recursal/Fanatic-Fandom huggingface dataset:
Rooftop Ruffian (Unchained Rogue Archetype)

## Rooftop Ruffian

### Nimble Shingles (Ex):

At 1st level, a rooftop ruffian becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light armor or no armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof.

This replaces Trapfinding

### Rooftop Runner (Ex):

A Rooftop Ruffian adds 1/2 his or her Rogue level on Acrobatics checks to jump or soften a fall. Whenever he attempts an Acrobatics check to soften an intentional fall, they reduce the falling damage taken by an additional 1d6 for every increment of 10 by which the Acrobatics check result exceeds the DC (a 2d6 reduction at DC 25, 3d6 at DC 35, and so on).
At 11th level, the Rooftop Ruffian reduces the DC of any Acrobatics checks to soften a fall by 5.

This replaces Trap Sense.

### Plunging Sneak:

When a Rooftop Ruffian can fall at least 10ft before making a melee sneak attack, their sneak die become d8’s. In all other scenario; they become 1d4’s.

This ability is identical in all other ways to sneak attack and modifies that ability.

### Craterfall Dive:

Beginning at level 8th, whenever the Rooftop Ruffian can fall at least 10 feet before making a melee sneak attack, the effects of any Debilitating Strike de-buffs are increased by +1

This ability replaces the Rogue Talent unlocked at 8th level.

### Death from Above:

At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage from above. Each time the rogue deals melee sneak attack damage, after falling at least 10 feet, she can choose one of the following four effects: the target can be Knocked Unconscious for 1d6 hours, paralyzed for 2d6 rounds, have all worn items gain the broken condition, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier, with an additional +1 for each 10 feet the Rooftop Ruffian was able to plummet. (To a maximum DC bonus of +5 from falling). Once a creature has been the target of Death from Above, regardless of whether the save is successful, that creature is immune to that rogue’s plummeting strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

This ability replaces master strike.
Dusk Rose Shadows

## The Dark Rose

This building is buried among the many other shops of Black heart Bay serves as a gathering place for a few bands of roaming scofflaws and pickpockets. The front appears to be a pawnshop ordinarily, which is served as a place to recover or sell illicit goods.

Notably, the primary target of these "workers" seems to be other illegals, from disrupting jobs, to stealing from merchants who make their trade off of cruelty beyond basic piracy.

 File:Jerska.jpg
The boss of the Dark rose appears to be a fetchling woman by name of Jerska, mysteriously beautiful, she seems better fit for the role of lover, or courtesan rather than criminal boss. This however is her goal, as she serves as the right hand woman of the Lady Belladonna in her illegal or questionable interests.

Jerska favors planned and scrutinized actions, over reckless luck. Her methodology of planning earning the respect and affection of her underlings as she leads them from success to Success. And even in failures, her connections often end with the other party in the worse end.

## The Phantom Rose

Without a specific building known as their home. This Guild is only known for it's supposed attachments to the mantis god. Those affiliated wear masks in the professional life and remain cloaked so as to avoid their identities becoming publicly known. Their behavior primarily serves as an investigation force. Resolving "problems" that fall outside of the law.

 File:Feyrlak.png
Leading the Phantom rose is a man by name of "Feyrlak" speaking only sparingly, he communicates to his follows in small sentences. He wears a crows mask and favors a long sword.

Despite his informal lifestyle, he uses a formal combat style, having been taught in the military on how to properly wield the blade. He however, refuses to lose in battle. His combat style varying and adapting as needed to ensure his own escape, or victory.
Tiefling Tailspike

*Tiefling tailspikes are based on regular armor spikes, curved to look like wicked thorns, they are attached to the tip of a tieflings tail with straps*

**Benefit(s):** These exotic light weapons can be attached to the prehensile tail of a tiefling. The wielder can apply feats or effects appropriate to natural attacks to tail attacks. If used as part of a full attack action, attacks with the tailspikes are considered secondary attacks. It requires a full-round action to strap on or remove a tailspike.

 30 gp
Prismatic

**Price** +4 bonus; **Aura** moderate transmutation; **CL** 15th; **Weight** —

 Upon scoring a Natural 20 on an attack roll with a prismatic weapon, the player must roll an 8 sided die, to determine which one of the following effects will trigger on-hit.

1. Red: The struck creature takes Fire damage equal to 2 times the weapon’s total enhancement bonus. (Maximum +20) This damage is not multiplied by critical hits.

2. Orange: The struck creature takes Acid damage equal to 3 times the weapon’s total enhancement bonus. (Maximum +30) This damage is not multiplied by critical hits.

3. Yellow: The struck creature takes Electricity damage equal to 4 times the weapon’s total enhancement bonus. (Maximum +40) This damage is not multiplied by critical hits.

4. Green: The struck creature is afflicted with the following poison; and must make a fortitude saving throw immediately after being struck.

