recursal/Fanatic-Fandom huggingface dataset:
Sonic And Mario Plush Adventure Episode 2: Raid on Dr. Asshole's Base

## Previous and Next Video

### Previous Video

Sonic And Mario Plush Adventure Episode 1: The Adventure Begins (Original Version)

## Links

### Video Link

https://www.youtube.com/watch?v=JU7K5bevoL8

### Channel Link

https://www.youtube.com/channel/UC2-scxe2viHQR72QAhslIyQ?sub\_confirmation=1

## Description

This is the sequel to Episode 1 of Sonic & Mario Plush Adventure. Sonic and "Mario" go after Dr. Asshole when they figure out his location is in his Base and the heroes decide to go raid him and his Base. Watch the video to find out what happens next...

## Trivia

* This video was filmed immediately after the first video was filmed on the same day.
* This video was the debut of Metal Sonic
* in series lore there was originally supposed to be a plot twist in which Dr. Asshole managed to survive his battle with sonic, however, the Director was unsure how to continue with the series so this plan was scrapped
Stone Block

A processed block of stone.

Used to produce:  Wooden hammer,  Wooden pickaxe,  Wooden shovel,  Wooden sword,  Machine parts

Used to construct: Automatic smelter Automatic smelter, Automated farm Automated farm, Sawmill Sawmill,  Decorative shrine,  Settler statue,  Train statue, Depot 5x5 Depot 5x5, Harbour Harbour,  Kiln,  Ore smelter

Produced from:   Rock Rock
Valerie

**Valerie** is a character mentioned in Disney's *Pirates of the Caribbean**.*

## History

Valerie is a cousin of Jack Sparrow. Jack mentions that His father wished his son was more like her.

## Family

* **Mother**
* **Father**
* **Edward Teague** (uncle)
* **Jack's Mother** (aunt)
* **Jack Sparrow** (cousin)
* **Grandmama** (possible grandmother)
Mrs. Turner

**Mrs. Turner** is a character mentioned in Disney's *Pirates of the Caribbean.*

## History

### Background

Mrs. Turner married Bootstrap Bill Turner. She was friends with Captain Jack Sparrow and had many adventures with her husband and Jack, with Jack having to save her and her husband multiple times. She later gave birth to Will Turner. After her husband left, Mrs. Turner went to raise her son in England. However, she passed away due to unknown causes.

Jack learnt of her death from Will, and showed some sadness in it, as she was an old friend of his.

## Family

* **William "Bootstrap Bill" Turner** (husband)
* **William "Will" Turner** (son)
* **Elizabeth Swann Turner** (daughter-in-law)
* **Henry Turner** (grandson)

## Appearances

* *Pirates of the Caribban: The Curse of the Black Pearl* (mentioned only)
SSPD Adventures

SSPD Adventures (AKA Station Square Police Department Adventures ) is the Third Series Created by the SSLF. The Series was created in the SLC ERA in 2016

the Series focuses on the Police of the main city in the SSLF Universe: Station Square as the police arrest the criminals within the city and are quite famous for their arrest of these Criminals

The Police Shown in the Series are based on The Police seen in America.

## SSPD Adventures in Year One

### SSPD Adventures in 2016

There were 5 Episodes uploaded in November 2016.

### SSPD Adventures In 2017

There were 3 Episodes Uploaded in May 2017

### SSPD Adventures In 2018

So far there has been 1 Compilation uploaded on July, 14th, 2018 containing the first 8 Episodes of the Series

###
SSLF Short

## Description

These are PT64 shorts on steroids! ( That means they are longer than 3 minutes)

## SSLF Shorts in 2017

This was the Original Logo used in SSLF Year 1. this was created in 2017This is the Second Version of the Logo Used in SSLF Year 2. this was created in 2018This is the third version of the Logo used in SSLF Year 3. This was created in late 2018
Machine Parts

Machine parts are used to construct conveyor belts and other complex machinery.

Used to construct: Automated farm Automated farm, Conveyor belt Conveyor belt, Overhead Station Overhead Station, Depot 5x5 Depot 5x5, Depot entry Depot entry, Depot exit Depot exit, Harbour Harbour, Zeppelin Depot Zeppelin Depot, Inserter Inserter, Railway Crossing. Railway Crossing., Zeppelin factory Zeppelin factory

Produced from:  Wooden board,  Stone block
Advanced Feral Path

Your natural attacks are more vicious.

**Prerequisites:** Psionic Fist, Unavoidable Strike, Feral
path class feature, manifester level 10th, base attack
bonus +6

**Benefit:** The competence bonus from your trance
now also applies to damage rolls made with natural
attacks. In addition, when using the Feral maneuver, if
two natural attacks in the same charge are successful,
your natural weapons deal extra damage. This damage
is equal to the damage dealt by one natural attack plus
1-1/2 times your Strength modifier (if the two natural
attacks deal different amounts of damage, use the lesser
of the two).
Anchored Navigation

**Discipline:** Clairsentience; **Level:** Seer 4, sighted seeker 4

**Display:** Material and olfactory

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 1 hour/level

**Power Points:** 7

You know where you are in relation to a fixed starting
point, which is essential for setting up a mishap-free
*teleport* beacon. While the duration lasts, you are aware of
your exact distance and route (physical or psychoportive)
back to a fixed starting point. The “anchored” starting
point is your exact location when you manifest the power.

