recursal/Fanatic-Fandom huggingface dataset:
Shantak

*Larger than an elephant, this scaly, bird-like creature has a vaguely horse-like head and vast, slime-encrusted wings.*

**Shantak CR 8**

**XP 4,800**

CE Huge magical beast

**Init** +3; **Senses** darkvision 60 ft., low-light vision; Perception +3

**DEFENSE**

**AC** 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, –2 size)

**hp** 104 (11d10+44)

**Fort** +11, **Ref** +10, **Will** +6

**Defensive Abilities** slippery; **Immune** cold, disease

**OFFENSE**

**Speed** 20 ft., fly 80 ft. (average)

**Melee** bite +17 (2d6+8) 2 talons +17 (1d8+8 plus grab)

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

**STATISTICS**

**Str** 26, **Dex** 17, **Con** 19, **Int** 8, **Wis** 17, **Cha** 10

**Base Atk** +11; **CMB** +21 (+25 grapple); **CMD** 34 (42 vs. grapple)

**Feats** Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Wingover

**Skills** Escape Artist +11, Fly +13; **Racial Modifiers** +8 Escape Artist

**Languages** Aklo

**SQ** no breath, share defenses, starflight

**SPECIAL ABILITIES**

​

**Share Defenses (Su)**

As a free action, a shantak can extend its no breath ability and cold immunity to a single creature touching it. It can withdraw this protection as a free action.

**Slippery (Ex)**

A shantak’s scales seep slippery slime. This grants the creature a +8 bonus on all Escape Artist checks and to its CMD against grapples, and imparts a –5 penalty on all Ride checks made by creatures attempting to ride a shantak.

**Starflight (Su)**

A shantak can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the shantak knows the way to its destination. Shantaks speak in a shrill voice that sounds like glass grinding against stone. They are intelligent creatures and cannot be trained as mounts—a would-be shantak rider must use diplomacy or magic to secure a shantak’s cooperation as a mount, and even then, shantaks have a tendency to deliberately strand riders in dangerous areas.

**ECOLOGY**

**Environment** cold mountains

**Organization** solitary, pair, or flock (3–12)

**Treasure** none

Many shantaks have a strange and irrational fear of certain creatures, such as the faceless nightgaunts said to dwell in certain remote mountains, or specific types of harpies or gargoyles in more civilized regions. A shantak avoids confrontations with these types of creatures if possible.

A shantak’s ability to travel the gulfs of space ensures that these scaly, bird-like creatures can be found on numerous worlds. Yet despite this unique ability, shantaks are generally quite reluctant to seek out new worlds unless faced with no other option, for a shantak knows well that an attempt to fly to an unknown world could easily result in being lost forever in the gulfs of space.
Extraplanar Sight

**School:** Transmutation [Choromancy]; **Level** Cleric/Oracle 7, Psychic 7, Sorcerer/Wizard 7

CASTING

**Casting Time** 1 round

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 1 round/ level

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

While this spell is active, you gain the Blindsight ability out to 30 feet. Upon casting this spell you must select one of the following overlapping planes of existence: Ethereal, Shadow, Fire, Water, Earth, Wind, Negative, Positive, or Astral. You see onto this plane as if you were on it, as well as the plane you are on (assumed to be the material). This Blindsight functions on both planes.

You may cast this spell multiple times, seeing onto a new plane with each casting. The blindsight functions for each new plane you select as well.
Conditions (SHOTS)

The following are conditions that a creature may have, either from failing a save or taking them on from some other source.

### Negative Conditions

**Prone:** You are on the ground, and must spend an action to stand up. While prone, you treat your speed as half of what it is (rounded down).

**Hindered**: You take a -2 to rolls of the designated type, typically a single skill (Such as Hindered Stealth).

**Impaired:** You take a -2 to checks and saves of the designated attribute (Such as Speed Impaired).

**Fatigued:** You take a -2 to all rolls associated with either Mental or Physical attributes (Such as Mental Fatigued)

**Forbidden:** You may not take the listed kind of action or actions, such as Combat Forbidden.

**Staggered:** You can take 1 less action on your turn than normal.

**Stunned:** You cannot take actions on your turn.

**Bleeding:** You take 1 damage every round at the end of your turn until the bleeding is stopped. A Survival or Knowledge (Medicine) check can be used to stop bleeding.

**Scared:** You take a -1 penalty to all rolls.

**Frightened:** You have disadvantage on all rolls.

**Terrified:** You have disadvantage on all rolls, your speed is lowered by 2, and you take a -2 penalty to all rolls.

### Positive Conditions

**Energized:** You may take 1 additional action on your turn.

**Boosted:** You gain a +2 to rolls of the designated type, typically a single skill (Such as Boosted Stealth).

**Invigorated:** You gain a +2 to checks and saves of the designated attribute (Such as Speed Invigorated).

**Excited:** You gain a +1 bonus on all rolls
Klyntar

**Klyntar** **(30 RP)**

The Klyntar are a strange alien race that exist by merging with existing creatures, becoming a second skin for them.

**Type (3 RP):** Abberation

**Ability Scores (1 RP):** +4 to any physical ability score and -2 to any mental ability score

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Klyntar begin play speaking Common. Klyntar with high Int may choose

**Darkvision (1 RP):** Klyntar have Darkvision out to 120 ft.

**Natural Attacks (8 RP):** Klyntar have a natural bite attack that deals 1d6 damage plus twice their strength modifier, two natural claw attacks that deal 1d4 each, and two tentacle attacks that deal 1d4 damage each.

