recursal/Fanatic-Fandom huggingface dataset:
List of Moves

A list of moves found in Pokemon Varia Blue! To see all the moves in Pokemon AlteRed, go to List of Moves in Pokemon AlteRed. Many moves have changed from their vanilla counterparts here, and the variety of moves for each type has been enhanced!

Any move name that is highlighted in yellow is a new moves that has no particular canon equivalent.
Air Bubble

School: Conjuration (Creation)

Tier: 1

Components: S

Casting Time: 1 Standard Action

Range: Touch

Target: One creature or one object no larger than a Large two-handed weapon

Duration: 1 minute/level

Saving Throw: Will Negates

Spell Resistance: Yes (Harmless)

Air bubble creates a small pocket of breathable air that surrounds the
touched creature’s head or the touched object. The air bubble allows the
 creature touched to breathe underwater or in similar airless
environments, or protects the object touched from water damage. A
firearm within an air bubble can be loaded assuming the black powder
comes from a powder horn, a cartridge, or some other airtight protective
 device and fired. When shooting such a firearm underwater, the shot
still takes the standard –2 penalty on attack rolls
 for every 5 feet of water the bullet passes through, in addition to
normal penalties due to range. If a firearm within the air bubble
explodes, the explosion occurs normally.
Abyssal Vermin

School: Transmutation

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: One vermin or vermin swarm

Duration: 1 Minute/Level

Saving Throw: Fort Negates (see text)

Spell Resistance: Yes

You infuse the target with power from the Abyss, granting it the fiendish creature simple template. The swarm gains DR 5/good if it has at least 5 Hit Dice, or DR 10/good it if has at least 11 HD. It gains cold resistance 5 and fire resistance 5 if it has at least 5 HD, or cold resistance 10 and fire resistance 10 if it has at least 11 HD. It gains spell resistance equal to its CR + 6.

Once per day, it can smite good (as a swift action against a good opponent, the vermin adds its Charisma bonus to its attack rolls and its HD to its damage rolls until the opponent is dead). If the targeted vermin is under your command, it automatically fails its saving throw against this spell. This spell has no effect on vermin that already have the fiendish creature simple template.
Animate Weapon

Tier: 2

Force Cost: 2

Force Alignment: Universal

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: Single weapon

Duration: 1 Round/Level

Saving Throw: Negates

Concentration: No

You select a melee weapon within this power’s range that is not worn or carried by a conscious creature other than you, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your Wisdom modifier damage. The type is of the normal damage dealt by the weapon.

While the weapon is animated, on each of your turns you can use a standard action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

An enemy can attempt to gain control of the weapon by using its action to make a Strength check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

### Force Potency

For every 2 extra points you spend on this power, the weapon’s damage increases by 1d8.
Absorb Dorje

**Discipline:** Psychometabolism

**Level:** 1

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** Until discharged; up to 24 hours

**Power Points:** 1

A light nausea overtakes you as you witness violation of your body, and a solid object slides under your skin. When you manifest this power, you must be holding a psionic dorje that contains a power that is on your power list but is not necessarily one of your powers known. That dorje merges into your flesh, becoming part of your body.

As long as the dorje you have absorbed has charges, you may manifest its contained power as if it was one of your powers known. You must expend power points as normal to manifest the absorbed power as well as one charge from the dorje. The manifested power uses your manifester level and ability score for purposes of determining its DC and other variable effects.

Once the absorbed dorje runs out of charges, it is immediately ejected from your body. You cannot eject it earlier voluntarily however a day after you absorb the dorje, it will slide harmlessly from your skin as *absorb dorje* expires. You can never have more than one dorje absorbed; attempting to manifest this power again while it is already in effect does not work.
Amateur Gunslinger

Although you are not a gunslinger, you have and can use grit.

**Prerequisite:** You have no levels in a class that has the grit class feature.

**Benefit:** You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.

At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1).

You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.

**Special:** If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
Adept Channel

*Some adepts enjoy a greater connection to their gods, and can channel their faith through their symbols. You gain the ability to channel energy as a cleric.*

**Prerequisites:** Ability to cast divine spells, caster level 4th, Charisma 13.

**Benefit:** You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the cleric’s channel energy ability, except that your effective cleric level is equal to your divine spellcasting class level –3. Unlike a cleric, however, the number of times per day you may channel energy is not affected by your Charisma modifier.
Alchemical Allocation

School: Transmutation

Tier: 2

Components: S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Round

Saving Throw: None

Spell Resistance: No

This extract causes a pale aura to emanate from your mouth.

