recursal/Fanatic-Fandom huggingface dataset:
Vague de Monstres

Mention de la quête au chapitre 80

## Description

Une vague de monstres frappe la forteresse de Latus comme un événement annuel. Découvrez la raison.

**Évaluation :** B +

**Conditions :** Cause de la vague monstre 0/1

**Récompenses :**

* Expérience
* Contribution impériale
* Cadeau de l’empereur

La Quête à évolué en Monstre Suspect.

## Résumé

Pendant qu'il parcourut la xx, il rencontra un monstre complémentent différent :

### **Ogre Armé**

* **Apparence :** L'apparence du monstre était similaire à celle d'un ogre. Il mesurait près de six mètres et son corps était plein de muscles. S'il y avait une différence, c'était que tout son corps était couvert de tatouages ​​noirs. Il tenait un club de fer et portait un morceau d'armure sur sa poitrine qui protégeait ses points vitaux.
* L'effet de Lance maudite est réduit de moitié.
* Possède un état de Berserk.

**Compétence**

* Cri de l'Ogre Armé - Compétence de Peur

Après un dur combat acharné, la quêtes passe de **Vague de Monstre → Monstre Suspect**.
Guilde

## Liste des guilde

En commençant par New World, il y avait les maîtres de grandes guildes telles que Kowloon, Tank Corps, Phoenix et la Guilde Mano.

* New World
* Kowloon
* Tank Corps
* Phoenix
* Mano

## Equipe professionnelles

Les as des équipes professionnelles Red Bull America, New York Warriors, et Shanghai Shenhua étaient également réunis.

* Red Bull America
* New York Warriors
* Shanghai Shenhua

1. ↑ Chapitre 113
2. ↑ Chapitre 113
Réalité de la vague de monstres

Mention de la quête au chapitre 80

## Fenêtre

Cela ne fait que trois décennies que la vague monstre de la grande chaîne de montagnes Hejin a commencé.

Joignez vos forces aux rangers impériaux pour découvrir la réalité de la vague de monstres.

**Rang :** Scénario Principal

**Conditions**

* Découvrez la réalité de la vague monstre 0/1

**Récompenses**

* Expérience
* Contribution impériale
Maître Céleste Mystérieux

Mentionné au chapitre 118

## Description

Obtenue par la quête : Successeur du Mystérieux Art Démoniaque Céleste.

## Information

Un anneau utilisé par les maîtres de l'Art Démoniaque Céleste Mystérieux depuis des générations.

Il a été exposé pendant longtemps à la mystérieuse énergie démoniaque et a été taché.

Plus vous progresserez dans l'Art Démoniaque Céleste Mystérieux, plus l'anneau sera efficace.

**Rang :** Épique

**Restrictions :** Toute personne ayant appris l'Art Démoniaque Céleste Mystérieux.

**Effet :**

* Toutes les stats +150
* la force de la puissance magique augmente de 15%,
* le temps de recharge des compétences est réduit de 9%
Mass Endurance

Caster Level(s): Shaman 6

Innate Level: 6

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Friendly Creatures in a 20' radius burst

Duration: 1 Hour / Level

Additional Cost: Shaman - 3 CHA

Save: Harmless

Spell Resistance: No

All friendly creatures in the area of effect have their Constitution increased by 1d4+1.
Manteau de cérémonie de Roton

Mentionné au chapitre 84

## Description

Il était sur le vicomte Roton Seynod dans le donjon Roton.

## Statut

Un manteau de cérémonie porté par le vampire, le vicomte Roton Seynod.

**Rang :** Unique

**Restrictions :** 500 force, 600 puissance magique

**Durabilité :** 800/800

**Défense :** 200

**Effet :**

* puissance magique +100
* physique +100,  '
* Forme Spectrale' est disponible (temps de recharge : 30 minutes)

**Forme Spectrale :** Vous serez sous une forme de spectre pendant 10 secondes et ne pourrez pas être touché. Immunité à toutes les attaques sauf au pouvoir divin.
Esprit de la forêt

mentionné au chapitre 107.

## Stat

Boucles d'oreilles réalisées à partir des jeunes feuilles de l'arbre du monde, l'origine des elfes.

**Rang :** Unique

**Restrictions :** Plus de 500 de puissance magique.

**Effet :**

* Puissance magique +100
* 'Espèce de la forêt' peut être utilisée.

**Espèce de la forêt :** Toutes les statistiques en forêt sont augmentées de 10%. Il y a une augmentation de 10% de la vitesse de déplacement.
Forêt Noire Désert

Mentionné au chapitre 9.

## Description

C'est est une grand forêt divisé en 4 secteur :

* Ouest : Elfes Noir (~ niveau 50-59)
* Nord : Tribu des Loups des prés (~ niveau 60-69)

Les orcs de la tribu des Loups des prés étaient puissants. La plupart des joueurs en chassaient un avec un groupe de quatre joueurs.

## Histoire

C'est ici que Hyeonu fait la rencontre des membres de l'équipe d'Holic composer de Crawford, Lén, Carl et Lén, un groupe de PK voulant le tuer mais celui-ci les utilisent pour monter en niveau en leur faisant croire qu'il étaient tombé dans leur piège.

Lors de leur rencontre il prend le nom de son ami : Yeongchan.
Étoile Noire

Mentionné au chapitre 124.

