recursal/Fanatic-Fandom huggingface dataset:
Pure White

**Pure White**

O início de Pure White.

**Pure White** (*Branco Puro* em português) é a primeira fase de Freon. Já que Freon tem aparição somente na versão mais potente, ou seja, a de Mega Drive, Pure White também tem aparição apenas nela.
Pure White é uma fase bem gelada, bonita e animada. Tudo começa com a descida de Pure White. A descida exibe o início da cutscene onde Ristar desce uma grande montanha do local. Pouco tempo depois ele usa um esqui para descê-la. Esta cutscene segue até o fim da montanha, onde Ristar "se admira", falando algo como "Wow!". Nisso a fase começa, com ele caindo até o chão do início da fase.

Após a chegada do Ristar em Pure White, o Menino de Freon é o primeiro habitante a vê-lo. (É possível que o povo de Freon seja arisco, ainda mais se tratando de um estrangeiro desconhecido que é o Ristar, mas é possível também, que o menino apenas queria irritá-lo.) Pure White está cheia de neve, neve caindo e neve no chão. No fundo vemos moradias, que são a confirmação de uma espécie desenvolvida e inteligente em Freon.

## Objetos

Pure White possui muitos objetos, onde entram itens, pertences de personagens e coisas que podem danificar o jogador. Eis a lista dos objetos que aparecem em Pure White:

* Baús
* Bomba do Menino de Freon
* Cristais Bônus
* Escadas
* Espinhos Menores
* Espinhos
* Estrelas Vitais Amarelas
* Estrelas Vitais Azuis

## Inimigos

Os inimigos de Branco Puro:

* Lançadores de Gelo
* Menino de Freon (antigamente)
* Orblets
Check

As you play your character, you will describe things that you want to do. The Game Master’s job is to help determine what happens as a result of your actions. In this game, all of these situations are resolved through a single mechanic, called a **check**: you roll 1d20, add modifiers based on your competency or the situation, and announce the check result. Usually, the Game Master will compare this check result to a difficulty number based on the situation and the inherent difficulty of what you’re trying to accomplish. In many common situations, the process for determining the check modifier and difficulty have been worked out in detail, but always remember that you and the GM can decide to arbitrate situations that haven’t been specifically spelled out in the rules, or modify the check or difficulty of well-established rules based on special circumstances.

## Success

If your check result is equal to or greater than the difficulty, or if you roll a natural 20, you succeed. If you roll a natural 20 *and* your check result is greater than the difficulty, you achieve a critical success.

## Failure

If your check result is less than the difficulty, or if you roll a natural 1, you fail. If you roll a natural 1 *and* your check result is less than the difficulty, you suffer a critical failure.
Brain Maze

O início da fase Brain Maze.

* 16-bit
* 8-bit

Predefinição:AP
**Brain Maze** (脳の迷路, *Nō no meiro*?, Labirinto do Cérebro em português) é a segunda fase do Planeta Automaton, sendo a última do jogo.

Uma espécie de base no interior do astro. Um lugar de muita tecnologia avançada, que nem mesmo existe no nosso planeta, como robôs gigantes, plataformas flutuantes e teletransportadores eficazes.

Predefinição:AP
**Brain Maze** (脳の迷路, *Nō no meiro*?, Labirinto do Cérebro, em português) é o segundo estágio do Planeta Rewope, e o último de planetas.

Agora não estamos mais em uma área externa, e sim, dentro de um labirinto, base, fábrica, laboratório ou algo relacionado. Temos aqui várias espécies de Black Orbs, sendo que não faz sentido algumas delas estarem aqui, como criaturas negras e selvagens. Temos que passar pela fase teletransportando-se em máquinas, sendo que a maioria delas só operam quando recebem um cristal.

## Objetos

Por ser provavelmente uma base, está cheia de objetos, alguns talvez desconhecidos, secretos, mantidos em sigilo pelo(s) responsável(is) pelo local.

* 1-Up
* Alavancas de Propulsão
* Alavanca que te leva à uma Zona Bônus
* Barreiras
* Baús
* Escadas
* Espinhos Rotatórios
* Mísseis
* Plataformas Flutuantes
* Teletransportadores

## Áreas

Brain Maze possui algumas áreas também, veja:

## Inimigos

Estes são inimigos de Brain Maze, classificados por versões.

## Trívia

* Este nome parece ter sido inspirado de "Scrap Brain", estágio de Sonic the Hedgehog 8 e 16-bit.
Dance-Dance!! (Ristar the Shooting Star) (8-bit)

**Dance-Dance!! (Ristar the Shooting Star) (8-bit)**

Predefinição:Infobox/segundas fases
*Para a versão 16-bit, ver Dance-Dance!! (Ristar the Shooting Star) (16-bit), e para a localidade como um todo, Dance-Dance!!.*
**Dance-Dance!!** é a segunda fase do Planeta Sonata. Esta fase aparece na versão 8-bit de Ristar.

## Contexto

Uma localidade bastante alegre. Apesar dos espinhos e inimigos, Dance Dance expressa muita felicidade, com áreas divertidas, como a área da tirolesa e as áreas onde os Pássaros Operísticos se encontram.
Em Dance Dance há também um lugar que contém vários espinhos, em lugares estratégicos, em meio à tambores-trampolins. Há ainda um baú que contém uma estrela especial que ajuda muito a passar pela fase.
No fim, vamos rumo à luta contra o temido pelos "sonatenses", Awaueck.