If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.
Animal Ally

*Your respect for nature is so great that you can form a deep and lasting friendship with an animal.*

**Prerequisites**: Nature Soul, character level 4th, must not have an animal companion.

**Benefit**: You gain an animal companion as if you were a druid of your character level –3 from the following list: badger, bird, camel, cat (small), dire rat, dog, snake (viper), or wolf. If you later gain an animal companion through another source, the effective druid level granted by this feat stacks with that granted by other sources.
Abolisher

Abolishers are incorruptible templars who weed out creatures of alien, unnatural origins, finding and exposing aberrations for what they are.

## Abilities

### Revealing Gaze (Ex)

An abolisher receives a morale bonus on opposed Perception checks against other creatures’ Disguise and Stealth checks equal to half her Templar level (minimum +1). She grants this bonus to all adjacent allies.

### Expose Aberration (Sp)

At 2nd level, an abolisher can use detect aberration at will. When she hits a creature with a weapon attack, she automatically knows if the creature is an aberration or not. At 5th level, she can activate her bane ability as an immediate action after she hits an aberration but before damage is rolled.

This ability replaces detect alignment and alters bane.

### Escape Corruption’s Grasp (Sp)

At 5th level, an abolisher is divinely protected against the grasping tentacles and paralyzing secretions of aberrations. For a number of rounds per day equal to her Templar level, she can ignore impediments to movement, as per freedom of movement. These rounds don’t need to be consecutive. Activating this ability is an immediate action.

This ability replaces discern lies.
Absorb Spirit

*You absorb restless spirits into your body at the cost of your own life force and sanity.*

**Prerequisite(s)**: Con 13, must have died at least once or been possessed by an undead creature.

**Benefit(s)**: When an incorporeal undead with the rejuvenation special ability or a haunt is reduced to 0 or fewer hit points within 30 feet of you, you can attempt to absorb its spirit into your body as an immediate action. You must attempt a Will save with a DC equal to 5 + twice the CR of the undead creature or haunt. If you are a medium with the haunt channeler class feature, you receive a +2 bonus on this saving throw. If you succeed, you harbor the undead or haunt’s essence, and it cannot continue to rejuvenate or manifest until you release it. For every 24 hours that you harbor the entity, you must attempt a Constitution check (DC = 10 + the CR of the undead or haunt). If you are a medium with the haunt channeler class feature, you receive a +2 bonus on this check. If you fail the check, you take 1d4 points of Constitution and Wisdom damage. If you succeed, you take 1 point of Constitution and Wisdom damage. No effect can prevent or reduce this ability damage, nor can the ability damage be healed or suppressed by any means until you release the spirit. You can release the spirit at any time as a standard action, at which point the spirit returns to its former location and begins rejuvenating or manifesting again as normal. If you die from the Constitution damage, the spirit is released, and if you become comatose from the Wisdom damage, the spirit gains control of your body (and can release itself whenever it desires).
Agonize

School: Evocation [Evil, Pain]

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: One conjured outsider or elemental (see text)

Duration: 1 Round

Saving Throw: Fort Negates

Spell Resistance: Yes

You afflict a creature you have conjured via *planar ally* (or a similar spell) with bolts of vicious energy. These foul energies inflict terrible pain upon the conjured creature, torturing it to make it more pliant to your will. The targeted creature must make a Fortitude save or take a -1 penalty for every 2 levels you possess (maximum -10) on all saves and checks made against you for the next hour. In addition, creatures that demand payment for their services reduce the payment by 20% for every 4 levels you possess (maximum 60% reduction). However, beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release. This spell has no effect on creatures that are immune to nonlethal damage.
Acute Senses

School: Transmutation

Tier: 2

Components: V, S, M (A glass lens)

Casting Time: 1 Standard Action

Range: Touch

Target: creature touched

Duration: 1 minute/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes

The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, and +30 (the maximum) at caster level 16th.
Aether-Touched Druid

Aether-touched druids gain influence over constructs and creatures with the aether subtype at the cost of their connection to animals.

## Abilities

### Aetheric Empathy (Ex)

An aether-touched druid can communicate with creatures possessing the aether subtype even if they do not have a language or an Intelligence score. This ability functions as wild empathy. While this ability works on creatures with an Intelligence higher than 3, the aether-touched druid takes a –4 penalty on aetheric empathy checks with such creatures. This ability modifies wild empathy.

### Aether Magic

An aether-touched druid adds the following telekinetic spells to her druid spell list at the following spell levels: mage hand (0), *telekinetic projectile* (0), feather fall (1st), *pilfering hand* (2nd), levitate (3rd), fly (4th), *force punch* (4th), *telekinetic maneuver* (4th), *telekinetic charge* (5th), overland flight (6th), telekinesis (6th), enemy hammer (7th), mass fly (8th), reverse gravity (9th), telekinetic sphere (9th).