Frequency: 1/Round, for 6 Rounds. Initial effect: Death, Secondary Effect: 1 Con/rd.; Cure: 2 consecutive Fort saves). (DC = 10 + ½ Wielder’s HD + Ability modifier used for the attack roll, which is normally the wielder’s STR modifier by default)

5. Blue: Struck target is subjected to the effects of a Flesh to Stone spell (DC = 10 + ½ Wielder’s HD + Ability modifier used for the attack roll, which is normally the wielder’s STR modifier by default)

6. Indigo: Target is affected by insanity (Per the insanity spell) on-hit (DC = 10 + ½ Wielder’s HD + Ability modifier used for the attack roll, which is normally the wielder’s STR modifier by default)

7. Violet: Struck target is affected as if the weapon attack were from a Vorpal weapon.

8: Reroll 2d8, using both results, and rerolling any additional 8's.
Free Disengage (3)

A model with Free Disengage doesn’t receive
a Free Hack when leaving a melee combat
engagement. The model must still stop his
movement when contacting an enemy’s base
— but can then use additional actions to move
away with no ill effect.
A model may have Free Disengage either as a
Trait on his profile or because another Trait
or combat situation (e.g. Flying, Mounted)
confers him this advantage.
Stoneburn Rage

By going on a psychedelic trip from the fumes of the Stoneburn Mines, you have learned their caustic power.

**Prerequisites**: Cha 15; bloodrage class feature, elemental focus class feature, or Varisian Tattoo (evocation).

**Benefit**: When casting an evocation spell, or kinetic blast that deals acid damage, you can deal +1 point of acid damage per die.

If you do, you must succeed at a Fortitude save (DC = 15 + the spell or blast’s level) or become fatigued. You cannot use this feat while fatigued or if you cannot become fatigued.

If you are raging (such as when using bloodrage or affected by the rage spell), this damage increases to +2 points per die and you roll twice when attempting the Fortitude save and take the better result. This feat does not otherwise grant you the ability to cast spells while raging.
Siege Conduit (Conduit Archetype)

*A Siege Conduit uses their elemental might to rain down fire upon their enemies from afar.*

### Siege Alight

At 1st level a Siege Conduit gains the ability to use Weapon Alight with both direct and indirect fire siege engines as well as regular weapons; but the Damage die of their Weapon Alight is reduced by one step when using either, down to 1d4’s. They need not touch the Seige engine for the entire duration to keep it lit, but instead remain adjacent to the engine to maintain the ability for it's full duration.

This ability modifies Weapon Alight

### Structural Knowledge

At 3rd level the Conduit gains a bonus on all Kn (Engineering) checks equal to ½ their Conduit level.

*This ability replaces Manipulate Flames*

### Flaming Siege

At 5th level the Conduit gains the ability to summon a siege engine made of flames; that harms neither the Engine’s Crew nor the Conduit. As a move-equivalent action; the Conduit may instantly summon a loaded Siege Engine that persists for up to an hour per 2 Conduit levels the Siege Conduit possesses. It is lit per Siege Alight upon arrival as well. This siege engine can be any engine up to a large engine at 2nd level, and it can become huge at 6th, and up to gigantic at 12th level. Only one siege engine may be summoned in this manner at once at 2nd level, and one additional siege engine may be summoned at 6th level, and another at 12th, to a maximum of three active at once.

These Siege Engines have vulnerability (+50% DMG)  to cold damage and damaging spells with the [Water] descriptor

*This ability replaces Heatwave*

### Siege Bond

At 7th level, the Siege Conduit can bond with a single siege engine within 30 feet and line of sight as a standard action. They can utilize the power of this link to aim, reload, and fire the siege engine remotely (as long as they’re within 30 feet) alone. It still takes the normal required amount of time and actions to control a siege engine in this manner; but requires no additional crew.

*This ability replaces Stalwart and Improved Stalwart*

### Supernova Siege

At 20th level, a Number of times per day equal to their CON modifier when firing a Siege engine; the Conduit can imbue it’s ammunition with explosive energy as a swift action. When firing a ranged siege engine; the Conduit can choose to have the projectile explode. This explosion is identical to the Conduit’s supernova ability, though it is centered on the ammunition’s landing square rather than the Conduit themselves.

*This ability replaces Heat Death*

## Tears

*A Siege conduit gains access to the following tears in addition to the normal list, and can select from either as they progress in level*

### Siege Engineer

Prerequisite: Conduit 2nd

The Conduit gains Siege Engineer as a bonus feat.

### Master Siege Engineer

Prerequisite: Conduit 8th:

The Conduit gains Master Siege Engineer as a bonus feat.

### Searing Siege

Prerequisite: Conduit 6th

All projectiles fired from a Siege Engine with Weapon Alight are now considered magical for the purposes of overcoming damage resistance.
Greater Deific Providence

**Prerequisites**: Deific Obedience, Wisdom 15, Lesser Deific Providence, Knowledge (religion) 8

**Benefit(s):** You gain the 8th level domain power of the domain or subdomain you selected with Lesser Deific Providence.

Treat your cleric level as your character level determining the effect of this and the Lesser Deific Providence power.
Xerx

Template:Infobox character

**History**
A traveler from Sargava, he has spoken little of his past. He seems to have been trained in the use of firearms, as well as magic, both of Chelish tradition, as well as Garundi.

**Appearnce**

Xerx appears as a 6ft tall humanoid, though his exact species is difficult to determine.

 File:Masked Mage.jpg   He wears crimson robes over a black bodysuit, and a mirrored mask covers his face and distorts his voice slightly. The ends of his gloved fingers feature dull claws, and he often has his double-barreled musket on his back.

