recursal/Fanatic-Fandom huggingface dataset:
Barbarian, Epic (Epic Class)

The epic barbarian is a terror to behold. The very incarnation of rage, this furious warrior can cut his foes to ribbons with awe-inspiring ease

**Rage (Ex)**: An epic barbarian continues to increase the number of rounds per day that he can rage by 2 rounds for every level beyond 20th .

**Rage Power**: An epic barbarians no longer gain rage powers automatically as he increases in level. He can still gain more rage powers using the non-epic feat Extra Rage Power.

**Damage Bonus (Ex)**: An epic barbarian gains a +1 bonus to all physical damage rolls at 21st level and every two levels.

**Improved Power**: Starting at 21st level, an epic barbarian is able to improve the utility of his rage powers. He selects any one rage power he currently knows and applies all of the following improvements that apply:

* A single-use power can now be activated once per rage for every 5 class levels
* Increase saving throw DC by +1
* Any numeric bonuses are increased by 50%
* Reduce the action required to use the power by one step: full round > standard > move > swift > free

At 24th level and every three levels, the barbarian can select another rage power to improve or select the same rage power multiple times, with the bonuses stacking. Remember, in Pathfinder, doubling a number twice results in a tripling. Single-use powers that have been improved no longer count as single-use if this bonus is selected more than once.

**Trap Sense (Ex)**: An epic barbarian's bonus to Reflex saves and dodge bonus to AC against attacks made by traps continues to increase by +1 at 21st level and every three levels.

**Bonus Class Feat**: The epic barbarians gains a bonus class feat as described in the Universal Class Features section of this chapter at 22nd level and an additional bonus class feat every three levels (25th, 28th, 31st, etc.). These class feats can be selected from Combat and Rage feats.

**Damage Reduction (Ex)**: An epic barbarian's DR continues to increase by +1 at 22nd level and every three levels.

**Epic Rage (Ex)**: At 23rd level, an epic barbarian can improve the benefits provided by his rage. He selects one of the following bonuses to apply every time he enters a rage:

* Weapon damage die increases by 1 step
* +4 to CMB and CMD
* +15 temporary hit points
* +2 to Will saves

Once this improvement has been selected, it cannot be changed. At 26th level and every three levels, the barbarian can select another bonus. Multiple instances of the same bonus stack with each other.
Beam Struggles

Beam Struggles

When targeted by a beam/line/ray attack, if the target (or another individual who has the ability to move off turn to intercept it, finds a way to fire their own attack back at the attacker (either through riven hourglass maneuvers to get actions off turn, hero points to act off turn, or immediate action abilities, a beam struggle is starting. The two beam attacks meet in the middle and create a beam struggle. For every 50 damage that one beam is higher than the other, the beam struggle point moves 5 feet towards the opposing attacker. If one of the attacks is a piercing attack (such as a death beam or special beam cannon) it cuts through the opposing beam (unless it is also piercing, or doesn't meet the minimum power threshhold) to hit the other opponent, though the person who is using the piercing attack also takes their enemies damage unless they kill or incapacitate their opponent with the piercing attack. Piercing attacks will be instant not continuous. If you fail to make it through the enemy attack and they increase production at all, you have lost the beam struggle. Multiple people can aid one side of a beam struggle (ala Final Kamehameha) and their damage is added together when determining the struggle point.

Beam Struggles last until one of the following happens:

1. One full side of participants is incapacitated, killed, or runs out of resources, in which case the other side wins.

2. One side quits firing their beam (in which case they lose unless they can teleport out of the way of the attack they lost against)

3. The struggle point reaches one of the participants, in which case, they take the damage of both their beam, and that of their opponent.

4. One side increases power against someone who has fired a piercing attack and failed to get through.
Good Leader

**Benefit: (social trait)**

if you select the Leadership feat or the Vile Leadership feat at any point when you meet the prerequisites for that feat, you can recruit a cohort who is up to 1 level lower than you (instead of the normal requirement that your cohort must be 2 or more levels lower than you are)

this Trait does not stack with wicked Leader
Double Barreled Double Hackbut (Homebrew Weapon- Firearm)

**(Early) Two-handed Firearm**

**Cost**: 6,000 gp

**Weight**: 32 lb

**Damage**: 2d10 (S) 2d12 (M)

**Damage Type**: Bludgeoning and Piercing

**Critical range**: 20

**Critical multiplier**: x4

**Range increment**: 50 feet

**Misfire (firearms only)**: 1-2 (10 ft.)

**Capacity**: 2.

**Special**:

This hackbut has two parallel barrels; each barrel can be shot independently as separate attacks, or both can be fired at once as a standard action (the attack action).

If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled double hackbut uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.

This double-length rifle uses a pair of trunnions to mount its barrel into a swiveling mechanism fastened to a lightweight, two-wheeled carriage.

It takes a full-round action to set up the carriage. The carriage has a hind leg, allowing the wielder to wheel the device about and immediately prop it for stability during combat. Unlike other two-handed firearms, you must fire the double hackbut while it is mounted, or else firing it imparts a –4 penalty on attack rolls and the recoil knocks the wielder prone. A Large or larger creature can fire a double hackbut one size smaller than it is without its mounting as a normal two-handed weapon and without the danger of being knocked prone, but takes the normal penalty for firing an inappropriately sized weapon.
Answal Herat

Starry-Eyed, Blinding, Sky-Walker. Such are some of the names affixes to the god of the Meredi people.