This ability replaces nature sense.

### Aether-Warped Summons (Su)

At 4th level, an aether-touched druid can summon aether-warped creatures with summon nature’s ally spells. When she casts summon nature’s ally, she can treat the spell as one level lower for the purposes of which table she can choose the creatures from. If she does, all creatures summoned appear with the aether-warped template (see Alien Bestiary Companion). This ability replaces wild shape.

### Aether-Warped Shape (Su)

At 6th level, an aether-touched druid can take the shape of an aether-warped creature. This ability functions like wild shape, but the druid can take the form of a Small or Medium animal at 6th level, a Tiny or Large animal or Small or Medium plant at 10th level, a Diminutive or Huge animal or Tiny or Large plant at 14th level, and a Diminutive or Huge plant at 18th level. She does not gain the ability to become an elemental. She gains the aether subtype while transformed into animal or plant shapes.

### Aether Influence (Sp)

Once per day, an 8th-level aether-touched druid can charm creatures with the aether subtype, as if they were plant creatures targeted with command plants. At 12th level and every four levels thereafter, the aether-touched druid can use this ability one additional time per day. The save DC is 10 + 1/2 the druid’s level + her Wisdom modifier.

### Aetherite Resistance (Ex)

At 9th level, an aether-touched druid gains a +4 bonus on saving throws against aetherite radiation and against force effects and telekinetic effects. This ability replaces resist nature’s lure.
Aberrant Bloodline (Bloodrager)

*There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.*

While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage.

## Abilities

#### Staggering Strike (Su)

At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your Bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

#### Abnormal Reach (Su)

At 4th level, your limbs elongate; your reach increases by 5 feet.

#### Aberrant Fortitude (Su)

At 8th level, you become immune to the sickened and nauseated conditions.

#### Unusual Anatomy (Su)

At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

#### Aberrant Resistance (Su)

At 16th level, you are immune to disease, exhaustion, fatigue, and poison, and to the staggered condition.

#### Aberrant Form (Su)

At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet. You have these benefits constantly, even while not bloodraging.
Aberrant Essence

School: Conjuration

Tier: 3

Components: S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Round/Level (D)

Saving Throw: None

Spell Resistance: No

You angle your body into and out of an alternate dimension in quick succession. Your outer surfaces (and those of your equipment) disappear and reappear in a disturbing peeling effect that reveals inner layers, including your musculature and circulatory systems. At times, parts of your body disappear entirely. At other times, they reappear as roiling layers of disjointed innards that merge and split apart with lightning speed. While under the effects of this spell, physical attacks against you have a 50% miss chance and spells that individually target you have a 50% chance to fail. You take only half damage from area-of-effect attacks. You also have a 50% chance of ignoring solid objects during each move action. Force effects and abjurations affect you normally.

Although you are only partially visible, you are not considered invisible and enemies retain their Dexterity bonus to their AC against your attacks. You receive a +2 bonus on attack rolls and cannot be flanked, but opponents’ piercing and slashing weapons have a 50% chance per attack of being treated as keen due to your exposed organs.

The Blind-Fight feat does not help your opponents because you are in an alternate dimension and not merely invisible. Your senses while you are affected by this spell remain perfectly intact.
Allegro

School: Transmutation

Tier: 2

Components: V

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 round/level

This spell allows you to act more swiftly while maintaining a bardic
performance. You must already be maintaining a bardic performance before
 you can cast *allegro*. You gain the benefits of the spell *haste*
 for as long as you maintain that bardic performance. If you cease
maintaining the bardic performance or it is interrupted, this spell’s
duration ends. As an immediate action while you are maintaining a bardic performance, you can dismiss *allegro* to reroll a Reflex save or Dexterity-based
 skill check. You must choose to reroll before the result of the
original roll is known. You must take the result of the reroll, even if
it’s worse than the original roll. Allegro dispels and is dispelled by *slow*.
Angelborne

Born the child of an angel and pony, the Angelborne is the peak of beauty. Angelborne are usually always the most beautiful creatures in a room, and their transparent wings can shine brightly as a beacon of beauty. The Angelborne's blood, filled with the holy power of their angel parentage, is used as a protection against evil demons.

## Stats

**STR** -5

**DEX** +3

**CON** -3

**INT** +0

**WIS** +5

**CHA** +0

## Racial Traits

### Type

The Angelborne is an Outsider (Native, Angel)

### Age

The Angelborne is considered mature at age 18. They tend to live for 150 years.