**Blindsense (4 RP):** Klyntar have blindsense out to 30 ft.

**Mimetic Skin (4 RP):** A Klyntar may cast invisibility at will.

**Stalker (1 RP):** Klyntar have perception and stealth as class skills no matter which class they choose.

**Symbiotic Mind (1 RP):** Klyntar gain a +2 bonus to will saves.

**Resilient Hide (13 RP):** Klyntar gain a +3 natural armor bonus to AC and have 50% fortification.

**Fire Weakness (-2 RP):** Klyntar take 50% more damage from fire.

**Severe Sonic Weakness (-4 RP):** Klyntar take 100% more damage from sonic.

**Alternate Klyntar Types:**

* **Tentacled Horror (29 RP):** The Klyntar loses its bite attack and two claw attacks, and gains four additional tentacle attacks (for a total of 6). These all have a reach of 10 feet.
* **Unbonded (26 RP):** The Klyntar loses its natural attacks, Dual minded, and natural armor traits. It also gains the legless, no hands, greater swarming (twice) and lesser division traits. Its type is instead ooze and its size is tiny.

### Half-Breed Rules:

Klyntar cannot be half-breeds because they strictly reproduce asexually. They cannot be selected with the Gene Splicing feat, however the Mana Parasite Archetype for the Marked class provides an alternative for a similar concept.
Bearad

**Bearad (20 RP)**

The Bearad is a big, lovable, fuzzy race that prides itself on its heartiness. Although overall enjoyable to be around, Bearads are rather clumsy and not the smartest creatures around.

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (11 RP):** +8 Con, -2 Dex, -2 Int

**Size (0 RP):** Medium

**Speed (-1 RP):** 20 ft base speed

**Languages (-1 RP):** Bearads begin play speaking Meh. Bearads with high Int can choose from Common, Goblin, Dwarven, Giant, and Orc

**Darkvision:** Bearads have Darkvision 60 ft

**Run awaaaaay (2 RP):** Bearads gain Run and Reactionary as bonus traits at first level

**Healthy (2 RP):** Bearads have a +4 bonus on Fort saves against disease and poison

**Ragequit (2 RP):** Once per day when a Bearad takes damage, it may gain a +2 bonus to Str and Con and a -2 penalty to AC for one minute