To designate other anchored starting points, you must
manifest this power multiple times and be present at the
desired locations when you do so.

You can also retrace your steps through a maze
automatically while the power lasts, without resorting to a
map.

*Anchored navigation* grants you a *mindlink* with one
designated creature who remains within a 60-foot radius of
the starting point, regardless of the distance between you
and the creature. The use of *anchored navigation* is confined
to the plane of existence where you manifest it.

**Augment:** If you spend 6 additional power points, the
effect of this power extends across all planar boundaries.

## Mythic Anchored Navigation

At any point during the power’s duration, you can spend a standard action to reset the starting point for the *mythic anchored navigation*.

**Augmented:** If you expend one use of mythic power, you can have a number of beacons active equal to your mythic tier without having to manifest another instance of *anchored navigation*. You can set a new beacon as a standard action and can choose which beacon to deactivate if resetting the location of a beacon.
Pirates of the Caribbean: The Curse of the Black Pearl/Appearances

*This list was taken from the List of Appearances from Pirates of the Caribbean Wiki.*

### Individuals

* Jack Sparrow
* Hector Barbossa
* Will Turner
* Elizabeth Swann
* James Norrington
* Weatherby Swann
* Pintel
* Ragetti
* Gillette
* Murtogg
* Mullroy
* Cotton
* Twigg
* Bo'sun
* Joshamee Gibbs
* Koehler
* Anamaria
* Harbormaster
* John Brown
* Estrella
* Butler
* Theodore Groves
* Sentry
* Steersman
* Grapple
* Jacoby
* Scarlett
* Giselle
* Marty
* Footman (COTBP)
* Stevens
* Executioner
* Henry Morgan Template:Mo
* Bartholomew Template:Mo
* Bootstrap Bill Turner Template:Mo
* Hernán Cortés Template:Mo
* Davy Jones Template:Mo

### Creatures

* Cotton's Parrot
* Jack the Monkey
* Prison Dog
* Goat

### Objects

* Treasure of Cortés
	+ Aztec Gold
	+ William Turner's medallion
* Jack Sparrow's compass
* Cannon
	+ Long nine
* Flintlock pistol
	+ Jack Sparrow's pistol
	+ Hector Barbossa's pistol
* Sword
	+ Jack Sparrow's sword
	+ James Norrington's sword
	+ Hector Barbossa's sword
* Musket
* Rum

### Locations

* Port Royal
	+ Port Royal apothecarie
	+ Bit 'n' Stirrup
	+ Fort Charles
		- Fort Charles prison
	+ John Brown's blacksmith shop
	+ Weatherby Swann's mansion
	+ Whale and Waterspout
* Tortuga
	+ Tortuga piggery
	+ *Faithful Bride*
* Isla de Muerta
* Black Sam's Spit
* England Template:Mo
	+ London Template:Mo
* Davy Jones' Locker Template:Mo

### Organizations

* British Empire
	+ British Royal Navy
	+ Royal Marines
* Crew of the Black Pearl
	+ Cursed crew
	+ Motley crew
* Seedy prisoners
* East India Trading Company Template:Mo
* Heathen God Template:Mo
* Spanish Royal Navy Template:Mo

### Ships

* HMS *Dauntless*
* *Princess*
* *Black Pearl*
* *Jolly Mon*
* HMS *Interceptor*

### Other

* Aztec curse
* Parley
* Pirate's Code
Jack (monkey)

**Jack the Monkey** is  a character in Disney's *Pirates of the Caribbean.*

## History

### Background

Jack was bought by Hector Barbossa at an unknown point. He was named after Jack Sparrow in a way for Barbossa to insult the previous captain. However, Barbossa loved the monkey.

## Family

* **Jack Sparrow** (owner)

Deceased:

* **Hector Barbossa** (previous owner)
Spanish American wars of independence

Location
 Causes
* End of the majority of Spanish rule in the Americas
 **Patriots**:
* Vanguard colonies
* Texas
* California
* Mexico
* Guatemala
* Peru
* Spain
* Spanish America

The **Spanish American wars of independence** were a series of wars in Spanish America with the aim of political independence from Spanish rule during the early 19th century. These began shortly after the Spanish Revolution.
Acid Bubble

**School:** conjuration (creation) [acid]; **Level:** sorcerer/wizard 4, summoner 4

**Components:** V, S, M (drop of acid), F (Metal hoop worth 10 gp)

**Saving Throw:** Reflex negates; see text; **Spell Resistance:** no

This spell functions as entrapping bubble, except that the bubble is filled with corrosive acid. Trapped creatures take 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the bubble may be harmed. Refer to Table 9–2 in Chapter 9 of the Pathfinder Roleplaying Game Core Rulebook. Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude saving throw each round spent within the acid or be destroyed. The walls of the bubble are extremely elastic and require an Escape Artist check, DC of 30, to escape.
Bootstrap Bill Turner

**William Turner**, nicknamed **Bootstrap Bill Turner**, is a character in Disney's *Pirates of the Caribbean*.

## Biography

### Background

Back known as "Billy Turner," Bootstrap Bill was close friends with Jack Sparrow. While he did join the mutiny, Bootstrap did not enjoy it one bit. As Jack was left to die on a smuggler's island with only a pistol, Turner sent his gold coin to his son and said they would remain forever cursed for what they did to their former captain. Barbossa took offense to this and had him drowned by having cannon balls strapped to his bootstrap. However, it did not kill him because Bootstrap was cursed.