**Personality**
He enjoys long walks and making friends. Though, those that speak with him for extended periods likely notice something off about him. He lacks knowledge about many common things, and at times his views are fairly abnormal. Then again, is it strange for one with such a strange appearance to act strange?

**Relationships**
Smao: He has enjoyed his talks with the strange tiefling

Gaz: The amusing accented tengu has also proven amusing, though he regrets that he shall likely never take him up on his offer of a free meal

Dove: Mask buddy

**Aspirations**
He acts entirely by whim, seemingly without greater aspirations
Opal Cylinder (Ioun Stone)

Cost: 18,000gp CL: 12th

If utilized by a character with the channel energy class feature; they heal a bonus 2 Hit Points per 1 channeling dice they possess, when channeling positive energy to heal allies Bonuses provided by this ioun stone do not stack with multiple stones of the same type.

Construction Requirements: 12th level, Channel Energy class feature Feats: Craft Wondrous Item; Cost: 9,000 gp.
Momo Flufftop

## File:MomoDusk.png   File:Momo cloths.png  Momo Flufftop and Dusk Still in work

 eyes

momo was given up by her mother at a mear year of age when illness took hold of her and her mother could not heal it more had the money to get the medicine she needed so gave her to an orphanage that the locals suggested saying the headmistress was really nice and took good care of them however little did she know of the racism the headmistress had for non-humans for first year and a half her mother visited her till the headmistress gave her the news saying momo had passed in her sleep at a sudden declin a lie but no longer wanted the mother to interfer in her plans so a broken mother demanded to see the body of the child she'd given up only to be denied and told that she had been already been burnt to prevent the spread of her illness and given her final rights brok-n hearted the mother left never to return.

after the mother stopped coming, the headmistress began her torment of the child leaving her alone only long enough to heal enough to not die the next torment forcing her to heal rather than grow only a few growth spurts ever allowed so she had more room to wip the child

dusk came into momos life when she was 4 by this point her will to live had nearly been shattered malnourished and beaten for the smallest things the aperenc of the wounded wolf pup and its odveas will to live both fascinated and confused her it was small just like her yet it wished to live and a small part of her wanted to help it and give it a chance

she gave what remaining food she had usually a half moldy raston or a dead rat to the pup living primarily off the barry bush she had hidden in her shack from the others her only sorc of food when they

forgot to feed her for weeks by this point she had never had a friend or companion and altho the wolf was a pup it was wild still she gave it her rat shed managed to catch by luck "its ok i won't hurt you i want to help" she said softly the wolf seeming to slowly trust her enough to let her tend to his paw as she ushered the wolf into the little shack one of the children who tormented her and his gang came to torment her hitting her with rock and sticks before taking note of the small wolf pup and trieing to get to it causing her to have to defend the pup showing for the first time a frosos savegry shed not yet shown by that point only ending when had bitten into the neck of the lead boy did they stop and run away

unfortunately, the repercussions meant that her torment became more brutal and painful befor was threw but momo would not let them near the pup eaven tho it meant she was hurt more unaware that the pup watched and saw how she defended it when the pup was heald she set it free crying almost that she would now be alone with no more company
Toxicant (Alchemist Archetype Errata)

### Toxic Secretion (Ex)

At 1st level; as a swift action, the toxicant can create and concentrate a poison she can deliver as a touch attack, collect into a vial, or apply to a weapon. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier; but no more than once per round. This poison turns Inert after 24 hours from the time of creation. On a failed save, the target is poisoned by the following Venom:

* *Type poison, injury; save Fortitude DC = 10 + 1/2 the Alchemist’s total # of HD + their INT modifier; frequency 1/round for rounds equal to 1/2 the Alchemist’s INT modifier; effect 1d4 ability damage (Alch's Choice); Cure: 1 save per 8 Alchemist levels (Minimum one).*

At 4th level and every 4 levels thereafter, the toxicant can choose an additional condition to have her toxin impose. This choice in additional conditions can be changed each time the Toxicant creates the venom.

At higher alchemist levels, the toxicant gains access to stronger conditions. The following conditions are available at the given alchemist levels:

* 4th—Dazzled, Shaken, Sickened, Bleed (2d4)

* 8th—Bleed (2d6), Fatigued, Blinded, Deafened

* 12th—Dazed, Bleed (2d8), Staggered

* 16th—Exhausted; Bleed (2d10), Nauseated
* 20th—Stunned; Bleed (2d12); Unconsciousness

*This ability replaces mutagen.*

### Toxic Potency (Ex)

At 14th level, a Toxicant’s venom increases in potency. They now deal ability drain rather than damage with their venom.

*This ability replaces persistent mutagen.*
Golden Thorn (Ioun Stone)

Price:18,000gp CL:12th

Each golden thorn is attuned to a specific type of bardic performance upon creation. When the wearer of a golden thorn begins a bardic performance, any numerical bonus provided by the attuned song increase by 1. Bonuses provided by this ioun stone do not stack with multiple stones of the same type, though multiples may be used at once, provided they are attuned to different bardic performances.