**Long Arms (1 RP):** Bearads have a 10 ft. reach

**Smelling Muscles (4 RP):** Bearads gain Scent

**Fire bad (-2 RP):** Bearads are vulnerable to fire

**Sensitive Eyes (-1 RP):** Bearads are dazzled as long as they remain in bright light

~~~

**Notes:** Bearads have a 10 ft. reach despite being medium sized

### Half-Breed Rules:

Dominant: Lose Smelling muscles (-4 RP)

Non-Dominant: Gain Long Arms and Healthy (+3 RP)
Iron Turtle Sentinel

**Iron Turtle Sentinel**

**Alignment:** Any

**Hit Die:** D12

**Class Skills:** 2+ Int mod.

**Role:** The Iron Turtle Sentinel is unparalleled in terms of defense.

**Prerequisites:** Knowledge History 10 ranks.

**Proficiencies:** An Iron Turtle Sentinel is proficient with light, medium, and heavy armor, and shields (including tower shields).

**Damage Reduction:** At first level, an Iron Turtle Sentinel gains DR 2/- per level in this class.

**Fortification:** At second level, an Iron Turtle Sentinel gains the ability to shrug off serious wounds, to an extent. Whenever an Iron Turtle Sentinel is subjected to a critical hit or precision damage, there is a 25% chance that it is negated. If the critical hit is confirmed, it is instead a normal hit. At fourth level, this becomes 50%. At sixth level, this increases to 75%. At 8th level, this becomes 100%, granting immunity to sneak attacks and critical hits.

**Defensive Master:** At third level, anything that gives a bonus to AC gives an Iron Turtle Sentinel an additional +2 bonus. This includes feats, armor, shields, class abilities, total defense stance, magical bonuses, and any ability scores that are added to your AC.

**Stay at Rest:** At fifth level, an Iron Turtle Sentinel adds their level to their CMD

**Perfect Defense:** At seventh level, an Iron Turtle Sentinel divides all damage in half before any resistance, vulnerability, or damage reduction is applied.

**Immovable object:** At ninth level, an Iron Turtle Sentinel gains a +1 bonus to AC (Defensive Master is not applied) for every round you do not move from your square after the first round.

**Immaculate Defense:** At tenth level, an Iron Turtle Sentinel may choose to take minimum damage from all sources (before applying its perfect defense) for one round a number of times per day equal to its Con modifier.
Boss Template

*The biggest of the Big or the Baddest of the Bad, a Boss reigns supreme on the battlefield. Standing at the end of every level to defeat the party, bosses are the pinnacle of enemy units.*​

**CR:** +1/5 HD of base creature

**Type:** Unchanged, but gains the Boss subtype

​**Size:** Same as the base creature.

**Speed:** A Boss's speed stays the same.

**Ability Scores:** A Boss gains a +4 bonus to all ability scores and an additional +2 bonus to one score of it's choice. The boss gains an additional +2 bonus to any ability score it chooses for every 4 hit dice it possesses.

**Hit Points:** A Boss's hit points are multiplied by 4.

**Armor:** A Boss Gains a +1 Boss bonus to Armor class for every 3 HD it possesses.

**Bonus to Hit:** A Boss gains a +1 Boss bonus to it's attack rolls for every 4 HD it possesses.

**Bonus to Saving throws:** A Boss gains a +1 Boss bonus to it's Saving throws for every 4 levels it possesses.

**Damage Reduction:** A Boss gains Damage reduction 5 overcome by good or evil (Whatever is opposite their alignment, their choice if neutral.) The Boss gains Energy resistance 5 to all energy types (Excluding force, disintegration, positive, negative etc.) This DR and energy resistance increases by 5 for every 4 HD the creature possesses. (If your party is exceptionally powerful the DR may instead be overcome by nothing).

**Fast Healing:** A Boss gains Fast Healing 5, This increases by 5 for every 5 HD it possesses.

**Skills:** A Boss gains a +2 boss bonus to all skills, in addition, one of its skills has maximum ranks.

**Immunities:** A Boss is immune to Death effects, stunning, paralysis, staggering, and petrification.

**Resistances:** A Boss gains Fortification 25%. This increases by 25% at 10 HD, and at 15 HD it becomes 75%.

**Boss Actions:** A Boss can choose to take an extra move action once per battle. If it has 10 or more HD it can take an extra standard action and an extra move action once per battle, and if it has 15 HD or more it can take an extra full round action in a battle.
Aging Stroke

**School:** Necromancy [Chronomancy]; **Level** Antipaladin 2, Cleric/Oracle 4, Sorcerer/Wizard 4, Spiritualist 3, Necromancer 4

CASTING

**Casting Time** standard action

**Components** V, S, M (the tooth of an elderly woman)

EFFECT

**Range** close (25 ft+ 5ft/ level)

**Target** one creature

**Duration** instantaneous

**Saving Throw** fortitude negates; **Spell Resistance** yes

DESCRIPTION

A dull grey beam shoots from your fingertips. Make a ranged touch attack against your target. If it hits, they must make a fortitude save. Failure means the target ages 1d10 years+1 year/level (Max 1d10+10 years). These additionally years gradually fade away over the course of a week.
Brekken

**Brekken (28 RP)**

*Brekken are a species that evolved to easily integrate technology into themselves. This need arose because their home planet, Brekka, became so polluted that it was otherwise unlivable. Centuries of this cybernetic enhancement has integrated technology into their genetic code, causing Brekken to be born with rudimentary cybernetics.*​

**Type (7 RP):** Humanoid (Brekken, Half-Construct)

**Ability Scores (12 RP):** +4 Con, +4 Int, +2 Wis, +2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Brekken begin play speaking Intergalactic and Brekka. Brekken with high Int may select Common, Binary,

**Optics Visor (3 RP):** Brekken gain low-light vision and Darkvision 60 ft.

**Filtration Unit (3 RP):** Brekken are immune to inhaled poisons and any effect that would require them to breathe to take effect. They can still suffocate and drown, however, and cannot survive the vaccuum of space.

**Semi-constructed (-2 RP):** Brekken gain a +2 bonus to saves against disease, mind-affecting effects, poison, and exhaustion or fatigue. Unlike most half-constructs, they still need to eat, sleep, and breathe.

**Smoke Sight (1 RP):** Brekken can see perfectly through smoke and smog.

**Cybernetics (4 RP):** Brekken add half their level to both Con and Int for the purposes of determining their maximum Cybertech implants. In addition, they reduce the DC of the check required to install cybertech by 5.

### Half-Breed Rules:

Dominant: Lose Smoke Sight and Optics Visor (-4 RP)