Twelve years later, when the curse broke, Bootstrap was suddenly made mortal and nearly died, until Davy Jones saved Boostrap from death by offering his service for one-hundred years. Desperate, Bootstrap took it and has been Jones' prisoner ever since.

## Family

* **Will Turner** (son)
* **Henry Turner** (grandson)
* **Elizabeth Turner** (daughter-in-law)

Deceased:

* **Unnamed Wife**
Adaptable Confluential Partnership

*You have learned to adapt your storms to better meld with your ally’s.*

**Prerequisite:** Confluential Partnership

**Benefit:** Each day when you shape your veils, you can change the [confluence] feat you have selected with Confluential Partnership. If you have selected that feat multiple times, you can change the [confluence] feat selected for each instance of the feat.
Yori

Barbarian mage with Lightning

He was slightly stronger than Beye overall, but he had never been able to win. That being said, he had never lost either.

[6;39]

“It’s to prevent mortals from disturbing the idol of the Beast God!” a barbarian with a nasal voice spoke up, “Do you want to leave? I see your heart isn’t with us ever since you got yourself a teacher from Norland, Yori.”

“Master isn’t a Norlander, don’t make that mistake. The people who say that kind of thing make her angry.”

Yori waved his hand and sneered, “Just like I said, a coward. And then there’s a Norlander who’s come to Klandor for the second time now. I feel far more proud of having Richard as a junior I’ll ever be of you.”

Council of Elders

* Wumu
* Hang lvl 20
Afflict

**Design** destruction (affliction); **Level** 1

**Casting Time** 1 standard action

**Range** touch

**Targets** creature or creatures touched (up to one/level)

**Duration** instantaneous and 1 round, see text

**Saving Throw** Fortitude partial; **Spell Resistance** yes

Your touch imparts a sickly green energy upon creatures. Each touch deals 1d6 points of damage and causes the creature to be sickened for 1 round. A Fortitude save negates the sickening but not the damage. You can use this melee touch attack up to one time per level.

This script has no effect on undead.

**Overload**: For every charge overloaded into this script, you can deliver an additional touch. For every two charges used, the damage increases by 1d6 and the duration of the sickening effect increases by 1 round.
Adaptive Skin

**Element(s)** viscera; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s)** reactive skin

Whenever you would receive damage from an energy type that you are not currently resisting, you can cause your skin to adapt to this new stimulus, changing the type of damage your reactive skin guards against. This wild talent activates after the damage has been dealt, providing no protection against the triggering attack.
Alchemical Arrow

**Name** Alchemical arrow (1); **Cost** 20 gp; **Weight** 5 lbs. per 20 arrows/10 bolts/10 sling bullets

**Craft DC** 20; **Craft Skill** Alchemy

This special arrow or crossbow bolt contains a hollow shaft and has a tip made of glass. A creature that has ranks in Craft (alchemy) can opt to fill the arrow with a liquid alchemical substance, such as acid, holy water, or alchemist’s fire.

An alchemical arrow or bolt does not inflict normal damage. Instead, when it strikes its target, the glass head shatters, splashing the liquid substance over the target. The damage from an alchemical arrow or bolt is the same as for the liquid contained within, but decreased by one die step since it holds less of the substance than a typical flask. For example, an alchemical arrow filled with acid inflicts 1d4 hp acid damage on the target.

Range increments for an alchemical arrow or bolt are the same as for a standard arrow or bolt. An alchemical projectile can also be fashioned from either a crossbow bolt or a sling bullet, with the same weight and cost as the arrow.
Will Turner

**William Turner Jr.**, nicknamed **Will**, formerly known as **Davy Jones**, is a character in Disney's *Pirates of the Caribbean*, portrayed by Orlando Bloom.

## Family

* **Elizabeth Swann** (wife)
* **Henry Turne**r (son)
* **Bootstrap Bill Turner** (father)

### Deceased

* **Weatherby Swann** **(**father-in-law)
* **Mrs. Swan**n (mother-in-law)
* **Mrs. Turner** (mother)
Elizabeth Swann

**Elizabeth Turner, nee Swann** is a character in Disney's Pirates of the Caribbean. She is portrayed by Keira Knightley.

## History

### Background

Elizabeth was born in England to Governor Weatherby Swann and his wife. As a young girl, her mother passed away at sea, and was left to be raised by her father. She met Will Turner as a child and took  his medallion in fear they would execute him for being a pirate.

Over time, she developed romantic feelings for him, but was not able to act up on it.

### *Dead Men Tell No Tales*

Finally after twenty years of separation, Elizabeth was reunited with Will after he was freed from his curse and their son, Henry.

In a post-credits scene, she and Will are spending their first night together as husband and wiffe. Will has a nightmare when Davy Jones comes up on land to strike the couple. However he wakes up to find there is no one there. Elizabeth and Will continue to sleep; unaware of the sea water and barnacle underneath their bed.