## Description

Elle était transformée à partir de l’Épée de Held.

## Fenêtre

Une épée à un seul tranchant remplie de magie noire. Elle est entourée d’une subtile lumière noire.

Classement : Unique

Restrictions : 900 force, 500 physique.

Durabilité : 2600/2600.

Puissance d’attaque : 1600

Effet : Pénétration de la défense augmentée de 20%, 15% de dégâts supplémentaires d’attributs sombres
Manteau de cuir avec un élémentaire de vent de qualité inférieure

Mentionné au chapitre 6.

## Description

C'est un équipement que l'on nomme **Armure de Vent.**

## Fenêtre de Statut

Un manteau de cuir où un élément de vent de qualité inférieure réside. Pour une raison quelconque, il semble rendre votre corps plus léger pendant que vous le portez.

**Rang :** Rare

**Restrictions :** Aucune

**Durabilité :** 200/200

**Défense :** 35

**Effet :**

* 15% d’agilité
* Rend le corps plus léger et les mouvements plus rapides.
Puss-PLS

## Basic informations

Most anonymous person in whole label. Puss-PLS formerly known as frag joined in January 2022 and is a part of 2nd Generation.

## Backstory

Puss-PLS is 42 and was born in Los Angeles. He lived typical happy life until he met Cary Miller known as OG Cock in 2001. Cary was a troublemaker like no one else and pulled Puss-PLS to the wrong side of tracks. They both started criminal life, where they were robbing, harassing and dealing drugs. Back then Puss-PLS was known as frag which originated from video games, as he liked playing them as a teenager.

In 2014 frag and OG Cock planned to rob a house in which they thought there will be drugs. Everything went as planned until they noticed a woman, Cary didn't hesitate and raped her, frag couldn't look at that. The burglary was successful but with very little earnings. As it turned out that woman was a girlfriend of a very dangerous gangster Mujinho, but neither frag nor OG Cock knew that. A week later Mujinho with his crew attacked their crib, but they escaped when they realized someone is coming for them and had to split up. 2 weeks later they wanted to meet, but Cary was caught by Mujinho when he was going to the meet spot. Mujinho started beating him, he had no chance to fight back. But his luck saved him, frag was also there, frag didn't hesitate and took out his 9mm Glock 17 and shot Mujinho 11 times, who died at the spot. Frag realized that he just killed a man because of Cary and that he abandoned his happy life for bloody illegal career because of him. Frag said to Cary that he can't handle it anymore and is leaving this life forever and went away.

Frag was hiding from police for 7 years and then started new life as Puss-PLS and was trying his skills in music. Soon after he joined Florida Label. OG Cock on the other hand was a drug addict and was jealous about frag's new life and wanted revenge on him for leaving Cary without a word after this many years. He said to himself "If I can't live fulfilling life, he also cannot" and started hunt on Puss-PLS. Few months later he found him, but didn't expect anyone else. On his misfortune Puss-PLS was hanging out with Hosta-G and larpak. Cary attacked any way, he shot approximately 6 times, but only one shot was accurate because of his drug addiction. larpak got shot, after that Puss-PLS wielded the same gun he killed Mujinho with and shot OG Cock. Puss-PLS was mad at himself that his new friends have to suffer because of his old life. Cary bled to death and larpak was taken to hospital where he was treated and fully healed. larpak had no grudge to Puss-PLS, he said "Old matters have to be solved". Puss-PLS now has no enemies and is an active rapper in Florida Label with all other members.

## Name meaning

When frag was hiding from police back in 2014, he was working as a pimp where he got his name Puss-PLS after drunk people who couldn't speak properly.
Larpak

## Basic informations

Third rapper of Florida Label. He joined the label same day as 5hrek, which occured in 2021. His real name is Gary Johnson, he's a part of label's 1st Generation.

## Backstory

Gary was born in 1985 in Detroit in a family full of pathology. His mother Kate left his family as soon as she born Gary and his twin brother Brandon because of her husband Tom. Tom was a drug abuser and was beating his children. One time he crossed the line as he murdered Brandon. That event had a big impact on Gary, so he burned his house with his father and left family with huge depression on his shoulders. His main objective was to look for his mother even if it would cost him his life. For most of the time he lived in the streets of Detroit being victim of brutal violence. He never managed to find his mother.

In early 2000's he stabilized his financial situation and lived a decent lifestyle of a Florida man. In 2012 he got to know TppL bAx and his girlfriend. Her name was Kathy and she looked very similar to his mother. He felt very moved when he saw her and immediately started a "love war" between him and TppL bAx. Kathy felt very under pressure of them so she left TppL bAx, just to get rid of them from her life. Larpak became the biggest enemy of TppL bAx and vice versa.

In 2021 Gary met 5hrek in one of the Florida cafe's and they both decided to join the Florida Label as being the new start of their lives. Unfortunately he found out that TppL bAx is also a member of the label, but Hosta-G held the 1st Generation rappers together even though their relations are very complicated.

## Name meaning

"larpak" doesn't actually mean anything and is just a reference to his favorite rapper of his early teen years - 2Pac.

## Albums

1. "I am rock" - the meaning of this albums name is representing larpak's whole life and his current state as he's still standing and not giving up on his life even after the horrible things that he took a part in.