Non-Dominant: gain Cybernetics (+4 RP)
Viltrumite

**Viltrumite (86 RP)**

Viltrumites are the most formidable race in the galaxy, perhaps even the Universe. Probably don't let your players be one if you care at all about balance.

**Type (0 RP):** Humanoid (Viltrumite)

**Ability Scores (20 RP):** +4 bonus to all ability scores, +4 additional bonus to one mental and one physical ability score of choice

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (1 RP):** Viltrumites begin play speaking Intergalactic and one language of their choice. Viltrumites with high Int may choose any language they wish

**Pride (1 RP):** Viltrumites gain a +2 bonus against all mind effects

**Arrogance (-1 RP):** Viltrumites take a -4 penalty to diplomacy checks.

**Extreme Warrior Race (8 RP):** Viltrumites gain a +2 bonus to all attack and damage rolls, and begin play with a bonus combat feat of their choice.

**Bounce Back (10 RP):** Viltrumites have an amazing ability to recover from defeats stronger than they were before. Every time you reach negative HP, you gain a permanent +1 Racial bonus to an ability score of your choice once you are above 0 hp again. The maximum bonus to a single ability score is equal to your character level, and your Bounce Back may only trigger once per day.

**Brilliant (14 RP):** Viltrumites gain a bonus feat at first level as well as a bonus skill rank at every level. They also gain skill focus as a bonus feat at 1st, 8th, and 16th level. Finally, they select any 4 skills and treat them as class skills, regardless of the class they choose.

**Bulletproof Skin (22 RP):** Viltrumites gain a +5 bonus to natural armor and DR 10/--.

**Super Senses (2 RP):** Viltrumites gain a +2 bonus to perception checks.

**Flight (10 RP):** Viltrumites have a fly speed of 60 feet with perfect maneuverability.

**Progenitor (1 RP):** Viltrumites count as Humans, Saiyans, and Kryptonians for the purposes of qualifying for feats, prestige classes, or other abilities, but not for effects that would target them (Such as Bane). This is expanded to include subraces.

**Severe Sonic Weakness (-2 RP):** Viltrumites take 100% more (double) damage from sonic.

### Half-Breed Rules:

Viltrumite genes are especially strong. As such, if they are the non-dominant parent, they add all of their Non-dominant traits to the dominant parent regardless of if it would be above the normal maximum (such as with Asari).

Dominant: Lose Brilliant, Arrogance, Super Senses, Pride, and Extreme Warrior Race (-25 RP)

Non-Dominant: Gain +3 natural armor, Fly 30 ft, Bounce Back, and +2 to all ability scores (+25 RP)
Gi of Energy Charging and Holding

**Gi of Energy Charging and Holding**

​**Aura** strong evocation; **CL** 16th

**Slot** body; **Price** ; **Weight** --

This simple gi may come in any number of colours, but is most commonly orange and blue. While wearing it, you may cast Charged Energy Blast once per day. When doing so, you are treated as already having charged it for 2 additional rounds. If you are capable of casting this spell by other means, you may do so and choose no target. This allows you to transfer the charge to the gi, so that when you cast the spell you may use that charge instead. Once discharged, the gi no longer holds that charge and must be recharged again.
Cyborg (Human Subspecies)

**Cyborg (33 RP)**

Homo Sapiens Machina, these humans sought to conquer the weaknesses of their bodies by integrating machines into themselves.

**Type (7 RP):** Humanoid (Half-Construct, Human)

**Ability Scores (12 RP):** +4 to one physical and one mental score of choice, +2 all other scores.

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (1 RP):** Cyborgs begin play speaking common. Cyborgs with high Int may choose any language (except secret languages).

**Low-Light Vision (1 RP):** Cyborgs have low light vision

**Augmented:** Cyborgs do not need to eat, sleep, or breathe, but can do so to gain benefits associated with those activities. Cyborgs cannot be raised or resurrected.

**Anti-Virus:** Cyborgs gain a +2 racial bonus against disease, poison, mind effects, and effects that cause exhaustion or fatigue.

**Firewall (1 RP):** Cyborgs gain a +2 bonus to all will saves

**Metallic Plating (3 RP):** Cyborgs have a +2 natural armor bonus to AC

**Flexible Bonus Feat (4 RP)**: Cyborgs select one extra feat at 1st level.

**Skilled (4 RP):** Cyborgs gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

### Half-Breed Rules:

Humans (and their Subspecies) are exceptions to the rule for the Half-breed race archetype. They are never the dominant parent. They add their non-dominant traits even if this would increase the RP of the offspring beyond the dominant parent's.

N: gain Skill Focus as a static bonus feat, +2 to a single ability score, and the Half-construct subtype. (+11 RP)
Evol Hammer

**EVOL Hammer**

**Major Artifact**

**Aura:**

The EVOL hammer is effectively a + Weapon. It requires a strength score of 19 to wield.

The EVOL Hammer is a Large size +5 Impact, Resounding, Heavy, Knockback, Collision, Human Dread Warhammer

The EVOL Hammer crits on a 20, and has a x3 critical multiplier.

* The EVOL Hammer's base damage is 4d6, and it adds an additional 2d6 to its damage.
* The EVOL Hammer is treated as having a +9 enhancement bonus against humans and deals +4d6 points of bonus damage against them, and if it scores a successful critical hit against a human, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. This applies even against creatures immune to death effects and critical hits.
* When the EVOL Hammer is used with two hands, the damage from your strength bonus is multiplied by 2 instead of 1.5 and because of the sheer weight of the weapon add 2 damage die that the weapon already does (noted above). However, it also has a strength requirement to wield correctly of 19 or higher.
* Three times per day upon a successful critical hit, the wielder of the EVOL Hammer can push a creature in a straight line away from itself 30 ft.
Raiders of the Stars