## Family

* **Henry Turner** (son)
* **Will Turner** (husband)
* **William "Bootstrap Bill" Turner** (father-in-law)

### Deceased

* **Weatherby Swann** (father)
* **Mrs. Swann** (mother)
* **Mrs. Turner** (mother-in-law)

## Appearances

* *Pirates of the Caribbean: The Curse of the Black Pearl*
* *Pirates of the Caribbean: Dead Man's Chest*
* *Pirates of the Caribbean: At World's End*
* *Pirates of the Caribbean: Dead Men Tell No Tales*
Henry Turner

## History

### *At World's End*

Henry was born a few months after the War Against Piracy and raised solely by his mother. He saw his father for the first time.

### *Dead Men Tell No Tales*

At twelve years old, Henry drowned himself so he could summon up the *Flying Dutchman*. His father, Will rescued Henry and told his son to leave him to his fate. Henry was still determined to free his father by finding the Trident f Poseidon and Jack Sparrow.

After pretending to be a privateer in the English army, Henry was the sole survivor of the Silent Mary's attack on Henry's ship and only left him alive to warn death was coming for Sparrow. Henry found out that Jack was in prison, meeting him the exact same way that Sparrow met Will. They teamed up with Carina Smyth to find the trident.

During one of the attacks by the *Silent Mary* after escaping from an island on the *Black Pearl*, Salazar kidnaps Henry and takes him to the ship, taking possession of him. During this, Jack couldn't hurt Salazar wtihotu hurting Henry. During the battle, after Salazar was out of Henry, he was able to take his sword and broke the Trident in half, breaking all the curses at sea. Later, Jack helped Henry win Carina over by handing her back the diary that her father had given her.

## Family

* **Elizabeth Swann** (mother)
* **Will Turner** (father)
* **Bootstrap Bill Turner** (paternal grandfather)

Deceased:

* **Mrs. Turner**(paternal grandmother)
* **Weatherby Swann**(maternal grandfather)
* **Mrs. Swann**(maternal grandmother)
Weatherby Swann

**Governor Weatherby Swann** is a character in Disney's *Pirates of the Caribbean*. The father of Elizabeth Swann and loving her, he eventually allowed her to follow her heart and be who she wanted to be, at the very end.

## Family

* **Mrs. Swann** (wife)
* **Elizabeth Swann** (daughter)
* **Will Turner**(son-in-law)
* **Henry Turner** (grandson)
POTC (franchise) Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Pirates of the Caribbean: The Curse of the Black Pearl

***Pirates of the Caribbean: The Curse of the Black Pearl*** is the first film in the *Pirates of the Caribbean* franchise.

## Characters

* Jack Sparrow
* Hector Barbossa
* William Turner
* Elizabeth Swann
* James Norrington
* Weatherby Swann
* Pintel
* Ragetti
* Gillette
* Murtogg
* Mullroy
* Cotton
* Twigg
* Bo'sun
* Joshamee Gibbs
* Koehler
* Anamaria
* Harbormaster
* John Brown
* Estrella
* Butler
* Theodore Groves
* Sentry
* Steersman
* Grapple
* Jacoby
* Scarlett
* Giselle
* Marty
* Footman (Governor's mansion)
* Stevens
* Executioner
* Henry Morgan Template:Mo
* Bartholomew Template:Mo
* Bootstrap Bill Turner Template:Mo
* Hernán Cortés Template:Mo
* Davy Jones Template:Mo
Anima, Greater

**Design** creation (animation); **Level** 9

This script functions as *anima*, except it creates a greater anima (see stat block). When choosing an ability for your greater anima, you choose from the following list:

* 40 additional hit points
* +8 deflection bonus to AC
* +8 resistance bonus to all saving throws
* +4 morale bonus to attack and damage rolls.
* Immunity to your choice of acid, cold, electricity, or fire damage.
* Damage Reduction 10/adamantine.
* Natural attacks are treated as one alignment of your choice (chaotic, evil, good, or lawful) for the purpose of overcoming damage reduction.
* Any two abilities from *anima*. You cannot select the same ability twice.

**Overload**: For every runic charge overloaded into this script, the duration increases by 1 round. For every two charges used, you can select an additional ability. Additionally, each charge grants you additional choices of ability to grant the anima, as follows:

* *Alteration*: Immunity to critical hits and sneak attacks.
* *Creation*: The anima can cast *cleansing* and *panacea* at-will as spell-like abilities. This does not generate runic charges, nor can it be overloaded.
* *Destruction*: Spell Resistance equal to 10 + its Hit Dice.
* *Invocation*: The anima can expel a 30-foot-cone of energy as a standard action that does not provoke attacks of opportunity. Choose either acid, cold, electricity, or fire, chosen when you grant the anima this ability. The cone deals 1d10 damage of the chosen type per three Hit Dice the anima has. A Reflex save (DC equal to greater anima’s DC) halves the damage.
* *Manipulation*: The anima can teleport up to twice its speed as a move action once per round.
* *Revelation*: Blindsight 30 feet.

You can also choose any benefits based on runic charge type from *anima* or *lesser anima*.

## Greater Anima (CR 11)

**XP** 0

**N** Huge Construct

**Init** +0; **Senses** darkvision 60 ft., low-light vision; Perception +0

### DEFENSE

**AC** 32, touch 8, flat-footed 32 (+24 natural, -2 size)

**hp** 139 (18d10+40)

**Fort** +6, **Ref** +6, **Will** +6

**Immune** construct traits

### OFFENSE

**Speed** 40 ft.

**Melee** 2 slams +31 (1d8 + 15)

**Space** 15 ft.; **Reach** 15 ft.

### STATISTICS

**Str** 41, **Dex** 11, **Con** —, **Int** —, **Wis** 11, **Cha** 10

**BAB** +18, **CMB** +35; **CMD** 45
Abomination Shift

**Benefit:** You gain a 5% chance per Shifting feat to
ignore sneak attacks and critical hits. This shift lasts for
10 minutes. However, if you reduce the duration to 2
rounds, you also gain a +1 bonus to CMB and CMD for
each Shifting feat you possess.