## Ver também

* Du-Di-Da (8-bit)
* Pássaros Operísticos
* Primeira fase de Timu
Arcana

**Arcana** is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Wizards use the Arcana skill in conjunction with their access to an arcane power source to perform their magics.

Your Arcana Proficiency is based on your Intelligence. The Arcana skill incurs an armor check penalty if you are wearing armor or a shield.

### Arcana Actions

 Success

 Success
 Special

 Success

 Success

### Arcana Training Feats

If you have Expertise in Arcana, you may gain one of the following at-will feats each time you gain further training in Arcana.
Area attack

An **area attack** is an attack that targets an area, rather than a specific creature or group of creatures. There are four kinds of area attacks: Arcs, Lines, Cones, and Bursts.

### Arc

An Arc is an area attack that contains a number of spaces, each of which (except for the two endpoints) must be non-diagonally adjacent to exactly two other spaces in the arc, and each of which must be adjacent to the origin space.

### Line

A Line is an area attack that contains a number of spaces, each of which (except for the two endpoints) must be adjacent to exactly two other spaces in the line. A 'close line 5' is a 5-space line where one of the endpoints must be adjacent to the creature or object causing the line effect, while a 'line 7 within 4 paces' is a 7-space line where each of the line's spaces must be within 4 paces of the creature or object causing the line effect. A close line resolves forced movement and line-of-effect from the originator's square, while a line that is detached from its originator resolves forced movement and line-of-effect from the closest space within the line.

### Cone

A Cone is an area attack that spreads out from a point in a roughly 90-degree arc. For the sake of simplicity, a 'cone' is a square area, one corner or side of which touches the corner or side of the origin space. An 'adjacent cone 2' attack uses the effect creator's space as the cone's origin space, while a 'cone 2 within 5 paces' uses a space within 5 paces as the cone's origin space.

The cone's number determines the length and width of the area, so a 'cone 4' is a 4x4 space area touching the origin space on one corner or side. A cone reaches a maximum height equal to its length and width.

Unlike spherical bursts, cone attacks use the 'square area' abstraction regardless of whether the true distance optional rules are in effect - the difference is rarely more than a single space at the corner of the blast.

Each target within the cone's area checks line of effect from the creature or effect that is casting the cone, not the origin point of the cone itself. For adjacent cone attacks, this will be the same space, but for ranged cone attacks this difference may become important.

### Burst

A burst is an area attack that spreads out spherically from a point in space. A burst will always specify an origin space; all line-of-effect and forced movement effects are resolved from that origin space. The number determines the radius of the burst area, not including the center space itself, so a 'burst 1' includes the origin space and each adjacent space, while a 'burst 5' includes the origin space and each space within 5 paces of it.

For burst attacks, it is important to note whether the true distance optional rule is being used - this will determine whether bursts are resolved as simple squares, or actual circular areas.
Bludgeon

Bludgeons are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges, although some bludgeons are augmented with spikes to increase their damage. Your Bludgeon proficiency is always based on your Strength.

This weapon gains a +5 bonus vs. heavy armor.

 Hit:
On a critical hit, the target is dazed until the end of your next turn.

On a critical hit, the target is dazed until the end of your next turn.

 Attack:

This weapon gains a +5 bonus vs. heavy armor, and ignores resistance on a natural 20 attack roll.

 Hit:
On a critical hit, the target is dazed until the end of your next turn and pushed 2 paces.

 Attack:

This weapon gains a +5 bonus vs. heavy armor.

 Hit:
On a critical hit, the target is dazed until the end of your next turn and begins bleeding 5 ongoing damage.
Blademaster/defenses

* The Blademaster's maximum hit points are equal to his racial hit points plus his level.
* The Blademaster's Vitality is equal to 5 + his Constitution modifier.
* The Blademaster gains a +1 class bonus to Reflex and Fortitude. His Defenses are:
	+ Reflex: 11 + Dex (+racial bonuses)
	+ Fortitude: 11 + Con (+racial bonuses)
	+ Will: 10 + higher of Wis or Cha (+racial bonuses)

* The Blademaster is proficient with light armor, heavy armor, and shields. When wearing Chainmail and wielding a Greatsword, his Defenses are:
	+ Armor: 14 + Con
	+ Reflex: 10 + Dex (+racial bonuses)
	+ Fortitude: 11 + Con (+racial bonuses)
	+ Will: 10 + higher of Wis or Cha (+racial bonuses)
Light Plain

O início deste estágio.

**Light Plain**, *Planície da Luz*, em português, é uma localidade de Ristar. Esta é a primeira fase do Planeta Flora. Light Plain é a primeira fase do primeiro planeta, isto é, a primeira fase do jogo. Light Plain é a fase mais conhecida pelos jogadores de Ristar. Isto é como uma regra em quase todos os jogos, pois a primeira fase de um jogo é, na maioria das vezes, a mais famosa. Outros exemplos disso são um banco, em Bonanza Brothers e a Green Hill Zone, de Sonic the Hedgehog.

## Descrição

* 16-bit
* 8-bit

Predefinição:AP

**Light Plain** é um local de áreas montanhosas, vegetação e possui um extenso rio. Este nos acompanha pela fase inteira, é quase sempre possível vê-lo. Aqui os inimigos parecem inocentes, como por exemplo os coelhos. Há plantas interessantes, como as mudas grandes, que podem nos levar para o alto. Também há plantas que podem fazer mal à Ristar, como os espinhos e os arbustos, que escondem coelhos e até bombas.

