recursal/Fanatic-Fandom huggingface dataset:
Monstrous Flytrap

**Type:** plant

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 7

**HD:** 11
**Advancement HD:**
     12–16; (Huge)
     17–32; (Gargantuan)
     33–48; (Colossal)

## Combat

HP: **104**
**HD:** 11d8  + 55
**Massive Damage:** -
Hit DC: **14**
     (Dex): -2
     Size: -2     Natural Armor: 8
**Touch DC:** 6
**Flat-Footed DC:** 14
BAB: **+8**
**Grapple:** 25
     (Str): +9
      **Attack 1:** +16 melee (1d6+13, bite; )

Full Attacks
 General Stats
Initiative: **-2**
**Fight Space:** 15 ft. X 15 ft.
**Reach:** 10 ft.
Base: **20 ft.**
     **Run:** x4 (80 ft.)
**Light:** up to 1600 lb.
**Medium:** 1601-3200 lb.

## Special Traits

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
;Plant: Monstrous flytraps have the traits and immunities common to plants.
Improved Grab (Ex)
To use this ability, a monstrous flytrap must hit with its bite attack. If it gets a hold, it can attempt to swallow its opponent (see below), provided its opponent is at least two size categories smaller than it. See Improved Grab.
Swallow Whole (Ex)
A monstrous flytrap can swallow a grabbed opponent two size categories smaller than it by making a successful grapple check. The swallowed creature can attack the flytrap from inside its mouth using claws or a Small or Tiny slashing weapon. The flytrap does not release its opponent until it is slain or its swallowed prey is completely drained of blood (that is, dead). A monstrous flytrap’s mouth can swallow only one opponent at a time and cannot attack while it drains a creature’s blood.
Blood Drain (Ex)
A creature swallowed by a monstrous flytrap takes 1d6+13 points of damage every round due to blood loss. For every 3 hit points it drains, the monstrous flytrap heals 1 hit point of damage. After draining its swallowed prey to death, it expectorates the lifeless husk and seeks out its next meal.
Automatic Language
Monstrous flytraps raised from seedlings can be taught to speak (but neither read nor write) one language.
Strength

**Strength** measures your character's muscle and physical power. Strength is the bility associated with the Strong Heros. Any creature that can physically manipulate other objects has at least 1 point of Strength, often represented as (Str).

Apply the Strength Modifier to:

* Melee attack rolls
* Damage rolls for melee and thrown weapons.
* Strength checks (i.e. breaking down doors, and performing similar actions).
* The following Skills:
	+ AP (Str)
	+ AP (Str)
	+ AP (Str)

Strength will also effect the Carrying Capacity of creatures.

If a creatures Strength scores drops to 0, they are paralyzed.

A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier or another ability (see text) to its base attack instead of a Strength modifier.
Reputation

**Reputation** is used to determine whether a (GM) character recognizes a another player character. Those who recognize the hero are more likely to help the hero or do what he or she asks, provided the reputation has a positive connotation to the character who recognizes the hero. A high Reputation bonus also makes it difficult for the hero to mask his or her identity.

Most of the time, a hero doesn't decide to use his or her reputation. The GM decides when a hero's reputation can be relevant to a scene or encounter. At the moment it becomes relevant, the GM makes a Reputation check for a GM character who might be influenced in some fashion due to the hero's fame or notoriety, as detailed below.

## Fame and Infamy

Most characters with a high Reputation bonus (+4 or higher) are considered well known within their profession or social circle. Whether this has a positive or negative connotation depends on the point of view of the person who recognizes the hero.

When a character has a positive opinion of a hero's reputation, the hero is considered to be famous by that character. Fame, when recognized, provides a bonus to certain Charisma-based skill checks.

When a character has a negative opinion of a hero's reputation, the hero is considered to be infamous by that character. Also, at the GM's option, a hero might be considered infamous in certain situations due to events that have transpired in the campaign.

