recursal/Fanatic-Fandom huggingface dataset:
American Fare

**American Fare** is a hypermarket brand, in very similar fashion to Costco but in a wholesale hypermarket format, owned by Kmart and has larger stores with over 250,000 sq ft of space, with multiple areas, including grocery, apparel, electronics, toys, and hardware. American Fare also has a whole section of the store dedicated to kids clothes and kids items. The stores also feature a large auto center, a food court (with mainline food, and usually a fast food restaurant like Arby's) a optical, pharmacy, and a home decor center, usually dedicated to helping people find the right light fixtures or furniture for their house. Most locations also have a creamery where people can buy ice cream from brands like Baskin-Robbins, Ben & Jerry's, Cold Stone Creamery and TCBY.
Ames

**Ames Department Stores Inc.** is an American chain of discount stores based in Rocky Hill, Connecticut, United States. The company was founded in 1958 with a store in Southbridge, Massachusetts, and at its peak operated 700 stores in 20 states, including the Northeast, Upper South, Midwest, and the District of Columbia, making it the fourth-largest discount retailer in the country.

## Ruby Nation

Ames first opened in the Ruby Nation in 1965, in the city of Crystalopolis. Since then, the company has played a major presence in the lives of Rubians all over the nation. Ames went from having one single store, to becoming a well established brand & company within the country. The company which once had 160 stores in the 70s, nowadays has around 85 stores, with many closing or being sold. Ames does not exist in the city of Toronto, instead being represented by their sister brand Zayre, which has become a major brand in Toronto, and surpassed Kmart in popularity there.

## See also

* Ames Auto Center
* Ames Hair and Nail Salon
* Ames Tanning Salon
* Ames Vision Center
* /Product galleries
* /Logo gallery
American Legion Memorial Highway

**American Legion Memorial Highway** is a east-west cross-country toll road in the United States. Its western terminus is at I-1 in San Diego; its eastern terminus is at Ronald Reagan Memorial Highway in Gullah Gullah Island. The highway runs through many major cities including TBA.

## Route description

### West of the Mississippi River

#### California

*See also: American Legion Memorial Highway in California*

#### Arizona

*See also: American Legion Memorial Highway in Arizona*

#### New Mexico

*See also: American Legion Memorial Highway in New Mexico*

#### Texas

*See also: American Legion Memorial Highway in Texas*

#### Louisiana

*See also: American Legion Memorial Highway in Louisiana*

### East of the Mississippi River

#### Mississippi

*See also: American Legion Memorial Highway in Mississippi*

#### Alabama

*See also: American Legion Memorial Highway in Alabama*

#### Georgia

*See also: American Legion Memorial Highway in Georgia*

#### South Carolina

*See also: American Legion Memorial Highway in South Carolina*

## See also

* List of highway service plazas on the American Legion Memorial Highway
ACE Entertainment Inc

**ACE Entertainment Inc.** is a family fun center company started in 1981 by two twin businessmen, who wanted to invest in children's entertainment centers. Today, the company operates fun centers across Cartoonopolis & Big Spin, Franklin respectively. They also own the rights to Leaps & Bounds with permission from McDonald's.
All American Dream Mall

**All American Dream Mall** is the third largest megamall and entertainment complex in the Matrix Globe along Great American Dream City Mall and Theme Park in Emerald City and the Mall of the World in Dubai. It is located in Hazleton, Pennsylvania on Interstate 81. It first opened in 2002. It has every single store and restaurant chain ever.

## See also

* List of amusement park rides at All American Dream Mall
* List of restaurants at All American Dream Mall
* List of stores at All American Dream Mall

### Galleries

* /Gallery of arcade games
* /Gallery of vending machines
* /Sign gallery
Abercrombie Kids Hadley

**Hadley** is a girls fragrance sold at Abercrombie Kids stores in the Matrix Globe universe. It was first introduced in 2012 along with Clutch.