Predefinição:AP
**Light Plain** é a primeira fase do jogo Ristar, para Game Gear. É conhecida também por ser a primeira fase do Planeta Flora. Seu nome em português é *Planície da Luz* e alternativamente *Luz da Planície*.

Esta é uma fase muito ligada à natureza, com muitos vegetais presentes nela. Ela possui uma área de blocos verdes quebráveis, que escondem tesouros atrás de si. Há também uma área de cipós e uma área plana com uma alavanca de propulsão, por exemplo, marcantes nesta versão do jogo.
## Gimmicks e obstáculos

* Árvores
* Arbustos
* Plantas Carnívoras
* Arbusto Espinhento
* Mudas Grandes
* Árvores Luminosas

## Lugares

Eis os lugares marcantes desta localidade:

## Inimigos

Os inimigos de Light Plain são os apresentados à seguir.

### 16-bit

Na versão 16-bit, estão presentes os seguintes inimigos:

#### Coelhos inimigos

Esses coelhos possuem uma espécie de ligação com Feel e o Coelho Chefe, por serem coelhos. A diferença é que o coelho chefe não usa as suas orelhas para atacar, e sim, seu "tema", ou seja, tipos de ataques e habilidades, é o tempo. Enquanto Feel é um coelho-estrela e um protótipo, estes coelhos são inimigos naturais.

#### Corujas

Corujas sobrevoam uma área, e de vez em quando atacam descendo até o chão. Por algum motivo, elas usam máscaras, na versão japonesa.

#### Orblets

Orblets são inimigos básicos que se locomovem de diversas maneiras. Há algumas que fazem um movimento para os lados, como aqui, em Light Plain, outras que circulam por uma área (em Dark Woods, por exemplo) e outras Orblets que possuem modos de locomoção variados.

### 8-bit

Os inimigos naturais da fase Light Plain da versão 8-bit são:

## Trívia

* Curiosamente, o nome da fase, tanto o original quanto o traduzido (ao pé da letra) para o português, possuem as mesmas iniciais, L. P. (**L**ight **P**lain, **L**uz da **P**lanície).
	+ Outra coisa interessante é, que se traduzirmos corretamente, temos "Planície da Luz", que ao invés de L. P. possui a sigla P. L.

## Ver Também

* Dark Woods
* Planeta Flora
* Líder do Planeta Flora
* Serpente Blindada da Árvore
Blade

Blades are small, one-handed melee weapons with a cutting edge. They are better suited for finesse than brute strength; your Blades attack modifier is based on the higher of your Strength or Dexterity. Some Blades can also be used as Thrown weapons.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.
Bear totem

Bear is slow to anger, but fierce if provoked. Bear is protective of her cubs. Bear is large and strong.

Barbarians who follow the Bear totem may choose to gain a bear as their animal companion.

Druids who follow the Bear totem may choose to wild shape into a bear.

Shamans who follow the Bear totem may summon a bear spirit.

 **Hit Points**:
 **Speed**:
 **Defenses**:
* Reflex: 10 + half caster's level.
* Fortitude: 16 + half caster's level.
 **Attacks**:

 Follow-up Hit

 The following rank 3 trances have **Bear totem** as a prerequisite.
Artificer

The Artificer focuses his arcane knowledge into protecting his allies and enhancing their weapons and equipment.

 **Magic Proficiencies** | As a wizard, the Artificer can cast arcane spells and metamagics using the Arcana skill, and may dispel appropriate conditions from himself as an automatic reaction at the end of each of his turns.
His magic damage bonus is equal to his Intelligence modifier.
As a wizard, the Artificer gains a spellbook, within which he stores the formulas for his spells. At level 0, his spellbook contains a number of Rank 1 spells equal to his Arcana proficiency.

 **Skill Proficiencies** | As a wizard, the Artificer is proficient in Arcana and Perception.
Additionally, wise healer grants proficiency in Heal,

 **Starting Feats** | * The artificer gains the wise healer and arcane craftsman class features, thus gaining the metamagics reinvigorate and infuse spell.
* The artificer chooses one school of magic, gaining that style's bonuses and metamagic.
* The artificer chooses two at-will spells that are available to her based on her class features.
* At level 0, the evoker may cast one Rank 1 or Rank 2 spell per day, and two class metamagics per encounter.
Arcane craftsman/bonuses

* You gain training in the Craft skill.
* You gain a +1 class bonus to your Will defense.
* When you take a short rest, you may spend time preparing and enhancing your party’s defenses to grant yourself and each of your allies a number of temporary hit points equal to your Intelligence modifier until the end of your next encounter.
Arcane conjuring/bonuses

* You gain training in the Bluff skill.
* You gain a +1 class bonus to your Will defense, or a +2 class bonus to Will if you already had a class bonus to your Will defense.
* Creatures suffer a penalty to all saving throws against your spells equal to the higher of your Dexterity modifier or your Wisdom modifier.
* Whenever any spell that you cast would push, pull, slide or fling an enemy, increase the distance that you may move that enemy by your the higher of your Dexterity modifier or your Wisdom modifier, plus your Expertise bonus.
Captain

Do you imagine your fighter shouting orders to his allies, setting up attacks and leading his teammates to victory? Then choose the following options:

* inspiring presence
* combat leader
* polearm fighting style

**Attacks and Weapon Proficiencies*** The Captain is proficient with all weapon groups, and has Expertise in Polearms.
* melee weapon Proficiency checks: Str + 3.
* ranged weapon Proficiency checks: Dex + 3.
* Polearm Proficiency checks: Str + 4.
* During the first turn of an encounter or against creatures granting advantage, the Captain gains a bonus to all attack rolls equal to his Wisdom modifier.
* The Captain's melee damage bonus is equal to his Strength modifier, or Strength + 1 when using a Polearm.
* The Captain's ranged damage bonus is equal to his Dexterity modifier.
* The Captain does not have a magic damage bonus.
* The Captain's Initiative is equal to his Dexterity modifier plus his Intelligence modifier, and he grants a class bonus to his allies' Initiative equal to his Intelligence modifier.

