recursal/Fanatic-Fandom huggingface dataset:
Bandit Raider

Bandit Raiders are stronger versions of Bandit Thugs. They will utilize cover and special tactics more often.

CR 5

XP 1,600

CN Medium Ponykin (Equine) (Darksiders, Dunerunners, Happy Gang, Moonwatchers, Ocean Lords, Sand Slavers, Savages, Sewer Dwellers, and The Enders)

CN Small Ponykin (Equine) (Garden Gnomes)

CN Medium Ponykin (Avian) (Slum Deckers)

CN Medium Monstrous Ponykin (Meaters)

HP 35

SP 20

**AC** 16 (FF 13/TAC 13) (3 Dex, 3 Armor)

**Land Movement Speed** 30 ft

Fort +6

Ref +4

Will +3

Init +3

## Statistics

STR 14

DEX 16

CON 14

INT 10

WIS 14

CHA 12

## Attacks

### Ranged

+2 Maner Heater +5 (1d3+5) (x2) (15 Mag Capacity)

+2 Maner Noobtube +5 (1d4+5) (x2) (15 Mag Capacity)

+2 Maner Hardscope +5 (1d8+5) (18-20/x2) (15 Mag Capacity)

(Happy Gang Variant) +2 Happy Inc Smile +5 (1d6+5) (x2) (10 Mag Capacity)

(Happy Gang Variant) +2 Happy Inc Smile Thrown +8 (3d6)

(Happy Gang Variant) +2 Happy Inc Glee +5 (1d8+5) (x2) (10 Mag Capacity)

(Happy Gang Variant) +2 Happy Inc Glee Thrown +8 (3d6)

(Happy Gang Variant) +2 Happy Inc Jubilant +5 (2d6+5) (18-20/x2) (10 Mag Capacity)

(Happy Gang Variant) +2 Happy Inc Jubilant Thrown +8 (3d6)

Fragmentation Grenade +8 (4d6)

## Abilities

### Rage (Ex)

When below 25% HP (9 HP), a Badass Bandit Blaster can enter a Rage as a free action. They gain a +4 bonus to Attack, Damage, and all saving throws.

### [Children of Blood] Blood Drinker (Su)

Upon damaging an enemy within 5 feet, a Children of Blood Raider gains Temporary HP equal to double their Con modifier.

### [Darksiders] Greater Invisibility (Sp)

A Darksider Raider can cast Greater Invisibility once per day.

### [Dunerunners] Deadly Charge (Ex)

A Badass Dunerunner Raider's charge gains a +6 bonus to attack and deals 1.5x damage.

### [Garden Gnomes] Tripping Attacks (Ex)

A Garden Gnome Raider's attacks have the Trip property.

### [Happy Gang] Self-Detonation (Ex)

Upon death, a Happy Gang Raider explodes, dealing damage equal to his weapon's explosive damage.

### [Meaters] Cannibalize (Ex)

As a full-round action, a Meater Raider can eat part of an adjacent corpse. They will restore HP equal to the dead creature's Constitution + their level.

### [Moonwatcher] Jetpack (Ex)

A Moonwatcher Blaster has a jetpack, allowing them to fly at a rate of 30 ft per round with poor maneuverability.

### [Ocean Lords] Water Breathing (Ex)

A Ocean Lord Raider has the ability to breathe underwater.

### [Savages] Storm Caller (Sp)

3/day each, a Savage Raider can cast *Call Lightning* and *Dust Storm*.

### [Sand Slavers] Slave Shield (Ex)

A Sand Slaver Raider has a 10 HP slave as a body shield. Any missed shots against the Sand Slaver will hit the slave. A creature can perform a steal maneuver against the Sand Slaver Blaster to free the slave, who will then attack the Sand Slaver Blaster.

### [Sewer Dwellers] Acidic Weapons (Ex)

A Sewer Dweller Raider's attacks deal an additional +1d6 acid damage.

### [Slum Deckers] Freedom of Movement (Sp)

A Slum Decker Raider has a permanent freedom of movement effect.

### [ The Enders] Warp (Sp)

A Ender Raider can teleport 30 feet as a move action.
Anvil Sparks

School: Conjuration (Creation) [Fire, Sonic]

Tier: 0 (Artisan)

Components: V, S

Casting Time: 1 Standard Action

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

Target: Single Creature

Duration: Instant

Saving Throw: Reflex Negates

Spell Resistance: Yes

The target suddenly hears the ring of a hammer hitting an anvil, and hot sparks, like those from a forge, fly around them. The sparks deal 1d3 points of fire damage to the target and 1 point to any creatures within 5 feet of the target.
Arcane Marauder

A few Maguss strive to use heavier weaponry for taking down foes, preferring a brute-force approach to combat that most Maguss shy away from. These arcane marauders trade some of their spellcasting ability for more powerful attacking strength.

## Abilities

#### Weapon and Armor Proficiency

An arcane marauder is proficient with both light armor and medium armor. He can cast Magus spells while wearing light or medium armor without incurring the normal arcane failure chance.

This replaces the arcane marauder’s armor proficiencies.

#### Diminished Spellcasting

An arcane marauder may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

#### Power Attack

At 1st level, an arcane marauder gains Power Attack as a bonus feat, even if he does not meet the prerequisites.

This ability replaces Combat Magic.