## Relations to the other label members

* Gary respects Hosta-G and feels strong attachment to him
* TppL bAx is his biggest enemy. He's in touch with him because of Jonathan
* 5hrek is a good friend of larpak.
Weapon Master

*For the weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with his body, to make them one, and to use the weapon as naturally and without thought as any other limb.*

**Requirements:**

* Base Attack Bonus: +5.
* Skills: 4 ranks Intimidate.
* Feats: Dodge, Mobility, Expertise, Weapon focus in any melee weapon.

**Class Specifics:**

* Hit Die: d10.
* Armor proficiencies: None.
* Shield proficiencies: None.
* Weapon proficiencies: None.
* Skill Points: 2 + Int Modifier.
* High Saves: Fortitude and Reflex.
* BAB progression: +1.
* Class Skills: Concentration, Discipline, Intimidate, Knowledge - Geography/Nobility & Royalty/War, Ride, Sense Motive, Speak Language.

L**evel by level breakdown:**

* 1: Ki Damage, Bonus feat.
* 2:
* 3: Superior weapon focus.
* 4: Bonus feat.
* 5: Increased Multiplier.
* Ki Damage: Once per day per level, a Weapon Master may use this feat to do maximum damage to their opponent.
* Weapon of Choice: The weapon(s) chosen to be a weapon of choice by a Weapon Master becomes the focus for all of their special abilities.
* Superior Weapon Focus: The Weapon Master gains a +1 bonus to all attack rolls with their weapon(s) of choice.
* Increased Multiplier: With their weapon(s) of choice, the multiplier is increased by x1 to all critical hits. Thus a x2 critical multiplier becomes a x3.
5hrek

## Basic informations

Fourth rapper of Florida Label. In 2021 he joined the label with larpak. His real identity is Jay Dong, he's part of 1st Generation.

## Backstory

Jay is a young man from New York born in 2001. He's from a poor family and got left alone at the age of 4. He didn't care about his education and always avoided school. When he was 13 he started dying his hair and wearing red lens. His way of living was commiting crimes like stealing food. He was luck all the time and it's an actual miracle that he's still alive.

In 2021 he met larpak in a cafe and decided to start making money in a music company without any knowledge and experience.

His lifestyle is very simple in words, but it really was hard to actually survive like that.

## Name meaning

5hrek is a reference to Jay's favourite childhood movie "Shrek". He watched it at the age of 7 by sneking into the movie theatre.

## Albums

1. "Swamp Shop" - because of larpak he started listening to 2Pac and created this album fully inspirated by 2Pac's works. This caused label to get sued, but it easily got defended.

## Relations to the other label members

* Jay has nothing to do with Jonathan, but he's cool with him
* larpak is 5hreks good friend
* He doesn't know anything about TppL bAx and doesn't actually care about him
Feu

Mentionné au chapitre 76.

## Description

C'est une compétence créée par Tang-E quand il à absorber l’Essence de Crasul l’araignée aux cinq éléments (rubis), qui lui à permis de débloquer les attribut du feu.

## Fenêtre d'État

**Type :** immédiatement activé
**Évaluation :** Rare
**Compétence :** F
Émet jusqu’à trois flux de feu.
**Temps de recharge de la compétence :** 10 secondes.
Hosta-G

## Basic informations

First rapper of Florida Label and also it's pride. He became rapper in 2021 and he's a part of 1st Generation. His real name is Jonathan, unfortunately his last name is unknown to us.

## Backstory

Jonathan was born in 1991 in Brooklyn, New York. He had a tough life as he was kicked from middle school and never tried to go back and educate himself more. He didn't care about friends, so he was pretty lonely for the entirety of his childhood.

Jonathan opened himself more after watching "8. Mile" at the age of 18. In 2013 he got to know TppL bAx, who is his best friend to this day. The movie inspired him that he can become whoever he wants to and decided to start new life in music industry as Hosta-G at the age of 30. His first introduction to the music industry was in 2021 when he joined to, at that time underground, label by the name of "Florida Label" called by it's state of origin.

## Name meaning

Hosta-G has its origin in the word "hostage" as it represents the childhood of Jonathan being a silent man just like the hostage, that stays silent while he's opressed by the hard times in his life.

## Albums

1. "Nig\*a Cake"- the name represents the times in everyone's lifes as just like the layers of cake life can have sweet and sour times.

## Relations to other label members

* Hosta-G got to know TppL bAx and signed to the label with him.
* His relation to the larpak is quite neutral as he hold's the TppL bAx - larpak relation.
* Jonathan has nothing to do with 5hrek, but he doesn't like the way 5hrek acts.
Death Ward

Caster Level(s): Shaman 4, Innoculations 6

Innate Level: 4

School: Enchantment

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour / Level

Additional Cost: Shaman - 2 CON

Save: Harmless

Spell Resistance: None

The target creature becomes immune to any death spells, spell-like abilities, and effects.
Improved Disarm

**Type of Feat:** General

**Prerequisite:** Int 13+, Expertise.

**Specifics:** A character with this feat has learned not to provoke an attack of opportunity when attempting a disarm. Success knocks the opponent's weapon from his hands. The penalty to make a disarm attempt is reduced to -4.