**Combat Leader*** Allies that can see or hear you gain a stance bonus to all defenses and saving throws equal to your Charisma modifier while in the full defense stance.

**Hit Points, Defenses and Armor Proficiencies*** The Captain's maximum hit points are equal to his racial hit points plus hus level.
* The Captain's Vitality is equal to 5 + his Constitution modifier.
* The Captain gains a +1 class bonus to Fortitude and Will. His Defenses are:
	+ Reflex: 10 + Dex (+racial bonuses)
	+ Fortitude: 11 + Con (+racial bonuses)
	+ Will: 11 + higher of Wis, Int or Cha (+racial bonuses)
* The Captain is proficient with light armor, heavy armor, and shields. When wearing Chainmail and wielding a Greatspear, his Defenses are:
	+ Armor: 15 + Con
	+ Reflex: 9 + Dex (+racial bonuses)
	+ Fortitude: 11 + Con (+racial bonuses)
	+ Will: 11 + Wis (+racial bonuses)

**Trained Skills*** The Captain is proficient in Athletics, Endurance, Insight and Diplomacy. His trained skill bonuses are:
	+ Athletics: Str +3
	+ Endurance: Con +3
	+ Insight: Wis +3
	+ Diplomacy: Cha +3

**Class Maneuvers*** At level 0, the Captain may perform one class maneuver per encounter, and knows the following class maneuvers:

 Requirement
 Effect:

* At level 0, the Captain chooses three at-will maneuvers from the list below.
* The Captain starts with the following equipment:
	+ Chainmail (Defense: 15 + Con, -1 check/-1 speed penalty)
	+ Greatspear (Attack: Str +5; Damage: 1d10 + Str piercing damage)
	+ Trumpet (Equipment: can be heard out to 50 paces)

Inspiring presence at-wills
Combat leader at-wills
Polearm fighting style at-wills
Burst 1

A Burst 1 effect targets each creature at or adjacent to the origin. If the effect always uses the creator's space as its origin space, the creator of the effect is not affected by the burst; if the effect uses any different space or allows the creator to choose the origin space, the creator is affected by the burst if it would be a valid target for the effect.
Athletics

**Athletics** is used when running, jumping, climbing, swimming, or performing feats of strength.

Your Athletics Proficiency is based on your Strength. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.

### Athletics Actions

 Success
 Failure

 Special
 Failure

 Failure

### Athletics Training Feats

If you have Expertise in Athletics, you may gain one of the following at-will feats each time you gain further training in Athletics.
Burst 4

File:Burst-4s.png

A Burst 4 effect targets each creature within 4 paces of the origin. If the effect always uses the creator's space as its origin space, the creator of the effect is not affected by the burst; if the effect uses any different space or allows the creator to choose the origin space, the creator is affected by the burst if it would be a valid target for the effect.
Blademaster

Do you imagine your fighter charging through the battlefield, slashing at enemies with a great two-handed sword or axe? Then choose the following options:

* martial prowess
* weapon master
* heavy blade fighting style

**Attacks and Weapon Proficiencies*** The Blademaster is proficient with all weapon groups, and has expertise with swords. He gains a +1 class bonus to all weapon attack rolls.
* sword Proficiency checks: Str + 5.
* melee weapon Proficiency checks: Str + 4.
* ranged weapon Proficiency checks: Dex + 4.
* The Blademaster's melee damage bonus is equal to his Strength modifier plus his Dexterity modifier, with a further +1 damage bonus if he is wielding a sword.
* The Blademaster's ranged damage bonus is equal to his Dexterity modifier plus his Wisdom modifier.
* The Blademaster does not have a magic damage bonus.

**Hit Points, Defenses and Armor Proficiencies*** The Blademaster's maximum hit points are equal to his racial hit points plus his level.
* The Blademaster's Vitality is equal to 5 + his Constitution modifier.
* The Blademaster gains a +1 class bonus to Reflex and Fortitude. His Defenses are:
	+ Reflex: 11 + Dex (+racial bonuses)
	+ Fortitude: 11 + Con (+racial bonuses)
	+ Will: 10 + higher of Wis or Cha (+racial bonuses)
* The Blademaster is proficient with light armor, heavy armor, and shields. When wearing Chainmail and wielding a Greatsword, his Defenses are:
	+ Armor: 14 + Con
	+ Reflex: 10 + Dex (+racial bonuses)
	+ Fortitude: 11 + Con (+racial bonuses)
	+ Will: 10 + higher of Wis or Cha (+racial bonuses)

**Trained Skills*** The Blademaster is proficient in Athletics, Craft, Endurance, and Intimidate. His trained skill bonuses are:
	+ Athletics: Str +3 (Str +2 in chainmail)
	+ Endurance: Con +3 (Con +2 in chainmail)
	+ Intimidate: Cha +3
	+ Craft: Int +3

**Class Maneuvers*** At level 0, the Blademaster may perform one class Maneuver per encounter, and knows the following class Maneuvers:

After the attack, You may shift one pace. Make a basic melee attack with the same weapon against a creature adjacent to both you and the first target.