Construction Requirements: 12th level, Bardic Performance class feature Feats: Craft Wondrous Item; Cost 9,000 gp.
Bottomless Barrel (Ranged Weapon Enchantment)

**Price** +2 Bonus; **Aura** strong conjuration; **CL** 5th; **Weight** -

This special ability can only be placed on guns. This gun never needs to be reloaded. After one shot is fired, a mundane bullet and powder magically appear in the chamber. This ability prevents the user from using a bottomless barrel firearm with special ammo types such as AP or Alchemical rounds. Firearms with multiple proprietary ammo types such as the China Lake or PGM Hecate cannot be used in conjunction with Bottomless Barrel.

Craft Magic Arms and Armour; **Spells** *reloading hands;* **Cost** +1 Bonus
Woodland Sniper (Slayer Archetype change)

*Woodland snipers are guardians of forest and grove, keeping vigil on their borders and hunting bounties and trespassers from the shelter of sturdy branches.*

**I Have the High Ground!** (Ex)

A Woodland Sniper gains a +1 circumstance bonus on all ranged attack rolls made from elevated terrain. (Elevated terrain being constituted as a position that is at least 10ft higher in elevation than their target's, excluding attacks made while flying or falling.) This bonus increases by +1 per 6 levels of Slayer the Treetop Sniper possesses, to a maximum bonus of +3 at 18th Lv.

This ability replaces track.

**Ranged Sneak Attack** (Ex)

Beginning at 3rd level; whenever a Woodland Sniper makes a ranged sneak attack, the size of their sneak attack dice increase to 1d8's. On all melee attacks; they become 1d4's.

This alters sneak attack.

**Still Shot** (Ex)

At 7th level, the woodland sniper reduces the penalty on Stealth checks to remain hidden while sniping by half his slayer level.

This replaces stalker.

**Canopy Climber** (Ex)

At 11th level, the woodland sniper gains a climb speed equal to his/her base movement speed; and they also gain the Druid's Woodland stride ability.

This allows the Treetop Sniper to walk upon and through the canopy of trees without penalty; nor or fear of falling / snapping a limb without outside influence.

This replaces swift tracker and slayer’s advance.
Thurgrod Forgeborn

Template:Infobox character

**History**

Thurgrod spent the first half-century of his life in a dwarven stronghold in the Fog Peaks

 File:32728687951 2f84d77fda b.jpg   Born the child of a priest of Torag and an arcane smith, he followed in their footsteps, also joining the clergy, though not forsaking his studies, learning the arcane secrets of wizardry and the crafting of wondrous items. Upon a revelation from Torag, Thurgrod left his home, in pilgrimage to Nibiru.

**Apperance**

Short and stocky, like most dwarves, Thurgrod proudly wears his thick brown beard in a series of careful braids, and is often in the garb of a shop keeper or blacksmith.

 File:Ryan-valle-dwarf-craftsman-cr.jpg  Of note is his thick accent, which makes him hard to understand for some.

**Personality**
Gruff and often hard to understand, Thurgrod is a devout follower of Torag, and a proud smith. He takes great pride in his work, often forging little customizations based on what he knows of the customer. An industrious merchant, when he's not busy forging magical equipment, he's forming mercantile connections.

 File:Afeb0a18536d438b5f97d13f291b5c33.jpg   File:5848a7d37f890977f5176f57290ec526.jpg
**Relationships**
Aria: A catfolk who has ordered quite a few items from him, probably his most faithful customer, if a bit eccentric

Weiming: Another common customer, as well as a fellow smith who he has judge the work of

Nemesis: A wizard whose foolishness once cost his life. While she has not asked, he will not craft for her, seeing her too reckless and foolish to be trusted with his works

**Aspirations**

Thurgrod seeks to bring Torag's will to Nibiru, as well as make some coin in the process. He has considered exploring the nearby mountains once he has finished some more constructs, as well as have made more allies.

 File:Torag holy symbol.jpg
Lao Shu

Template:Infobox character

**History**

She doesn't talk much of the time before she joined the temple that raised her past 12. Here, the young catfolk took a number of vows that have dictated her life since then; a Vow of Celibacy, shunning away from pleasurable contact with others; a Vow of Chains, restrictions of her movements that are done to speak out against slavery; a Vow of Cleanliness, she no longer touches the unclean nor allows herself to become such; a Vow of Peace, she will not deal the first blow nor will she take a life that could be spared; a Vow of Silence, she shall speak no more; and a Vow of Truth, she expresses no falsehoods. The temple she joined was a hidden sanctuary in the wall of

 File:Taktshang-03.jpg   heaven, where practitioners of numerous styles trained, and as the young Lao Shu watched, she learned the basics of these styles, and how they would work together.

**Appearance**

An unusually short catfolk at 4'6", with a similarly unusual general lack of fur and white tiger pattern, with Magenta eyes. She normally wears monk robes that hide her restraints. She is almost always immaculately clean, taking extra care of her hair.

 File:Catfolk-11.png
**Personality**
A rather serious and straight-forward person, though less so than her vows may make her appear to some. At times she has to struggle not to laugh, so as not to break her vow. Whatever happened in her early childhood seems to have deeply scarred her, enough that she tries to deflect the questions regarding it with "I'd rather not discuss that".