Answal Herat's name can be interpreted in many ways. On the surface, it literally means "Star Names", but it can be interpreted as "one with the name of stars", but it can be interpolated also as "bestower/knower/eraser (of) the names of stars", "one who calls the star's names", "one whose names was given by stars", "one with as many names as the night-sky stars", as well as any other variation, as only the god itself would know.

Being the patron god of a nomadic people, Answal Herat possesses no true home, but various placed their people passes through hold significance to their cult.

Answal Herat is only concerned with fulfilling of each of their people's destiny. They are a true neutral deity.

Their areas of concern includes astronomy, astromancy, travel, wilderness survival, and diviners.

All the Meredi are required to worship Answal Herat; worship of a different deity is considered abandoning the entire tribe. Leaving the tribe to settle somewhere else is not considered leaving the cult, but their children do not receive a true name and are not inducted in the worship.

Answal Herat holds the domains and subdomains of Travel, Fate, Stars, Community and Self-Realization.

Answal Herat's, and his people's, favored weapons is the bow and arrow.

Their symbol is an old traveller holding a walking stick on the foreground with the night sky and stars on the background.
Acid Toss (Homebrew Spell)

**School** conjuration (creation) [acid]; **Level** Gravitic Marauder 0

**Casting Time** 1 standard action

**Components** V, S

Effect

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

**Effect** one vial of acid

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

Description

You toss a small vial of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Finishing (Weapon Enchant)

DESCRIPTION

A finishing weapon has a pool of tension (as the henshin hero class feature of the same name) equal to its enhancement bonus. This pool starts empty,and gains a point of tension the first time each round that it damages a creature. Any accrued points disappear after 1 minute. The wielder may expend these points of tension as a swift action to either add 1d6 to the next damage roll he makes per point spent, or to gain a +1 competence bonus on the next attack roll he makes per point spent. If the wielder has the ability to accrue tension, either from a class feature or a magic item he instead adds the size of the weapon’s tension pool to his own while wielding it and gains tension when it would gain tension.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, creator must be a henshin hero or magical girl; COST +3 bonus
Detect Gravitational Anomaly (Homebrew Spell)

**School** divination; **Level** Gravitational Marauder 0

Casting

**Casting Time** 1 standard action

**Components** V, S

Effect

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

**Target or Area** one creature, one object, or a 100-ft. cube

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

Description

You determine whether a creature, object, or area has been affected by any gravitational anomalies. You can determine the exact type of anomaly with a DC 20 Wisdom check.
Alternate Spell Source (Feat)

*You can prepare any of your spells as either divine or arcane.*

Prerequisite: Ability to cast both divine and arcane spells.

Benefit: You can choose to prepare any of your divine spells as arcane spells or any of your arcane spells as divine spells. An alternative-sourced spell uses up a spell slot from the class that normally grants the spell. Such a spell is prepared normally. An alternative-sourced spell is cast as if your caster level were 1 level lower but prepared as a spell 1 level higher. For example, a 6th-level cleric/6th-level wizard casts a divine fireball as a 5th-level wizard but it must be prepared in a level 4 spell slot. For spontaneous casters, you simply expend a spell slot of the opposing source 1 level higher than the spell you want to cast.
Gravitic Shield (Homebrew Spell)

**School** abjuration [gravity]; **Level** Gravatonic Marauder1

Casting

**Casting Time** 1 standard action

**Components** V, S

Effect

**Range** personal

**Target** you

**Duration** 1 min./level (D)

Description

*Gravitic Shield* creates an invisible shield of gravity that hovers in front of you. The disk provides a shield bonus to AC equal to 4 + 1 for every 4 caster levels. This bonus applies against incorporeal touch attacks. The *gravitic* *shield* has no armor check penalty or arcane spell failure chance.
Beast Cutter

**Cost** 455 gp **Weight** 4 lbs.

**Damage** 1d4[1d3] (small), 1d6[1d4] (medium); **Critical** x2; **Range** -; **Type** B[S]; **Special** trick[performance, see text]; **Category** one-handed; **Proficiency** simple[exotic]; **Weapon Groups** hunter; **Treated As** club[scorpion whip];

### DESCRIPTION

The Beast Cutter is the precursor to the threaded cane.  It’s primitive design is apparent in the rough no nonsense ascetic.  Like the threaded cane, a hunter who is proficient with the whip as well as scorpion whip or beast cutter can treat the transformed version of this weapon as a whip in the same way a scorpion whip can be.
Extra Modifications (Homebrew General Feat)

*You choose to spend your time modifying your power armor, rather than train at other skills.*

**Prerequisite:** Powered Armor class feature

**Benefit:** You gain an additional modifications to your power armor. You must meet all of the prerequisites for the chosen modification.

**Special:** You can gain Extra Modification multiple times.
Good hunter template

## Good Hunter (+2)

*O Flora, of the moon, of the dream. O little ones, O fleeting will of the ancients. Let the hunter be safe, let her find comfort. And let this dream her captor, foretell a pleasant awakening. Be one day, a fond, distant memory.*

Good Hunters, sometimes known as Paleblood Hunters, are skilled warriors who have been enthralled by the Dream.  Their mortal body is strong and determined, and their sleeping mind returns to the Dream when said body fails them.

### Creating a Good Hunter

“Good Hunter” is an acquired template that can be added to any creature of 5 or more HD (referred to hereafter as the base creature).  A Good Hunter uses the base creatures stats and abilities, except as noted here.

**CR**: Same as the base creature +2

**Armor Class**: The base creature increases its natural armor bonus by 1 and gains a +1 dodge bonus to AC.

**Defensive Abilities**: The good hunter gains resistance 5 to one energy type, chosen at the time she acquires this template.