**Glimpsed Beyond:** Your type becomes Outsider. You gain Darkvision 60 ft and no longer need to eat, sleep, or breathe.

**Starflight:** You are well adapted to survival in the vaccuum of space. You may travel anywhere within the solar system in 2d6 days, or anywhere in the galaxy in 2d6 months.

**Knowledge Driven:** You gain a +10 bonus to all knowledge skills, treat all knowledge skills as class skills, and can make all knowledge checks untrained.

**Alien Technologies:** You possesses the ability to create strange items that blur the line between magic and technology, given time and resources. This ability allows you to ignore all of the Item Creation feat requirements and spellcasting requirements for creating a magic item; the resulting item is always alien technology. When you use this ability to craft an item, you must use a larger amount of strange ingredients and expendable resources—this effectively doubles the gold cost to create the item.
Fulmini

**Fulmini** **(25 RP)**

**Type (3 RP):** Outsider (Native)

**Ability Scores (1 RP):** +4 Con, -2 Int, -2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Fulmini begin play speaking Common and Fulmini. Fulmini with high Int may select ,

**Glow:** Fulmini constantly give off light, as per the spell. Unlike most outsiders, they do not possess darkvision.

**Static Discharge (1 RP):** Once per day as a swift action, a Fulmini can call on the electric power in its body to shroud its arms in electricity. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of electric damage. This lasts for 1 round per character level. The Fulmini may end this effect early as a free action.

**Electric Absorption (7 RP):** Fulmini are immune to electric damage and gain fast healing 2 for 1 round any time they take electricity damage.

**Natural Armor (5 RP):** Fulmini have a +3 bonus to natural armor.

**Enhancement (4 RP):** As a swift action (if sourced from the creature using this ability) or a standard action (if used on an outside source), a Fulmini can increase the effect of any electrical spell or ability as if it were 1 CL higher. They can also 3/day empower an electrical effect.

**Electrical Fusion (4 RP):** By integrating themselves into a mechanical creature, they can increase that creature's Natural Armor bonus by 3 and grant them their Electric Absorption and Static Discharge abilities.

### Half-Breed Rules:

Dominant: Lose Electrical Fusion (-4 RP)

Non-Dominant: Gain Enhancement (+4 RP)
Cheat (5e)

**Cheat**

*Divination cantrip*

**Casting Time**: 1 bonus action

**Range**: Self

**Components**: S, M (a weighted die)

**Duration**: 1 round

You subtly twist your fingers and fate seems to follow suit. For the duration, you can reroll any ability check you make to play nonmagical games of skill. Therefore, this ability could influence a game of Three Dragon Ante, but not the result of a *Deck of Many Things*.

**Spell Lists:** Wizard, Sorcerer, Bard, Warlock
Furry

**Role:** Furries are great distractions and cannon fodder

**Alignment:** Any

**Hit Die:** d8

**Starting Wealth:** 3d6 × 10 gold (average 105 gold.) In addition, each character begins play with an outfit worth 10 gold or less.

**Skills:** The Furry’s cwass skiws are.

**Skill Ranks per Level:**  + Int modifier.

**Class Features**

The fowowing are the cwass features of the Furry.

**Weapon and Armor Proficiency:**

Furries are proficient with all simple weapons and their Fursuit

**Fursuit**

At 1st wevel, Furries gain a Fursuit. This has a max dex bonus of +4, and gwants a +7 awmow bonus to AC. It also gwants DR/- equaw to your wevel.

**H-Hewwo?**

At 2nd wevel, Furries can call out to ask "Is anywone hewe??" before a combat starts as a standard action. Any enemies within eawshot must make a wiw save (DC 10+lvl+cha) ow tawget the furry wiff an attack immediatewy. This weveaws theiw wocation. They must tawget the furry that used this abiwity until they hit them ;3

**OWO What's This?**

At 3rd wevel, the furry may twice purr day succeed on a percepshun check. Even if thewe was noffing thewe, thewe is now. The furry decides what they fownd if thewe wasn't somefing thewe.

**SAVE ME MR. PWESIDENT**

At 4th wevel, Any time the furry is in dangew, they can as an immediate actshun switch pwaces wiff any cweature wiffin theiw weach. They may use this thwee time purr day.

**Yiff**

At 5th wevel, the furry nuzzles and wuzzles u then lickies ur bolgy-wolgy. You know what? I'm done writing this furry shit. You have sex with them and the enemy fuckin kills themselves over this cringe. You can only do it once.
Deep one hybrid

*This elderly man’s wide-mouthed, staring countenance and webbed hands suggest a sinister taint in his bloodline.*

**Deep One Hybrid CR 1/2**

**XP 200**

Deep one hybrid cleric 1

CE Medium humanoid (deep one, human)

**Init** +4; **Senses** low-light vision; Perception +4

**DEFENSE**

**AC** 13, touch 10, flat-footed 13 (+2 armor, +1 natural)

**hp** 12 (1d8+4)

**Fort** +5, **Ref** +0, **Will** +5

**OFFENSE**

**Speed** 20 ft., swim 30 ft.

**Melee** mwk dagger +2 (1d4+1/19–20)

**Special Attacks** channel negative energy 2/day (DC 9, 1d6)

**Cleric Spell-Like Abilities** (CL 1st; concentration +4)

**6/day**--touch of chaos, vision of madness

**Cleric Spells Prepared** (CL 1st; concentration +4)

**1st**--cause fear (DC 14), cure light wounds, lesser confusion D (DC 14)

**0 (at will)**--bleed (DC 13), light, resistance

D domain spell; **Domains** Chaos, Madness

**STATISTICS**

**Str** 13, **Dex** 10, **Con** 17, **Int** 10, **Wis** 16, **Cha** 8

**Base Atk** +0; **CMB** +1; **CMD** 11

**Feats** Improved Initiative

**Skills** Knowledge (religion) +4, Perception +4, Swim +9; **Racial Modifiers** +8 Swim

**Languages** Aklo, Common

**SQ** final change, sea longing, take to the water

**SPECIAL ABILITIES**

**Final Change (Su)**

A deep one hybrid ages at the same rate as a half-orc. A mere 1d12 months after a deep one hybrid reaches venerable age (at 60 years old), it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, –2 Dexterity, and +6 Constitution.

**Sea Longing (Ex)**

Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.

**Take to the Water (Ex)**

A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming. A deep one hybrid has a swim speed of 30 feet, and gains a +8 racial bonus on all Swim checks.

**ECOLOGY**

**Environment** any urban

**Organization** solitary, cult (2–12), or township (13+)

**Treasure** NPC gear (masterwork dagger, leather armor, other treasure)

Deep one hybrids are the spawn of humans and deep ones. They are most comfortable with others of their kind, and typically cluster in small, insular settlements where they can assume positions of authority. They keep any humans within their towns subservient and cowed, making sure those other residents know better than to act against local laws. Though deep ones are devoutly religious, they usually cloak their true beliefs under a facade of more conventional worship, believing that by doing so they can avoid suspicion from visitors and nearby societies.