Infamy, when recognized, provides a penalty to certain Charisma-based skill checks.

## Using the Reputation Bonus

Whenever the GM decides that a character's reputation can be a factor in an encounter, the GM makes a Reputation check (DC 25) for the GM character involved. A Reputation check is 1d20 + the hero's Reputation bonus + the GM character's (Int) modifer. (Some Knowledge skill modifiers might apply instead of the INT modifier, if the hero would be well known in the field covered by the Knowledge skill.) Modifiers to the Reputation check depend on the hero and the GM character in question, as shown below. Note that if the GM character has no possible way of recognizing a hero, then the Reputation check automatically fails.

If the GM character succeeds at the Reputation check, he or she recognizes the hero. This provides a +4 bonus or a -4 penalty on checks involving the following skills for the duration of the encounter: Bluff, Diplomacy, Gather Information, Intimidate, and Perform.

 GM character is part of the hero's professional or social circle
 The hero has some small amount of fame or notoriety

The GM must decide that a character's fame or infamy can come into play in a given situation to make a Reputation check necessary. A character who doesn't know, or know of, the hero can't be influenced by his or her reputation.

## Special

**Skills:** If the Gamemaster deems it appropriate, a character can add his or her Profession modifier when making a Reputation check to deal with a work or career related situation.

**Feats:** Characters may gain feats to alter their reputation: Renown for a +3 and Low Profile for a -3
Robot

**Construct:** Robots have the traits and immunities common to constructs.

**Speed:** A robot's speed depends on its size and method of locomotion (bipedal, quadrupedal, tracked, or wheeled). The different speeds are given with each robot's statistics (below).

**Attacks:** A robot is not normally equipped with weapons. Robots fitted with arms or similar manipulators can attempt to grapple things, but the manipulators are too small to deal damage.

**Skills:** A character with four or more levels in the Techie advanced class can program one or more ranks of a single skill into a Diminutive or Tiny robot. Otherwise, a robot has no skills.

## Diminutive Robot

CR 1/10; Diminutive construct; HD 1/4 d10; hp 1; Mas -; Init +2; Spd 10 ft. (treads), 20 ft. (bipedal), 30 ft. (quadrupedal), or 40 ft. (wheels); Defense 16, touch 16, flat-footed 14 (+4 size, +2 Dex); BAB +0; Grap -15; Atk +1 melee; Full Atk +1 melee or +6 ranged; FS 1 ft. by 1 ft.; Reach 0 ft.; SQ construct; AL none; SV Fort +0, Ref +2, Will +0; AP 0; Rep +0; Str 4, Dex 14, Con -, Int -, Wis 10, Cha 10.

**Skills:** None (unless programmed by a Techie).

**Feats:** None.

**External Components:** Audio/visual sensor.

## Tiny Robot

CR 1/4; Tiny construct; HD 1/2 d10; hp 2; Mas -; Init +2; Spd 20 ft. (treads), 30 ft. (bipedal), 40 ft. (quadrupedal), or 50 ft. (wheels); Defense 13, touch 13, flat-footed 12 (+2 size, +1 Dex); BAB +0; Grap -10; Atk +0 melee; Full Atk +0 melee or +3 ranged; FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ construct; AL none; SV Fort +0, Ref +1, Will +0; AP 0; Rep +0; Str 6, Dex 12, Con -, Int -, Wis 10, Cha 10.

**Skills:** None (unless programmed by a Techie).

**Feats:** None.

**External Components:** Audio/visual sensor, manipulator arms.
Shoe

**Shoe** is a character in *The Society*. Many months after The Guard was established, he was eventually recruited to join their ranks and serves as their newest member.