**Relationships**
Nikeapolis: A deaf gnome she met in Bir's inn, she wonders where she went.

Tethealla: An elf she likewise met in Bir's inn

Sid: A friendly snake-man who's shown interest in her past

Smao: A tiefling who's shown concern for her upon learning of her vows, she's largely avoided him since learning of his relationship status

**Aspirations**

She seeks enlightenment, and sees her path to such through the mastery of many styles, assisted by the restraints she's placed upon herself. This path has taken her over the Crown of the World, and eventually to the new continent of Nibiru, where, eventually she will start her own temple.
Divine Scholar

*Some clerics are adept at keeping the tomes full of prayers in right order. Others, like the Divine Scholar, have taken this fascination to another level. They devote themselves to their deities through rigorous study and mastery of the secrets that their gods trust only to few.*

*The Divine Scholar is an archetype of cleric.*

### Inspired Devotion

A Divine Scholar uses Intelligence instead of Wisdom as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on) and to determine the effects and number of uses of her domain powers.

### Sacred Writing

A Divine Scholar must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all Divine Scholars can prepare from memory).

A Divine Scholar begins play with a spellbook containing all 0-level cleric/oracle spells plus three 1st-level spells of her choice. The Divine Scholar also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new Divine Scholar level, she gains two new spells of any spell level or levels that she can cast (based on her new Divine Scholar level) for her spellbook. At any time, a Divine Scholar can also add cleric/oracle spells found in other Divine Scholar's spellbooks to her own. A wizard, magus, nor arcanist cannot copy spells from a Divine Scholar's spellbook, nor can a Divine Scholar copy spells from their spellbooks.

*This alters spellcasting.*

### Magical Teachings

A Divine Scholar has access to magical teachings from her deity, at the expense of only being well versed in less. A Divine Scholar may only select one domain, but can select the Magic domain, regardless of if it belongs to her deity. If her deity already has the Magic domain, she may select any subdomain of Magic as her domain.

*This alters domains.*

### Familiar (Ex)

A Divine Scholar acquires a familiar as the arcane bond wizard class feature, using her Divine Scholar level as her wizard level to determine any of the statistics and abilities of the familiar. If the Divine Scholar receives a familiar from another class, her levels of Divine Scholar stack with the levels from that class when determining the familiar’s statistics and abilities.

### Forbidden Texts (Sp)

At 3rd level a Divine Scholar may add a spell from the sorcerer/wizard list to her spellbook and cast it as a divine spell.  This spell must be one level lower than the highest she can cast. At 5th level and every two levels thereafter she may add an additional spell in this way.

*This ability replaces channel energy.*

Thanks to the lovely people in Fiends Reach for this creation:

☀https://fiendsreach.fandom.com/wiki/Rune\_Sage\_(Cleric\_Archetype)
Chems

### **Jet**

About: This red inhaler causes the user to feel incredibly fast and powerful for short periods of time, but is highly addictive

Type: Inhaled

Effects: +2 Dex for 1hr

Damage: -2 Con

Addiction: Heavy DC 22

Price: 75gp

### **Psycho**

About: GET BIG MAD DO BIG HURT

Type: Injected

Effects: +2 STR and DR /- 1 for 1hr

Damage: 2 Int damage, and the user is Fatigued for 1d4 hours after the drug wears off.

Addiction: Moderate DC 18

Price: 200gp

### **Med-X**

About: These syringes contain powerful painkillers, as well as stimpak ingredients.

Type: Injected

Effects: DR/- 5 and +2 CON for 1hr

Damage: 2 INT 2 CHA

Addiction: Heavy, DC 22

price: 350gp

### **Mentats**

About: These amber-colored lozenges instill within the user a slightly increased agility and enhance both physical beauty and speech, but can cause the user to develop the shakes over time.

Type: Ingested

Effects: +2 INT, +1 to CHA based skill checks.

Damage: 2 DEX

Addiction: Moderate, DC 18

Price: 175gp

### **Buffout**

About: These pre-war steroids can help any athlete power through a tough physical strain.

Type: Ingested

Effects: + 2x the User's HD in Temporary HP and +1 STR for 1 hour

Damage: 2 INT Damage

Addiction: Moderate DC 18

Price: 175gp

### **Rad-X**

About: An incredibly potent anti-radiation drug, hard to replicate as no known recipes exist.

Type: Ingested

Effects: +4 on Fort saves vs radiation for 24hours

Damage / Addiction: None

Price: 200 caps

### **Rad-Away**

About: The easiest way to purge radiation from one's body with only minor side effects.

Type: Injected

Effects: Removes 6d6 Max HP damage from radiation exposure.

Damage / Addiction: None

Price: 300 caps

### **Steady**

About: Calms the hand jitters

Type: Injected

Effects: Allows the user to target touch AC within their first range increment with firearms.

Damage / Addiction: 1D4 STR; Heavy DC 22

Price: 400gp
Shielding Spell (Metamagic Feat)

Shielding Spell (Metamagic)

Your healing spells can now shield your allies at full health.