**Special:** At 3 Shifting feats, your chance to ignore
sneak attacks and critical hits increases to 10% per
Shifting feat. When making a 2 round shift, you gain a
bonus equal to the number of Shifting feats you possess
on saves against mind-affecting abilities.

At 5 Shifting feats, you gain All Around Vision. When
making a 2-round shift, you gain a bonus equal to the
number of Shifting feats you possess on saving throws
against disease, poison, and effects that cause either
exhaustion or fatigue.
Agile Maiden (Mythic)

Your armor hinders you less than others.

**Prerequisite**: Agile Maiden.

**Benefit**: You may treat your special plate as light armor, medium armor, or heavy armor, whichever is more beneficial to a given ability for the purpose of class features (such as a rogue’s evasion, or swashbuckler’s nimble). The armor is still considered heavy armor for all other purposes.
Advanced Brawling Path

Your grappling abilities are particularly effective.

**Prerequisites:** Improved Grapple, Improved
Unarmed Strike, brawling path class feature, manifester
level 10th, base attack bonus +6

**Benefit:** When using the Brawling trance, you gain a
+1 competence bonus to your grapple checks for every
three psychic warrior levels you have. In addition, when
using the Brawling maneuver, the damage you deal can
be lethal, instead of non-lethal.
Advanced Mind Knight Path

You have learned enhanced techniques to make sure
you are always armed and dangerous

**Prerequisites:** Wis 13, Psionic Meditation, Psionic Shot OR Psionic Weapon, mind knight path class feature, manifester level 10th, base attack bonus +6

**Benefit:** As long as you have both mind knight path
powers, you can manifest both mind knight path powers
at the same time as a single standard action. Any time
you manifest *call weaponry*, you may select one other
1st level power you know; you may manifest that power
using martial power as if it were a path power, as long
as the attack is made using the weapon summoned. In
addition, when using the mind knight maneuver, you
gain a +1 competence bonus on the attack rolls for every
four psychic warrior levels you have.
List of buildings

This page aims to show the current available and not available buildings in Kubifactorium.

Update 09\_09\_2019

## Legend

* Building : name of the building
* Available : Is this building available on the current version of Kubifactorium ?
* Type : type of the building (S&D means Storage and Distribution)
* Built using : Resources needed to construct the vuilding
Aeon Rift Trail

**Discipline:** Sagitta Stellaris (Strike) [Rain] [Trail]

**Level:** 4

**Prerequisites:** One Sagitta Stellaris maneuver

**Initiation Action:** 1 standard action, or [Rain]

**Range:** ranged attack, [Trail] 90 ft.

**Target:** one creature

**Duration:** instantaneous

Your attack distorts the fabric of spacetime in its wake. Make a 90-foot trail ranged attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and the creature hit is affected as if they entered the trail. In addition, enemies entering the trail must make a Will save (DC 14 + your initiation modifier) or immediately end their turn and move their initiative to the bottom of the turn order, changing their initiative to equal the lowest initiative among creatures in combat, minus one. This change persists for the rest of combat. When their turn comes up again that round, they may resume any actions they were in the middle of, and take their remaining actions, but this does not give them another use of any action they already took that round. If an enemy fails their save and their initiative count is not higher than any of your allies, they are instead slowed (as the Slow spell) until the end of their next turn.
Anarchic Mutation

Though entropists are known to have a chaotic source of power, only a few are born with the mindset to truly embrace the nature of their abilities.

**Restrictions**: Must use the entropist archetype and must be chaotic.

**Benefit**: At 7th level, rather than selecting a favored element, an entropist with this mutation selects a second planar array which does not include elements of the array they already possess, assigning its elements to the numbers 5-8. When they roll for their shuffling element, they instead roll 2d8 to determine two shuffling focus elements, gaining the benefits as if they possessed the elements they rolled for as a primary and an expanded element (choosing which is considered primary if they are different). At 15th they select a third planar array which cannot share elements with either array they already possess, assigning its elements to the numbers 9-12, and they roll 3d12 to determine three shuffling focus elements, gaining the benefits as if one was their primary element and the other two were expanded elements (if at least two shuffling elements are the same element, it is considered their primary element; otherwise they choose which is considered primary). In addition, an entropist with this mutation learns one additional wild talent per level beginning at 7th level, and two additional wild talents per level beginning at 15th level.

**Drawback**: An entropist with this mutation does not gain the favored focus class feature, and cannot select the Narrow Array or Wide Array feats. They can prepare one less wild talent per wild talent level per day. Aside from the shuffling focus element they choose as their primary element, all non-universal wild talents must be prepared as if they were 2 spell levels higher than their actual level, but are otherwise treated as being their actual level. Their array blast is only considered to be of their shuffling focus elements, is only associated with those elements’ infusions, and they select three damage types for it to deal rather than four, which must be among those that can be dealt by simple blasts of their shuffling focus elements.
Android

## **Advisor**

Soldiers of high caliber are easily acquired in a world at war, but a sage and knowledgeable aide is far rarer and much more valuable. Hence, where magic could not serve, many leaders turned to akashic craftsmen to build sage advisors from the raw forces of the multiverse. Despite their unconventional origins, these advisors are immensely skilled, able to discern a solution to almost any challenge.