**Use:** Selected.
Herbal Specialisation

*Medics specialised in herbal use are able to use herbs in various ways in order to create stronger tonics for their patients.*

**Specialisation Abilities and Bonus Slotted Abilities:**

The medic does not gain any addition abilities at specified ability levels however the medic is capable of making tonics in the field without the need of a herbalism station.
Wiki Ranker's Return

# Bienvenue sur le wiki sur « Ranker's Return »

Bienvenue sur ce wiki créé par moi-même (Lauvel) pour ce roman chinois.
Comme vous pouvez le voir, il servira à répertorier toutes les informations sur le Light Novel : « Laissez-moi Jouer en Paix » qui a été écrit par Yeong Biram.

* **Version Française :** Il est traduit par Zoro sur le site de Chireads.

* **Version Anglaise :** Il est trouvé sur le site Wuxiaworld
	+ Il ne possède pas de wiki anglais à ma connaissance.

>
> !!! Attention : Ce wiki peut avoir quelque chapitre d'avance par rapport au chapitre sortie !!!
>
>

Je vais essayer de cacher l'information sur les pages, on espérant de pas oublier de le rendre visible à la sortie du chapitre.

## Résumé

Ce sont les débuts d’Arena, le jeu de réalité virtuelle.

Meleegod est le joueur le mieux classé! Pourtant, il efface son personnage et part soudainement.

Afin de venir en aide à sa famille en faillite, il décide de retourner à Arena !

« Voulez-vous créer un personnage ? »
Sacred Fist

*Sacred fists have turned their introspective inward, bringing their bodies and wills into harmony. Sacred fists have forsworn the use of weapons and armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Using slotted abilities does not dishonor them or their deity. Sacred fists are strong in faith, will, and body.*

**Requirements:**

* Base Attack Bonus: +3.
* Class: Medic or Shaman.
* Skills: 6 ranks Knowledge (Religion).
* Feats: Combat Casting, Improved unarmed strike, Stunning fist.

**Class Specifics:**

* Hit Die: d6.
* Armor proficiencies: None.
* Shield proficiencies: None.
* Weapon proficiencies: None.
* Skill Points: 4 + Int Modifier.
* High Saves: Fortitude and Reflex.
* BAB progression: +3/4.
* Class Skills: Concentration, Discipline, Escape Artist, Heal, Hide, Knowledge - History/Nature/Religion/War, Listen, Move Silently, Parry, Perform, Persuade, Sense Motive, Speak Language, Spellcraft, Spot, Tumble.

**Level by level breakdown:**

* 1: Sacred armor, Increased Speed.
* 2: Flurry of Blows.
* 3: Weapon Specialization (Unarmed).
* 4:
* 5: Extra stunning attacks.
* 6: Greater Weapon Specialization (Unarmed).

**Bonus Slots:**

At every odd level, the character gains new castings per day as if he or she had also gained a level in his or her chosen class (medic and/or shaman).

**Special Abilities:**

- Sacred Armor: A sacred fist adds his or her class level to their AC.  This bonus is lost of the sacred fist is using a weapon or wearing armor heavier than cloth.
Scout

*Scouts are an integral part of intelligence.  From serving as guides in the wilderness to being the ones to take to the front lines and even go beyond them, scouts serve a variety of roles. Having a desire to quickly end a fight should they find themselves in on, scouts tend to favor either dual blades or long distance specializing in one of the two.  They also tend to study a particular set of races rather than focus on prowess of the battlefield as a fighter would. Much like a rogue, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage, however they are not as skilled at this as a rogue is.*

**Class Specifics:**

* Hit Die: d10.
* Armor proficiencies: Light, and medium.
* Shield proficiencies: Small and Large.
* Weapon proficiencies: All simple and martial weapons.
* Skill Points (Int Modifier \* 4 at 1st level): 6 + Int Modifier.
* High Save: Fortitude.
* BAB progression: +1.
* Class Skills: Animal Empathy, Concentration, Disable Trap, Discipline, Escape Artist, Heal, Hide, Knowledge - Geography/Nature, Listen, Move Silently, Parry, Ride, Search, Set Trap, Speak Language, Spot, Survival, Use Rope

**Note:** Scouts pick there Combat style at level 1 and it automatically progresses at levels 6 and 11 but only works if they are wearing light armor:

**Level by level breakdown:**

* 1: Favored Enemy, trackless step.
* 2: Combat Style.
* 3: Fast movement.
* 4: Animal Companion, +1d6 Sneak Attack.
* 5: Favored Enemy.
* 6: Combat Style(Improved)
* 7: Woodland Stride, +2d6 Sneak Attack.
* 8:
* 9: Evasion.
* 10: Favoured Enemy, +3d6 Sneak Attack.
* 11: Combat Style(Greater)
Sense Motive

**Ability:** Wisdom.

**Requires Training:** No.

**Classes:** All.

Use this skill to tell when someone is bluffing you, to discern hidden messages in conversations, or to sense when someone is being magically influenced. This skill represents sensitivity to the body language, speech habits, and mannerisms of others.

**Check:** A successful check lets you avoid being bluffed. You can also use this skill to determine when "something is up" (that is, something odd is going on) or to assess someone's trustworthiness.