#### Heavy Spellstrike (Su)

This ability functions like spellstrike, but only works with a two-handed weapon (or a one-handed weapon wielded in two hands). Should the arcane marauder make a heavy spellstrike while using the Power Attack feat, he adds half the damage bonus he receives from Power Attack as a bonus to his caster level check to overcome his target’s spell resistance with the spell being delivered through his weapon.

This ability alters spellstrike.

#### Weapon Training (Ex)

At 7th level, an arcane marauder gains weapon training, as the Warrior ability, adding an additional weapon group every six levels after 7th (to a maximum of three groups at 19th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1.

This ability replaces knowledge pool, Arcane Armor, Greater Arcane Armor, and Greater Spell Access.

#### Heavy Combat Magic (Ex)

At 8th level, an arcane marauder gains the Combat Magic ability, but only when wielding a two-handed weapon (or a one-handed weapon with both hands). The arcane marauder is considered to have a free hand to cast spells when using this ability.

This ability replaces Improved Combat Magic and Greater Combat Magic.

#### Weapon Mastery (Ex)

At 20th level, an arcane marauder gains weapon Mastery with a single two-handed weapon, as the Warrior class ability.

This ability replaces Deadly Combat Magic.
Aqueous Orb

School: Conjuration (Creation) [Water]

Tier: 3

Components: V,S

Casting Time: 1 Standard Action

Range: medium (100 ft. + 10 ft./level)

Target: 10-ft.-diameter sphere

Duration: 1 round/level

Saving Throw: Reflex Negates

Spell Resistance: No

You create a rolling sphere of churning water that can engulf those
it strikes. The aqueous orb can move up to 30 feet per round, rolling
over barriers less than 10 feet tall. It automatically quenches any
non-magical fires and functions as *dispel magic* against magical fires as long as those fires are size Large or less.

Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex
 save negates this damage, but a Large or smaller creature that fails
its save must make a second save or be engulfed by the aqueous orb and
carried along with it. Engulfed creatures are immersed in water and must
 hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled
 by its churning currents, takes 2d6 points of nonlethal damage at the
beginning of their turn each round they remain trapped. Creatures within
 the orb may attempt a new Reflex save each round to escape into a
random square adjacent to the aqueous orb. The orb may hold one Large
creature, 4 Medium, or 16 Small or smaller creatures within it.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell’s range.
Assume Appearance

School: Transmutation

Tier: 3

Components: V, S, F (Corpse of the deceased creature whose form you plan to assume)

Casting Time: 1 Minute

Range: Personal

Target: Self

Duration: 1 day/level

This spell functions similarly to alter self, except for the following differences.

You assume the exact form of a deceased Small or Medium creature of the ponykin type. Your voice changes to match that of the form you assume. The creature whose form you assume must be dead and you must have access to its fresh corpse (either dead less than 24 hours, or preserved via gentle repose
 or similar effect). Any attempt to copy the form of a living creature
causes the spell to fail. You do not have access to the assumed form’s
abilities, memories, mannerisms, or speech patterns. The spell grants a
+10 bonus on Disguise checks to appear as the imitated creature.

If the assumed creature is returned to life while this spell is active, assume appearance immediately ends.
Augury

School: Divination

Tier: 2

Components: V, S, M (25g), F (A set of marked sticks and bones)

Casting Time: 1 Minute

Range: Personal

Target: Self

Duration: Instant

Saving Throw: None

Spell Resistance: No

An *augury* can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the *augury* succeeds, you get one of four results:

* Weal (if the action will probably bring good results).
* Woe (for bad results).
* Weal and woe (for both).
* Nothing (for actions that don’t have especially good or bad results).

If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful *augury.*

The *augury* can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All *auguries* cast by the same person about the same topic use the same die result as the first casting.
Aquachemist

The principles of alchemy work equally well underwater and on land, but mixing solutions and keeping them pure is a tougher task beneath the waves. Aquachemists are those rare few alchemists of land-dwelling and aquatic races alike who strive to unlock new and fantastic secrets of alchemy that can be discovered only in the water’s depths.

## Abilities

### Underwater Bombs (Su)

An aquachemist’s fire bombs deal steam damage, allowing them to deal damage underwater or on land. Since thrown weapons don’t work well underwater, when the aquachemist creates a bomb, he either weights it or includes excess air as part of the action of creating the bomb, granting the bomb his choice of swiftly rising or swiftly sinking buoyancy and allowing him to target foes directly above or below him. If the attack misses, the bomb doesn’t deal splash damage, but instead continues to travel up or down until it loses potency at the end of the alchemist’sturn; the exception is when the aquachemist throws a swiftly sinking bomb close to the bottom, in which case it might reach the bottom and explode there. Because of the strange aquadynamic features of the aquachemist’s underwater bombs, they have a range increment of only 5 feet above the water.

This ability alters Alchemical Bomb.

### Amphibious Mutagen (Su)

At 2nd level, an aquachemist’s mutagen allows him to breathe both air and water for its duration, in addition to its other effects.

This ability replaces the discovery at 2nd level.
Archivist

Some bards greatly prefer academic pursuits to the drama (and sometimes melodrama) of their artistic brethren.

## Abilities

### Bardic Performance

The Archivist must choose Fascinate as their 1st level performance.

The Archivist gains access to the following performance:

*Naturalist (Ex)*: An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This replaces Courageous Song.

### Bard's Lore (Ex)

At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd.