Curculimus

**Curculimus** **(29 RP)**

**Type (0 RP):** Magical Beast

**Ability Scores (0 RP):** +2 Dex, +2 Wis, -2 Cha

**Size (4 RP):** Tiny, granting a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they must enter an opponent's square to attack it in melee.

**Speed (0 RP):** 40 ft base speed

**Languages (-1 RP):** Curculimus begin play speaking Atrocian. Curculimus with high Int may select Common,

**Quadruped (2 RP):** Curculimus are quadrupeds, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed (included above).

**No hands (-4 RP)** Curculimus have no hands and thus cannot maneuver small objects well. They are considered to not be proficient with any weapon other than natural attacks and unarmed strikes, and may not be able to use some weapons at all. In addition, they cannot cast spells with somatic components and they have a -4 penalty on Disable Device checks and any checks that require fine motor skills.

**Bite (2 RP):** Curculimus have a bite attack that deals 1d3+Str modifier damage.

**Plasma Ball (14 RP):** Curculimus can generate balls of plasma that they may choose to detonate. Creating a plasma ball is a standard action, and functions as an alchemist's bomb. The damage a plasma ball deals and any related saves are based on Wisdom instead of intelligence. A curculimus may apply alchemist bomb discoveries to their Plasma Ball. By spending a move action to gather additional matter into the plasma ball, the curculimus may increase the size of their splash damage by 5 ft. They may spend additional move actions on subsequent turns to continue increasing the size, but only 5 additional feet per HD the curculimus has.

**Expert Climber (8 RP):** Curculimus have a climb speed equal to their move speed, and are treated as being constantly under the effects of a nonmagical spider climb spell. This grants a +16 bonus to climb checks.

**Sticking Plasma (4 RP):** Curculimus may cast Web at will.

### Half-Breed Rules:

Dominant: Lose No hands, Sticking Plasma, and Expert Climber (-8 RP)

Non-Dominant: Gain Plasma Ball, but are unable to increase size via move actions (+7 RP)
Cerebrocrustacean

**Cerebrocrustacean** **(30 RP)**

**Type (3 RP):** Aberration

**Ability Scores (4 RP):** +2 Str, +2 Dex, +2 Con, +4 Int, -2 Cha

**Size (0 RP):** Medium

**Speed (-1):** 20 ft base speed

**Languages (1 RP):** Cerebrocrustaceans begin play speaking Common and Encephalonian. Cerebrocrustaceans with high Int may select any language.

**Darkvision:** Cerebrocrustaceans have Darkvision

**Natural Armor (3 RP):** Cerebrocrustacens have a +2 natural armor bonus to AC.

**Skilled (4 RP)**: Cerebrocrustaceans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

**Electrical Assault (1 RP)**: Once per day as a swift action, a Cerebrocrustacean can call on the electrical energy within itself. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of electric damage. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

**Electric Beams (15 RP)**: Three times per day as a standard action Cerebrocrustaceans can fire an electrical beam from themselves. This deals 3d6 electric damage in a 20 ft. line.

### Half-Breed Rules:

Dominant: Electrical Beams becomes once per day (-9 RP)

Non-Dominant: Gain Skilled, Electrical Assault, and +2 Int (+9 RP)
Equipment

## Non-Magical Equipment

Dishonored Gadgets

Dishonored Weapons

Special Materials

## Magic Arms and Armor

### Enchantments

Armor/Shield Enchantments

Weapon Enchantments

### Specific Weapons

Dohvakiin Hammer

The Holy Sword

The Impaler

Kingwrecker Gauntlet

## Wondrous Items

Bonecharms and Runes

Boogaloo Bombs

Book of Black Ages

Circlet of Defenses

Companion Cube

Gi of Energy Charging and Holding

Mr. Meeseeks Box

Orbs of Creature Snaring (Pokeballs)

Ring of Curses

## Artifacts

Chronosuits

Custos Animae

Deck of Many Things

* Void's Nancy Deck

Evol Hammer

Hunter Suit

Infinity Items

* Infinity Gauntlet
* Infinity Armor
* Power Gem
* Space Gem
* Time Gem
* Mind Gem
* Reality Gem
* Soul Gem
* Ego Gem
* Negative Gem

Lifebringer

Legendary Blade Excalibur

Necronomicon

Omnitrix

Tick Tock
Grexxalork's Unyielding Onslaught

**School:** Transmutation; **Level** 10

CASTING

**Casting Time** Swift Action

**Components** V, S, M (A drop of blood from an Archdevil, worth at least 25,000 gold)

EFFECT

**Range** personal

**Target** self only

**Duration** one round.

DESCRIPTION

When you cast this spell, you gain a +10 bonus to all ability scores and may move up to your move speed. This bonus increases by +10 for each creature you reduce to 0 HP, and each time you do so you may move up to 30 feet as a free action. These bonuses lasts until the end of your turn.
Infinity Items

Infinity Stones are powerful artifacts from the dawn of creation. Each represents an aspect of the universe.

There are rumored to be eight such stones. Each share some qualities. All are slotless lesser artifacts that have negligible weight and a Caster Level of 25. As long as the stone is in a creature's possession, that creature may use any of its abilities.

All Infinity Stones grant a bonus to an ability score as well as to at least one spell and provide other benefits unique to the stone. Creatures are given a CL check to determine the abilities of a stone. This check may not be retried, and you cannot gain information about the abilities of a stone in any way other than this check (unless someone else informs you of an ability, in which case you may make another CL check at a +4 bonus. This does not allow you to learn any information other than the ability you were specifically informed of). The DC of this check is 25 to learn the item is an Infinity Stone and the ability score it grants a bonus to. If you beat this DC by 5, you learn of two abilities it grants you, and you learn another one ability for every 5 by which you beat the DC. A result of 50 or higher allows you to learn all abilities the stone grants.