### Speed

The Angelborne have a Land Movement Speed of 30 ft. They have a Flight Movement Speed of 35 ft.

### Darkvision

The Angelborne has Darkvision up to 60 ft.

### Angelic Resistance (Ex)

The Angelborne gains Energy Resistance 5 against Acid and Cold. At 10th level, you also gain immunity to petrification.

### Celestial Wings (Su)

An Angelborne's wings are considered incorporeal, and any attacks are attempts to touch the wings cause them to phase through them. As a swift action, they can cause their wings to light up for 5 minutes, which creates a 60 ft radius of light. Upon activation of this ability, any creature within 30 ft of the Angelborne must roll Reflex (DC 10 + Level + Cha) or become Dazzled by the bright light of the Angelborne's wings for 1 round. They can end the lighting at any time as a free action, but cannot use it for the next minute after it ends.

## Favored Class Bonuses

 Wizard | Every 4 levels, treat your caster level as 1 higher when determining the effects of spells with the Good or Light descriptor.
Adrenal Subdiscipline

**Replacement Abilities:** The following discipline abilities replace the metabolic healing and shared effect abilities of the psychometabolism discipline.

### **Activated Glands (Su)**

Starting at 2nd level, when you manifest a psychometabolism power while maintaining psionic focus, you gain a +1 dodge bonus to AC and Reflex saves for a number of rounds equal to the level of the power. This bonus increases by +1 every four psion levels thereafter.

### **Got My Own Back (Su)**

Starting at 8th level, any time you manifest a psychometabolism power with a range of personal, you can expend psionic focus to gain a +4 insight bonus to attack and damage rolls made as part of attacks of opportunity for a number of rounds equal to twice the level of the power.
Abstemiousness

School: Transmutation

Tier: 1

Components: V

Casting Time: 1 Standard Action

Range: Touch

Target: a handful of berries, grains, nuts, or rice

Duration: 1 hour

Saving Throw: Fort negates (harmless)

Spell Resistance: yes (harmless)

This spell magically enhances a handful of simple food, imbuing it with
enough nutrition to satisfy a Medium or smaller creature for a full day.
 The spell does not create food, and thus will not alone prevent someone
 from starving, but it can extend even limited reserves for lengthy
periods.
Abeyance

School: Abjuration

Tier: 2

Components: V, S, DF

Casting Time: 1 Minute

Range: Touch

Target: Single Creature

Duration: 24 Hours

Saving Throw: Will Negates

Spell Resistance: Yes

Abeyance suppresses the effects of a single curse on a creature. It does not restore any damage or drain that might have been caused by the curse. Abeyance cannot suppress curses that cannot be removed by Remove Curse, but it can suppress curses such as lycanthropy that require remove curse along with additional measures. An individual curse can be suppressed only once by *abeyance*, even if cast by a different caster.

Abeyance does not allow a creature to divest itself of cursed objects, though it can suppress a curse contracted from an object.
Abundant Revelations

*You can plumb the depths of your mystery to use your revelations more often.*

**Prerequisites:** Mystery class feature.

**Benefit:** Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new revelation.
Absorption Shield

The Absorption Shield is a type of Body Shield made by Penumbra. This shield has the special property of absorbing ranged projectiles that strike the wearer, turning it into ammo of the same type that the wearer gets in their inventory. The absorption isn't guaranteed, working on a chance that improves depending on the Rarity Tier of the shield.

The absorption effect only works on ammunition for ranged weapons, like arrows and bullets. This does not work with Rocket Launchers, Grenade Launchers, and Flamethrowers. Your shield still takes damage from the projectile that struck you, even if you absorbed it.

If your shield breaks, you lose this effect until it starts to recharge.

## Rarity Tiers

 2 (Uncommon)
 3 (Rare)
 4 (Very Rare)
 5 (Ultra Rare)

## Legendary Variants

Ammo Manager

Bullet Eater

Bullet Splitter - Fires absorbed bullets back at the attacker.

Converter - Converts absorbed ammo into your current firearm's type.

Jackpot - Low absorb chance, multiplies absorbed ammo greatly.

Orbitron

Rocket Catcher - Chance to absorb rockets and grenades.

Sandbag - Absorbs melee attacks to empower the user's.

Second Heart - Takes half of all healing.