**Use:** Selected.
Fighter

*Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.*

**Class Specifics:**

* Hit Die: d12.
* Armor proficiencies: Light, medium, and Heavy.
* Shield proficiencies: Small, large and tower.
* Weapon proficiencies: All simple and martial weapons.
* Skill Points (Int Modifier \* 4 at 1st level): 2 + Int Modifier.
* High Save: Fortitude.
* BAB progression: +1.
* Class Skills: Animal Empathy, Discipline, Intimidate, Knowledge - War, Parry, Ride, Speak Language, Taunt

**Level by level breakdown:**

* 1: Bonus fighter feat.
* 2: Bonus fighter feat.
* 3:
* 4: Bonus fighter feat.
* 5:
* 6: Bonus fighter feat.
* 7:
* 8: Bonus fighter feat.
* 9:
* 10: Bonus fighter feat.
* 11: Bonus fighter feat
Federkleid

Caster Level(s): Bard 3

Innate Level: 3

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

This barbaric piece is almost like a war cry granting all allies 5 temporary hit points plus an additional +1 for every 5 points of perform the bard has. Meanwhile, all enemies are granted a -1 penalty to AC and attack rolls for every 10 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Inoculations Specialisation

*Medics specialised in inoculations are more adept at curing the ailments of the sick and preventing themselves and allies from getting sick in the first place.*

**Specialisation Abilities and Bonus Slotted Abilities:**

The medic gains access to the following abilities at the specified ability level:

* 1: Remove Paralysis
* 2: Remove Disease
* 3: Neutralize Poison
* 4: Negative Energy protection
* 6: Death Ward
March of Caraduil

Caster Level(s): Bard 3

Innate Level: 3

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

This piece depicts the elves drive to hold onto their land granting all a 15% bonus to movement speed plus an additional +1% for every 3 points of perform the bard has, and a +1 penalty to AC and damage rolls for every 10 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
TppL bAx

## Basic informations

Second rapper of Florida Label. He joined the label with Jonathan, in 2021. His true name is Michael Smith. He's a part of 1st Generation.

## Backstory

Michael was born in 1993 in a normal family of New York. He lived a nice life being loved by his parents, being a good student and helping his younger brothers, Bradley and Chad, in their lives. One time when he got B at a test he got really mad and started freaking out for a week. After he turned 16 he lived a wealthy life and since 2011 he had a girlfriend. In 2012 he got into "love war" with larpak. She left him soon after. He tried to get her back by writing her a ballad, but she didn't care. That left a mark on his mentality and made him truly hate Gary.

In 2013 he met Hosta-G and bonded with him very much. After 8 years they both decided to join Florida Label as it's being the new start for their lifes and attempt at recovering the scars of their pasts.

## Name meaning

TppL bAx is misspelled version of the word "Tool box" as being a suggestion of Michael using his rap carrer to repair his fragile mental state.

## Relations to other label members

* He and Jonathan are close friends
* Michaels relation to larpak is full of hate
* TppL bAx has nothing to do with 5hrek
Armor Proficiency (light)

**Type of feat:** general

**Prerequisite:** none

**Required for:** armor proficiency (medium), armor proficiency (heavy)

**Specifics:** This feat grants the knowledge to make effective use of light armor.

**Normal:** A character who uses an armor with which he or she is not proficient applies it's armor check penalty to attack rolls and to all skill checks that involve moving, including ride.

**Use:** automatic
Summoner

*There is power in numbers. This is the philosophy of the summoner.  By focusing on the study of life essence, the summoner has learned to draw upon the essence of other beings to “summon” a creature to do its bidding. This power, of course, corrupts the nature of the being and once summoned, it will exist only for the time called afterwards winking out of existence.*

**Requirements:**

* Class: Warlock, or witch.
* Spellcasting: Ability to cast 2nd level spells.
* Skills: 3 ranks Animal Empathy, 4 ranks Knowledge (Nature).
* Feats: Spell Focus Conjuration.

**Class Specifics:**

* Hit Die: d4.
* Armor proficiencies: None.
* Shield proficiencies: None.
* Weapon proficiencies: None.
* Skill Points: 4 + Int Modifier.
* High Saves: Fortitude and Will.
* BAB progression: +1/2.
* Class Skills: Animal Empathy, Concentration, Heal, Hide, Knowledge - Nature, Listen, Move Silently, Ride, Speak Language, Spot, Survival.

**Level by level breakdown:**

* 1: Focus nature's calling
* 2: Summon Creature I.
* 3: Summon Creature II.
* 4: Summon Creature III.
* 5: Summon Creature IV.
* 6: Summon Creature V.
* 7: Multiple Summons.
* 8: Enhanced Summons.

**Bonus Spells:**

Upon each level, the character gains new spells per day as if he or she had also gained a level in his or her chosen caster class (Witch, and/or Warlock). Spells learned are as indicated.

**Special Abilities:**

* Focus Nature's Calling: The summoner is able to focus on the type of creature they wish to summon thus being able to select between, a bear, cat, hawk, spider, or wolf.
* Multiple Summons: The summoner is able to summon two creatures at once.  To do so, a summoner must use a spell two levels higher than the second creature they wish to summon.
* Enhanced Summons: A summoner is able to bolster the creatures they summon through force of will. All summons gain a +2 to all ability scores. This is further increased by +2 if the summoner has greater spell focus conjuration.
Medic

Medics are the lifeblood of the battlefield.  Treating wounds and injuries are their specialty and oft are the tipping point between life and death for many an ally.