This ability replaces versatile performance.

### Lamentable Belaborment (Ex)

At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.

### Magic Lore (Ex)

At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.

This ability replaces well-versed.

### Jack of All Trades (Ex)

At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed.

This ability replaces Bard's Lore.

### Probable Path (Ex)

At 10th level, an archivist can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th.

This ability replaces jack of all trades.

### Pedantic Lecture (Su)

At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused.
Anywhere But Here

School: Conjuration (Teleportation)

Tier: 4

Components: V

Casting Time: 1 Standard Action

Range: Touch

Target: you and up to four willing creatures, none of whom can be on their home plane

Duration: Instant

Saving Throw: Will Negates (Harmless)

Spell Resistance: No

This spell functions similarly to plane shift, but instead of transporting the targets to a destination near an intended location on a specific plane, anywhere but here transports affected creatures to a random plane. A creature can be affected by anywhere but here only if it is currently not on its home plane (although targets can, by chance, end up traveling to their home plane as a result of this spell). Subjects always appear in a location that is not inherently harmful, but the exact destination is otherwise random. The specific plane is determined by the table below; the location on the destination plane where the transported creatures arrive is completely subject to the GM’s whim.

A creature that is transported by anywhere but here cannot be affected by a subsequent casting of anywhere but here for 24 hours afterward (but can be affected normally by other forms of planar travel).
Augur

The augur often serves as a priest and official. His main role is the practice of augury, interpreting the will of the gods by studying the flight of birds: whether they are flying in groups or alone, what noises they make as they fly, direction of flight and what kind of birds they are. This is known as “taking the auspices.” The ceremony and function of the augur was central to any major undertaking in society—public or private—including matters of war, commerce, and religion.

## Abilities

### Monster Insight (Ex)

At 2nd level, the augur applies his Charisma modifier in addition to his Intelligence modifier when attempting Knowledge checks to identify the abilities and weaknesses of creatures. Monster insight counts as the monster lore class feature for prerequisites.

This ability replaces Well-Versed.

### Signs and Portents (Su)

At 2nd level, an augur can read signs and portents to attempt to ascertain how events in the near future will play out. This allows the augur to cast augury as a spell-like ability. At 7th level, he can instead use signs and portents to cast divination as a spell-like ability, and at 12th level, he can instead cast commune as a spell-like ability. At 17th level, he can use signs and portents twice per day.

This ability replaces Always Ready and Counter-Flank.

### Predictive Strike (Su)

At 5th level, the augur accurately divines the possible movements of his enemies in combat.

Once per day as a free action, he can declare one of his melee attacks to be a predictive strike. Against the augur’s attack, the target is flat-footed and gains no benefits from concealment or cover. Attacks from other creatures are treated normally. The target still benefits from total concealment and total cover normally. At 11th level, the augur can use this ability a total of two attacks per day, and at 17th, three attacks per day. This replaces Martial Master.
Anticipate Peril

School: Divination

Tier: 1

Components: V,S

Casting Time: 1 Standard Action

Range: Touch

Target: Single Creature

Duration: 1 min/Level until activated

Saving Throw: Will Negates

Spell Resistance: Yes

A creature affected by *anticipate peril* gains a preternatural sense of danger. The first time during this spell’s duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell’s caster level (maximum +5). Once this bonus applies, the effects of the spell end.

### Mythic

Add 1/4th your level to the spell’s initiative bonus and the maximum initiative bonus the spell can grant.
Arachnid Stalker

The Stalkers are designed to follow enemies of the Arachnid Tech company and find a time they are alone, before moving in to make the strike. They excel in close-range combat, and move at impressive speeds to chase down any that they fail to kill with the first hit.

CR 13

XP 0

NE Medium Construct

HP 85

SP 40

**AC** 23 (FF 10/TAC 10) (7 Dex, 6 Natural Armor)

**Land Movement Speed** 60 ft

Fort +4

Ref +15

Will +11

Init +11

## Statistics

STR 18

DEX 24

CON X

INT 20

WIS 24

CHA 18

## Attacks

### Melee

+4 Energy Blades x2 +22/+22/+17/+17/+12/+12 (1d8+11)

### Ranged

Fragmentation Grenade +20 (4d6)

Flashbang Grenade +20 (2d6)

Smoke Grenade +20 (1d6)

## Abilities

### Pouncing Strike (Ex)

Stalkers can make a full-round attack at the end of a charge.
Arakne

*This large arachnid creatures resemble giant spiders. However, they have 2 frontal legs that are large and sharp, acting more like claws. They also have thick exoskeletons blocking a majority of their body, including their legs and front. They have bulbous backsides exposed to the elements.*

CR 16

XP 0

TN Small Vermin

HP 64+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 6 Natural Armor, 1 Size)

**Land Movement Speed** 40 ft

Fort +10

Ref +5

Will +5

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +12 (1d4)

2 Claws +12 (1d3)

## Abilities

### Weak Spot (Ex)

Flanking an Arakne gives both attackers an additional +2 to their flanking bonus. This stacks with any other effects.
Arakne Worker

*This large arachnid creatures resemble giant spiders. However, they have 2 frontal legs that are large and sharp, acting more like claws. They also have thick exoskeletons blocking a majority of their body, including their legs and front. They have bulbous backsides exposed to the elements.*

CR 16

XP 0

TN Small Vermin

HP 64+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 6 Natural Armor)

**Land Movement Speed** 40 ft

Fort +10

Ref +5

Will +5

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +12 (1d4)

2 Claws +12 (1d3)

## Abilities

### Weak Spot (Ex)

Flanking an Arakne gives both attackers an additional +2 to their flanking bonus. This stacks with any other effects.
Athletic

*You possess inherent physical prowess.*

**Benefit**: You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

### Mythic

The bonus on Climb and Swim skill checks from Athletic increases by 2. In addition, once per day, you can treat a Climb or Swim check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
Alchemist Discoveries

Note: When choosing a Bomb Discovery, you have the option to either create the enhanced bomb or a regular bomb.