Sham Wow - High (75%) Absorption chance, but with low stats.
Ancestral Gift

School: Conjuration (Summoning)

Tier: 4

Components: V, S, F/DF (stone or metal image of your ancestor)

Casting Time: 1 Standard Action

Range: Personal

Effect: Magical Weapon

Duration: 10 Minutes/Level

Saving Throw: None

Spell Resistance: No

A ghostly manifestation of one of your ancestors appears before you bearing a weapon of your choice in its hands. The weapon may be any simple or martial weapon. It has a +1 enhancement bonus and one weapon special ability (your choice) from Weapon Enhancements with a price equivalent to a +1 bonus (if the weapon is a double weapon, the ability and the enhancement bonus only apply to one end, or the weapon can have a +1 enhancement bonus on both ends but no other magical abilities).

You may use the weapon as if you were proficient in it. The weapon may not be wielded by anyone else, and if removed from your grasp, it vanishes and the spell ends immediately.

If you conjure a weapon with the *Corrosive*, *Flaming*, *Frost*, *Shock*, or *Thundering* property, this spell has the acid, fire, cold, electricity, or sonic descriptor (respectively).
Aggression Form

Aggression Form, also know as Ataru, is a kinetically active form that relies on speed, acrobatics, and power. Those who focus on Ataru utilize high energy tactics to confuse and distract their opponents, quickly moving about the battlefield.

## Abilities

### Form Basics: Taka (Ex)

At 3rd level, you can adopt Aggression Form as a swift action.

As part of a full-round attack made against a creature you are adjacent to, you may move anywhere within their threat range. This can be done at any point during the attack, or even after it.

### Way of the Hawk (Ex)

At 3rd level, as a swift action, you can take an aggressive stance, leaping around the battlefield for 1 minute. As a part of this swift action, and as a swift action on each of your turns, you can cast the *force jump* power at 1st-level without expending force points. Additionally, when you cast *force jump*, you have advantage on the first attack roll you make against each creature within 5 feet of where you land.

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

### Channel The Force: Retreating Leap (Su)

At 3rd level, when a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your immediate action to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.

### Hawk Swoop (Ex)

At 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.

Additionally, you no longer take damage when falling from a distance no greater than your walking speed.

### Whirlwind Attack (Ex)

At 15th level, you can use a standard action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

### Master of Aggression (Su)

At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use a standard action to gain the following benefits for 1 minute:

* Gain DR 20/-.
* When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
* When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Analyze Dweomer

School: Divination

Tier: 6

Components: V, S, F (Lens)

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: One Object or Creature per level

Duration: 1 Round/Level (D)

Saving Throw: None or Will Negates; see text

Spell Resistance: No

You can observe magical auras. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other *analyze dweomer* spells for 24 hours.

*Analyze dweomer* does not function when used on an artifact.
Amazing Diplomacy

## DESCRIPTION

For every level of this power, the superhero gets a +3 competence bonus to his Diplomacy checks. The superhero can take this trait multiple times. Its effects stack.

## ENHANCEMENTS AND LIMITATIONS

* **Limitation: Power (Value: 1 JP per 2 levels of Amazing Diplomacy):** *Activate:* 2 PPs; use activated. His Amazing Diplomacy is now a power. This limitation yields 1 JP for every two levels the superhero has of Amazing Diplomacy, and he must pay the activation cost every time he applies the bonus to a Diplomacy roll.
Ancestors Subdomain

## Abilities

### Speak With Dead (Su)

At 8th level, as a standard action, you can ask one question of a dead creature as if using *speak with dead*. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability for a number of times per day equal to your cleric level. This replaces Ward Against Dead.
Accelerate Body

**Discipline:** Psychometabolism

**Level:** 2

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Touch

**Target:** One living creature

**Duration:** Instantaneous

**Saving Throw:** Fortitude (see text)

**Power Resistance:** No

**Power Points:** 3

You accelerate the body of the touched target and you can choose to affect only detrimental effects, only positive effects or all effects.

*Detrimental:* Every poison, disease, ongoing spell effect with a negative effect over time triggers once more as if at least one day had passed (reducing onset time, triggering more saves against diseases or poisons, but only one and so on). A successful saving throw does not count toward ending the affliction, and this extra save does not change the timing of the next save against the affliction. The target can make a Fortitude save to negate this effect.

*Positive:* The target heals physical ability damage as if they had rested for a day, gain a new save against any ongoing effects or spells that give new saves after a day and heal their hit dice in hit point damage. No save.

*All:* Both of the above effects trigger at the same time. The target gains no save.