## Plot

### Season One

#### "Allie's Rules"

As a newly-recruited member of The Guard, Shoe accomapnies Jason around town. They show up at Jessica's house to follow up on Lotus's repeated absence from work. They find her on the couch sick and tell her to return to work when she feels better. Later in the morning, he and Jason go to Clark's house to pick him up for his Guard shift. A couple days later, Shoe and Jason are informed by Gretchen that Harry has been missing his janitorial shifts at the church. The pair arrive at Harry's house where Mickey tells them that he believes Harry is depressed, and brings them to his room to speak with him. They are unsuccessful in getting Harry out of bed, so they leave and eventually return with Allie to speak with him.

On Thanksgiving day, Shoe helps deep fry the turkeys for dinner. He, Jason, and Clark are scolded by Bean for not defrosting the turkeys first, and she tells them to grab the turkeys and follow them to the kitchen to properly defrost them. That afternoon, he participates in the football game and later listens to Bean and Gordie's report as part of the Committee on Going Home. Afterwards, he attends the communal Thanksgiving dinner in the church.

#### "Poison"

Shoe is among the kids to enjoy the Thanksgiving dinner with the rest of the town. He also enjoys the show put on by the improv group, but grows uncomfortable and shocked with Lexie's tasteless portrayal of Cassandra. That night, he brings Noshir to the hospital after he became seriously ill due to the poisoned pie. After Noshir becomes better, he is brought back home with Shoe's assistance.

In the morning, Shoe and Grizz head to the Bingham household to question Mickey, as he was one of those to bring a homemade dessert to the Thanksgiving dinner. As Mickey explains what he used to make his lemon bars to Grizz, Shoe investigates the kitchen and finds a bottle of lemon-scented Pine Sol underneath the sink, to which Mickey states they are not that desperate and that he used lemon juice, which is still available in the food stores.

Later that day, Shoe escorts Allie, Will, Gordie, and Bean to the town hall where a metting was scheduled. Shoe listens to Allie address everyone regarding the poisoned pie that left several people sick and that as a safety precaution, no homecooked food will be allowed in common areas. He is then surprised to hear Allie announce that there will be an upcoming election for mayor and town council.

## Appearances

### Season One

* "Childhood's End"
* "Allie's Rules"
* "Poison"
* "New Names"
* "How it Happens"

## Gallery

"To Be Added"
Restricted Equipment

Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of restriction are as follows.

Licensed
The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.
Restricted
Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.
Military
The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
Illegal
The object is illegal in all but specific, highly regulated circumstances.

**Table: Restricted Equipment**

### Purchasing a License

To purchase a license or pay necessary fees, make a Wealth check against the purchase DC given in **Table: Restricted Equipment**. With a success, the license is issued to the character after the number of days indicated. To speed the process, the hero can make a Knowledge (business) check against a DC equal to the license purchase DC. Success results in the license being issued in 1d6 hours. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.)

As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell restricted objects to a character who does not have the necessary license. However, a character may be able to turn to the black market to obtain restricted objects without a license.

### Selling Restricted Equipment

A character cannot legally sell restricted objects unless the character is licensed to own them. A character also cannot legally sell objects that have been reported as stolen. Selling objects illegally usually requires that the character have contacts in the Black Market, and reduces the sale value by an additional 3 (-6 total) unless the items are valuable to people buying on the Black Market either that they are one of a kind or important for their operations.
Psionic Powers/list

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire
Valor

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
**Valor**
Verve
Vigor
Whitefire

## Description

The manifester can immediately apply a +1 morale bonus on a saving throw.

A manifester can manifest this power instantly, quickly enough to gain the +1 morale bonus on a saving throw in the same round. Manifesting the power is a free action.
Turn Resistance

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
**Turn Resistance** (Ex)
Regeneration (Ex)

**Turn Resistance** (Ex): The creature (usually undead) resists attempts by divine spellcasters to turn it (see Turn Undead or Rebuke Undead). When resolving a turn or rebuke attempt, add the given bonus to the creature’s Hit Dice total.
Regeneration

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
**Regeneration** (Ex)

**Regeneration** (Ex): This ability makes the creature impervious to most types of damage. Any damage dealt to the creature that falls below its massive damage threshold doesn’t reduce its hit points, unless that damage is of a type it is specifically vulnerable to, as mentioned in the creature’s description. Massive damage that doesn’t match the creature’s vulnerability reduces its hit points, but such damage automatically heals at a fixed rate, as detailed in the creature’s description. When the creature takes massive damage from an attack type it isn’t vulnerable to, a failed save renders it dazed for 1 round (instead of reducing it to –1 hit points).