**Weaknesses**: Good hunters are enthralled by the Dream.  They gain an obsession not unlike the oath of a paladin, or pact of a warlock.  A good hunter cannot willingly ally itself with an aberration except when furthering Flora’s goals, or if the aberration is an agent of Flora.  Further, it takes a -4 penalty to saves against Flora’s abilities, and a -4 penalty to AC against her attacks.

**Special Attacks**: Good hunters have a natural inclination towards the weapons of the Workshop.  It can ignore the Weapon Focus prerequisite of Old Hunter’s Style or any feat that uses Old Hunter’s Style as a prerequisite.

**Special Qualities**: Good hunters gain the following special quality

* **Dreamer(Su)**: Good hunters are entwined with the Dream.  As such, they can never truly leave it until Flora has deemed their use served.  Whenever a good hunter dies, its body fades away from the waking world, before it manifests in the Hunter’s Dream.  This does not inflict any negative level, and otherwise functions as True Resurrection. The Dream is only so powerful though, and it may take time for the mind to reconstitute the body.  A good hunter who has been revived does not revive again for one month (but their body and gear still fade away). Because this transit means that they are not truly dead, true resurrection, wish, and miracle do not work to restore the good hunter.

**Spell-like Abilities**: At-will- dream voyage (to the Hunter’s Dream only, 1 minute cast time instead of 1 Standard Action)

**Ability Scores**: +4 Str, Dex, Con, +2 Int, Wis, Cha

**Skills**: Good hunters always count as having 3 ranks in Acrobatics when determining the benefits of fighting defensively and total defense.

**Feats**: Exotic Weapon Proficiency (all weapons in the hunter weapon group), Combat Expertise
Fenar Materia

Fenar uses both the Materia Overhaul System (On Fenar to be refered to as the Magicite System), and the classic FFD20 Materia (those found on the ffd20 website) System. Gear has slots as normal (1) for the ffd20 materia, and CANNOT get more than one slot for the FFD20 Materia. The Overhaul (Magicite) uses a different slot system. Under the combined System, a greatsword would ahve 1 ffd20 materia slot, and 2 sets of linked slots for the overhaul (Magicite) system. You cannot place ffd20 materia in overhaul slotos (the linked slots in the greatsword example), and overhaul Magicite in the ffd20 slot (the single slot in the greatsword example)

FFD20 Materia

Material Overhaul Doc (Magicite)

Materia Overhaul Materia List (Magicite)
Executioner's Gloves

**Aura** faint evocation; **CL** 5th

**Slot** hand; **Price** 9,000 gp; **Weight** 1 lbs.

### Description

These gloves are passed down from executioner to executioner but famously collected by the nobles of Cainhurst.  On command the wielder can release three black skulls echoing the souls of those taken by the executioner. These skulls function as magic missiles dealing 1d4+1 force damage.

### Construction

Requirements Craft Wondrous Item, magic missile; **Cost** 4,500 gp
Act 4 Events

#### Our homeworld: Glavenus (Planet)

* (04/17/2022) [Kuthona 18th 4711] The usa-chan(&co) Shock troops attack fenar, taking what they can here.
* (05/05/2022) [Abadius 19th 4712] Alloces Versus Flaagra the record is now 1 to 1
* (07/06/2022) [Abadius 25rd 4712] Gor the last of the old guard died, the way he lived, a pinball, and a chew toy, mostly the chew toy
* (08/20/2022) [Gozran 17th 4712] The Romo Railroad & Shipping finishes being built!

Fortmat: (IRL date)[In game date]: *GM's name* **title.** **set to sub heading 2**

The usual suspects are: Elyromo Burntfirre, Storm wolffang,Elaine,Kai son,Alloces.

#### (07/04/2022) [Abadius 23rd 4712] I.K **Warehouses, railways, and really sticky confetti**

* Alloces
* Elyromo Burntfirre
* Storm wolffang
* Kai son

#### (07/06/2022) [Abadius 25th 4712] I.K A heroic send-off, the living pinball lives in us all, some more than others....

* Alloces
* Elyromo Burntfirre
* Kai Son
* Storm
* Elaine
* Gor
* And his sister

#### (07/13/2022)[Calistril 8th 4712]: I.K Worm recount

* Alloces
* Elyromo Burntfirre
* Kai Son
* Storm

#### (07/16/2022)[Calistril 14th 4712]: I.K Salem and mighty realizations

* Alloces
* Elyromo Burntfirre
* Elaine

#### (07/18/2022)[Calistril 18th 4712]: **I.K** **Myrmidon's Manor A Second whirl....**

* Alloces
* Elyromo Burntfirre
* Ghost of Hejtan

#### (07/20/2022-07/24/2022)[Calistril 22nd 4712]: I.K In search of the freedom fang

* Alloces
* Elyromo Burntfirre
* Kai Son
* Storm
* Elaine

#### (08/31/2022)[Desnus 9th 4712] I.K Seattle and the stone-faced swordfish

* Alloces
* Elyromo Burntfirre
* Kai Son
* Storm
* Elaine

#### (09/04/2022)[Desnus 17th 4712] I.K Impromptu wedding? A oddity to behold! (for most....)

* Alloces
* Elaine
* Elyromo Burntfirre

#### (09/07/2022)[Desnus 28th 4712] I.K Head pats and the legendary human rat

* Alloces
* Elyromo Burntfirre
* Kai Son
* Storm
* Elaine
Durlan Sarjyre (NPC's , District Leader)

**Elf Celestial creature CR 6**

**XP** 2400

Chaotic Good Medium Humanoid

Wizard level 5 (skill points 30) Knowledge

(School Divination Prohibited Evocation , Illusion)

**Init** +2; **Senses** Low-light Vision; Perception +5

**DEFENSE**

**AC** 12, touch 12, flat-footed 10 (+2 Dex)

**hp** 30 (0d8+5d6+5+5);

**Fort** +2, **Ref** +3, **Will** +4

**Damage reduction** 5/magic, **Resist** Acid, Cold, Electricity 5, **Spell Resistance** 5+CR, **Immunity to** Sleep, **Resist** Enchantments +2

**OFFENSE**

Speed 30ft.