* +2 Intelligence, +2 Wisdom, -2 Dexterity. Advisors possess keen strategic minds, but their bodies aren’t always the most agile. This replaces the android’s normal ability score modifiers
* Expert Assistance: Advisors are always considered to have the Collar of Skilled Instruction veil shaped, and do not count it against their total veils shaped or their veil slots. They may invest essence in it normally. This ability replaces nanite surge.
* Akashic Affinity: Advisors gain the akashic subtype, and start play with one additional point of essence. This ability replaces exceptional senses.

## **Amici**

While androids are known for being cold or emotionless, dedicated engineers have found ways to bypass this, creating artificial entities that are comely and sensible rather than off-putting and unconcerned.

* +2 Charisma, +2 Wisdom, -2 Strength. Amici are friendly and sensible but are rarely optimized for combat purposes. This replaces the android’s normal ability score modifiers.
* Empathic Tact: Amici gain a +2 bonus on Sense Motive, bluff, Intimidate, and Diplomacy skill checks, as well as charisma checks. This ability replaces emotionless.
* Humanoid Appearance: Amici gain a +8 bonus on disguise checks to appear as creatures of one other race, chosen at their creation. This ability replaces exceptional senses.

## Alternate Racial Traits

*Psionic Craft*: Some Androids are built using psionic methods rather than nanite-centered ones, and so they possess several unusual abilities. Choose one piece of psibertech. The android starts life with this piece’s basic augmentation. In addition, the android gains Wild Talent as a bonus feat and can choose to gain an additional power point instead of a hit point or skill point when he takes a level in a favored class. This ability replaces nanite surge.

*Youthful*: Some androids are designed to resemble children rather than adults, residing in an unaging body of a younger human. The android’s size changes to Small, and it gains a +2 size bonus to Dexterity while taking a -2 size penalty to Strength. In addition, the android’s speed is reduced to 20 feet. This ability replaces the android’s normal size and speed.

*Tenacity*: Some androids lack the nanitic abilities of their kin but compensate for this with advanced learning abilities. These androids receive a bonus feat of their choice at 1st level that they meet the prerequisites for. This ability replaces nanite surge and alert.
Accelerated Cognition

**Element(s)** mind; **Type** utility (Sp); **Level** 3; **Burn** 0

You can force your mind to work at incredible speeds as a full-round action, treating yourself as though under the effect of a *haste* spell as well as granting you a competence bonus to Perception checks equal to 1/2 your kineticist level for 1 round per 3 kineticist levels you possess. You can accept 1 point of burn to use this ability as a swift action.
Amateur Astrologist

You have begun to unlock the secrets of the stars.

**Prerequisites:** Essence pool of 1 or higher, Knowledge
(arcana) 5 ranks, cannot have the constellations class
feature.

**Benefit:** Choose a single constellation. You gain the
ability to manifest the weapon, armor, or equipment
options of that constellation as a zodiac of your class
level, though you cannot manifest its champion form.
You must still pay any essence costs to manifest the
constellation as normal.

You gain 1 point of essence.

**Special:** You may take this feat multiple times,
choosing a different constellation each time. If you gain
the constellations class feature after taking this feat, you
must immediately retrain this feat, exchanging it for any
other feat you qualify for.
Aligned Attack

Your melee or ranged attack overcomes your
opponent’s alignment-based damage reduction and
deals additional damage.

**Prerequisite:** Base attack bonus +6.

**Benefit:** When you take this feat, choose either
chaos, good, evil or law. (Your choice must match one
of your alignment components.) Once you’ve made this
alignment choice, it cannot be changed.

As long as you maintain psionic focus, your attack is
treated as either a good, evil, chaotic, or lawful attack
(depending on your original choice) for the purpose of
overcoming damage reduction.

You may choose to expend your psionic focus when
making an attack to power this feat’s secondary ability.
When you make a successful melee or ranged attack in
this fashion, you deal an extra 2d6 points of damage of
the type you originally selected if your target is of the
opposed alignment. This attack is still treated as the
appropriate alignment type. You must decide whether
or not to use this ability prior to making an attack. If
your attack misses, you still expend your psionic focus.

## Aligned Attack (Mythic)

You can switch the alignment of your attacks.

**Prerequisite:** Aligned Attack.

**Benefit:** You can expend a use of mythic power as a swift action to change the alignment choice for the Aligned Attack feat. The alignment chosen must still match one of your alignment components.
Accelerated Entropy

**Discipline:** Athanatism; **Level:** Conduit 1, cryptic 1, dread 1

**Display:** Material and olfactory

**Manifesting Time:** 1 standard action

**Range:** Close (25 ft. + 5 ft./level)

**Effect:** Ray

**Duration:** Instantaneous

**Saving Throw:** Will negates, see text; **Power Resistance:** No

**Power Points:** 1

The smell of rancid, rotting vegetation suffuses the area as the object of your ire rapidly ages and falls apart. When you manifest this power, you must make a ranged touch attack (typically AC 10) against a single magical or psionic consumable item such as a potion, scroll, shard, or power stone. The object targeted must make a successful saving throw or it is immediately broken. If the item is unattended, use its manifester level as its Will saving throw bonus. If the item is attended, use the Will saving throw bonus of the creature holding it.