* At level 0, the Blademaster chooses one rank 1 Maneuver and two at-will Maneuvers from the lists below.
* The Blademaster starts with the following equipment:
	+ Chainmail (Defense: 14 + Con, -1 check, -1 speed, -1 reflex, resistance to slashing and bashing attacks)
	+ Greatsword (Attack: Str +6; Damage: 1d10 + Str + Dex slashing damage)
Bear's endurance

You gain a +2 stance bonus to your Fortitude defense and a +5 stance bonus to Endurance checks. When you are bloodied, you regenerate 2 hit points at the beginning of each of your turns. Your Primal Healing powers which allow you or your allies to spend healing reserves grant a bonus to the target's heal value equal to your Constitution modifier.
Bard

The Bard focuses his cunning prowess into a charming presence, an unparalleled understanding of drama and stagecraft, and an uncanny sway over the hearts and minds of others. By keeping his enemies unsettled and his allies cheerful and encouraged, he ensures that the party lives to tell the tale of their adventures.

 **Magic Proficiencies** | Loremaster grants the ability to perform bardic magic using the Bluff skill.

 **Skill Proficiencies** | As a rogue, the Bard is proficient in Bluff and Stealth.
Additionally, encouraging leader grants proficiency in Insight,

 **Starting Feats** | * The bard gains the encouraging leader and loremaster class features, thus gaining the Rank 1 tricks words of encouragement and bardsong.
* The bard chooses one talent, gaining that talent's skill training and Rank 1 knack
* The bard chooses two at-will tricks that are available to her based on her class features.
* At level 0, the bard may perform one Rank 1 trick per encounter.

 * You gain training in the History skill.
* You gain a +1 class bonus to all untrained skill checks, and a +5 class bonus to all Knowledge checks.
* You may cast bardic spells, usually using the Bluff or History skill; your magic damage bonus is equal to your Charisma modifier.

Allies within the aura that can hear you gain a class bonus to all saving throws equal to your Charisma modifier, while enemies within the aura suffer a penalty to all saving throws equal to your Intelligence modifier.

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Bag of tricks

**Bag of tricks** is a Thief class feature which helps Rogues to fulfill the controller role.

 * You gain training in the Craft skill.
* You gain a +1 class bonus to your Will defense.
* You may hide a number of caltrops, darts and/or bombs on your person equal to your Intelligence modifier, hidden in secret pouches of your clothing where you can immediately access them as a free action. Whenever you take a Short Rest, you may trade out any number of them for an equal number of caltrops, darts or bombs, disassembling the unused items and storing the components.
* You gain the Rank 1 trick, **Expert Throw**:

 When you choose an at-will trick, you may choose from the following options.
Arcana/description

Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Wizards use the Arcana skill in conjunction with their access to an arcane power source to perform their magics.
Burst 3

File:Burst-3s.png

A Burst 3 effect targets each creature within 3 paces of the origin. If the effect always uses the creator's space as its origin space, the creator of the effect is not affected by the burst; if the effect uses any different space or allows the creator to choose the origin space, the creator is affected by the burst if it would be a valid target for the effect.
Berserker

The Berserker focuses his primal connection into a fierce rage, fueling a terrifying and seemingly endless onslaught. By channeling the Primal spirits through his body and his combat prowess, the Berserker becomes a terror on the battlefield, slaying his foes and driving them before him.

 **Magic Proficiencies** | As a barbarian, the Berserker can perform primal trances and rages, usually using the Nature skill.

 **Skill Proficiencies** | As a barbarian, the berserker gains training in Nature and Heal.
Additionally, primal rage grants training in Endurance,

 **Starting Feats** | * The berserker gains the primal rage and relentless pursuit class features, thus gaining the Rank 1 trances berserker rage and swift charge.
* The berserker chooses one totem class feature, gaining that style's aspects and Rank 1 trance.
* The berserker chooses two at-will trances that are available to him based on his class features.
* At level 0, the Berserker may enter one daily trance per day, and one class trance per encounter.
Beguilement/description

Beguilement Magic manipulates the thoughts, emotions and perceptions of sentient creatures. All Beguilement spells have the charm, fear, or illusion keyword; if they deal damage, they usually deal damage of the psychic damage type. Beguilement utility spells excel at changing the attitudes and perceptions of others, hiding or disguising people or objects, and creating convincing illusions.

Many Beguilement-based summoning spells call on creatures of shadow and illusion called 'phantasms' to do the summoner's bidding, although some invite strange creatures from the feywild into the material plane. Phantasms are unusually complex illusions which inflict damage by convincing the target that they are in pain or dying. A sufficiently real illusion can cause a target to die from fright or stress, so such damage is entirely real even if the source of that damage is inside the victim's own head.
Abilities

# Ability Scores

All characters in this game have six core abilities, which determine or influence all their other statistics. Ability scores range from 3 to 20, averaging at around 10.

## Strength

Strength is a measure of your character’s muscle and raw physical power. It determines your ability to hit and deal damage with melee attacks, the total weight of equipment that you can carry, and how well you perform in the Athletics skill.

## Dexterity

Dexterity is a measure of your character’s speed and agility. It determines your ability to hit and deal damage with ranged weapons, how quickly you react, and how well you can avoid being hit, and how well you perform in the Acrobatics, Stealth and Thievery skills.