Level Increase: +2

Benefit: Any excess healing done by a Shielding Spell grants temporary HP equal to the amount of healing leftover after max health is reached. This temporary HP is lost first and lasts a number of rounds equal to the spell's level. This temporary HP can never exceed an amount equal to the healed creatures base maximum HP.
The masked willow

## History

### the beginning

Thousands of years ago, after the creation of the first world and the experiments that the gods created, there were a number of fae lives that came to be. Many of them were playful and tricky, Some of them curious and experimental, but all of them immortal in their own right. Never claimed by death, a fae creature dying was almost unheard of unless forced to by a creature of superior power.

The exception came with the Gnomes. rendered dulled by their boredom, they sought out thrills and excitement. Connissuers of the neauvou as they would willingly and wantonly expose themselves to death and then later revival, skipping through Pharasma's spiral.

This angered the grey goddess, who took vengeance upon them. Giving them the ability to truly die and a curse -a curse known as the bleaching.

Now, not all creatures had the Gnome's suicidal tendencies or extravagances, however, there was a fae creature who lived in the first world who experienced the same level of bordeom as the gnomes. in the shape of weeping willow, yet adorned with
Medicinal Marauder (Rogue Archetype)

### Skilled Healer

The Medicinal Marauder may gain one of the following bonus feat(s) instead whenever they would normally gain a rogue talent.

Skill Focus (Heal), Self-Sufficient, Healer's Hands, Incredible Healer,

*This ability modifies Rogue Talents*

### Morphine

Whenever you Treat Deadly wounds or perform long term care on a creature, they also gain temporary hit points equal to 1d6 per 2 rogue level(s) beyond 1st; in addition to the normal effect(s) of the Healing. These temporary hit points last for up to one hour.

*This ability Replaces Sneak Attack*

### Potent Healing

Whenever a medic uses his Heal skill to perform long-term care, the subjects of his long-term care recovers 2 hit points per level for a full 8 hours of rest, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest, rather than the standard 1 or 2 per day.

Also, when treating deadly wounds, the subject recovers 2 hit points per level instead of 1. The medic also adds his Wisdom modifier (if positive) to the amount of hit points the subject recovers when performing long-term care or treating deadly wounds if he or she exceeds the necessary DC by 5 or more.

Finally, a medic gains half their rogue level as an untyped bonus to their Heal skill.

*This ability replaces Trapfinding*

### Fast Hands (Su)

At third level, treating deadly wounds takes 10 minutes instead of one hour to perform. At 7th level, treat deadly wounds takes 1 minute. At 11th level, a medic may treat deadly wounds as a full-round action that provokes an attack of opportunity.

At 11th level and beyond, whenever a medic uses long-term care on a creature, that creature may recover one point of attribute drain per day. The medic may also spend 1000 gp in rare medications to heal one negative level from the subject of his long-term care. A subject may only be healed of one negative level per day.

*This ability replaces Danger Sense*

### Self-Care

The medic may perform long-term care, and may treat deadly wounds, on themselves by taking a -5 penalty on their Heal check.

*This ability replaces Debilitating Injury*
Fallout Races

**Humans:** Just use the pathfinder human

**Ghouls** are decrepit, rotting, zombie-like mutants. They are recipients of intense and prolonged radiation sickness which decays their skin, and in some cases their ligaments. Paradoxically, they also have greatly extended overall lifespans and are, allegedly, immune to and even regenerate health from the hazards of background radiation and/or nuclear fallout

Ghouls gain the following attributes...

* Ability score bonuses follow the base race's; but they gain no racial abilities; and instead gain the ghoul's
* Ghouls take no rads from food or drink
* Ghouls gain the diehard and endurance feat(s) for free at level one.

**Robots** are the remnants of the General Atomics company, with many different models still functioning in the wasteland today, they continue to serve a multitude of purposes.

Robots gain the following attributes....

* Robots gain a +2 bonus to any one ability score of their choosing to represent their varied nature.
* Robots are their own Unique type and Subtype. Robot (Robot)
* Robots don't need to breathe, eat or sleep.
* Robots gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease, poison, and sleep effects.
* +1 Nat Armor
* You can be a robot of any size category between tiny and large; using the appropriate modifiers for each. They cannot be magically enlarged or reduced in size.
* For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Robots count as constructs even though they do not possess the entirety of a construct's base traits by creature type.
* Robots are constructs; and cannot be healed by traditional means. A successful Craft: (Robotics) check can be used to heal a robot identically to a heal check (including skill unlocks). Some spells can also be utilized to repair constructs like robots.
* If you die, you explode in a 15ft radius for 1d6 fire damage per HD you possessed, reflex save for 1/2. (DC = 10 + CON + 1/2 HD), and can only be restored via a *Memory of Function*
3rd Party Approved Feats

The below options have been approved for characters in Nibiru. No application is necessary (unless otherwise stated). 3rd party options should be linked to their respective d20PFSRD or other page but also printed below in case there are changes made for use in Nibiru. If ever there's a conflict in wording, use the rules printed here.

Anything marked with "**Playtest**" may be revoked at any time due to an unfavorable conclusion of the playtest (in which case, any characters that took the now banned content will be able to retrain the option instantly for free, or refunded gp).

## Feats

### Powerful Throwing

The feat Powerful Throwing is available from the linked page with the following changes.

**Benefit**: You can use your Strength modifier for both your attack and damage rolls with thrown weapons that do not target Touch AC. When attempting to target Touch AC, such as with Alchemist bombs or alchemical weapons (acid flasks, alchemist's fire, etc.), the user still uses their Dexterity modifier for attack rolls.

