plane's structure is static, and its physical properties and those of its living inhabitants cannot be changed even through magic.

### Access

No magic is known to provide direct travel to the Ancient Record. Some planar travellers are said to have arrived via the Dimension of Time. According to reputable occult sources, they gained access to a reading room where they could peruse a limited amount of the Ancient Record's knowledge under the supervision of powerful beings.

## Inhabitants

An entity known as the Ancient Guru is the sole true inhabitant of the Ancient Record. She can recall previous versions of herself, and can change her own timeline, rendering her nearly invincible with her endless possibilities. She cares for and watches over the Ancient Record.

## Planar Infusion

**Basic** Your memories have been infused with energies from the Ancient Record, but it’s difficult to keep them all at the forefront of your thoughts. Once per day (typically when you wake from sleep), select one Knowledge skill. You gain a +2 bonus on checks using that skill for the remainder of the day. If you have at least 10 ranks in that skill, you instead gain a +4 bonus on checks using that skill.

**Improved** You can use *Divination* once per day as a spell-like ability.

**Greater** You can use *Retrocognition* once per day as a spell-like ability.
Acid Maw

School: Transmutation [Acid]

Tier: 1

Components: V, S, DF

Casting Time: 1 Standard Action

Range: Close (25 ft + 2 ft/Level)

Target: Your Animal Companion

Duration: 1 Minute/Level

Saving Throw: Will Negates

Spell Resistance: Yes

Your animal companion deals an additional +1d4 acidic damage with their bite attack, and successful attacks will deal 1d4 Acid damage to the target for an additional 1 Round/4 Levels.
Accelerated Metabolism

## DESCRIPTION

His character suffers from a metabolism that “burns” significantly faster than that of normal humans. This causes a variety of deleterious effects.

* **Tier 1 (3 JP):** The superhero must eat at least one meal every twelve hours or become automatically fatigued. Double all penalties for fatigue and other states of lack of food or rest. Last but not least, the superhero body distributes chemicals so fast that he takes a -2 penalty to all rolls (usually Fortitude saves) made to resist drugs, chemicals, poisons, and their 1effects.
* **Tier 2 (6 JP):** The superhero must eat at least one meal every six hours or become automatically fatigued. Double all penalties for fatigue and other states of lack of food or rest. Last but not least, the superhero body distributes chemicals so fast that he takes a -4 penalty to all rolls (usually Fortitude saves) made to resist drugs, chemicals, poisons, and their effects.

*Special:* This Comp is incompatible with the Unusual Physiology, Need Not Eat, Need Not Breathe, and Untiring.
Ancestral Memory

School: Divination

Tier: 5

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Round/Level

Saving Throw: None

Spell Resistance: No

When you cast this spell, you open your mind to the vast experiences of your ancestors in the hope of learning something pertinent about your current situation. The chance of successfully finding an ancestral memory that is pertinent is equal to 70% + your caster level. Failure indicates you merely gain a +5 insight bonus on all Intelligence-based skill checks for the duration of the spell.

Success indicates that you not only gain the +5 insight bonus on all Intelligence-based skill checks, but that one of your ancestors came across a situation or problem similar to one you are currently facing. In this case, the GM provides you with some specific information to assist you in overcoming your problem.

For example, a character might encounter a clay golem deep underground, and finds that her magic weapon and spells seem to be useless against the creature. She successfully casts *ancestral memory*, and “remembers” the proper type of weapons and spells that work against such creatures.
Advanced Ranger Trap

*Your ranger traps are especially difficult to notice and avoid.*

**Prerequisites:** Trap class feature, 5th Level

**Benefit:** Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 to the Difficulty Class on all saving throws against the effects of the trap you make with your trap class feature.
Acid Pit

School: Conjuration (Creation) [Acid]

Tier: 4

Components: V, S, M (Drop of acid)

Casting Time: 1 Standard Action

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

Effect: 10ft by 10ft hole, 10ft deep/2 levels

Duration: 1 round + 1 round/level

Saving Throw: Reflex Negates

Spell Resistance: No

This spell functions as create pit, except that it places a 5-foot deep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to the table below.

Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude Saving Throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.

 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th
 10th
Acid Arrow

School: Conjuration (Creation) [Acid]

Tier: 2

Components: V, S, F (Dart)

Casting Time: 1 Standard Action

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

Effect: One arrow of acid

Duration: 1 round + 1 round per three levels

Saving Throw: None

Spell Resistance: No

An arrow of acid springs from your hand and speeds to its target. You
 must succeed on a ranged touch attack to hit your target. The arrow
deals 2d4 points of acid damage with no splash damage. For every three
caster levels you possess, the acid, unless neutralized, lasts for
another round (to a maximum of 6 additional rounds at 18th level),
dealing another 2d4 points of damage in each round.
Air of Authority

School: Illusion (Glamer)

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minte/Level (D)

Saving Throw: Will Negates (see text)

Spell Resistance: No

You gain an unmistakable air of authority, which clouds creatures’ minds and causes them to believe that you are their direct superior. Each creature with whom you attempt to leverage your newfound authority receives a Will save to disbelieve the illusion. Otherwise, it treats you as it would its direct superior. Creatures with different direct superiors see you in different ways, which can potentially lead to conflicts that allow additional saving throws (for instance, if a cook sees you as the head chef, he might be quite perplexed to see the vizier treating you as if you were the king).
Adaptive Shield

The Adaptive Shield is a type of Body Shield made by the F.E.D. Company. This body shield responds to taking energy damage by granting the wearer temporarily resistance to the energy type. This energy resistance lasts until the duration ends, or another type of energy damage strikes the wearer. The resistance does not stack with itself.

If your shield breaks, you lose the benefits of this shield until it starts to recharge. Resistances in effect when the shield breaks are immediately ended.

## Rarity Tier

 2
 3
 4
 5

## Legendary Variants

Asclepius

Barrier

Beskar

Bestial Benefits

Danger Clear

Firefighter

Half-Genie Hero

Hot-N-Cold

King of the Arena

Lingerer

Protective Mother
Angelic Flesh

Your skin shines like burnished metal.

**Prerequisites:** Holy Blood, Angelborne.

**Benefit:** You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one).

*Brazen*: You gain fire resistance 5 and a +2 bonus on saves against fire effects.

*Golden*: You gain a +2 bonus on saves against blindness, dazzling, patterns, and effects with the light descriptor. When you cast spells or use spell-like abilities that are from the illusion (pattern) subschool or have the light descriptor, you do so at +1 caster level.

*Silver*: You gain a +2 bonus on saves against paralysis, petrification, and poison, and your unarmed strikes or natural weapons count as silver for the purpose of overcoming damage reduction.

*Steel*: You gain a +1 natural armor bonus to AC, and your unarmed strikes or natural weapons count as cold iron for the purpose of overcoming damage reduction.
Adept of the Flame

*You’ve harnessed the power of your magic and rained down devastation upon your enemies.*

**Challenge:** Deal a cumulative total of 1000 points of fire damage to enemies in combat.

**Benefit:** Add +1 to the DC for all saving throws against spells with the fire descriptor. This bonus stacks with the bonus from Spell Focus and Greater Spell Focus.
Abundant Ammunition

School: Conjuration (Creation)

Tier: 1

Components: V, S, M/DF (Single piece of ammunition)

Casting Time: 1 Standard Action

Range: Touch

Target: Single Container of Ammunition

Duration: 1 Minute/Level

Saving Throw: None

Spell Resistance: No

When cast on a container such as a quiver, magazine, or pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or non-magical treatments on the ammunition) at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.
Aerial Assaulter

As staunch believers in the value of higher ground, the developed special fighting styles that capitalize on fighting from above. While many dismiss such techniques as a niche tactic, aerial assaulters leap to great heights and create higher ground where there is none.