## Constitution

Constitution is a measure of your character’s stamina, vitality and health. It determines your ability to withstand damage, your ability to resist poison and disease, and how well you perform in the Endurance skill.

## Charisma

Charisma is a measure of your character’s attractiveness, social grace and force of personality. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Bluff, Diplomacy, Intimidate, Perform, and Streetwise skills.

## Intelligence

Intelligence is a measure of your character’s wits, reasoning ability and memory. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Arcana, Craft, and History skills.

## Wisdom

Wisdom is a measure of your character’s awareness, intuition and understanding. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Heal, Insight, Nature, Perception and Religion skills.

# Ability Modifiers

Each ability also has an ability modifier, which is equal to half the ability score (round down), minus 5. Thus, an ability score of 3 has an ability modifier of -4, while an ability score of 20 has an ability modifier of +5.

 2 to 3
 4 to 5
 6 to 7
 8 to 9
 10 to 11
 12 to 13
 14 to 15
 16 to 17
 18 to 19
 20
Arcane summoning/bonuses

* You gain training in the Diplomacy skill.
* You gain a +1 class bonus to your Will defense, or a +2 class bonus to Will if you already had a class bonus to your Will defense.
* When cast an arcane summoning spell, each summoned creature gains a bonus to all defenses equal to half your Wisdom modifier.
Background

Each character may choose a background. A background gains your character training in one proficiency, and +1 bonus to one ability score that is 17 or lower.

### Blacksmith

You gain training in Craft and +1 to your Strength or Constitution score.

### Hermit

You gain training in Nature and +1 to your Intelligence or Wisdom score.

### Entertainer

You gain training in Bluff and +1 to your Dexterity or Charisma score.

### Arcane Pupil

You gain training in Arcana and +1 to your Intelligence or Dexterity score.

### Street Urchin

You gain training in Streetwise and +1 to your Charisma or Dexterity score.

### Tribal Hunter

You gain training in Nature and +1 to your Strength or Dexterity score.

### Soldier

You gain training in Endurance and +1 to your Strength or Constitution score.

### Nobility

You gain training in Diplomacy and +1 to your Intelligence or Charisma score.

### Cloistered Acolyte

You gain training in Religion and +1 to your Wisdom or Intelligence score.
Arcane affliction

* If already taking ongoing petrifying damage, the target must immediately make a saving throw against that damage before applying this effect.
* If the target critically fails a saving throw to shrug off or dispel this condition, or fails a saving throw while bloodied, they are slowed until they shrug off the condition. If already slowed, they become immobilized. If already immobilized, they become turned to stone.

* If the target is already prone, maximize the original attack damage.

* If the target is already slowed, the target instead becomes immobilized until they escape or break free.
* If the target is already immobilized, the target becomes restrained until they escape or break free, and gains vulnerability to bashing, force and thunder damage.

* Each time the target takes this ongoing damage, their armor's armor bonus is reduced by 1, to a minimum of 0. This reduction lasts until they can repair their armor, even if they dispel or shrug off the ongoing damage.
* If the target is already taking ongoing acid damage, they suffer a -2 penalty to all defenses until the end of your next turn.

 * Ongoing 5 poison damage until they dispel or shrug it off.
* If already taking ongoing poison damage, the target is also weakened until they dispel or shrug it off.

 * The target is dazed until the end of your next turn.
* If already dazed, the target becomes dominated until the end of your next turn.

 * The target is dazed until the end of your next turn.
* If already dazed, the target becomes stunned until they shrug it off.

 * The target is deafened until they shrug it off, and flung a number of paces equal to your magic damage bonus.
* If already deafened, the target becomes dazed until they shrug it off, and flung an additional 2 paces.

* If already granting advantage, the target becomes dazed until the end of your next turn.
* If already dazed, the target becomes blinded until they shrug it off.

* If already on fire, increase the amount of ongoing fire damage by 5.

 * Weakened until they dispel or shrug it off.
* If already weakened and bloodied, the target is unconscious until they shrug it off.
Combat challenge/bonuses

* You gain Training in the Intimidation skill, and gain a class bonus to your Intimidation Proficiency equal to half your Strength modifier.
* You gain a class bonus to your maximum hit points equal to your level, or equal to twice your level if you already had a class bonus to hit points.
* You gain additional Training in heavy armor.
* When you make a melee weapon attack against an unmarked enemy, you mark that enemy until the end of your next turn whether the attack hits or misses.
* Enemies which are marked by your Combat Challenge suffer disadvantage to all attacks which do not include you as a target.
* Whenever an enemy marked by your Combat Challenge shifts or makes an attack that does not include you, you may make an opportunity attack against it as an immediate action.
Assassin

The Assassin focuses their cunning prowess into slaying the unaware. Striking from shadow, the Assassin is the master of the surprise attack. With stealth, with poison, and with an unparalleled understanding of where and how to strike to take down an unsuspecting opponent, the Assassin's best work is done where none will know they were ever there.

 **Skill Proficiencies** | As a rogue, the Assassin is proficient in Bluff and Stealth.

 **Starting Feats** | * The assassin gains the sneak attack and first strike class features, thus gaining the Rank 1 tricks backstab and surprising feint.
* The assassin chooses one Talent, gaining that talent's skill training and Rank 1 trick
* The assassin chooses two at-will trick that are available to her based on her class features.
* At level 0, the assassin may perform one Rank 1 trick per encounter.
Abjurer

The Abjurer focuses her arcane knowledge into shielding her allies from harm and deflecting her enemies’ blows, directing her opponents’ energies in harmless directions.