Melee Longsword +1 (1d8-1/19-20)

Ranged Longbow +4 (1d8 X3) range 100

**Space** 5 ft.; **Reach** 5 ft.

**Special Attacks**

Smite Evil The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).

**Spells Known:**

**Wizard Spells: CL 5 Concentration 9** **Level 0 (4) DC 14**: Acid Splash X 4, Detect Fiendish Presence, ; **Level 1 (5) DC 15**: Abundant Ammunition, Alarm, Ant Haul, Anticipate Peril, Crafters Fortune, ; **Level 2 (4) DC 16**: Aboleths Lung X 3, Anticipate Thoughts, ; **Level 3 (3) DC 17**: Ablative Barrier X 2, Arcane Sight, ;

**STATISTICS**

**Str** 8, **Dex** 15, **Con** 12, **Int** 18, **Wis** 11, **Cha** 11

**Base Atk** +2; **CMB** +1; **CMD** 13

**Feats** Brew Potion, Combat Casting, Scribe Scroll, Simple Weapon Proficiency, Spell Focus, Spell Penetration;

**Skills** Appraise +10, Fly +2, Know Arcana +10, Know Arch & Eng +10, Know Dungeon +10, Know Geography +10, Know History +10, Know Local +10, Know Nature +10, Know Nobility +10, Know Religion +4, Know the Planes +4, Perception +5, Spellcraft +4

**Languages** Common, Elvan
Discipline of Divination (Psychic Discipline)

While others seek the favor of higher powers to gain a glimpse of the unknown, you know that you can obtain the same information by opening your third eye. You can access the knowledge of the cosmos bound in the Akashic Record, granting you the ability to predict the future, both immediate and long term.

**Phrenic Pool Ability** Wisdom

**Bonus Spells** Detect Thoughts (1st), Anticipate Thoughts (4th), Mind Thrust III (6th), Telepathic Bond (8th), Remote Viewing (10th), Battlemind Link (12th), Vision (14th), Discern Location (16th), Foresight (18th).

**Discipline Powers** You open your mind to the cosmos unlocking the powers reaching beyond anything most can even comprehend.

*Scry Sense (Su)* As long as you have at least 1 point in your phrenic pool, you automatically know when you are the specific target of an attempt to locate or sense you by means of a divination (scrying) spell, spell-like ability, or supernatural effect. You do not know who is attempting to spy on you, but you may spend 1 point from your phrenic pool as an immediate action if you are allowed a saving throw, rolling twice and taking the best result for the attempt to evade the divination effect.

*Thought Detection (Su)* At 2nd level when you gain Detect Thoughts as a spell-like ability, you may use it a number of times per day equal to your Wisdom modifier rather than just once per day. If you successfully use the Detect Thoughts spell-like ability, you regain 1 point to your phrenic pool. In addition, at 7th level you may spend 1 or more points from your phrenic 4 pool to use this ability, with the Will save DC equal to 10 + the number of points from the phrenic pool spent + your Intelligence modifier. You do not regain any points to your phrenic pool when using your phrenic pool to initiate this ability.

*Mind Blast (Sp)* At 5th level, you may project a powerful blast of psychic energy that causes damage to everyone with an Intelligence of 1 or greater within a 60 ft. cone as a standard action. The blast causes 1d6 points of damage, plus an additional 1d6 at 8th level and every 3 levels thereafter (maximum of 6d6 at 20th level). Those affected are allowed a Will save with a DC equal to 10 + ½ your class level + your Intelligence modifier. This attack is a mind-affecting effect. You may use this blast 3 + your Intelligence modifier times per day.

*Quick Read (Su)* At 13th level, you may make a touch attack as a standard action against one opponent within reach. If successful, you gain a +4 insight bonus to attacks against that opponent and a +4 insight bonus to your AC when attacked by that opponent. The opponent suffers a -4 penalty to any saving throws versus your spells or spell-like abilities. The effect lasts for the duration of the combat, but you may only use this on one opponent during an encounter. You may use this power a number of times per day equal to 3 + your Intelligence modifier.
F.O. Vine (Creature, Mythic)

**Father Of all Vines**

First Grown then Crafted by Ser Freshy and the full combined might of the Fresh Factory with it's several hundred strong staff, at the Behest of the Goddess Aurielia to protect the outer walls of her city state Hegemony.

Less a vine than a vertical forest of creeping tendrils as thick as a man's chest coiling around the outer walls of The Hegemony. The main stem of these truly colossal vine can stretch out for up to a quarter mile, while branches as long and thick as giraffe necks form a verdant jungle of thorny growths for 20ft in all directions. The main stem and the branches are covered in long sharp dangerous thorns that quietly sizzle and drip with elemental energy. It regularly blooms bright beautiful flowers, thick and lush with fragrant nectar that fills the air for miles with a fruity, citrusy, bouquet. The vine produces multitudes of heavy gourds the size of watermelons of varying colors depending on it's energy affiliation. While the roots cling to the rocks underwater of the adjacent river. Scores of Leshy keepers can be seen effortlessly making their way between the vines tending to their every need. While giant green bees the size of horses (Trollish Bees) collect nectar and aid in pollination. The vines themselves are rumored to have a sentience of their own and if provoked or called upon to defend The Hegemony, will be incredibly difficult to deal with.