**Augment:** This power may be augmented in one or more of the following ways.

* If you spend 2 additional power points, the range changes from Touch to Close (25 ft. + 5 ft./2 levels).
* For every 2 additional power points you spend, the effects trigger as if another day had passed.
* For every 2 additional power points you spend, you can affect another target with this power.
Ambush Subdomain

## Abilities

#### Chameleon Aspect (Su)

As a swift action, you can subtly alter the color of your scales, blending them with the surrounding environment. While under the effect of this power, you gain concealment from creatures more than 10 feet away (attacks have a 20% miss chance), and total concealment from creatures more than 40 feet away (attacks have a 50% miss chance). You can use this ability a number of rounds per day equal to 3 + your Wisdom modifier. This replaces Copycat.
Accelerant

**Discipline:** Metacreativity

**Level:** 1

**Display:** Olfactory

**Manifesting Time:** 1 standard action

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

**Effect:** Ray

**Duration:** 1 round/level (D)

**Saving Throw:** See text; **Power Resistance:** No

**Power Points:** 1

The stench of oils wafts around you, then the target of your ire finds themselves doused in a sticky flammable jelly that reeks of fiery doom. When you manifest *accelerant*, one creature or object becomes coated by a layer of fluid that they cannot easily remove. The target may immerse their entire body in a solvent to remove the oily slick, but ordinary water does not dissolve the fuel you have created.

Once so coated, the target is vulnerable to any source of flame, psionic or mundane. Mere contact with fire ignites the gel, forcing the subject to make a Reflex save to avoid catching on fire. On a failed saving throw, the target takes 1d6 points of fire damage. Each round thereafter, the target must make another Reflex save at the same DC to extinguish the flames, with failure resulting in an additional 1d6 points of fire damage. The target of this power may automatically extinguish (but not remove) the burning jelly by jumping into enough water to douse themselves. If insufficient water is available, the target may roll on the ground or smother the fire with cloaks or similar to make another save with a +4 bonus. This fire does not cause clothes or equipment to burn.

The flammable jelly remains present even when not burning and can be reignited by fresh exposure to a fire source. Once the duration of this power expires, the fuel vanishes. If the target is on fire when *accelerant* ends, they remain burning until they succeed at putting the fire out.

**Augment:** For every additional two power points you spend, the damage dealt by this power increases by 1d6 and the saving throw DC increases by 1.
Amplify Elixir

School: Transmutation

Tier: 3

Components: S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Round/Level

Saving Throw: None

Spell Resistance: No

This extract greatly enhances the effects of any potion or elixir you consume. For the duration of this extract, any potion or elixir you consume is treated as if it were empowered. Increase all variable numeric effects of the potion or elixir by half. If the potion or elixir does not have any variable numeric effects, it is instead treated as if it were extended (double the duration of the potion or elixir). If the potion or elixir does not have any variable numeric effects, or has an instantaneous duration, amplify elixir has no effect. Amplify elixir affects oils that target you, but it has no effect on oils that target your equipment.
Aether Materia

The Aether Materia grants the wielder the power of the ethereal. When equipped to armor, the Aether Materia creates an invisible coat, causing the wielder to gain Energy Resistance against Force. When equipped to a weapon, the weapon is surrounded by invisible aether, granting extra force damage.

When attuned, the Aether Materia allows the wielder to cast Force spells through the weapon or armor.

 Armor Bonus

**Level 1:** Energy Resistance 5 against Force.

**Level 2:** Energy Resistance 10 against Force.

**Level 3:** Energy Resistance 20 against Force.

**Level 4:** Energy Resistance 30 against Force.

## Weapon Bonus

**Level 1:** Weapon deals +1 force damage.

**Level 2:** Weapon deals +1d6 force damage.

**Level 3:** Weapon deals +2d6 force damage.

**Level 4:** Weapon deals +2d10 force damage.

## Spells

**Level 1:** Force I

**Level 2:** Force II

**Level 3:** Force III

**Level 4:** Force IV
Age (Complication)

## DESCRIPTION

The superhero is a teenager or just past middle age. A superhero who is “too young” often has to role-play through episodes where he is not taken seriously, where he is ignored, and where he has less rights and control than older characters. A superhero who is “too old” gets treated in much the same way – characters in their prime often defer to the superhero but they also treat him as if he was infirm or possibly senile.

## ADDITIONAL COMPS

* **Additional Comp: Seriously Young/Old (Value: 2 JP):** This is the same as above, only more so. Instead of being a teenager, the superhero is a preteen child or instead of being just past middle age, the character is old. The role-playing situations are basically the same, but the effects are more dramatic.
Adapt Body

Discipline: Psychometabolism

Tier: 5

Display: Visual

Manifesting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Hour/Level (D)

Saving Throw: None

Power Resistance: No

Psi Points: 9

Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.
Air Walk

School: Transmutation

Tier: 4

Components: V,S,DF

Casting Time: 1 Standard Action

Range: Touch

Target: creature (Gargantuan or smaller) touched

Duration: 10 min./level

Saving Throw: None

Spell Resistance: yes (harmless)

The subject can tread on air as if walking on solid ground. Moving
upward is similar to walking up a hill. The maximum upward or downward
angle possible is 45 degrees, at a rate equal to half the air walker’s
normal speed.