 **Magic Proficiencies** | As a wizard, the Abjurer can cast arcane spells using the Arcana skill, and may dispel appropriate conditions from himself as an automatic reaction at the end of each of his turns.
His magic damage bonus is equal to his Intelligence modifier.
As a wizard, the Abjurer gains a spellbook, within which he stores the formulas for his spells. At level 0, his spellbook contains a number of Rank 1 spells equal to his Arcana proficiency.

 **Skill Proficiencies** | As a wizard, the Abjurer is proficient in Arcana and Perception.
Additionally, arcane shielding grants proficiency in Endurance,

 **Starting Feats** | * The abjurer gains the arcane shielding and arcane abjuration class features, thus gaining the class metamagics mage armor and mark of abjuration.
* The abjurer chooses one school of magic, gaining that style's bonuses and Rank 1 spell.
* The abjurer chooses two at-will spells that are available to her based on her class features.
* At level 0, the evoker may cast one Rank 1 spell per day, and one class metamagic per encounter.
Beguilement

Beguilement Magic manipulates the thoughts, emotions and perceptions of sentient creatures. All Beguilement spells have the charm, fear, or illusion keyword; if they deal damage, they usually deal damage of the psychic damage type. Beguilement utility spells excel at changing the attitudes and perceptions of others, hiding or disguising people or objects, and creating convincing illusions.

Many Beguilement-based summoning spells call on creatures of shadow and illusion called 'phantasms' to do the summoner's bidding, although some invite strange creatures from the feywild into the material plane. Phantasms are unusually complex illusions which inflict damage by convincing the target that they are in pain or dying. A sufficiently real illusion can cause a target to die from fright or stress, so such damage is entirely real even if the source of that damage is inside the victim's own head.
Average

**Average** tasks have a DC of 15. These are actions that the average person can pull off with some luck, and which a competently trained person is expected to have an even chance of accomplishing. Examples: walking eight hours through a hilly woodland without rest, assembling a model ship, sewing up a wound, remembering the name of the capital city of every province in your country. If no task difficulty is specified, assume that the task has an average DC.
Elemental grasp

Special
* Petrifying Grasp (earth/petrification)
* Rending Grasp (earth/force)
* Freezing Grasp (water/cold)
* Dissolving Grasp (water/acid)
* Envenomed Touch (wood/poison)
* Enthralling Grasp (wood/psychic)
* Shocking Grasp (wind/lightning)
* Shockwave Grasp (wind/thunder)
* Shimmering Grasp (flame/radiant)
* Burning Grip (flame/fire)
Acid arcane affliction

* Each time the target takes this ongoing damage, their armor's armor bonus is reduced by 1, to a minimum of 0. This reduction lasts until they can repair their armor, even if they dispel or shrug off the ongoing damage.
* If the target is already taking ongoing acid damage, they suffer a -2 penalty to all defenses until the end of your next turn.
Channel energies/bonuses

* You gain training in the Intimidate skill.
* You gain a class bonus to your maximum hit points equal to your level.
* Your magic damage bonus is equal to your Intelligence modifier plus your Dexterity modifier. Whenever a spell or effect would cause ongoing damage to an enemy, increase the amount of ongoing damage by your Dexterity modifier.
Avenger

The Avenger focuses his divine faith into hunting down enemies of that faith and slaying them without mercy.

 **Skill Proficiencies** | As a priest, the Avenger gains training in Religion and History.
Additionally, divine wrath grants training in Athletics, and

 **Starting Feats** | * The avenger gains the divine censure and divine wrath class features, thus gaining the Rank 1 prayer oath of emnity and the Daily invocation oath of destruction.
* The avenger chooses one faith class feature, gaining that faith's domains and invocation.
* The avenger chooses two at-will prayers that are available to him based on his class features.
* At level 0, the avenger may perform one Rank 1 prayer or invocation per day.
Blademaster/attacks

* The Blademaster is proficient with all weapon groups, and has expertise with swords. He gains a +1 class bonus to all weapon attack rolls.
* sword Proficiency checks: Str + 5.
* melee weapon Proficiency checks: Str + 4.
* ranged weapon Proficiency checks: Dex + 4.
* The Blademaster's melee damage bonus is equal to his Strength modifier plus his Dexterity modifier, with a further +1 damage bonus if he is wielding a sword.
* The Blademaster's ranged damage bonus is equal to his Dexterity modifier plus his Wisdom modifier.
* The Blademaster does not have a magic damage bonus.
Acrobatics

**Acrobatics** is used when tumbling, balancing, performing feats of agility, or escaping from bonds.

Your Acrobatics Proficiency is based on your Dexterity. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.

### Acrobatics Actions

 Success
 Failure

 Effect:

### Acrobatics Training Feats

If you have Expertise in Acrobatics, you may gain one of the following at-will feats each time you gain further training in Acrobatics.
Axe

Axes are wide, cleaving bladed melee weapons designed for making large and deep wounds. Your Axe proficiency is always based on your Strength.