**F.O. Vine CR 29/MR 2 ( XP 6,553,600 )**

LN Colossal Construct (Plant, Mythic)

Init +13/-4, dual initiative; Senses darkvision 120ft .; Perception +35, see invisibility

Comprehend Languages

DEFENSE

AC 47, touch 20, flat-footed 48 (+ 7 deflection +4 Dex, -4 size, +31 natural armor)

hp 720 each (32d10 +450)

Fort +30, Ref +25, Will +30

Defensive Abilities: SR 40, Construct Traits, Plant Traits, Hardness 8

OFFENSE

Speed 20’ / Swim 30’ / Climb 50’

Melee: +36 x3, 6d6+15 (Grab, Pull, Burn (1d6 energy type) )

Range: +40 x 6 (12d6+15 30’ Radius energy damage based on type)

Space Special\*  Range 60’.

Special Attacks: 44 levels of Arcane spells, up to level 9, each castable 1/day. May cast Mythic Version of the spell 3/day.

STATISTICS

Str 40, Dex 19, Con -, Int 12, Wis 14, Cha 11

Base Atk +32; CMB +37; CMD 60

Feats Two Handed Thrower, Quick Draw, Improved Natural Attack (Ranged)

Skills: Climb+ 30, Intimidate +20, Knowledge (Local) +10, Perception +24,

Languages Common\*

SQ Unstable

ECOLOGY

Environment: The walls of Hegemony

Organization: solitary

Treasure: none
Extra Cohort (General Feat)

#### Extra Cohort

You have an additional trusted companion that acts as a counterpart to your other cohorts.

**Prerequisite**: Leadership

**Benefit**: You gain an additional cohort from your Leadership feat. The maximum level of this cohort is four levels below your own level. It otherwise gains experience and levels using the normal cohort rules.

**Special**: If you have the wicked leader or good leader traits, the second cohort would be three levels below your own level instead of four.
Boom Hammer

**Cost** 462 gp **Weight** 6 lbs.

**Damage** 1d6[1d6 plus 1 fire] (small), 1d8[1d8 plus 1 fire] (medium); **Critical** x3; **Range** -; **Type** B; Special trick, see text; **Category** one-handed; **Proficiency** Martial[Exotic]; **Weapon** **Groups** hammers, hunter; **Treated** **As** warhammer;

### DESCRIPTION

The Boom Hammer was developed by Heretical Hunters who understood the dangerous power of black powder.  In the hammer head is a small furnace that can be light with a simple flick. This ignites the head of the hammer causing it to function as a torch in addition to being a hammer.  While transformed in this way, it deals 1 points of fire damage in addition to its normal damage until your next turn.
Gravitic Enhancement (Homebrew Spell)

**School** evocation; **Level** Gravitonic Marauder 1

Casting

**Casting Time** 1 standard action

**Components** V, S

Effect

**Range** personal

**Target** you

**Duration** 1 minute

Description

Using variable gravity, you gain a +1 gravitic bonus on attack and weapon damage rolls for every three caster levels you have (minimum +1). The bonus doesn’t apply to spell damage.

#### Mythic

You also gain the gravitic bonus on saving throws and skill checks.

Alternatively, you can cast this spell on another willing creature, changing the range to touch and target to living creature touched.
Black Hole Sun (Homebrew Spell)

**School** Conjuration; **Level** Gravitonic Marauder 9

**Components:** V, S

**Casting Time:** Full round action

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

**Area:** 200 foot radius

**Duration:** 1 round / level

**Saving Throw:** Reflex; Fortitude half

**Spell Resistance:** No

A Black Hole Sun is a globe of absolute darkness 5 feet in diameter. Any matter that comes in contact with the gravitational anomaly is instantly sucked in and crushed into nothingness. Only the direct intervention of a deity can restore an annihilated character.

You intensify gravity in the spell’s designated point of origin to such an extent that a black hole is formed. Creatures in the affected area must immediately make a reflex save or be drawn 10 feet towards the center of the affected area. On each of the creatures turns, they must make another reflex save. On success, they may move 10' in any direction. If they fail, they are drawn 10 feet towards the center of the affected area. If the center of the affected area is in the air, creatures without the ability to fly instead fall 10 feet towards the ground on a successful save.

Creatures that are drug into the square at the center of the affect take 2d10 bludgeoning damage per caster level. A successful fortitude save will reduce this damage by half. Any creature reduced to 0 hit points by this effect is crushed into nothingness.

This spell doesn’t counteract or negate the effects of other spells that affect gravity; both effects occur simultaneously. For instance, a no-gravity gravity sphere spell cast within the area of a reverse gravity spell would simply mean that creatures float about until the gravity sphere’s duration expires or they exit the gravity sphere, at which point they return to the top of the reverse gravity effect’s area. If both gravity-altering magical effects could not feasibly take place simultaneously (at the GM’s discretion), the gravity sphere spell supersedes the previous effect (if it’s higher-level than the previous effect) or simply fails (if it’s lower-level).

Aside from the 10 feet of movement in either direction that creatures receive after making their save, they may not move unless it is towards the center.

***Mythic***: The damage dealt increases to 4d10 points of damage per caster level plus 1d8 points of Constitution damage.