A strong wind (21+ miles per hour) can push the subject along or hold
 it back. At the end of a creature’s turn each round, the wind blows the
 air walker 5 feet for each 5 miles per hour of wind speed. The creature
 may be subject to additional penalties in exceptionally strong or
turbulent winds, such as loss of control over movement or physical
damage from being buffeted about.

Should the spell duration expire while the subject is still aloft,
the magic fails slowly. The subject floats downward 60 feet per round
for 1d6 rounds. If it reaches the ground in that amount of time, it
lands safely. If not, it falls the rest of the distance, taking 1d6
points of damage per 10 feet of fall. Since dispelling a spell
effectively ends it, the subject also descends in this way if the air
walk spell is dispelled, but not if it is negated by an antimagic field.
Acrobatic

You are skilled at leaping, jumping, and flying.

**Benefit:** You get a +4 bonus on all Acrobatics and Fly skill checks.

### Mythic

The bonus on Acrobatics and Fly skill checks from Acrobatic increases by 2. Once per day, you can treat an Acrobatics or Fly check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
Animal Ambassador

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 4

Components: V, S, M (a morsel of food the animal likes)

Casting Time: 10 Minutes

Range: Close (25 ft + 5 ft/2 levels)

Target: Single Medium or Small animal

Duration: 1 Day/Level or until message is delivered

Saving Throw: None (see text)

Spell Resistance: No

You compel a single animal to travel to a spot you designate and deliver a message to a creature you identify. This spell is similar to *Animal Messenger*, but can affect larger animals. In addition, the target animal is temporarily awakened to sentience (as the *Awaken* spell) for the duration of this spell, and it can use its increased mental acuity to come up with creative solutions to overcome obstacles to delivering its message. The awakened target animal speaks any one language you know. In addition, you can imbue the animal with up to 5 ranks in any of the following skills: Bluff, Diplomacy, Knowledge (local), Knowledge (nobility), Linguistics, or Sense Motive. It treats any of these skills that are class skills for you as class skills. The number of ranks you imbue in any of these skills can’t exceed the target animal’s Hit Dice nor the number of ranks you possess in that skill.

The message you send with your animal ambassador can be a verbal message, which the awakened target animal can speak using its own voice or deliver using your voice. It can engage in conversation using its own intellect, knowledge, and linguistic abilities. The animal ambassador is loyal to you, but it is otherwise susceptible to mind-affecting effects like any other creature. You can also send your animal ambassador with an object or container that is within its physical ability to carry, making it deliver the contents to the target of your intended message. If the object it is given to carry is poisonous, trapped, or otherwise inherently dangerous (even if it would normally be dangerous only to the creature receiving it rather than the animal), or if you or your allies attack the target animal, the animal ambassador spell fails and the animal becomes hostile toward you. The animal ambassador intelligently but singlemindedly attempts to deliver the message to its intended target, and you can’t task it with other tasks like fighting, scouting, searching for traps, and so on. It leaves on its delivery once it receives its message.

Once the animal ambassador has located its target and delivered its message (and object, if desired), its enhanced mental abilities fade within 2d6 minutes. The spell then ends, even if its duration hasn’t elapsed.
Adhesive Spit

School: Transmutation

Tier: 1

Components: V, S

Casting Time: 1 Standard Action

Range: 15ft

Target: One Creature

Duration: 1 round/level or until discharged (see text)

Saving Throw: Reflex partial

Spell Resistance: No

Turns the caster's spit into a sticky substance. They can spit this sticky substance out immediately after casting. This substance can be used to stop a moving object, stop small creatures, or bind larger creatures.
Absorb Toxicity

School: Necromancy

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 10 minutes/level

Saving Throw: See Text

Spell Resistance: No

You absorb the toxicity of your surroundings, becoming toxic as a result. While under the effect of this spell, you are immune to diseases and poisons with which you come into contact. When you are exposed to a
 disease or poison, you can choose to absorb it. Doing so ends the immunity due to this spell to any disease and poison other than the one you absorbed. You remain immune to the new affliction until this spell ends. Casting *absorb toxicity* on yourself a second time does not allow you to absorb a second toxin, but instead resets the duration of the effect to its full 10 minutes/level.