**Class Specifics:**

* Hit Die: d8.
* Armor proficiencies: Light, medium, and heavy.
* Shield proficiencies: Small and large.
* Weapon proficiencies: All simple weapons.
* Skill Points (Int Modifier \* 4 at 1st level): 2 + Int Modifier.
* High Save: Will.
* BAB progression: +3/4.
* Class Skills: Concentration, Heal, Knowledge - History/Nature/Religion, Parry, Persuade, Speak Language, Spellcraft

**- Note:** A medic knows all of its abilities and  must have a Wisdom of 10 + ability level to use a specific ability.

**Class Domains:**

As being a medic is often a thankless job, many medics often practice some other specialty in order to have purpose when their healing skills are not in demand.

* Siege Specialisation
* Defence Specialisation
* Offence Specialisation
* Covert Specialisation
* Humours Specialisation
* Patching Specialisation
* Recovery Specialisation
* Inoculations Specialisation
* Herbal Specialisation
* Veterinary Specialisation
* Psychology Specialisation
* Anatomy Specialisation
* Plague Specialisation

**Level by level breakdown:**

- 1: Medic Specialty 2x.

- 2-11:

**Note:** A medic can spontaneous use any cure or heal ability.

Medic abilities are imitate the effect of these spells via mundane means. No magic is cast.

* Cure Minor Wounds
* Virtue

*Level 1:*

* Cure Light Wounds
* Remove Fear

*Level 2*

* Blindness and Deafness
* Cure Moderate Wounds
* Hold Person
* Remove Paralysis

*Level 3:*

* Contagion
* Cure Serious Wounds
* Remove Blindness and Deafness
* Remove Curse
* Remove Disease

*Level 4:*

* Cure Critical Wounds
* Neutralize Poisons
* Poison

*Level 5:*

* Raise Dead
* Spell Resistance
* Mass Cure Light Wounds

*Level 6:*

* Heal
* Mass Cure Moderate Wounds
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Category:Characters

Category:1st\_Gen

Category:2nd\_Gen

## 2nd Gen Rappers

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Barbarian

Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of "sixth sense," a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.

**Class Specifics:**

* Hit Die: d12.
* Armor proficiencies: Light and medium.
* Shield proficiencies: Small and large.
* Weapon proficiency: All simple and martial weapons.
* Skill Points (Int Modifier \* 4 at 1st level): 4 + Int Modifier.
* High Save: Fortitude.
* BAB progression: +1.
* Class Skills: Animal Empathy, Discipline, Intimidate, Listen, Parry, Ride, Survival, Taunt

**Level by level breakdown:**

* 1: Rage 1x/Day.
* 2: Uncanny Dodge.
* 3: Trap Sense +1.
* 4: Rage 2x/Day.
* 5: Improved Uncanny Dodge.
* 6: Trap Sense +2.
* 7: Damage Reduction 1/-, Rage 3x/Day.
* 8:
* 9: Trap Sense +3.
* 10: Damage Reduction 2/-, Rage 4x/Day.
* 11: Greater Rage 4x/Day.
Spellcraft

Number of Ranks: 0

Skill Modifier: 1

Skill Check: 0

Ability: Intelligence

Requires Training: Yes

Classes: All

Spellcraft is used to identify spells and to perform counterspells.

Check: A successful check means that the character has identified a spell being cast by an opponent. The DC of this check is equal to 15 + spell level. The character also gains a +1 bonus for every 5 ranks in this skill to all saving throws against spells.

Special: A specialist wizard gets a +2 bonus when dealing with a spell from his specialised school. As well, a successful Spellcraft check is required before your character can attempt to counterspell. The specialist wizard suffers a -5 penalty when dealing with a spell or effect from a prohibited school.

Use: Spellcraft checks are automatic whenever a spell is cast nearby.
Rhythm

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The bard uses their weapon to drum out a tune granting the caster a +1 bonus to attack rolls.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Hide

Number of Ranks: 0

Skill Modifier: 3

Skill Check: 3

Ability: Dexterity

Requires Training: No

Classes: All

This skill allows a character to hide from Enemies.

Check: The character must succeed at an opposed test against a searching creatures Spot check. Success means that the character goes undetected.

Special: The Hide and Move Silently skills combine into a single Stealth action. Movement in Stealth mode is slower than the normal rate. Wearing armor or using a torch inhibits this ability, but low light can provide a bonus. A character in Stealth mode is harder to spot if standing still, and if his stature is small.

Use: Select the Stealth action from the Special Abilities radial. Invisible characters automatically enter Stealth mode. Opposed Spot and Listen rolls are made once per round, where applicable.
Patching Specialisation

*Medics specialised in healing patch work are better able to stanch the bleeding of a wound and thus the initial application of such curatives is more effective.*

**Specialisation Abilities and Bonus Slotted Abilities:**

Medics with this specialisation double the potential amount of healing received in mending abilities.