### Strange Revelation

You may apply this feat when you retrain one of your revelations.
File Of Natural Weapon Sharpening

**Cost**: 300gp

**Slot**: Slotless

**Effect**: By spending an hour you can apply the masterwork quality to all of your natural attacks by sharpening and maintaining your teeth, hooves, claws, horns, ect. This bonus ends after 24 hours. This effect can only work on natural weapons that have either slashing or piercing damage, and only one attack per file.

**Craft**: DC 10 craft tool
Fallout Traits

### **Claustrophobia / Agoraphobia**

Pick one ability score. You gain a -2 bonus to this ability score while indoors, and a +2 while outdoors. (Or vice versa.)

### **Day Tripper / Night Owl**

Pick one ability score. You gain a +1 morale bonus to this ability score during the day, and a -1 at night. (Or vice versa.)

### **Heavy Handed**

You gain a +1 Bonus on Melee damage rolls while unarmed, but also suffer a -2 Penalty on critical confirmation rolls while Unarmed.

### **Chem Reliant**

You're less resistant to Chems, both amplifying their effects and making it much easier for you to get addicted to them. All chems numerical effects are increased by 2 and last twice as long, but you take a -4 to saves against becoming addicted and overcoming addiction and the addiction penalties are increased by 2.

### **Chem Resistant**

You're naturally more resistant to the effects of Chems. All of the numerical effects from Chems are halved and they last half as long, but you have a +4 on saves against becoming addicted to them and for overcoming addictions to them and the penalties from addiction are halved.

### **Hot Blooded**

Gain a +1 Bonus on all damage rolls while below 25% of your maximum HP, but lose the mental capacity for spellcasting, INT / WIS / CHA based skills, and anything that requires patience or concentration until your HP is restored, or you fall unconscious.

### **Skilled**

Gain a +3 untyped bonus to Any non Strength skills permanently; but suffer a -2 penalty to all weapon damage rolls.

### **Built to Destroy**

Gain a +1 bonus on all weapon damage rolls, but all weapons wielded by you gain the [fragile] property; causing them to break upon rolling a natural 1.

### **Four Eyes:**

You gain a +2 Bonus to Perception while wearing glasses, and a -4 penalty without them. Whenever you take more than 25% of your HP in damage from a single instance of damage, your current pair of glasses shatter, gaining the broken condition, and becoming useless for the purposes of incurring a perception bonus until repaired.

### **Jinxed:**

Anybody within 30 feet of you (including yourself and allies) now invoke critical mishaps, and do so on both a natural 1 or 2.

### **Black Widow / Cherchez La Femme**

*You've got the "right" stuff*: +2 to all Charisma based skill checks when talking to (N)PCs of the same race attracted to your sex, -2 to all Charisma based skill checks when talking to (N)PCs of the same race not attracted to your sex.

### **Small Frame**

You gain a +5ft increase to your base movement speed; but your carrying capacity is reduced by 1/2.

### **Large Frame**

Your carrying capacity is treated as if you were one size category larger than normal, but you gain a permanent -1 penalty to AC

### **Wild Wasteland**

You Invoke strange occurrences if you roll a 100 or a 1 on a 1d100 roll....some good,....some not so good.

### **Growth (Ghoul Only)**

You have a small tree growing out of your head; that occasionally bears fruit. You can gain one Goodberry once per day; but must hydrate normally for the plant to bear fruit each day.
Gargoyle

**+2 Strength or +2 Dexterity, +2 Constitution, –2 Charisma**

Gargoyles are either strong or both agile and tough, but also a bit aloof.

**Medium:** Gargoyles are Medium creatures and have no bonuses or penalties due to their size.

**Normal Speed:** Gargoyles have a base speed of 30 feet.

**Darkvision:** Gargoyles can see in the dark up to 60 feet.

**Freeze:** A Gargoyle can hold itself so still it appears to be a statue. A Gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.

**Long Sleep:** Gargoyles do not age while they sleep. They can sleep for long periods of time—months, years, or even centuries. Most Gargoyles prefer to slumber only when perched high on sturdy and familiar buildings. They are able to determine the conditions under which they wake from this sleep, such as being called by name or when threatened. During this sleep, they appear to be a stone statue (see Freeze above).

Gargoyles do not need to sleep regularly, but many choose to do so to avoid aging more rapidly. They are not immune to sleep effects. Gargoyle spellcasters need to meditate for 4 hours before preparing spells, and can only achieve the state of mind needed to do so once per day.

**Natural Armor:** Gargoyles’ stony hides grant them a +2 natural armor bonus.

**Recognize Gargoyle:** Gargoyles get +4 on their perception checks to detect a gargoyle using the freeze ability to resemble a statue.

**Gargoyle Stubbornness:** Gargoyle get a +2 racial bonus on saving throws to resist enchantment spells but, when affected, suffer the effects of the enchantment for double the normal duration. Gargoyles must roll a save to resist enchantment spells that are harmless or beneficial such as heroism and rage regardless of their intentions.

**Languages:** Gargoyles begin play speaking Common and Terran. Gargoyles with high Intelligence scores can choose from the following: Dwarven, Giant, Gnome, Goblin, Orc, and Undercommon.