This power cannot be normally be used against items that contain more than one charge, such as wands or dorjes. In the case of items such as scrolls that are single-use but contain more than one spell or power, one randomly chosen spell or power can be ruined per manifestation of *accelerated entropy*.

**Augment:** If you spend 2 additional power points, you can target a single, non-magical item weighing up to 10 pounds per manifester level. In addition, for every two additional power points you spend, the saving throw DC increases by 1.

***Mythic Accelerated Entropy***

This power can now apply to items that contain more than one charge. In such a case, if the item fails its saving throw, a number of charges equal to twice your mythic tier are lost, as if they had been used.
Anima, Minor

**Design** creation (animation); **Level** 1

This script functions as *anima*, except it creates a minor anima (see stat block). Unlike *anima*, a *minor anima* does not gain any special abilities.

**Overload**: For every charge overloaded into this script, the duration increases by 1 round.

## Minor Anima (CR 1/2)

**XP** 0

**N** Small Construct

**Init** +2; **Senses** darkvision 60 ft., low-light vision; Perception +0

### DEFENSE

**AC** 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)

**hp** 15 (1d10+10)

**Fort** +0, **Ref** +2, **Will** +0

**Immune** construct traits

### OFFENSE

**Speed** 20 ft

**Melee** 2 slams +4 (1d3+2)

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

### STATISTICS

**Str** 14, **Dex** 14, **Con** —, **Int** —, **Wis** 11, **Cha** 10

**BAB** +1, **CMB** +2; **CMD** 14
Akashic Drake

*Said to be distant cousins of the akashic dragon, these drakes naturally channel the powers of akasha and channel essence throughout their body.*

### **Type**

Akashic drakes gain the akashic subtype, granting them an essence pool equal to their racial hit dice.

### **Ability Scores**

An akashic drake lowers its starting Strength and Dexterity by 1, and increases its starting Charisma by 2.

### **Draconic Veils**

The akashic drake naturally channels akasha in the form of veils which adorn their bodies with powerful effects. An akashic drake uses their Charisma as their veilweaving modifier, and has a veilweaving level equal to their racial hit dice. The saving throw DCs of the akashic drake’s veils are equal to 10 + the essence invested in the veil + the akashic drake’s veilweaving modifier.

At 1st level, the akashic drake can shape a limited number of veils per day. They can shape 1 veil at 1st level, and gain the ability to shape 1 additional veil each day when their charge reaches the following levels: 7th, 13th, and 20th level.

The akashic drake does not have a list of known veils. Whenever they gain the ability to shape a veil from this ability, they choose a single veil. They may only shape the chosen veil using the veil slot provided by this ability.

*This replaces the legendary drake’s drake powers gained when their charge reaches 1st, 7th, 13th, and 20th level.*

### **Natural Armor**

An akashic drake is warded by their akasha more so than their physical bodies. Whenever they would gain a natural armor increase from their legendary drake progression, their natural armor only increases by 1.

*This modifies the legendary drake’s natural armor feature. The akashic drake cannot select a variant that would alter their natural armor ability.*

### **Chakra Binds**

When their charge reaches 3rd level, and every 3 levels thereafter, the drake’s akashic powers further improve, allowing them to better bind their veils to their chakra slots. They gain chakra binds in the following order: Feet, Head, Shoulders, Headband, Neck, Belt.

### **Improved Essence Capacity**

When their charge reaches 3rd level, and again at 11th and 19th level, the essence capacity of the legendary drake’s essence receptacles increases by 1.
Alter Weight

**School** transmutation; **Level** bard 2, cleric 2, elementer 2, magus 2, occultist 2, psychic 2, ranger 2, shaper 2, sorcerer/wizard 2, summoner 2, vanguard 2

**Casting Time** 1 standard action

**Components** V, S, F (a bronze weight used for a measuring scale)

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

**Target** one object of up to 2 cu. ft./level

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

**Saving Throw** Fortitude negates (object); **Spell Resistance** yes (object)

You change the weight of a single object, making it lighter or heavier. This has a few effects depending on which option is chosen.

If you lighten the object, its weight is decreased by half. It deals only half as much damage for falling on a creature and takes half as much falling damage itself. If cast on a weapon, it deals damage as if one size category smaller. If cast on armor, its armor check penalty is reduced by 1 and its Maximum Dexterity bonus increases by +1.

If you make the object heavier, its weight doubles. It deals twice as much damage for falling on a creature and takes twice as much falling damage itself. If cast on a weapon, it deals damage as if one size category larger. If cast on armor, its armor check penalty is increased by 1 and its Maximum Dexterity bonus is reduced by -1.

*Alter weight* has no effect on the proficiency required to use armor effectively, nor does it change its arcane failure chance. Multiple castings of *alter weight* do not stack on a given object; casting it a second time on an object ends the previous effect.
Aeshmic Retold

**Parent Class:** Daevic Retold

### **Proficiencies**

Aeshmic are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

*This modifies the daevic’s normal proficiencies.*

### **Casting**

An aeshmic may combine spheres and talents to create magical effects. The aeshmic is considered a Low-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

### **Spell Pool**

An aeshmic gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

### **Blended Training**

At each class level, the aeshmic gains their choice of a combat or magic talent. Aeshmics use their casting ability modifier as their practitioner modifier.