Damage the creature is vulnerable to deals damage with every successful attack. Such damage can’t be regenerated, and massive damage from such an attack follows the normal massive damage rules.

Regeneration doesn’t provide any benefit against attack forms that don’t deal hit point damage. Regeneration also doesn’t restore hit points lost to starvation, thirst, or suffocation. Regenerating creatures can regrow and reattach severed body parts. Severed parts that aren’t reattached wither and die normally. Regeneration continues to work no matter how low the creature’s hit points drop, restoring lost hit points from any damage other than from attack forms the creature is specially vulnerable to.
Vehicle Dodge

You are adept at dodging attacks while driving a vehicle.

Requirements
**:** Dexterity 13
**:** AP (Dex) 6 ranks or  T (Dex) 6 ranks
**:** Vehicle Expert

## Benefit

When driving a vehicle, during the character's action the character designates an opposing vehicle or a single opponent. The character's vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.

###

Daredevil
Suggestion

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
**Suggestion**
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester influences the actions of the target by suggesting a course of action (limited to a sentence or two). The suggestion must be worded in such a manner as to make the action sound reasonable. The suggested course of action can continue for the entire duration. If the suggested action can be completed in a shorter time, the power ends when the subject finishes what he or she was asked to do. The manifester can instead specify conditions that will trigger a special action during the duration. If the condition is not met before the power expires, the action is not performed.

A very reasonable suggestion causes the saving throw to be made with a penalty at the discretion of the GM.
Mental Blast

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
**Mental Blast**
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester delivers a telepathic strike that stuns the target for 3d4  rounds.
Ride

Use **Ride** to ride any kind of mount, including horses, mules, and elephants, among others. Animals ill-suited as mounts provide a -2 penalty on their rider's Ride check.

**:** Dexterity

**T:** No

**AP:** No

**:** Daredevil, Gunslinger, Fast Hero, and Tough Hero.

## Checks

Typical riding actions don't require checks. A character can saddle, mount, ride, and dismount without a problem. Mounting or dismounting an animal is a move action. Some tasks, such as those undertaken in combat or other extreme circumstances, require checks. In addition, attempting trick riding or asking the animal to perform an unusual technique also requires a check.

Animals ill suited as mounts provide a -2 penalty on their rider's Ride check. All Checks assume the rider is using an appropriate saddle; if the character is riding bareback, he or she takes a -5 penalty on Ride checks.

The character can react instantly to guide his or her mount with his or her knees so that the character can use both hands in combat or to perform some other action. Make the check at the start of the character's round. If the character fails, he or she can only use one hand this round because the character needs to use the other to control his or her mount.

The character can react instantly to try to avoid falling when his or her mount rears or bolts unexpectedly or when the character takes damage.

While in combat, the character can attempt to control a mount that is not trained in combat riding (see the Handle Animal skill). If the character succeeds, he or she uses only a move action, and the character can use his or her attack action to do something else. If the character fails, he or she can do nothing else that round. If the character fails by more than 5, he or she loses control of the animal. For animals trained in combat riding, the character does not need to make this check. Instead, the character can use his or her move action to have the animal perform a trick (commonly, to attack). The character can use his or her attack action normally.

The character can react instantly to drop down and hang alongside his or her mount, using it as one-half cover. The character can't attack while using his or her mount as cover. If the character fails, he or she doesn't get the cover benefit.

The character reacts instantly when he or she falls off a mount, such as when it is killed or when it falls, to try to avoid taking damage. If the character fails, he or she takes 1d6 points of falling damage.