### Axe Weapons

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.
Divine malediction

**Divine malediction** is a Theurge class feature which helps Priests to fulfill the controller role.

 * You gain training in the Insight skill.
* Enemies that are suffering one or more conditions caused by your attacks suffer a penalty to all saving throws equal to your Charisma modifier.
* You gain the prayer **Baleful Malediction**:

 When you choose an at-will trance, you may choose from the following options.
Archer

Do you imagine your fighter running swiftly across the battlefield, firing well-placed arrows into the enemy’s ranks with unerring accuracy? Then choose the following options:

* battle awareness
* tracker's quarry
* archery fighting style

**Attacks and Weapon Proficiencies*** The Archer is proficient with all weapon groups, and has Expertise in Bows.
* melee weapon Proficiency checks: Str + 3.
* ranged weapon Proficiency checks: Dex + 3.
* Bow Proficiency checks: Dex + 4.
* During the first turn of an encounter or against creatures granting advantage, the Archer gains a bonus to all attack rolls equal to his Wisdom modifier.
* The Archer's melee damage bonus is equal to his Strength modifier.
* The Archer's ranged damage bonus is equal to his Dexterity modifier, or Dexterity + 1 when using a Bow.
* The Archer does not have a magic damage bonus.
* The Archer gains a class bonus to his Initiative equal to his Wisdom modifier.

**Tracker's Quarry*** Once per turn as an immediate action, you may designate a target that you may see as your Quarry.
* Until the end of the encounter or until you designate a new Quarry, you gain +5 to all Perception rolls vs. your Quarry, ignore all penalties from your Quarry due to partial cover or partial concealment, and all penalties due to total cover or total concealment are reduced to a maximum of -2.
* If you can see your Quarry, you automatically know its current hit points and conditions.

**Hit Points, Defenses and Armor Proficiencies*** The Archer's maximum hit points are equal to his racial hit points.
* The Archer's Vitality is equal to 5 + his Constitution modifier.
* The Archer gains a +2 class bonus to Reflex. His Defenses are:
	+ Reflex: 12 + Dex (+racial bonuses)
	+ Fortitude: 10 + Con (+racial bonuses)
	+ Will: 10 + higher of Wis, Int or Cha (+racial bonuses)
* The Archer is proficient with light armor, heavy armor, and shields. When wearing Leather and wielding a Greatbow, his Defenses are:
	+ Armor: 14 + Dex (+racial bonuses to Reflex)
	+ Reflex: 12 + Dex (+racial bonuses)
	+ Fortitude: 10 + Con (+racial bonuses)
	+ Will: 10 + higher of Wis, Int or Cha (+racial bonuses)

**Trained Skills*** The Archer is proficient in Athletics, Endurance, Perception and Stealth. His trained skill bonuses are:
	+ Athletics: Str +3
	+ Endurance: Con +3
	+ Stealth: Dex +3
	+ Perception: Wis +3

**Class Maneuvers*** At level 0, the Archer may perform one class maneuver per encounter, and knows the following class maneuvers:

The target becomes stunned until the end of your next turn instead if you achieve a critical hit.

 Prerequisites:
 Requirement
* At level 0, the Archer chooses three at-will maneuvers from the list below.
* The Archer starts with the following equipment:
	+ Leather (Defense: 14 + Dex, no check/speed penalties)
	+ Greatbow (Attack: Dex +5; Damage: 1d10 + Dex piercing damage)

Battle awareness at-wills
Tracker's quarry at-wills
1. REDIRECT Archery fighting style at-wills
The Shaula Affair

**The Shaula Affair** is the second military conflict to occur after the Great Hat War, and a precursor to the Torak-Navy War. It was an attack launched by the The Space Elf Navy, led by the Col. Jorentha Colwellius against Clan Torak, led by Teck'Fudge. The attack resulted in the capture of Shaula by the Navy.

## Aftermath

The affair invited some harsh rhetoric from the Teck'Fudge himself, citing the surprise attack as an "atrocity". The Col. Colwellius offered little in reply, merely that "the empirical navy sees strategic value in this system" and that "it was of nessecity [*sic*] that these actions were to occur under the radar". The attack was quickly denounced by the Office of the Prime Applejuice Applejuice and Cash Popetron 2000, and then the debate quickly devolved into a slugfest between the Pope and the LORD OF THE SPACE DEMONS, who after very recently having gained proficiency with their demonic keyboard seem to again be experiencing difficulties.

## Declaration of War

Following the Galactic discussion on the events of the Shaula Affair, Col Jorentha Colwellius sent the following subspace message marking the start of the Torak-Navy war:
Bear totem/bonuses

* When you enter a trance that allows you to choose Aspects, you may choose between the following Aspects:

 You gain a +2 stance bonus to your Fortitude defense and a +5 stance bonus to Endurance checks. When you are bloodied, you regenerate 2 hit points at the beginning of each of your turns. Your Primal Healing powers which allow you or your allies to spend healing reserves grant a bonus to the target's heal value equal to your Constitution modifier.

 Your basic unarmed attack deals 1d8 + [ melee damage bonus ] + [ magic damage bonus ] damage, counts as a melee weapon attack, and knocks your target prone on a hit. While you are invoking the Bear's Claws Aspect, you may expend one use of a Rank 1 trance to perform the following attack:

 Follow-up Hit

 Whenever you perform a move action, you may slide one adjacent ally 1 square at the beginning or end of your movement. Whenever an ally would provoke an opportunity attack from an adjacent enemy, you may cause that attack to target yourself instead.

 Your Size increases by one step.
* You gain temporary hit points equal to your bloodied value.
* You gain a +1 stance bonus to your melee attack rolls
* You gain a +2 stance bonus to your melee damage rolls
* You gain a +5 stance bonus to Athletics checks.
* You threaten all spaces within your reach.