​These abilities are inclusive, rather than exclusive, meaning a creature can attempt to use the stone to do other things by making a CL check with a DC set by the DM (typically no lower than 25 for abilities less powerful than those it grants, 35 for those as powerful, and 45 for those more powerful). If near another stone for at least 24 hours, using the stone will inform you if another stone within close range would be more suited for the task being attempted. For example, Warren the Fire Cleric possesses the reality stone and Talyn the Werewolf fighter possesses the Time Stone. If Warren attempts to use the Reality Stone to view the potential outcome of a situation (The DM determines the DC to be 50), it will inform him that the Time Stone carried by his ally would be more suited for this endeavor (the DM determines the DC for that stone is only 30).
Kett

**Kett (18 RP)**

*The Kett create new members of their race through a process called Exaltation, where they rewrite the genetic code of other races to mutate them into Kett, keeping the most beneficial traits and integrating them into other Kett's genomes.*

**Type (0 RP):** Humanoid (Kett)

**Ability Scores (10 RP):** +4 to one physical score of choice, +4 to one mental score of choice, +2 to every other ability score

**Size:** Medium

**Speed (1 RP):** 40 ft base speed.

**Languages (-1 RP):** Kett begin play speaking Kett. Kett with high Int may select common, Interlac,

**Thick Skin (5 RP):** Kett gain a +3 natural armor bonus to AC

**Master Geneticists (1 RP):** Kett gain a +2 bonus to Heal checks

**Genetic Exaltation (2 RP):** Kett gain the Gene Splicing feat as a bonus feat.

### Half-Breed Rules:

Kett are only created through genetic experimentation and cannot be Half-Breeds. They gain the Genetic Exaltation feature to represent this.
Orishan

**Orishan** **(30 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (0 RP):** +2 Con, +2 Wis, -2 Dex

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Orishan begin play speaking Kiusana. Orishan with high Int may select

**Armored Shell (3 RP):** Orishan have a +2 Natural armor to AC

**Integrated Rebreather (3 RP):** Orishan are immune to inhaled poisons and can breathe underwater.

**Water Sense (1 RP)**: Orishan can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

**Water Beam (20 RP):** Once every 1d6 rounds, an Orishan may use a breath weapon as a standard action. This deals 1d6 cold damage per HD (reflex half) in a 50 ft. line.

Half-Breed Rules:

Dominant: Water Beam becomes 1/day 2d6 (-10 RP)

Non-Dominant: Gain Integrated Rebreather and water beam 1/day 1d6 (+9 RP)
Krogan

**Krogan (12 RP)**

**Type (0 RP):** Humanoid (Krogan)

**Ability Scores (4 RP):** +4 Con, +2 Str, +2 Dex, -2 Wis, -2 Cha, -4 Int

**Size:** Medium

**Speed (0 RP):** 30 ft base speed.
**Languages (-1 RP):** Krogan begin play speaking Krogan. Krogan with high Int may select common, intergalactic,

**Bloodrage (2 RP):** Once per day, whenever a Krogan takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

**Thick Skin (3 RP):** Krogan gain a +2 natural armor bonus to AC

**War Cry (2 RP):** Once per hour as a standard action, a Krogan can emit a thunderous battle cry. Any creature not of its subtype must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Con modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's war cry for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
**Smasher (2 RP):** Krogan gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

### Half-Breed Rules:

Dominant: Lose War Cry and Smasher (-4 RP)

Non-Dominant: Gain Bloodrage and +1 natural armor(+4 RP)
Gamer

**Role:** Gamers are a most versatile class, using their cheat codes to help them with anything they might need

**Alignment:** Any

**Hit Die:** d6

**Starting Wealth:** 3d6 × 10 gold (average 105 gold.) In addition, each character begins play with an outfit worth 10 gold or less.

**Skills:** The Gamer’s class skills are all of em except the Str based ones

**Skill Ranks per Level:**  4+ Int modifier.

**Class Features**

The following are the class features of the Gamer

**Weapon and Armor Proficiency:**

Gamers are proficient with everything and start with whatever weapon and armor they want bc they're hackers

**Konami Code (Su)**

At 1st level, you are effected by breath of life every time you hit 0 HP (max 30 times).

**Speed Boost (Su)**

At 2nd level, you are effected by a constant, stacking haste effect. You gain 1 haste per level you have.

**Lower Wanted Level**

At 3rd level, usable 3 times. End a combat immediately bc the cops think you haven't done anything wrong. non-government people might still fight you though.

**God Mode**

At 4th level, ​you may use a swift action to enter God Mode. You can only do this once. For 1 consecutive minute you're immune to everything and automatically hit and do max crit damage on every attack. use it wisely.

**Console Command**

You get 1 divine intervention but you only have 10 seconds to wish for it from the time you level up
Galactic Bomb

**School:** Universal (Galactimancy) [Chronomancy, Choromancy]; **Level** Alchemist 4, Bard 4, Cleric/Oracle 6, Occultist 4, Psychic 6, Sorcerer/Wizard 6

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** 120 feet

**Area** 20 ft radius burst

**Duration** instantaneous

**Saving Throw** fortitude half; **Spell Resistance** yes

DESCRIPTION

Upon casting this spell, you select one of the following options. This determines if the spell has the Chronomancy or Choromancy descriptor.

*Temporal Bomb:* The creatures in the area take 1d6 force damage per 2 levels, as does their armor. In addition the creature must make a saving throw or be treated as if 1d6+1 rounds had passed for them. Any ability they have with a duration is treated as if it were that many rounds further along and it will end sooner. A successful saving throw means that only 1 additional round has passed and the damage dealt is halved.

*Graviton Bomb:* The creature struck takes 1d6 crushing damage per 2 levels. The creature must succeed in a saving throw or be stunned for 1 round. A successful save causes the creature to be staggered for 1d4+1 rounds, and the damage is halved.

## Galactic Bomb II

**School:** Universal (Galactimancy) [Chronomancy, Choromancy]; **Level** Alchemist 6, Bard 6, Cleric/Oracle 9, Occultist 6, Psychic 9, Sorcerer/Wizard 9

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** 300 feet

**Area** 40 ft radius burst

**Duration** instantaneous

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

DESCRIPTION

Upon casting this spell, you select one of the following options. This determines if the spell has the Chronomancy or Choromancy descriptor.