Discoveries marked with an asterisk (\*) do not stack—only one such discovery may be applied to a single bomb.

Discoveries marked with two asterisks (\*\*) are Anointments. An Alchemist can use Anointments a number of times per day equal to 3 + his Alchemist level. Unless otherwise stated, an Anointment requires a standard action to use and lasts for 1 minute per alchemist level.

###
Anura

A swamp-dwelling race of anthropomorphic frog-like creatures, the Anura are a typically peaceful and friendly race. The Anura is capable of making powerful leaps with their frog-like legs, and even stick to surfaces with their webbed appendages.

## Stats

STR +0

DEX +3

CON -5

INT -3

WIS +0

CHA +5

## Racial Traits

### Speed

Anura have a Base Land Speed of 30 ft. They have a Climb Speed of 20 ft.

### Language

Anura start play speaking Common Equestrian and Anuran.

### Skill - Climb

Anura have a +4 racial bonus to Climb checks.

### Croaking Communication (Ex)

The Anura speak in a distorted croaking tone. They are capable of speaking with Amphibious creatures, as if using Animal Tongue. However, their strange speech patterns cause them to take a -2 racial penalty to Diplomacy, Bluff, and Intimidate checks against Ponykin.

### Swamp Stride (Ex)

The Anura can move through non-magical aquatic and swamp terrain without penalty. Magical terrain can still impede their movement.
Bandit Blaster

Bandit Blasters are a type of bandit that usually wields rocket launchers, grenade launchers, and other explosives. They act similar to Bandit Raiders.

CR 8

XP 4,800

CN Medium Ponykin (Equine) (Darksiders, Dunerunners, Happy Gang, Moonwatchers, Ocean Lords, Sand Slavers, Savages, Sewer Dwellers, and The Enders)

CN Small Ponykin (Equine) (Garden Gnomes)

CN Medium Ponykin (Avian) (Slum Deckers)

CN Medium Monstrous Ponykin (Meaters)

HP 72

SP 20

**AC** 18 (FF 14/TAC 14 ) (4 Dex, 4 Armor)

**Land Movement Speed** 30 ft

Fort +9

Ref +6

Will +5

Init +4

## Statistics

STR 16

DEX 18

CON 16

INT 12

WIS 16

CHA 14

## Attacks

### Ranged

+2 Junk Cannon +9/+4 (2d6+2) (10 Uses)

+2 Junk Yeeter +9/+4 (2d6+2) (10 Uses)

(Happy Gang Variant) +2 Happy Inc Gay +9/+4 (4d6+2) (4 Mag Capacity)

(Happy Gang Variant) +2 Happy Inc Gay Thrown +12/+7 (3d6)

(Happy Gang Variant) +2 Happy Inc Ecstatic +9/+4 (4d6+2) (6 Mag Capacity)

(Happy Gang Variant) +2 Happy Inc Ecstatic Thrown +12/+7 (3d6)

## Abilities

### Body Shield

Bandit Blasters come equipped with a standard +2 Body Shield.

### Rage (Ex)

When below 25% HP (18 HP), a Bandit Blaster can enter a Rage as a free action. They gain a +4 bonus to Attack, Damage, and all saving throws.

### [Children of Blood] Blood Drinker (Su)

Upon damaging an enemy within 5 feet, a Children of Blood Blaster gains Temporary HP equal to double their Con modifier.

### [Darksider] Greater Invisibility (Sp)

A Darksider Blaster can cast Greater Invisibility once per day.

### [Dunerunner] Deadly Charge (Ex)

A Dunerunner Blaster's charge attack gains a +6 bonus to attack and deals 1.5x damage.

### [Garden Gnome] Tripping Attacks (Ex)

A Garden Gnome Blaster's melee attacks have the Trip property.

### [Happy Gang] Self-Detonation (Ex)

Upon death, a Happy Gang Blaster explodes, dealing damage equal to his weapon's explosive damage.

### [Meater] Cannibalize (Ex)

As a full-round action, a Meater Blaster can eat part of an adjacent corpse. They will restore HP equal to the dead creature's Constitution + their level.

### [Moonwatcher] Jetpack (Ex)

A Moonwatcher Blaster has a jetpack, allowing them to fly at a rate of 30 ft per round with poor maneuverability.

### [Ocean Lord] Water Breathing (Ex)

An Ocean Lord Blaster has the ability to breathe underwater.

### [Savage] Storm Caller (Sp)

3/day each, a Savage Blaster can cast *Call Lightning* and *Dust Storm*.

### [Sand Slaver] Slave Shield (Ex)

A Sand Slaver Blaster has a 10 HP slave as a body shield. Any missed attacks against the Sand Slaver will hit the slave. A creature can perform a steal maneuver against the Sand Slaver Blaster to free the slave, who will then attack the Sand Slaver Blaster.