While you have a disease or poison absorbed, you can use a melee touch attack
 to transfer that affliction to another creature. A missed attack does
not discharge the spell, and you can try to transfer the affliction
again in subsequent rounds. If you hit, this spell is discharged, and
your target must make a saving throw against the transferred affliction
(DC equal to this spell’s save DC or the affliction’s save DC, whichever
 is higher) or suffer its effect or initial effect immediately. The
target then continues to suffer from the affliction’s normal effects.

If the spell’s duration expires before you have transferred the affliction, you are exposed to any absorbed poison or disease as if you had transferred it to yourself, but you gain a +2 bonus on saves against that particular instance of the poison or disease.
ASMD (Sniper Rifle)

*"And suck my dick."*

The ASMD is a Drake Sniper Rifle. It has 2 firing modes, which can be switched between as a swift action. The first firing mode fires a slow-moving orb that moves 10 ft per round. When firing this orb, you do not make an attack roll. If the orb enters the same space as another creature, it will detonate, dealing 1d6 energy damage (Reflex equal to the charge effect DC)

The other firing mode is a fast-moving bullet, that functions as a normal sniper shot. You can shoot the orb with this bullet (AC of 10) to cause it to detonate in a 10 ft radius, dealing 4d6 energy damage (same DC).

Normal shots do not deal energy damage.

The energy damage is randomzied.

1d6 (Orb Shot)
4d6 (Detonated Orb)
Acid Splash

School: Conjuration (Creation) [Acid]

Tier: 0

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 Levels)

Effect: One Missile of Acid

Duration: Instant

Saving Throw: None

Spell Resistance: No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Animate Instrument

School: Transmutation

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Touch

Target: One Instrument

Duration: 1 Minute/Level or 1 Round/Level; see text

Saving Throw: None

Spell Resistance: No

You cause an instrument to animate and start playing music by itself.

Doing this, you can make an instrument do a performance (Bard or Skald) while you do other things. This changes the duration to 1 Round/Level instead of 1 Minute/Level. The instrument stays floating in a single place, and if grabbed or moved, it stops playing and falls to the ground, ending the spell. You cannot change what performance the instrument does after casting the spell. You cannot do another performance from that same class while the instrument is doing the performance.
Absorption

**Type:** Mutation

**User:** Kuende Mfalme/"Maximus"

**Power Level:** 13

Whenever the user takes damage from a source, their body changes to reflect that source physically. This causes their unarmed strikes and damage resistances to reflect that. For example, taking damage from a sword will cause their body to grow blades and gain resistance against slashing weapons. This also functions for energy damage, like fire. The user can choose to activate the transformation whenever they take damage, and it will last up to one minute after activation. They can choose to switch damage type if they are struck with another, and can extend their current damage type if struck again.

For Kuende, a Zebra, the Gift seems to only reflect on her stripes, as flames and blades replace her stripes whenever active.

## Stats

**Destructive Power:** 3

**Mobility:** 1

**Protection:** 4

**Range:** 1

**Utility:** 2

**Control:** 3

## Power

As an immediate action after being hit by any attack, the user can activate her gift. For 1 minute after activation, the user's body changes to reflect the damage type she has taken: Bludgeoning, Slashing, Piercing, Fire, Cold, Acid, Electricity, Positive, Negative, Sonic, and Force. If the attack deals multiple types of damage, they choose one to absorb. Unarmed Strikes cannot be absorbed, as they are already the same as the user's normal body. All natural attacks the user makes reflect the damage type they have copied with absorbed, and they gain Damage Reduction or Energy Resistance specifically against the copied type. The user can only have one type active at a time. If the user is hit by a different attack, they can still absorb it, but lose the previous power in the process - restarting the timer.
Addict

SERIOUSLY YOU'RE NOT EVEN ADDICTED TO JUST ALCOHOL NOW! IT'S DRUGS! GET SOME HELP PLEASE!

## Abilities

### Addiction (Ex)

At 1st Level, you must choose a drug of some sort to get addicted to.

Automatically gain a benefit: Happy Place. Advantage to willpower when high. This replaces 1 benefit.

Automatically gain a drawback: Bad Place. Take 1d3 Psychic damage every hour spent not high.

This replaces Druken State.

### Want Some Drugs? (Ex)

At 9th Level, you learn that your drugs can be used to your advantage. You can spend an action and 1 use of your drug to throw your drugs into an enemy's face, blinding them. This replaces Molotov.

### Disgusting Visage (Ex)

At 18th Level, your deteriorated looks can be used in battle. Any enemy within 5 ft of the Addict must roll a Willpower saving throw (DC 10 + Addict's CHA) or become sick. This replaces Not A Good Smell.