The reflex save to avoid getting drug into the center is increased by 5.

A creature whose Constitution score is reduced to 0 by this spell is entirely crushed.
Arachnopulser (Elementalist Archetype)

**Weave... Just Weave**

An arachnopulser gains the Destruction sphere as a bonus magic talent and uses their class level as their caster level with the Destruction sphere. This stacks normally with caster levels gained from other sources. They also gain the Energy Focus drawback with a special blast type: (spider).

This replaces weave energy.

**I'm Summoning The Spiders**

At 3rd level, an arachnopulser adds 1/2 his arachnopulser level to all damage dealt with destructive blasts from the spider blast type group. At 9th level, this bonus damage increases to become equal to his arachnopulser level. At 15th level, the bonus damage increases to 1.5 times his arachnopulser level.

This replaces favored element.

**I Promise Not To Kill You (Ex)**

At 5th level, the arachnopulser gains +5 to saving throws against all poisons. This increases to +10 at 11th level, and to poison immunity at 17th level.

This replaces elemental defense.

**Does Whatever A Spider Can (Su)**

At 7th level, the arachnopulser permanently gains the Climb trait from the Alteration sphere talent Vermin Transformation, with an effective caster level equal to their arachnopulser level. At 9th level, the arachnopulser gains the Web trait from Vermin Transformation as a (Su) ability with an effective caster level equal to their arachnopulser level. At 15th level, they may use their Web ability once every 1d4 rounds instead of once per minute. The arachnopulser may choose to keep these traits when they assume other forms.

This replaces elemental movement.

**He Is Our Hero (Su)**

At 20th level, the arachnopulser's climb speed doubles, and they may use their Web ability once per round.
Arsenal Trick - Custom Research

**Custom Research (requires Armorist level 10)**

Armorist choses one special ability that can be applied to weapons, shields, armors or implements that the Armorist doesn't have in their list of special abilities they may add to her summoned and bound weapons, shields, armors or implements, and that they cannot gain through other Arsenal Tricks. Armorist adds the chosen special ability to the list of special abilities they may add to her summoned and bound weapons, armors, shields or implements.
Epic Sage

Epic Sage has mastered their own KI to the level most would find unimaginable, yet they still aren’t satisfied, seeking further enlightenment in the energies of themselves and the universe.

**Combat Training and Style Talents:**

Epic Sage continues gaining talents as normal.

**Chi Gong:**

Epic Sage continues progressing Chi Gong.

**AC Bonus:**

An Epic Sage’s bonus to AC and CMD increases by +1 at 24th level and every four levels.

**Meditation:**

Epic Sage keeps progressing Meditation.

**Esoteric Training:**

At levels 24 and 30, Epic Sage gains additional Esoteric Training package. Also, for any package that grants extra talents every 4 levels, Epic Sage continues gaining those talents.

**Esotery:**

An epic sage gains new esoteries at a slower rate. They gain an esotery at 22nd level and every three levels thereafter.

At any time they could pick an esotery, they can instead pick an Esotery Improvement from the list below.

DC Increase: They can increase the DC of one esotery by 5.

Range Increase: They can increase the range of esotery by 10 feet. This improvement cannot be applied to the same esotery more than once for every four epic sage levels the sage possesses.

Extra damage: They can increase the damage of an esotery by 1d6.

Duration: They can increase the duration of an esotery with variable duration by one point (so an esotery that lasts Wis rounds would last Wis+1 rounds, while esotery lasting level minutes would last level+1 minutes)
Deadeye (Weapon Enchantment)

**Price:** +1 bonus; **Aura:** moderate transmutation; **CL:** 10th **Weight:** —

**Description:**

This ability doubles the threat range of a ranged projectile weapon. This benefit doesn’t stack with any other effects that expand the threat range of a weapon (such as the Aspect of the Falcon spell or the Improved Critical feat).

**Construction Requirements:** Craft Magic Arms and Armor, spell: aspect of the falcon, **Cost:** +1 bonus;
Debris Ball (Homebrew Spell)

**School** conjuration (creation); **Level** Gravitonic Marauder 1

Casting

**Casting Time** 1 standard action

**Components** V, S

Effect

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

**Effect** one ball of debris

**Duration** instantaneous

**Saving Throw** Fortitude partial (see text); **Spell Resistance** no

Description

You conjure a small gravity sphere that attracts a ball of packed debris that you can throw at a single target as a ranged touch attack. The debris ball deals 1d6 points of bludgeoning damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Destruction Retribution

*Pesky adventurers always destroy undead that you work hard on making. those things cost money! and they end up with the prize! well why not give them a surprise with this little explosion? twicking the necromantic energies you've learned how to turn your little undead children into ticking bombs that can cause them to explode on death.*

## Destruction Retribution

### Prerequisites: CL 11 Ability to cast command undead or command undead feat, corpse crafter, bolster resistance, deadly chill.

Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2  Hit  Dice  to  every  creature  within  a  10-foot  spread  (Refl ex  DC 10+ 1/2 level + casting stat). This damage comes from negative energy, and it therefore heals undead creatures. you can choose to negate squares like an alchemist bomb.
Accursed Brew

**Aura** strong evocation; **CL** 13th

**Slot** none; **Price** 4,550 gp; **Weight** - lbs.

### Description

This terrible elixir is crafted from the shrunken skull of a deep one hybrid.  In the unnamed fishing village plundered by the Byrgenwerth scholars, many of these skills were scraped and scratched searching for eyes on the inside.  By mixing foul waters from the same village into this tincture a terrible concoction is created.