### [Sewer Dweller] Acidic Weapons (Ex)

A Sewer Dweller Blaster's attacks deal an additional +1d6 acid damage.

### [Slum Decker] Freedom of Movement (Sp)

A Slum Decker Blaster has a permanent freedom of movement effect.

### [Ender] Warp (Sp)

An Ender Blaster can teleport 30 feet as a move action.
Bandit Suicider

Bandit Suiciders are variants of Psychos that will solely use grenades. Their main tactic is to run up to enemies and blow themselves up, potentially killing their foe as well.

CR 3

XP 800

CN Medium Ponykin (Equine) (Darksiders, Dunerunners, Happy Gang, Moonwatchers, Ocean Lords, Sand Slavers, Savages, Sewer Dwellers, and The Enders)

CN Small Ponykin (Equine) (Garden Gnomes)

CN Medium Ponykin (Avian) (Slum Deckers)

CN Medium Monstrous Ponykin (Meaters)

HP 18

**AC** 13 (FF 10/TAC 13) (3 Dex)

**Land Movement Speed** 40 ft

Fort +4

Ref +4

Will +0

Init +3

## Statistics

STR 16

DEX 16

CON 12

INT 6

WIS 8

CHA 6

## Abilities

### [Badass] Rage (Ex)

When below 25% HP (5 HP), a Bandit Suicider can enter a Rage as a free action. They gain a +4 bonus to Attack, Damage, and all saving throws.

### [Children of Blood] Blood Drinker (Su)

Upon damaging an enemy within 5 feet, a Children of Blood Suicider gains Temporary HP equal to double their Con modifier.

### [Darksiders] Greater Invisibility (Sp)

A Darksider Suicider can cast Greater Invisibility once per day.

### [Dunerunners] Deadly Charge (Ex)

A Dunerunner Suicider's charge gains a +6 bonus to attack and deals 1.5x damage.

### [Garden Gnomes] Tripping Attacks (Ex)

A Garden Gnome Suicider's attacks have the Trip property.

### [Happy Gang] Self-Detonation (Ex)

Upon death, a Happy Gang Suicider explodes, dealing damage equal to his weapon's explosive damage.

### [Meaters] Cannibalize (Ex)

As a full-round action, a Meater Suicider can eat part of an adjacent corpse. They will restore HP equal to the dead creature's Constitution + their level.

### [Moonwatcher] Jetpack (Ex)

A Moonwatcher Blaster has a jetpack, allowing them to fly at a rate of 30 ft per round with poor maneuverability.

### [Ocean Lords] Water Breathing (Ex)

A Ocean Lord Suicider has the ability to breathe underwater.

### [Savages] Storm Caller (Sp)

3/day each, a Badass Savage Suicider can cast *Call Lightning* and *Dust Storm*.

### [Sand Slavers] Slave Shield (Ex)

A Badass Sand Slaver Suicider has a 10 HP slave as a body shield. Any missed shots against the Sand Slaver will hit the slave. A creature can perform a steal maneuver against the Sand Slaver Blaster to free the slave, who will then attack the Sand Slaver Blaster.

### [Sewer Dwellers] Acidic Weapons (Ex)

A Sewer Dweller Suicider's attacks deal an additional +1d6 acid damage.

### [Slum Deckers] Freedom of Movement (Sp)

A Slum Decker Suicider has a permanent freedom of movement effect.

### [The Enders] Warp (Sp)

A Ender Suicider can teleport 30 feet as a move action.
Attuned to the Wild

You are attuned to a terrain, gaining bonuses from resting in it.

**Prerequisites:** Faun

**Benefit:** Choose a favored terrain. While making a short rest in that terrain, you heal double the amount you normally would. While making a long rest, you recover from ability drain.

If you have any favored terrain from another source, you gain this bonus in those as well.
Antithetical Constraint

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

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

Target: Single Living Creature

Duration: 1 Round/Level

Saving Throw: Will Negates

Spell Resistance: Yes

You constrain the target such that the target automatically misses with all attacks made against creatures that are not of the opposite alignment of it. For example, a lawful evil target would automatically fail at all attacks except those made against chaotic good creatures, and a neutral good target would automatically fail at all attacks except those made against neutral evil creatures. For the purposes of antithetical constraint, creatures that are chaotic evil, chaotic good, lawful evil, or lawful good are all considered to have the opposite alignment of a target whose alignment is neutral with no other alignment components. This restriction doesn’t apply to effects that do not require attack rolls, such as *Magic Missile*.
Asteria

Asteria is the Island Planet of the Edge Worlds. It is the second closest planet to Solaria and the smallest planet.

## Geography

Asteria, like Oceanus, is primarly made of water. However, unlike Oceanus, it has several islands scattered across it, formed in 3 major clusters and a couple of stray islands around.

## Regions and Notable Locations

### Cin Isles

The Cin Isles are a region of islands on Asteria. It is the home of the Saturnians.

* Karazuishan (Capital)
* New Leviathan

### Jav Isles

The Jav Isles are a region of islands on Asteria. It is the home of the Shao.

* Takija (Capital)
	+ Temple of the Stars

### Kol Isles

The Kol Isles are a region of islands on Asteria. It is the home of the Lutrin.