*Adapted from In the Company of Monsters by Rite Publishing*
Ancient Cube (Ioun Stone)

Cost: 10,000gp CL:12

If the owner of this Ioun Stone is a paladin or paladin of freedom and maintains the tenets of their oath; they gain an additional +1 point of healing per die when the use the Lay on Hands class feature, as well as increasing the range of their Detect Evil or Detect Charm by another 60 feet, to a maximum of 120ft. If the paladin ever falls (Breaks their oath) while wearing this Ioun Stone, it immediately becomes a Dull Grey Ioun Stone. Bonuses provided by this ioun stone do not stack with multiple stones of the same type.

Construction Requirements: 12th level, Lay on Hands class feature Feats: Craft Wondrous Item; Cost: 5,000 gp.
Thrower (Fighter Archetype)

*It takes more than just a strong arm to use throwing weapons, such as the javelin or the throwing axe. It takes precise aim and delicate control. Some fighters excel at this and know how to make a throw really count. A thrower has the following class features.*

**Eye for Distance (Ex)** At 2nd level, the thrower reduces range penalties he suffers with thrown weapons by 1, and an additional 1 for every 6 levels they possess beyond 2nd. (To a Maximum penalty reduction of -4 at 20th level)

*This ability replaces Bravery*

**Supple Wrist (Ex)** At 3rd level, the thrower may make some combat maneuvers against opponents within the first range increment of their thrown weapons. The Thrower may attempt any of the following maneuvers against opponents within the first range increment of their weapon; without provoking an opportunity attack in return for failure: Bull Rush, Dirty Trick, Disarm, Sunder, or Trip.

*This ability replaces armor training 1.*

**Distance Thrower (Ex):** Starting at 7th level the Thrower may add 10 feet of range to the base Increment of any thrown weapon(s) they use.

*This ability replaces armor training 2.*

**Strong Arm (Ex)** Starting at 11th level, the thrower adds their full Strength modifier to attack and 1 ½ times his Strength modifier to damage with thrown weapons. If the weapon is thrown with both hands they add double their Strength modifier.

*This ability replaces armor training 3.*

**Greater Trick Throw (Ex)** At 15th level, the thrower may make some combat maneuvers against opponents within the second range increment of the thrown weapon. The Thrower may attempt the Combat Maneuver they selected for Trick Throw within their second range increment.

*This ability replaces armor training 4.*

**Return to Sender (Ex)** At 19th level, the Thrower gains Snatch Arrows and Throw Back Arrows as bonus feats; ignoring regular prerequisites. If the weapon returned via these feats is a thrown weapon; it gains the Vorpal magic weapon property, but only during the rebuttal attack.

*This ability replaces armor mastery*
Eldritch Focus

**Aura** faint evocation; **CL** 5th; **Slot** none; **Price** 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight --

The Eldritch Focus allows a Warlock to concentrate the power they harness and further increase its damage and accuracy. While wielding the Eldritch Focus the Warlock gains an enhancement bonus equal to the item's bonus to both attack and damage when applicable to their Eldritch Blast and Invocations.

Only an enhancement bonus can be applied to a magical focus, not special weapon properties.

Items gained by the Fetish class feature or eligible as a Wizard's bonded item can become Eldritch Foci.

**Feats** Craft Wondrous Item; **Spells** magic weapon; **Special** creator's caster level must be at least three times the focus's bonus; **Cost** 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Craterstomp Rager (Barbarian Archetype)

This ability replaces Trap Sense.

### Lesser Plunging Fury

The barbarian gains a +1 bonus to damage rolls made while falling. In addition, they create an area of difficult terrain when plummeting back towards the planet. When the barbarian falls at least 10 feet while raging, they create a 10ft radius of difficult terrain around their point of impact. If the barbarian falls at least 100 feet before impact, this radius increases to 15 feet. The Barbarian themselves remain unhindered by their own crater; provided they maintain raging.

This replaces the Rage Power gained at 2nd Level

### Plunging Fury.

The Barbarian has learned how to leap with the strength of their Ancestors; channeling their inner rage and desire to plummet unto enemies into a glorious raging bound. As a move action while raging, the barbarian can leap up to 10 feet in any direction per level of barbarian they possess, provided they have a line of sight to their destination. They must land at least 5 feet from their initial launch point. This movement does not provoke attacks of opportunity.

This replaces the Rage Power gained at 6th level.

### Greater Plunging Fury

Enemies caught within the crater’s area of effect from Plunging Fury now take damage equal to the falling dice the barbarian would receive upon impact, in the form of bludgeoning damage. This damaging explosion is caused by the uproar of rocks and impact debris sent flying when the Plunging Rager descends. Enemies must make a Reflex save on impact DC=(10 + ½ Barbarian Level + CON mod). A successful save allows enemies to take ½ damage and avoid falling prone.

This replaces the Rage Power gained at 10th level.

### Tunguska Strike

The Barbarian may choose to apply the bonus damage dice from falling to all melee attacks made while falling in a round; rather than only the first. If they choose to do so, they also inflict the same amount of extra die to themselves (again) with each additional attack, regardless if the attempted attack(s) hit.

This Replaces the Rage Power gained at level 20.