The medic gains access to the following abilities at the specified ability level:

* 1: Mend Moderate Wounds
* 2: Mend Serious Wounds
* 3: Mend Critical Wounds
* 4: Mend Light Wounds, Triage
* 5: Heal
* 6: Mend Critical Wounds, Triage
Weapon Proficiency (Bard)

**Type of Feat:** Class

**Prerequisite:** Bard Level 1.

**Specifics:** This feat allows the character to use the longbow, rapier, sap, shortbow, shortsword, and whip.

**Normal:** A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

**Use:** All bards start with this feat but can gain weapon proficiency with any other weapons.
Ultravision

Caster Level(s): Shaman 2

Innate Level: 2

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour / Level

Additional Cost: Shaman - 1 CHA

Save: Harmless

Spell Resistance: No

The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.
Blacksmith's Forge

Caster Level(s): Bard 2

Innate Level: 2

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

The bard uses tuning forks to create a sound that resonates with their enemies arms and armor granting -1 penalty to AC and damage rolls for every 10 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Concentration

Number of Ranks: 0

Skill Modifier: 1

Skill Check: 1

Ability: Constitution

Requires Training: No

Classes: All

Concentration checks are made whenever your character is distracted during the act of casting a spell. It is also used to avoid the effects of the Taunt skill.

Check: The DC to avoid casting failure is equal to 10 + damage received + spell level. The caster receives a -4 penalty to his check if casting within three meters of an enemy.

Use: Automatic
Shield of Faith

Caster Level(s): Shaman 1

Innate Level: 1

School: Abjuration

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 turn / level

Additional Cost: Shaman - 1 STR

Save: None

Spell Resistance: No

The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).
The Drumstrider's Chant

Caster Level(s): Bard 4

Innate Level: 4

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

This piece tells an epic of a half- giant that prevailed through swift action and strong resolve granting all allies 10 temporary hit points plus an additional +1 for every 3 points of perform the bard has, 20% bonus to movement speed plus an additional +1% for every 3 points of perform the bard has, and a +1 bonus to AC and all saving throws for every 7 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Parry

Number of Ranks: 0

Skill Modifier: 3

Skill Check: 3

Ability: Dexxterity

Requires Training: No

Classes: All

Parry allows the character to block incoming attacks and make spectacular counterattacks.

Check: The DC is the modified attack roll of the incoming blow. A successful Parry check means that the attack does not damage the parrying character. A character may only parry a number of attacks per round equal to the number of attacks per round available to the character.

Special: If the parry is successful and the difference between the roll and the DC is ten points or greater, a counterattack occurs. A counterattack is a free attack made by the parrying character, at his full attack bonus, against the parried opponent.

Use: Select the Parry mode. The character will remain in parry mode until the mode is exited.
Bard

Bards have always been a much overlooked staple on the battlefield.  From boosting the moral of their fellow comrades, to demoralizing the enemy through the power of song and performance, they work to bring victory to there side. Being well versed in history and the ways of the world, they also are very adaptable to many situations resulting in a wide variety of skills between them.

### **Class Specifics:**

* Hit Die: d6.
* Armor proficiency: Light.
* Shield proficiencies: Small and large.
* Weapon proficiencies: All simple plus longsword, rapier, sap, shortbow, short sword and whip.
* Skill Points (Int Modifier \* 4 at 1st level): 6 + Int Modifier.
* High Save: Reflex.
* BAB progression: +1.
* Class Skills: Appraise, Bluff, Concentration, Decipher Script, Discipline, Escape Artist, Hide, Intimidate, Knowledge - All, Listen, Move Silently, Parry, Perform, Persuade, Pick Pocket, Sense Motive, Speak Language, Spellcraft, Taunt, Tumble
* Note: A bard must have a Charisma of 10 + song level to sing a specific song.

### **Level by level breakdown:**

* 1: Bard Song 1x/Day, Breadth of Knowledge.
* 2: Bard Song 2x/Day.
* 3: Bard Song 4x/Day.
* 4: Bard Song 6x/Day.
* 5: Bard Song 8x/Day.
* 6: Bard Song 10x/Day.
* 7: Bard Song 12x/Day.
* 8: Bard Song 14x/Day.
* 9: Bard Song 16x/Day.
* 10: Bard Song 18x/Day.
* 11: Bard Song 20x/Day.

**Note:** When a bard sings a song it uses a number of uses of its song equal to the songs level.  Level 0 songs do not consume uses of bard song but also do not effect the bard.

### **Bard Spells by Level**

#### Level 0

* Hip Pat
* Hum
* Inner Muse
* Inspire Self
* Mantra
* Rhythm
* Scaling
* Tempo
* Toe Tap
* Tuning

#### Level 1

* Gothic Winds
* Greensleeves on the Psaltery
* Ode of the Shawm
* Playing the Trees
* Sounding of the Horn
* The Harps Transit
* The Piper's Song
* War Drums

#### Level 2

* Black Wolf's Inn
* Blacksmith's Forge
* Court Mistrel
* Darkwood Forest
* Hooded Rogue Inn
* Seaside Tavern
* Wild Boar's Inn
* Winterwolf

#### Level 3

* Chant of the Templars
* Federkleid
* Folkvangr
* Lords of Iron
* March of Caraduil
* Riddles Wisely Expounded
* The Unquiet Grave
* Woodland Mary

#### Level 4

* Dark of the Hillsberry Wood
* Doom of Caraduil
* Pride of Blacksteel
* The Drumstrider's Chant
* The Ring of Mjolnir
* The Triple Ancients Chant
Sounding of the Horn

Caster Level(s): Bard 1

Innate Level: 1

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

The bard lets out a loud piercing blast on their horn causing the bard's enemies to flinch and pause granting a 5% penalty to movement speed plus an additional +1% for every 5 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Offence Specialisation

*Medics specialised in offence work off the premise that the best defence is a good offence.  These medics equip themselves and others with the means to bring the fight to the enemy.*

**Specialization Abilities and Bonus Slotted Abilities:**

Medics with this specialization gain an additonal +1 damage for their specialization abilities.