* Jinchaek (Capital)
	+ Jeongmu

## Inhabitants

### Lutrin

The Lutrin are a race of Otter-like creatures that inhabit the Kol Isles.

### Saturnian

The Saturnians are a race of Moth-like creatures that inhabit the Cin Isles.

### Shao

The Shao are a race of Ferret-like creatures that inhabit the Jav Isles.

## Orbiting Bodies

### Hecate-1

Hecate-1 is one of the three planets circling Asteria.

### Hecate-2

Hecate-2 is one of the three planets circling Asteria.

### Hecate-3

Hecate-3 is one of the three planets circling Asteria.
Armor of Shadows

Type: Unearthed Arcana

Level: Least (Tier 1)

You shape the shadows around you into an invisible but tangible field of force surrounds the subject, providing a +4 armor bonus to AC and negating the effects of Magic Missile. This lasts one hour per Warlock level.

Unlike mundane armor, the *Armor of Shadows* entails no armor check penalty, arcane spell failure chance, or speed reduction. Since the *Armor of Shadows* is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Bat Shaman

The bat shaman’s totem is the agile bat, flitting and turning with incredible speed through even the most convoluted mazes. Her enemies do not know when she will appear, and when she does, she strikes fast and hard before disappearing into the night.

## Abilities

### Bat Companion

A bat shaman must choose a Bat as their Animal Companion.

### Wild Empathy (Ex)

A bat shaman can use wild empathy with bats as a full-round action with a +4 bonus.

### Totem Transformation (Su)

At 2nd level, a bat shaman may adopt an aspect of the bat while retaining her normal form. This ability functions as the ape shaman ability, but the druid may select from the following sets of bonuses and abilities

* movement (fly speed 30 ft. [average]; the druid must be at least 5th level to select this bonus)
* senses (blindsense 20 ft.)
* natural weapons (bite [1d4 for a Medium shaman])

While using totem transformation, the bat shaman may speak normally and can cast speak with animals (bats only) at will.

This ability replaces woodland stride.

### Totemic Summons (Su)

At 5th level, an bat shaman may cast *summon nature’s ally* as a standard action when summoning bats, and these summoned creatures gain temporary hit points equal to her druid level. She can apply the young template to any bat to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.

This ability replaces a thousand faces.

### Wild Shape (Su)

At 6th level, a bat shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a bat, she instead uses her druid level + 2.

### Bonus Feat

At 9th level and every four levels thereafter, a bat shaman gains one of the following bonus feats: Acrobatic, Agile Maneuvers, Improved Initiative, Lightning Reflexes, or Skill Focus (Perception). She must meet the prerequisites for these bonus feats.

This ability replaces venom immunity.
Barrier Detonation

Tier: 0

Biotic Tree: Adept/Sentinel/Vanguard

Casting Time: Swift Action

Duration: 1 Round

Range: Personal

Area: 5 ft radius, centered on self

Primes/Detonates: Primes (Force)

Saving Throw: Fortitude negates

Expend all of your remaining barrier ticks to create a negative mass effect field in a 5 ft radius sphere originating from you. Each Medium or smaller creature or object within the sphere become lifted 5 feet in the air and restrained in place until the end of your next turn. If you expend at least 4 barrier ticks, Large targets must make the saving throw. A lifted creature is primed.

Increase the radius of the sphere by 5 ft at 5th level (10 ft), 11th level (15 ft), and 17th level (20 ft).

If any effect detonates this power on a creature that is lifted, the lifted effect ends, dropping them onto the ground.

### Advancement

**Shaped Lift:** You may change the shape of the detonation into a cone, cube, or cylinder. You may also shape it into a line, if you do, the line is twice as long as the sphere's radius and 5 feet wide.

**Heavy Lift:** Large creatures are effected. If you spend at least 4 barrier ticks, Huge creatures must make the saving throw.
Atlas

Atlas is the Sky Planet of the Edge Worlds. It is the fifth closest to the sun and the fifth largest planet.

## Regions and Notable Locations

### Planetaria

Planetaria is a sky region that holds the major remaining population of Atlas, which consists of the evolved Aarxal.

* Planetaria City (Capital)
	+ Deck 1 (Elites)
	+ Deck 2 (Wingers)
	+ Deck 3 (Commercial)
	+ Deck 4 (Residential)
	+ Deck 5 (Slums)
	+ Deck 6 (Engines)

### Endless Skies

The mostly uninhabited area of Atlas that isn't covered in Gas.

### The Gas

The Gas is the name given to the lower parts of Atlas's atmosphere.

## Inhabitants

### Aarxal

The Aarxal are a race of avian-like humanoid creatures that are native to Atlas.

### Skiiwings

Skiiwings are a species of large bird-like animals that soar across the upper atmosphere of Atlas.
Aquatic Domain

## Abilities

### Sealord (Su)

You can channel energy (as a Cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

### Seastrike (Su)

At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous *Freedom of Movement*. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon for that attack.
Artifice Blessings

## Abilities

### Crafter’s Wrath (Minor)

At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.