## Abilities

### Aerial Expertise (Ex)

At 2nd level, an aerial assaulter gains a +2 bonus on Fly checks. Additionally, whenever he is affected by a spell or ability that grants him a fly speed, he treats that spell or ability as though its caster level were 2 higher for the purposes of determining its effects. At 6th level and every 4 levels thereafter, this bonus on Fly checks increases by an additional 2, to a maximum of +10 at 18th level.

This replaces combat boost.

### Take the High Ground (Ex)

At 2nd level, an aerial assaulter can leap above his foes to gain an advantage in combat. As a move action, he can attempt an Acrobatics check with the DC equal to the CMD of an adjacent enemy. If he succeeds, the aerial assaulter is treated as if he had higher ground against that enemy until the beginning of his next turn. At 4th level and every 4 levels thereafter, an aerial assaulter increases his bonus from higher ground by 1, to a total of a +6 bonus at 20th level. At 12th level, an aerial assaulter can use this ability as a swift action.

This replaces the bonus feats gained at 2nd and 12th level.

### Aerial Dodge (Ex)

At 18th level, an aerial assaulter can perform an aerial dodge that allows him to evade attacks while flying. As an immediate action, when an opponent attempts an attack against the aerial assaulter, he can attempt a Fly check with a DC equal to the result of the attacker’s attack roll. If he succeeds, he can take a 5-foot step and gain a dodge bonus to his AC equal to his Dexterity modifier. This movement doesn’t negate the attack if the aerial assaulter remains in range of the attacking enemy’s reach at the end of the 5-foot step. If the Fly check fails, the aerial assaulter does not move, does not gain an AC bonus, and provokes an attack of opportunity from each creature that threatens him, including the initial attacker. The aerial assaulter must be flying to use this ability.

This replaces War Cry.

### High Ground Mastery (Ex)

At 20th level, whenever an aerial assaulter threatens a critical hit with an attack made from higher ground, he automatically confirms the critical hit, and the weapon’s damage multiplier is increased by 1. In addition, all bull rush, dirty trick, drag, grapple, reposition, and trip combat maneuver checks against the aerial assaulter fail when attempted by opponents on lower ground than he is.

This replaces weapon mastery.
Ancestral Harbinger

While all bloodragers tap into their bloodlines to fuel the arcane energies they use in battle, some have the ability to call directly to the spirits of their ancestors to aid them, summoning spirits to fight for them or inspire their allies.

## Abilities

### Spirit Guardian (Sp)

At 2nd level, an ancestral harbinger can call upon her ancestors to aid her in combat, summoning a weapon of force that functions as per spiritual weapon. At 6th level, her ancestral spirit can take the form of a savage creature, functioning as per summon nature’s ally II (this can’t be used to summon multiple creatures from the summon nature’s ally I list). At 12th level, her ancestor can manifest physically as a ghostly figure, functioning as per spiritual ally. At 18th level, her ancestral spirit can manifest either as a single powerful creature or as multiple lesser ancestors, functioning as per summon nature’s ally VI. The harbinger chooses which spell this ability functions as at the time of casting, and can use this ability while in a bloodrage. The ancestral harbinger can use this ability once per day, plus an additional time per day for every 4 bloodrager levels she possesses beyond 2nd.

This ability replaces Always Ready.

### Spirit Servants

At 5th level, an ancestral harbinger adds summon monster I to her class spell list and gains it as a bonus spell known. She also gains summon monster II at 8th level, summon monster III at 11th level, and summon monster IV at 14th level. These spells can be used only to summon types of monsters with strong ties to the ancestral harbinger’s family history, ranging from clan totems to monsters of the same type as those famously killed by her forebears. For each of these spells, the ancestral harbinger selects a number of monsters she can summon equal to her Charisma bonus (minimum 1) to represent these spirits. These monsters are selected from the options on the summon monster creature list or the Expanded Summon Monster list that are appropriate for the spell level.