Throwing an accursed brew causes the skull to detonate and create an area of hungry darkness filled with the gnashing teeth of the dead villager who was killed in creation of this item.  The skull can be thrown as a thrown weapon with a 10 ft range increment. Wherever the skull lands, it bursts forth creating a 10 ft radius spread of deeper darkness.  Creatures within the darkness take 3d6 points of force damage and 2 points of Constitution damage each round they remain within the darkness.  They continue to take 1d6 points of bleed damage each round after they leave the darkness until subject to a break enchantment, remove curse, or any form of magical healing.

Creating an accursed brew is an evil act, but utilizing one is not.  In fact, it could be argued that freeing the tormented madness within the skull is a moral imperative, but these waters are muddied when one considers the implication of encouraging their creation.

### Construction

Requirements Craft Wondrous Item, hungry darkness, bestow curse; **Cost** 2,275 gp
Church pick

**Cost** 503 gp **Weight** 10 lbs.

**Damage**  2d3[1d6] (small), 2d4[1d8] (medium); **Critical** 18-20/x2[x4]; **Range** -; **Type** P; **Special** trick[trick, reach, trip]; **Category** One-Handed[Two-Handed]; **Proficiency** Exotic[Martial]; **Weapon** **Groups** hunter; **Treated** **As** estoc[hooked spear];

The church pick is a weapon favored by the healing church, used to inflict deep wounds into the beasts they hunt.  Extending the hilt and flipping the spiked ‘blade’ perpendicular transforms this weapon into a devastating tool of destruction; capable of puncturing organs at quite a distance.
Argo Maddox and A.R.T.E.M.I.S.

*Much credit to BBPhage, whos excellent Wiki layout I shamelessly copied...because I'm terrible at Wiki layouts.*

## **Argo Maddox** *(pronunciation: R-go)*

Argo is a gifted mechanic that spends most of his time tinkering with A.R.T.E.M.I.S., the power armor suit he wears almost constantly when in public places. His only companion as yet, is an old family retainer, Stravos Underhill, that fled with him to the material plane after the tragedy at the Machine Armory that left him an orphan.

### Argo's Background

Argo was raised in a tiny hidden enclave in the demiplane of the Machine Armory. His family fled there after a violent revolt in their homeland threatened the death of everyone of noble blood, even a family as minor as his.

While his parents and all of his siblings follow the scholarly path of the arcane arts, Argo was more inclined towards the engineering abilities of his only uncle. Over time, he learned to harness his minor magical abilities and combine them with the engineering arts of his uncle to create his own art....Magitek. His family lived peaceful, yet fearful lives on the Machine Armory for most of his childhood, constantly aware that at any time they could be discovered and that if they were, it was unlikely they would survive. Unfortunately, their luck did finally run out and a horde of machines tore his family to pieces as Argo's parents opened portals to random locations for their children to attempt to flee through. To this day, Argo still doesn't know if any of his family survived.

### Argo's Personality

Despite the miserable conditions Argo was raised in, he manages to maintain a fairly upbeat outlook. He is always quick to crack a joke or pull a prank. One of his favorites is to act like he is the dumbest golem in the history of golems. This is, of course, much easier to pull off when sealed up inside of A.R.T.E.M.I.S.

## Physical description

### Gender

None

* Additional Movement (Flight), Improved Flight (Increased maneuverability)
* Faster x5 (Increased movement speed)
* Improved Melee and Ranged Attacks, Additional Slam attack
* Black as Night, Bright as Day, Ranged Weapon Integration, Environmental Sealing

## Argo's Magical Gear

Magical objects worn on his person to gain their benefits are listed here.

### Argo's Magical Tattoos

Reagents and inks inscribing magical effects into his very flesh are listed here.

### Argo's Shadow Piercings

Jewelry, heavily enchanted and embedded into his flesh, are listed here.

### Argo's Slotless Goodies

All the other shit Argo has accumulated that he makes use of without requiring a slot are listed here.

## A.R.T.E.M.I.S.'s Magical Gear

### A.R.T.E.M.I.S.'s Wondrous Attunements

Magical objects worn on his person to gain their benefits are listed here.

### A.R.T.E.M.I.S.'s Magical Tattoos

Reagents and inks inscribing magical effects into his outer tissue are listed here.

### A.R.T.E.M.I.S.'s Shadow Piercings

Jewelry, heavily enchanted and embedded into his tissue, are listed here.

### A.R.T.E.M.I.S.'s Slotless AttunementsS

A.R.T.E.M.I.S.'s magical objects that don't require a slot are listed here.
Compassion Domain

Compassion Domain (This domain is available to anyone who channels positive energy no matter the deity)

This domain is for those who are devoted to helping others

#### Loving Gift (Su)

Cleric’s of the Compassion Domain give out an addition bonus HP healed equal to half of the cleric’s level.

#### Divine Love (Su)

Starting at level 6th once per day a Cleric of the Compassion Domain can channel energy as a swift action. They can do this for an additional time per day for every 4 levels past 6th they have (Aka 10, 14, 18)
Glavenus (Planet)

## Continents

Glavenus's terrestrial surface is composed of 11 continents, whereas Fenar is located on the continent, which is found in the north-east of Glavenus

## Moons

Glavenus has 6 moons, but now only 5

A sixth moon orbited the planet in the past, but after the events of Neth 25th 4710 it has been reduced to merely a ring of shattered rock.

### Dwiin lok

Dwiin Iok was destroyed on Neth 25th, 4710.

Asteroids showered the surface of Glavenus, with the two biggest pieces harboring both the unnamed Earth Elemental and a mysterious abomination. The resulting fight between the titanic creatures set the planet's oceans ablaze and heralded an unknown future for all its inhabitants.