### Transfer Magic (Major)

At 10th level, you can temporarily transfer a weapon special ability from one weapon to another. The bearers of each of the weapons must be willing, and you must be touching both weapons to activate this ability. You can transfer a weapon special ability with a base price modifier of +1 or +2. If you are using this ability on a double weapon, only one end of the double weapon is affected. The transfer lasts for 1 minute, after which the transferred weapon special ability automatically returns to the source weapon. You can use this ability multiple times on the same weapon or weapons. Alternatively, you can use transfer magic to move a +1 or +2 armor special ability from one touched suit of armor to another, or move a +1 or +2 armor or weapon enhancement bonus to another armor or weapon.
Anti-Tech Field

School: Abjuration

Tier: 6

Components: V, S, M/DF (A pinch of rust)

Casting Time: 1 Standard Action

Range: 10 ft

Target: 10 ft radius, centered on you

Duration: 1 Minute/Level (D)

Saving Throw: Fortitude Partial (see text)

Spell Resistance: Yes

You bring into being a mobile, hemispherical energy field that prevents technological objects, signals, and creatures from entering.

An antitech field suppresses any technological effect used within, brought into, or deployed into the area, but does not negate it. Time spent within an *antitech field* counts against the suppressed effect’s duration.

Robots and other technological constructs that come in contact with an antitech field must attempt a Fortitude saving throw each round they remain in the field. Failure indicates a creature can take no actions that round and is considered to be helpless. Success indicates a creature can take either one move action or one standard action that round. Partially technological creatures like androids or cyborgs are merely staggered if they fail this saving throw. Note that cybernetic equipment does not function in an antitech field, and all benefits granted by such gear are suppressed.

Non-technological creatures can enter the area, as can low-tech missiles like sling stones and arrows. High-tech missiles such as bullets and missiles immediately halt upon contacting the field, and either drop to the ground harmlessly or detonate. An antitech field doesn’t stop rays created by magical sources, but does stop rays fired from beam weapons such as lasers. The antitech field does not offer any protection against explosions caused by technological explosives detonating against it—thus, creatures within the field could still take damage from a rocket that explodes against it. If a creature is larger than the area enclosed by the barrier, any part of the creature that lies outside the barrier is unaffected by the field.

This spell can be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
Appeaser

A rare few seek the power of dark forces for brighter ends by focusing on the utilitarian aspects of a god’s portfolio, appeasing their deities through high praise and glorifying their chosen gods’ unaligned aspects.

## Abilities

### Aura (Ex)

An appeaser always has an evil aura regardless of his actual alignment.

This alters aura.

### Channel Utility (Ex)

An appeaser channels negative energy, but also gains limited access to positive energy.

At 6th level, an appeaser can channel positive energy as a full-round action, but he treats his cleric level as if it were 4 lower when determining the amount of damage he can deal to undead and the amount of hit points he can restore to living creatures.

This ability alters channel energy.

### Divine Apologist (Ex)

An appeaser must worship an evil god. His alignment must be within one step of his deity’s, but he himself cannot have an evil alignment. An appeaser cannot cast any spells with the good or evil descriptor.

This alters the cleric’s alignment and spells.

### Mollified Domain (Su)

At 1st level, an appeaser gains no domain or domain bonus spells. Once per day as a standard action, he can sacrifice his own force of will to gain divine providence. Doing so deals 1d3 points of Charisma damage to the appeaser, and allows him to select a single domain offered by his deity (except the Evil domain or its subdomains). The appeaser gains access to any granted powers offered by the domain he would otherwise qualify for, and can sacrifice a prepared spell to cast a domain spell from that domain just as if he were spontaneously casting a cure or inflict spell. He retains access to this domain for a number of minutes equal to 1/2 the appeaser’s cleric level + plus his Wisdom modifier. Any domain abilities that can be used a limited number of times per day can be used only once each time that particular domain is invoked.

An appeaser can gain a mollified domain one additional time per day (taking Charisma damage each time) at 4th level and every 3 levels thereafter, to a maximum of seven times per day at 19th level. An appeaser can invoke only a single mollified domain at a time.

This ability modifies the cleric’s domains class feature.
Psycho Gnash (move)

Accuracy
 Priority
 * Does not make contact
* **Affected by Protect**
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

 **Availability**

* Not a TM, HM or Move Tutor move.
 * On Bulbapedia's Movedex
* On Smogon's Movedex
* On Eevee's Movedex

**Psycho Gnash** is a Psychic-Type move exclusive to Pokémon AlteRed.
Barbed Chains

School: Conjuration (Summoning) [Emotion, Fear, Mind-Affecting]

Tier: 1

Components: V, S, M (A length of chain)

Casting Time: 1 Standard Action

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

Effect: A chain sharpened at one end

Duration: Instant

Saving Throw: Will Partial (see text)

Spell Resistance: No

You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell’s range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn’t stack.
Arachnid Horror

These horrific Arachnid creations have the sole purpose of bringing fear to those who dare oppose the company. A strange aura surrounds this machine that inflicts fear into those who feel it's presence, and it uses this fear to slaughter it's prey.

CR 13

XP 0

NE Medium Construct

HP 85

SP 40

**AC** 23 (FF 18/TAC 15) (5 Dex, 8 Natural Armor)

**Land Movement Speed** 40 ft

Fort +4

Ref +13

Will +9

Init +9

## Statistics

STR 22

DEX 20

CON X

INT 18

WIS 20

CHA 24

## Attacks

### Melee

+4 Energy Blades x2 +21/+21/+16/+16 (1d8+10)

### Ranged

+4 Arachnid Poisonous Recluse +23/+18 (1d3+9) (DC 18 Fort) (1d8 Poison)

Fragmentation Grenade +18 (4d6)

Flashbang Grenade +18 (2d6)

Smoke Grenade +18 (1d6)

## Abilities

### Invisibility Cloak (Te)

A Horror can turn Invisible, as the spell, up to 3/day.