The character can get his or her mount to leap obstacles as part of its movement. Use the character's Ride modifier or the mount's Jump modifier (whichever is lower) when the mount makes its Jump check. The character makes a Ride check (DC 15) to stay on the mount when it leaps.

The character can mount or dismount as a free action. If the character fails the check, mounting or dismounting is a move action. (A character can't attempt a fast mount or dismount unless he or she can perform the mount or dismount as a move action this round, should the check fail.)

**Table: Ride Feats**
Tracer

**Tracer** is an advanced class and a hero must have levels in basic classes before they are able to take this class.

## Requirements

To qualify to become a Tracer, a character must fulfill the following criteria.

**:** +2.

**:** Investigate 6 ranks, Knowledge (behavioral sciences or streetwise) 6 ranks, Survival 6 ranks.

**:** Track
## Class Information

**:** 1d8
**:** 6 + one-half character level, rounded down per level.
## Skills

**:** 5 + (Int) modifier.

The starting  may provide additional class skills to choose from.

## Class Features

The following class features pertain to the Tracer advanced class.
Target Species: At 1st level, a Tracer selects a species or specific kind of creature his “target species. The Tracer must have previously encountered at least one member of the target species to select it. An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
As a free action, a Tracer may spend an action point to change his target species.
Urban Tracking: At 1st level, a Tracer gains the bonus feat Urban Tracking.
Swift Strike: At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used.
The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.

At 3rd, 6th, and 9th level, the Tracer gets a bonus feat. The bonus feat must be selected from the following list, and the Tracer must meet all the prerequisites of the feat to select it.

Uncanny Stealth: Tracers learn to move quickly yet quietly.
At 4th level, a Tracer no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed.
At 7th level, a Tracer suffers only a –10 penalty on Hide and Move Silently checks while running or charging (instead of the normal –20 penalty).
Swift Tracking: At 10th level, the Tracer can move a full speed without penalty when using the Survival skill to track. He can move at twice normal speed while tracking, but takes a –10 penalty on the check when doing so.
Kobold

**Type:** humanoid

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 1/6

**HD:** 1/2
**Advancement HD:** None

## Combat

HP: **2**
**HD:** 1/2d8
**Massive Damage:** 11
Hit DC: **13**
     (Dex): +1
     Size: +1     Natural Armor: 1
**Touch DC:** 12
**Flat-Footed DC:** 12
BAB: **+0**
**Grapple:** -6
     (Str): -2
      **Attack 1:** -1 melee (1d22, or; )     **Attack 2:** knife melee (, ; )

Full Attacks
 General Stats
Initiative: **+1**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 15 lb.
**Medium:** 16-30 lb.

## Special Traits

:Read/Write: (Draconic); Speak: (Draconic)
Oathbound

You swear undying allegiance to a person, group, organization, nation, planet, stellar empire, ethical philosophy, moral philosophy, or belief system. By doing so, you can better influence others who share your allegiance and more effectively oppose those who don’t.

Requirements
**:** At least one declared allegiance.

## Benefit

Choose one of your allegiances. The allegiance you select becomes your primary allegiance and cannot be broken, except by you. The strength of your allegiance enables you to better assist other beings who have the same allegiance; if your aid another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance.

###

You cannot apply the benefits of this feat to multiple allegiances. If you break your oathbound allegiance, you forever lose the benefits of this feat but may take the feat again and apply the benefits to a new allegiance
Power Attack

You can make exceptionally powerful melee attacks.

Requirements
**:** Strength 13.

## Benefit

On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action.

###

Cleave, Great Cleave, Improved Bull Rush, and Sunder.

###

Battle Mind, Shadow Slayer, Soldier, Strong Hero, and Tough Hero.
Missive

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
**Missive**
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.
Planetary Adaptation

Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions.

## Benefit

You gain one of the benefits listed below, depending on your planet of origin.