At 7th level and every 2 bloodrager levels thereafter, the ancestral harbinger can swap one selected monster from one of these spells for a new monster from the same level’s summoning lists.

The ancestral harbinger has a mystic tie to the spirit servants summoned with this ability. When the ancestral harbinger is in a bloodrage, all of her spirit servants gain a +2 morale bonus to AC and on attack rolls, damage rolls, and saving throws. The spirit servants also gain 2 temporary hit points per Hit Die. At 11th level, the morale bonus increases to +3 and the number of temporary hit points per Hit Die increases to 3. At 20th level, the morale bonus increases to +4 and the number of temporary hit points per Hit Die increases to 4. The morale bonus and temporary hit points last until the bloodrage ends.

This ability replaces Counter-Flank.
Animate Dead

School: Necromancy [Evil]

Tier: 3

Components: V, S, M (25g per HD of Undead Animated)

Casting Time: 1 Standard Action

Range: Touch

Target: One or more corpses

Duration: Instant

Saving Throw: None

Spell Resistance: No

This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of *animate dead*. The *Desecrate* spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

*Skeletons*: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

*Zombies*: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

### Mythic

Add 1/4th your level to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control.
Amazing Dodge

## DESCRIPTION

For every level of this power, the superhero gains a +1 dodge bonus to his AC. Any condition that makes the superhero loses his Dexterity bonus to AC also makes him lose this dodge bonus. The superhero can take a maximum of 5 levels of this trait. Its effects stack.

## ENHANCEMENTS AND LIMITATIONS

* **Limitation: Power (Value: 1 JP per 2 levels of Amazing Dodge):** *Activate:* 1 PP per level; free. *Sustain:* 1 PP per level per round; free. His Amazing Dodge is a power. This limitation costs 1 JP for every 2 levels of Amazing Dodge.
Align Equipment

*You gain the ability to bless equipment with abilities that make them more effective against outsiders.*

**Prerequisite(s)**: Alignment Channel, Bless Equipment, caster level 3rd, channel energy class feature.

**Benefit(s)**: In addition to the blessings provided by Bless Equipment, you can imbue weapons, shields, and suits of armor with the special abilities listed in the following table. If a special ability is followed by an alignment set in parentheses, you must be able to channel energy capable of healing or harming outsiders of that alignment subtype with Alignment Channel. For example, a cleric must have Alignment Channel (good) to bless a weapon with the holy special ability, Alignment Channel (law) to bless a shield with the vigilant special ability, and so on. Aligned equipment blessings otherwise follow all the same rules as the equipment blessings granted by Bless Equipment.

Table: Aligned Equipment Blessings
 Axiomatic (law)
 Holy (good)
 Unholy (evil)
Alter Winds

School: Transmutation [Air]

Tier: 1

Components: V, S

Casting Time: 1 Minute

Range: Touch

Area: Immobile 10ft radius emanation

Duration: 1 hour/level

Saving Throw: Will Negates

Spell Resistance: Yes

You can increase or decrease the intensity in natural winds within the area.

At 1st Level, the wind can be made Light, causing a light breeze that may slightly nudge very tiny things and move gaseous things.

At 4th Level, the wind can be made Moderate, enough to blow paper and other similar objects away.

At 10th Level, the wind can be made Strong, enough to make smaller objects and creatures be blown back and Medium creatures to struggle to move in that direction.

At 16th Level, the wind can be made Severe, enough to make Medium creatures be blown back.
Adoration

School: Transmutation

Tier: 2

Components: V,S

Casting Time: 1 Standard Action

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

Target: One Creature

Duration: 1 minute/level

Saving Throw: Will negates (harmless)

Spell Resistance: yes

The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes to influence creatures. If the creature is engaged in performance combat the target gains a +2 morale bonus on all performance combat checks.