### Horrifying Sneak Attack (Ex)

The Horror can deal sneak attack damage against enemies that are frightened or panicked.

### Horror Aura (Te)

The Horror emits a terrifying aura in a 30 ft radius. Any creature that starts their turn or moves into this aura must roll Willpower (DC 23) or be frightened for 1 round. This DC is Charisma-based.
Barrier

Type: Emitter

User: Silent Heart/"Doc"

Power Level: 20

The user gains the ability to project barriers. The barriers can be projected at almost any size. These barriers are typically used to defend the user and other nearby allies. The user can also throw these barriers for a distance, creating moving walls. Making small barriers and throwing them give off the effect of shooting lasers. The user can only have one barrier active at a time and the user must concentrate on a barrier to keep it active.

## Stats

Destructive Power: 3

Mobility: 2

Protection: 5

Range: 3

Utility: 3

Control: 4

## Power

The user can either create a barrier as a wall or a blast.

As a wall, the user can create the barrier as a standard action, and can make a solid wall of any size within sight. The barrier cannot go through solid objects, limiting it's size to the area they are in. The barrier has HP equal to 10 per level. The barrier is yellow, but see-through. The barrier can be moved in any direction, moving at a speed of 10 feet per round. The user must concentrate to keep the wall up, spending a standard action each round to do so.

As a blast, the user can fire a blast as an attack action. Each blast deals 1d4 + Dexterity of force damage.

Only one barrier can be active at a time - the user cannot fire blasts while concentrating on a wall, and cannot create another wall while one is active.
Bandit Thug

Bandit Thugs are the most basic type of bandits, usually using swarm tactics and shooting their enemies from behind cover.

CR 1

XP 400

CN Medium Ponykin (Equine) (Darksiders, Dunerunners, Happy Gang, Moonwatchers, Ocean Lords, Sand Slavers, Savages, Sewer Dwellers, and The Enders)

CN Small Ponykin (Equine) (Garden Gnomes)

CN Medium Ponykin (Avian) (Slum Deckers)

CN Medium Monstrous Ponykin (Meaters)

HP 7

**AC** 14 (FF 12/TAC 12) (2 Dex, 2 Armor)

**Land Movement Speed** 30 ft

Fort +3

Ref +2

Will +1

Init +2

## Statistics

STR 12

DEX 14

CON 12

INT 8

WIS 12

CHA 10

## Attacks

### Ranged

+1 Maner Heater -2 (1d3+3) (x2) (15 Mag Capacity)

+1 Maner Greasegun -2/-5/-7/-9/-11 (1d3+1) (x2) (30 Mag Capacity)

**(Happy Gang Variant)**

+1 Happy Inc Tossin' Smile -2 (1d6+3) (x2) (10 Mag Capacity)

+1 Happy Inc Tossin' Smile Thrown +3 (2d6 )

+1 Happy Inc Tossin' Joy -2/-4/-6/-8/-10 (1d6+1) (x2) (20 Mag Capacity)

+1 Happy Inc Tossin' Joy Thrown +3 (2d6)

## Abilities

### Rage (Ex)

When below 25% HP (2 HP), a Bandit Thug can enter a Rage as a free action. They gain a +4 bonus to Attack, Damage, and all saving throws.

### [Children of Blood] Blood Drinker (Su)

Upon damaging an enemy within 5 feet, a Children of Blood Thug gains Temporary HP equal to double their Con modifier.

### [ Darksiders] Greater Invisibility (Sp)

A Darksider Thug can cast Greater Invisibility once per day.

### [Dunerunners] Deadly Charge (Ex)

A Dunerunner Thug's charge gains a +6 bonus to attack and deals 1.5x damage.

### [Garden Gnomes] Tripping Attacks (Ex)

A Garden Gnome Thug's attacks have the Trip property.

### [Happy Gang] Self-Detonation (Ex)

Upon death, a Happy Gang Thug explodes, dealing damage equal to his weapon's explosive damage.

### [Meaters] Cannibalize (Ex)

As a full-round action, a Meater Thug can eat part of an adjacent corpse. They will restore HP equal to the dead creature's Constitution + their level.

### [Moonwatcher] Jetpack (Ex)

A Moonwatcher Blaster has a jetpack, allowing them to fly at a rate of 30 ft per round with poor maneuverability.

### [Ocean Lords] Water Breathing (Ex)

A Ocean Lord Thug has the ability to breathe underwater.

### [Savages] Storm Caller (Sp)

3/day each, a Savage Thug can cast *Call Lightning* and *Dust Storm*.

### [Sand Slavers] Slave Shield (Ex)

A Sand Slaver Thug has a 10 HP slave as a body shield. Any missed shots against the Sand Slaver will hit the slave. A creature can perform a steal maneuver against the Sand Slaver Blaster to free the slave, who will then attack the Sand Slaver Blaster.

### [Sewer Dwellers] Acidic Weapons (Ex)

A Sewer Dweller Thug's attacks deal an additional +1d6 acid damage.

### [Slum Deckers] Freedom of Movement (Sp)

A Slum Decker Thug has a permanent freedom of movement effect.

### [The Enders] Warp (Sp)

A Ender Thug can teleport 30 feet as a move action.