Barren World
You gain a +4 bonus on Survival checks and a +4 bonus on Constitution checks against starvation and thirst.
Cold World
You gain a +4 bonus on Fortitude saves against extreme cold, as well as cold resistance 5.
Dark World
You gain darkvision out to a range of 60 feet. Darkvision is black and white only, but otherwise works as normal sight.
High-G World
You gain a +2 bonus to your Strength. Reduce your base height by 6 inches.
Hot World
You gain a +4 bonus on Fortitude saves against extreme heat, as well as fire resistance 5.
Low-G World
You gain a +2 bonus to your Dexterity. Increase your base height by 6 inches.
Water World
You gain a +4 bonus on Swim checks and can hold your breath for a number of rounds equal to twice your Constitution score.

###

You may only take this feat at 1st level. You may select this feat more than once, however, if you get multiple feats at 1st level; each time you choose this feat, you gain a different benefit.
Outsider Type Creature

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

Creatures of the Outsider Type:

* Fiend, Festergog
* Fiend, Skinhusker
* Fiend, Rotlord
Mindlink

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
**Mindlink**
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester forges a telepathic bond with one or more people or creatures, which must have Intelligence scores of 6 or higher. The bond can be established only with willing subjects, who therefore receive no saving throw and gain no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subjects. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.
Transporter

Skilled drivers and pilots, transporters move people, information, and precious cargo safely from one destination to another. They treat their vehicles as extensions of their bodies and are most comfortable behind the wheels of skycabs or the thruster controls of cargo shuttles.

### Requirements

To gain the Transporter occupation, the following criteria are required:

     **Minimum Age:** 18+

### Skills

Choose 2 of the following skills as permanent class skills:

* T (Int)
          └ Mechanical
* AP (Dex)
* T (Int)
          └ Current Events
          └ Popular Culture
          └ Streetwise
* (Int)
* T (Dex)
* T (Int)

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*

### Feat

Select one of the following feats:

**Table: Feats**
Urban Tracking

You can track down the location of missing persons or wanted individuals.

## Benefit

**Table: Population Modifiers**
 2,000–9,999
 10,000–49,999
 50,000–99,999
 100,000–499,999
 500,000+

To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check and the number of checks required to track down your quarry depends on the community population and the conditions (see table: Urban Tracking Difficulty).

**Table: Urban Tracking Difficulty**
 Every 24 hours the quarry has been missing or sought
 Tracked quarry “lies low”

If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires.

###

A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.

###

You can cut the time per Gather Information check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check.
Surface Vehicle Operation

Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle.

* **Heavy wheeled class** includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction vehicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers).
* **Powerboats** are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length.
* **Sailboats** are wind-powered water vessels.
* **Ships** are large, multicrewed water vessels.
* **Tracked vehicles** include bulldozers and tanks and other military vehicles.

## Benefit

The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.

###

Characters without this feat take a -4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.

###

A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.

###

Daredevil and Field Medic.
Minotaur

**Type:** Monstrous Humanoid

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 4

**HD:** 6
**Advancement HD:** None

## Combat

HP: **39**
**HD:** 6d8  + 12
**Massive Damage:** 15
Hit DC: **14**
     (Dex): +0
     Size: -1
**Touch DC:** 9
**Flat-Footed DC:** 14
BAB: **+6**
**Grapple:** 14
     (Str): +4
      **Attack 1:** +9 melee (2d6+6, lead pipe; Bludgeoning)

Full Attacks
 General Stats
Initiative: **+0**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 232 lb.
**Medium:** 233-466 lb.