The medic gains access to the following abilities at the specified ability level:

* 1: Offense
* 3: Mass Offense
* 5: War Cry
* 6: Combat Prowess
Negative Energy Protection

Caster Level(s): Shaman 3, Inoculations 4

Innate Level: 3

School: Abjuration

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Cost: Shaman - 2 CON

Save: Harmless

Spell Resistance: No

The target creature is rendered immune to all negative energy attacks, including and level drains but not supernatural ability damage.
Hooded Rogue Inn

Caster Level(s): Bard 2

Innate Level: 2

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

This piece is designed by a rogue to teach some prevalent skills and provide tactical insight granting all allies access to the feat opportunist and a +1 bonus to open lock and pick pocket for every 4 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Clairaudience And Clairvoyance

Caster Level(s): Shaman 3

Innate Level: 3

School: Divination

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Cost: Shaman - 2 CHA

Save: Harmless

Spell Resistance: No

For the duration of the spell, the target creature gains a +5 bonus to all Spot and Listen checks.
Move Silently

Number of Ranks: 0

Skill Modifier: 3

Skill Check: 3

Ability: Dexterity

Requires Training: No

Classes: All

A character may sneak quietly past an enemy.

Check: A Move Silently check is opposed by the listening creature's Listen check. If the character is successful, the opposing creature remains unaware as the character moves.

Special: Hide and Move Silently are combined into a single Stealth action. Movement in Stealth mode is slower than the normal rate. Wearing Armour inhibits this ability but lower light can provide a bonus.

Use: Select the Steal action from the Special Abilities radial. Invisible creatures automatically enter Stealth mode.
Disable Trap

Number of Ranks: 0

Skill Modifier: 1

Skill Check: 0

Ability: Intelligence

Requires Training: Yes

Classes: All

This skill allows the character to perform a variety of actions on a trap.

Check: There are four progressively difficult actions that a character may perform on a trap; base DC is determined by the difficulty rating of the trap, modified by the action being performed.

* Assessing a trap to determine it's difficulty modifies the DC by -7.
* Flagging a trap to make it visible to the rest of the party modifies the DC by -5.
* Recovering a trap raises the trap DC by +10.
* Disarming a trap has no effect on the trap DC.

Special: A rogue is the only class capable of disarming traps with a DC of 35 or greater. With 5 or more ranks in the Set Trap skill a character gets a +2 synergy bonus on Disable Trap checks.

Spectacular Failure: When disarming or recovering a trap, a spectacular failure results in the trap immediately going off.

Use: Assess, Flag, Recover, and Disarm are the radial menu options off of a detected trap.
Awaken

Caster Level(s): Shaman 5

Innate Level: 5

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Animal Companion

Duration: Special

Additional Cost: Shaman - 3 CON

Save: Harmless

Spell Resistance: No

The target animal companion gains +4 Strength, +4 Constitution, +1d10 Wisdom, and +2 to attack rolls for as long as it remains at the Shaman's side.
Folkvangr

Caster Level(s): Bard 3

Innate Level: 3

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

This barbaric piece is almost like a war cry granting all allies the feat mobility and 1d2 bonus to either constitution, dexterity, or strength chosen at random. Meanwhile, all enemies are granted a -1 penalty to AC for every 10 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Blood Frenzy

Caster Level(s): Shaman 2

Innate Level: 2

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 round / level

Additional Cost: Shaman - 1 DEX

Save: None

Spell Resistance: No

The caster enters a rage similar to that of a barbarian. The caster gains a +2 bonus to Strength and Constitution and a +1 bonus to Will saves, while suffering a -1 penalty to AC.
Plague Specialisation

*Medics specialised in plagues are versed in biological warfare and know how to spread disease amongst their enemies.  After all, an enemy to sick to fight is as good as a dead enemy.*

**Specialisation Abilities and Bonus Slotted Abilities:**

Absolve Plague: The medic is able to disperse any plague with an area of effect. This ability can be used once per day.

The medic gains access to the following abilities at the specified ability level:

* 2: Disease
* 3: Disorienting Cloud
* 5: Noxious Cloud
* 6: Weakening Cloud
Inner Muse

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): None

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The internal tune helps the bard to mentally focus granting the caster a +1d2 bonus to charisma, intelligence, or wisdom chosen randomly.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Anatomy Specialisation

*Medics specialised in psychology are skilled at both protecting the minds of their allies and bringing enemies to a more agreeable disposition.*

**Specialisation Abilities and Bonus Slotted Abilities:**

The medic is able to use it's intricate knowledge of the body to hit an opponent where it hurts most by expending an ability slot to temporarily again the sneak attack ability. The effectiveness of this attack is dependant on the slot expended at a rate of 1d6 for every 2 levels of the slot. Once expended, the sneak attack ability lasts for 5 rounds.

The medic gains access to the following abilities at the specified ability level:

   1: Paralyse
Hum

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The tune distracts the caster from the pain of being hit granting the caster +1 temporary hit points.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.