*Temporal Bomb II:*  The creature struck takes 1d6 force damage, as does their armor. This damage increases by 1d6 for every level the caster possesses. In addition the creature must make a saving throw or be treated as if 1d10+2 rounds had passed for them. Any ability they have with a duration is treated as if it were that many rounds further along and it will end sooner. In addition, the creature and it's armor are aged 1d6 years for every 5 levels the caster possesses. A successful saving throw halves the damage and negates the secondary effects.

*Graviton Bomb II:* The creature struck takes 2d6 crushing damage. This damage increases by 2d6 for every level the caster possesses. The creature must succeed in a saving throw or be Stunned for 1d6+2 rounds. A successful saving throw means they're Staggered for 1d4 minutes.​
Charmbearer (Marked Archetype)

**Charmbearer (Marked Archetype)**

Charmbearers focus their Mana into empowering the Bonecharms they craft and wear.

**Scrimshaw Scribe**

At first level, you gain the Craft Bonecharm Outsider Gift and the Witch Crafting feat. At 4th level, you gain the Enhanced Craft Bonecharm Outsider Gift. At 5th level, you gain the Master Crafting feat. At 9th level, you gain the Trait Synergy feat. At 13th level, you gain the Craft Runes feat. At 17th level, you may create Black Bonecharms that emulate an Outsider Gift or Gift feat, similarly to the Corroded Bonecharms. By spending twice the cost and time, you may craft an Enhanced Gift Bonecharm.

**This replaces the Outsider Gift gained at 1st and 4th level and replaces Bonus Feats .**

**Bone Scavenger**

At 2nd level, and every level thereafter, you may roll randomly to determine a Bonecharm trait that you learn automatically. You may forgo gaining a Gift to instead select a single Black, Corrupted, or Corroded Bonecharm to gain instead.

**This alters Gifted.**

**Signature Trait**

At 10th level, select a single tiered trait you know. You may apply that trait an additional 2 times across your bonecharms using the Trait Synergy feat.

**This replaces Signature Gift.**

**Perfect Charms**

At 15th level, you no longer have a chance of corruption when crafting bonecharms. You may intentionally apply a specific corruption to any charm you craft. When triggering a Corroded bonecharm, you never destroy it. Instead, when it would normally be destroyed, it instead gains the Broken condition and can be repaired by spending one day and 25 gold per 5% chance there was of it breaking, resetting to 0% after it is fixed.

**This replaces Quick Gifts.**

**Improved Signature Trait**

At 19th level, your selected trait may be applied an additional 2 times.

**This replaces Improved Signature Gift.**

**Overcharmed:**

At twentieth level, a charmbearer is able to forcibly equip more charms than they would normally be able to. By reducing your maximum amount of mana, you can equip additional bonecharms. The amount of mana you must sacrifice is determined by the bonecharm type, costing 1 mana per tier for a tiered bonecharm or 5 mana for a Black bonecharm. If a Bonecharm has a corruption, its mana cost is decreased by one. If you unequip bonecharms to be within your normal limit again, your maximum mana is returned to normal, however you must regenerate it as normal. You may sacrifice a maximum of 10 mana in this way. **This replaces Revenge Solves Everything.**
Impart Knowledge (5e)

**Impart Knowledge**

*3rd-level divination*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, M (a book worth at least 25 gold)

**Duration:** 1 hour

You grant another creature insight into skills you are trained in. For the duration, a creature may add your proficiency bonus to all skill checks it makes that you have proficiency in. You may not target yourself with this spell. The spell ends early if the creature's skill check results in a 25 or higher.
Cadence's Limitless Potential

**School:** Transmutation; **Level** 10

CASTING

**Casting Time** 1 round

**Components** V, S, M (A trophy made of gold worth 10,000 gold)

EFFECT

**Range** personal

**Target** self only

**Duration** one minute per level (see text)

**Saving Throw** Will negates (harmless); **Spell Resistance** no

DESCRIPTION

When you cast this spell, you may choose a number of boosts to apply to it. A boost adds the same bonuses an additional time, at the cost of reducing the duration by one minute each time you boost. The first casting of this spell is treated as the first boost (essentially, there is no boost number zero).

Each boost grants the caster a +4  bonus to all ability scores, a +2 bonus to AC, a +10 ft bonus to all move speeds you possess, and a +1 bonus to caster level. All of these bonuses are Limitless bonuses, and cannot be bypassed or reduced in anyway. Every time beyond the first that you boost this spell, you take a penalty equal to half the bonuses you received (rounded up) for twice the duration you reduced the duration of this spell by. These are likewise Limitless penalties and cannot be reduced or negated in any way. The penalties are removed after this second duration, unless an ability score is reduced to zero in which case it is permanent but can be restored in the normal manner after the duration expires.

For example, a 20th level caster would have a duration of 20 minutes when using one boost. If they instead use 5 boosts, they have a duration of 15 minutes, gain a +20 bonus to all ability scores, a +10 bonus to AC, a +50 ft bonus to all move speeds, and a +5 bonus to caster level. After the 15 minutes is up, for 10 minutes (twice the number of boosts) you take a -10 penalty to all ability scores, a -5 penalty to AC, a -25 ft penalty to move speed, and a -3 penalty to caster level.

* The minimum ability score possible from these penalties is 0.
* There is no minimum AC from these penalties.
* The minimum move speed from these penalties is 0. A creature with a move speed of zero due to this may take a full round action to move five feet.
* The minimum caster level from these penalties is 0. A creature with a caster level of zero cannot cast spells.
Future Imprisonment

**School:** Universal (Galactimancy) [Chronomancy]; **Level** Cleric/Oracle 8, Magus 6, Psychic 8, Sorcerer/Wizard 8

CASTING

**Components** V, S, F (a timekeeping device worth at least 5,000 gold)

EFFECT

**Duration** 1 hour/ level (max 24 hours)

DESCRIPTION

This spell functions as Future Displacement, except as noted above. Additionally, it requires Greater Dispel Magic or higher to dispel.