## Special Traits

Scent (Ex)
This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

;Charge (Ex): A minotaur typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, the beast can make a single gore attack that deals 4d6+6 points of damage.
Scent (Ex)
This ability allows the minotaur to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Natural Cunning (Ex)
Although minotaurs are not especially intelligent, they possess innate cunning and logical reasoning ability. This prevents them from ever becoming lost. Further, they are never caught flat-footed.
Skill Bonuses
Minotaurs receive a +4 species bonus on Search, Spot, and Listen checks.
Automatic Language
Minotaurs speak (but neither read nor write) Giant or one other language.
Xenophile

**Xenophile** is an advanced class and a hero must have levels in basic classes before they are able to take this class.

## Requirements

To qualify to become a Xenophile, a character must fulfill the following criteria.

## Class Information

**:** 1d Template:D
**:** 6 + one-half character level, rounded down per level.
## Skills

**:** + (Int) modifier.

The starting  may provide additional class skills to choose from.

## Class Features

The following class features pertain to the Xenophile advanced class.

At 3rd, 6th, and 9th level, the Xenophile gets a bonus feat. The bonus feat must be selected from the following list, and the Xenophile must meet all the prerequisites of the feat to select it.

**Table: Xenophile Bonus Feats**
Starship Operation

Select one of the following types of starships: ultralight, light, mediumweight, heavy, or superheavy. You are proficient at operating starships of that type.

Requirements
**:** Pilot 2 ranks

## Benefit

When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship’s Defense.

###

Without this feat, you take a –4 nonproficient penalty on Pilot checks made to operate a starship, and you apply only one-half your class bonus to Defense (rounded down) to the ship’s Defense.

###

You can gain this feat multiple times. Each time you take the feat, it applies to a different type of starship (ultralight, light, mediumweight, heavy, or superheavy).

###

**Table: Builds To Feats**
Sense Motive

Use **Sense Motive** to tell when someone is bluffing or lying to you. This skill represents sensitivity to the body language, speech habits, and mannerisms of others.

**:** Wisdom

**T:** No

**AP:** No

**:** Bodyguard, Investigator, Negotiator, Shadow Slayer, Telepath, and Dedicated Hero

## Checks

A successful check allows the character to avoid being bluffed (see the Bluff skill). The character can also use the skill to tell when someone is behaving oddly or to assess someone's trustworthiness.

A Sense Motive check may be made as a reaction to another character's Bluff check. (When that's the case, the GM may roll the character's Sense Motive check in secret, so the character doesn't necessarily know someone's trying to bluff him or her.)

In addition, a character can use this skill to make an assessment of a social situation. With a successful check (DC 20), the character can get the feeling from another's behavior that something is wrong. Also, the character can get the feeling that someone is trustworthy and honorable. Using Sense Motive to get a sense of someone's trustworthiness takes at least 1 minute.

A character can use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill (DC equal to the bluff check result of the sender). If the character's check result beats the DC by 5 or more, the character understands the secret message as well. If the character's check fails by 5 or more, the character misinterprets the message in some fashion.

## Skill Related Feats

**Table: Sense Motive Related Feats Feats**
Search

Use **Search** to make a detailed examination of a specific area, looking for lost objects, hidden compartments, and traps, or to discern other details that aren't readily apparent at a casual glance. The Search skill lets a character detect some small detail or irregularity through active effort, whereas the Spot skill lets you notice something with a quick scan.

**:** Intelligence

**T:** No

**AP:** No

**:** Bodyguard, Field Scientist, Infiltrator, Investigator, Occultist, and Smart Hero.

## Checks

The character generally must be within 10 feet of the object or surface to be examined. A character can examine up to a 5-foot-by-5-foot area or a volume of goods 5 feet on a side with a single check.

 Notice a typical secret compartment, a simple trap, or an obscure clue.
 Find a complex or well-hidden secret compartment or trap; notice an extremely obscure clue.

A Search check can turn up individual footprints, but does not allow a character to follow tracks or tell the character which direction the creature or creatures went or came from.

### Special

**:** A character can take 10 when making a Search check.

**:** A character can take 20 when making a Search check, but takes 20 times longer.

###

A Search check is a full-round action.