### Third to Sixth Moons

Not much is known about these moons, but if the explored and destroyed ones are anything to go by, then these too will harbor a dangerous secret that could possibly even eclipse the previous calamities.
Gravitic Fortification (Homebrew Spell)

**School** abjuration; **Level** Gravitic Marauder 0

Casting

**Casting Time** 1 standard action

**Components** V, S, M/DF (a miniature cloak)

Effect

**Range** touch

**Target** creature touched

**Duration** 1 minute

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

DESCRIPTION

You fortify the target using gravity to protects it from harm, granting it a +1 resistance bonus on saves.

*Gravitic Fortification* can be made permanent with a *permanency* spell (same cost as resistance).
The Life of an Ego

The Life of an Ego is a fictional memoir published by Some Brit which originated as an inside joke. During the process of writing the Some Brit wiki article it is referenced in the third person. Even though this memoir is but a figment of Brit's imagination there are plans to make it real and recount the history of Brit and give insights into his political philosophy and ideology.
Acidic Assault (Racial Feat)

*Elemental acid stirs within your body, buffering your blood and rendering you resistant to acid.*

**Prerequisite**: Earth elemental level 1st.

**Benefit**: You gain a +2 bonus on saving throws against acid attacks and spells with the acid or earth descriptors. In addition, as a swift action, you can cause up to two melee weapons you are wielding (including natural weapons) to drip acid for 1 round. Any attacks you make during that duration deal a additional points of acid damage equal to your level in the earth elemental monster class. This stacks with other effects that add acid damage to weapons, such as the corrosive weapon special ability.

**Special**: This feat may be altered for different elemental types. Air elementals deal electricity damage, water elementals deal frost damage and fire elementals deal fire damage.If you alter the feat in this way, you must be using the corresponding elemental archetype.
Brawler, Epic (Homebrew Epic Class)

**Role:** Brawlers live to be in the heat of battle, and the epic brawler is no different. What differentiates them from their non-epic compatriots is their increased damage and even more diversified portfolio of combat maneuvers.

**Alignment**: Any.

**Hit Die**: d10

**Skill Ranks at each Level**: 4 + Int modifier.

## Epic Class Features

#### Brawling Master (Ex)

At 21st level and every three levels thereafter, the epic brawler can pick from one of the following bonuses:

* Gain a +4 bonus to one combat maneuver of their choice.
* Use martial flexibility 2 more times per day.
* Increase the knockback distance of Awesome Blow by 10 feet.
* Increase the collision damage of Awesome Blow by 2d6.
* Increase their AC bonus by 2.

#### AC Bonus (Ex)

At 22nd level and every 4 levels thereafter, the epic brawler's AC bonus increases by 1.

These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

#### Knockout

At 22nd level and every 6 levels thereafter, the epic brawler can use knockout one more time per day.

#### Maneuver Training (Ex)

At 23rd level and every 4 levels thereafter, the maneuver training bonus increases by 1.

#### Bonus Combat Feat

At 23rd level and every 3 levels thereafter, the epic brawler can pick a new combat feat.
Divine Weapon

cleric 3, druid 3, witch 3

School = Evocation (electricity, fire, acid, cold [see ability description])

Casting time = 1 standard action

Components = V, S, DF

Range 0 ft. weapon-like bolt of energy

Duration = 1 minute/level

A weapon made of force appears into your hands, damage dealt depends on the user's alignment, if they are Lawful Good they may choose to have the weapon be Cold or Electricity damage, **or if you lack a deity it does only physical damage**. The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see alignment below) and has the same threat range and critical multipliers as a real weapon of its form.

Attacks with this weapon are melee touch attacks, since the bolt is immaterial your Strength modifier does not apply to the damage. The bolt can ignite combustible materials such as parchment, straw, dry sticks and unattended cloth.

chaos (battleaxe), Acid

evil (light flail), Fire

good (warhammer), Electricity

law (longsword), Cold

Damage dealt is 2d4 + 1 per level (max +15)

While using Divine Weapon the user can as a swift action expend the duration of the weapon and heal for 2d6 + 1 per 3 levels (max +5)
A Call Beyond

**Aura** strong evocation; **CL** 18th

**Slot** none; **Price** 58,320 gp; **Weight** 1 lbs.

### Description

One of the distilled rites of the Choir.  This small parasite was a gift to those that reached for the cosmos but failed to make contact.

3 times per day, the wielder can hold this parasite above their head and call out to the cosmos.  A small rift to the outer cosmos is opened and arcane energies flow through, creating a burst of violent damage.  12 projectiles of force bloom out of the rift, dealing 1d8+2 damage each. Of these projectiles, only 3d4 of them can be directed at a creature within 30 ft.  The remaining projectiles crash in squares adjacent to the wielder. If there are valid targets adjacent to the wielder, each remaining projectile has a 25% chance of hitting an adjacent creature.

### Construction

Requirements Craft Wondrous Item, contact other plane, heavy magic strike; **Cost** 24,160 gp
Gravitic (Weapon Enchantment)

**Price:** +2 bonus; **Aura:** moderate transmutation; **CL:** 9th **Weight:** —

**Description:**

This special ability can only be placed on ammunition, or on ranged weapons which impart the ability on their ammo. A gravitic weapon delivers a potent kinetic jolt when it hits the target, dealing damage as if the weapon were one size category larger.

**Construction Requirements:** Craft Magic Arms and Armor, spell: gravity bow, **Cost:** +2 bonus;