*This replaces the daevic’s veilweaving, improved essence capacity, and resist influence class features.*

### **Blended Power**

An aeshmic uses their casting ability modifier in place of their Charisma for all of their daevic class features. If the aeshmic’s passion replaces their Charisma with a different ability scores, they use their casting ability modifier in place of that ability score as well.

### **Passionate Veilweaving**

Aeshmics use their casting ability modifier as their veilweaving modifier for their passion veils, and the saving throw DC of an aeshmic’s passion veils is equal to 10 + the essence invested in the veil + their veilweaving modifier.

*This modifies the daevic’s passion class feature.*

### **Essence**

At 1st level, an aeshmic gains access to a pool of essence which they can use to invest their veils. They gain 1 point of essence at 1st level, and an additional point at 6th level, 12th level, and 18th level.

*This modifies the daevic’s essence pool.*
Advanced Kinesis

**Element(s)** universal; **Type** utility (Sp); **Level** 2; **Burn** varies (see text)

**Prerequisite(s)** any basic utility wild talent

You can achieve a variety of fantastical feats through the use of your kinetic powers, emulating magic. You can use a bonus spell associated with a domain (as the cleric class feature) as a spell-like ability, based on which of the following utility wild talents you possess:

* *basic aerokinesis* - Air (Cloud)
* *basic chaokinesis* - Darkness (Loss)
* *basic chronokinesis* - Time
* *basic corpokinesis* - Strength
* *basic cryokinesis* - Water (Ice)
* *basic electrokinesis* - Weather
* *basic geokinesis* - Earth (Petrification)
* *basic hydrokinesis* - Water (Rivers)
* *basic neurokinesis* - Knowledge
* *basic photokinesis* - Trickery
* *basic phytokinesis* - Plant (Thorns)
* *basic pyrokinesis* - Fire (Arson)
* *basic technokinesis* - Artifice (Industry)
* *basic telekinesis* - Protection
* *basic toxikinesis* - Death (Plague)
* *basic vibrokinesis* - Song

Activating this wild talent is a full-round action (or the spell’s normal casting time if longer) that provokes attacks of opportunity and costs an amount of burn equal to 1 + 1/3 the level of spell you wish to use, and you can only use spells that could be used by a cleric of your kineticist level in this way. Any variables dependent upon a mental ability score instead use your Constitution. Domains listed without a subdomain use their default spell lists. Other domains can be granted for unlisted basic utility wild talents at GM discretion.

## **Advanced Kinesis, Greater**

**Element(s)** universal; **Type** utility (Su); **Level** 4; **Burn** --

**Prerequisite(s)** any basic utility wild talent, advanced kinesis

You gain the granted powers from any domains from which you can use spells through your advanced kinesis (including any bonus feats, class skills, and other effects they provide), using your kineticist level -4 as your cleric level and your Constitution modifier in place of your Wisdom modifier. For domains without a listed subdomain, always use the default granted powers.
Akasha Touched

*The natures of akasha touched familiars have been altered not just by the familiar bond but by the raw akasha flowing within their masters as well.*

**Share Veil:** An akasha touched familiar grants its master the Shared Veil feat as a bonus feat.

This replaces the familiar’s share spells ability.

**Akashic Projection:** At 3rd level the akasha touched familiar’s master must select one of the following abilities for the them to gain:

* **Bridge:** The familiar can emit veil effects for it's master. If the master and the familiar are within 5 feet at the time the master activates a veil or constellation effect that requires a touch attack or ranged touch attack, he can designate his familiar as the “toucher” or ranged "toucher". The familiar can then deliver the attack just as the master would, including moving or making any necessary attack rolls. The master can bind essence into this ability. For each point of essence bound into this ability the maximum distance between them and their familiar for the purposes of this ability increases by 5ft. This ability replaces deliver touch spells.
* **Conduit:** The familiar’s master can bind essence into the familiar’s deliver touch spells ability. For each point of essence bound into this ability the master and familiar can be up to +5ft further apart when the familiar is designated as "toucher" and the familiar can deliver a touch as if it was in contact with its master when the touch spell was cast. This ability alters deliver touch spells.

This ability either replaces or alters deliver touch spells as indicated above
Adamant Will

**Discipline:** Sleeping Goddess (Counter); **Level:** 2

**Initiation Action:** 1 immediate action

**Range:** Personal and 60 ft. (see text)

**Target:** You and one ally (see text)

**Duration:** 1 round (see text)

Though armor can be pierced and shields can be broken, your will remains a final bastion, and those who witness this resolution of mind can be inspired to cultivate it within themselves. You can initiate this counter in response to a melee or ranged attack being made against you. You gain a +4 insight bonus to your AC against that attack, potentially causing it to miss. In addition, one of your allies within 60 feet gains a +4 insight bonus to their AC against the next attack made against them for one round.

**Augment:** You can augment this maneuver in one or more of the following ways:

* For every power point you spend, the insight bonus to you and your ally’s AC increases by +1.
* For every 3 power points you spend, this counter lasts an additional round. If you augment this counter in this way, the bonus to your ally’s AC applies against every attack made against that ally during the duration, rather than only the next attack.