**Table: Feats**
Monkey

**Type:** Animal

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 1/6

**HD:** 1
**Advancement HD:**
     2-3; (Small)

## Combat

HP: **4**
**HD:** 1d8
**Massive Damage:** 10
Hit DC: **14**
     (Dex): +2
     Size: +2
**Touch DC:** 14
**Flat-Footed DC:** 12
BAB: **+0**
**Grapple:** -12
     (Str): -4
 General Stats
Initiative: **+2**
**Fight Space:** 2.5 ft. X 2.5 ft.
**Reach:** 0 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)     **Climb:** 30 ft.
**Light:** up to 5 lb.
**Medium:** 6-10 lb.
Lesser Mindlink

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
**Lesser Mindlink**
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.
Outcast

“Outcast” is not so much an occupation as a forced way of life. Persecuted and exiled for being different, outcasts are lone pariahs or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent. Outcasts lurk on the fringes of civilization. Some strive for acceptance, while others are trapped by their own feelings of resentment, self-loathing, or hopelessness.

**Prerequisite:** Age 15+

**Skills:** Choose one of the following skills as a permanent class skill. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

Disguise (Cha), Hide (Dex), Knowledge (streetwise) (Int), Search (Int), Survival (Wis), Treat Injury (Wis)

**Bonus Feat:** Toughness

**Wealth Bonus Increase:** +1
Profession

**Profession** reflects your aptitude for making money at your occupation, whether its an in-game job (an agent for the secret departments giving you missions), an out-of-game job (a construction worker who does his job between adventures). or something in between (a journalist whose assignments often lead into adventures). Profession relates to your ability to make the most of your money, improves your earning potential, and demonstrates an aptitude at developing a career. The more ranks you have in the skill, the more power you have to rise in your chosen field and accumulate wealth.

**:** Wisdom

**T:** No

**AP:** No

**:** All classes.

## Checks

**Table: Wealth Bonus by Ranks**
 21-23 | +5

A character makes Profession checks to improve his or her Wealth bonus every time he or she attains a new level. The DC for the check is the character's current Wealth bonus. If the character succeeds at the Profession check, his or her Wealth bonus increases by +1. For every 5 by which the character exceeds the DC, his or her Wealth bonus increases by an additional +1. A character can't take 10 or take 20 when making a Profession check to improve his or her Wealth bonus.

How many ranks a character has in the Profession skill (including ranks the character may have just acquired after gaining a level) also adds to the Wealth bonus increase the character receives upon gaining a new level. In addition to the Wealth bonus increase a character gains from your Profession check result (if the check succeeds), the number of ranks the character has in this skill increases his or her Wealth bonus as seen in Table: Wealth Bonus by Ranks.

**Special:**

If the Gamemaster deems it appropriate, a character can add his or her Profession modifier when making a Reputation check to deal with a work or career related situation.

Profession is generally not taken as part of an in game action.

**Table: Profession Feats**
Military

**Military** covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces.

### Requirements

To gain the Military occupation, the following criteria are required:

     **Minimum Age:** 18+

### Skills

Choose two of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*

### Feat

Select one of the following feats:

**Table: Feats**
Student

A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study.

### Requirements

To gain the Student occupation, the following criteria are required:

     **Minimum Age:** 15+

### Skills

Choose three of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*
Whitefire

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
**Whitefire**

## Description

The manifester generates fire that deals 5d4  points of fire damage to all creatures within the area he or she designates (the manifester must be able to see the target area or a portion of it). Unattended objects also take damage.

This power sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point.
Kobold, Hero

Small humanoid

**SPECIES TRAITS**

**Light Sensitivity (Ex)**: Kobolds take a –1 penalty on attack rolls in sunlight or in brightly lit areas.

**Skill Bonuses**: Kobolds receive a +2 species bonus on Craft (mechanical) and Search checks.

**Bonus Feat**: Kobolds are keenly aware of their surroundings and receive the bonus feat Alertness.

**Automatic Language**: Kobolds read, write, and speak Draconic.