## Products

* Bath bomb
* Body lotion
* Body mist
* Body wash
* Hanging air freshener
* Perfume
* Rollerball perfume
* Shimmer lotion
* Shimmer nail polish
* Shimmer perfume
* Room spray

## Gallery

Bath bombBody mistGift setPerfumeShimmer lotionShimmer nail polishShimmer perfumevending machine
Ames/Product galleries/Toys

Diamond slime Lava LampDisney's Tigger bubble blower toyDisney's The Little Mermaid Tiger LCD gameDouble Dragon Tiger LCD gameElefun gameFireball Island board gameGator Golf gameHungry Hungry Hippos board gameLego Blacktron Alienator playsetLego Minecraft Micro World playsetLego UFO Warp Wing Fighter playsetLittle Tikes elephant slideLittle Tikes yellow baby swingMetal blue Lava Lamp slimeMighty Morphin Power Rangers board gameMinecraft Baby Ocelot plush toyMinecraft Creeper plush toyMinecraft Ender Dragon plush toyMinecraft foam Diamond Sword toyMinecraft foam Enchanted Sword toyMinecraft foam Iron Axe toyNoah's Ark wooden playsetPivot Pool gamePurple Lava Lamp slimeSonic 2 Tiger LCD gamesSplat! board gameStep 2 angel fish rockerStep 2 tugboat sandboxTornado Rex board game
Alpine Service Plaza

**Alpine Service Plaza** is a highway service plaza located on the Palisades Interstate Parkway (north).

## Services

### Restaurants

* Big Daddy's Max Pizzeria
* Cereality/Diva Juice
* Domino's Express
* McDonald's/McCafe
* SSS: Salads, Soups, and Subs
* Wendy's Pizza Express

## Amenities

* Arcade
* Restrooms
* Vending machines

## See also

* /Gallery of arcade games
* /Gallery of posters
* /Gallery of restaurant equipment
* /Gallery of signs
* /Gallery of vending machines
* /Miscellaneous gallery
* /Play area gallery
Alessia Cara Service Plaza

**Alessia Cara Service Plaza** (formerly **TBA Service Plaza**) is a highway service plaza located on the Great 8 Turnpike (east, west, both sides).

## See also

* /Gallery of arcade games
* /Gallery of posters
* /Gallery of restaurant equipment
* /Gallery of signs
* /Gallery of vending machines
* /Miscellaneous gallery
* /Play area gallery
Caimen

**Movement Speeds and Types:** 20ft, Swim 30ft

**Key Skills**: Stealth +5 (+10 in water)

**Ability Scores and Resistances**

**Defense:**

Health: 14 HP: 23

Touch AC: 18 AC: 22 (4 Natural armor)

DR: 2/-

**Offense:**

CB: +2

Attacks: Bite (+4, 1d6 + 1, 22x2) plus Grab

**Exploits:**

TEB: +4 TED: 20

Specific Exploit Bonuses: +4 to grapple

**Feats:** Tough, Weapon Focus (Bite)

**Special Abilities (non-magical)**

Hostile Water: +10 to Stealth while in water

**Ecology/Behavior:**

Caimans hunt as ambush predators, lurking in the water by the shore. They generally eat fish and small mammals. Because of their relatively small size, they tend not to attack creatures much larger than them, but that doesn’t mean you should go sticking your hand in the water.

Note: They taste quite good, actually. Has anyone tried starting a caiman farm?

Monsters/Nature (DC 17): A caiman won't attack anything of Stature 10 or above

Profession (Chef) (DC 22): Caiman meat is delicious and can be prepared as part of a hearty meal.
ASI Restaurant Firm

**ASI Restaurant Firm** is a company/franchisee located in the massive city of Cartoonopolis. This brand owns several chain restaurants including The Cheesecake Factory, Chi-Chi's, P.F. Chang's China Bistro, The Old Fashioned Spaghetti Factory, & IHOP. They used to own Hooters (till selling the brand to another franchise in 2285) and Old Country Buffet (they ceased ownership after the company filed for Chapter 11 bankruptcy)
Occult

Occult is a Resolve based Skill.

A character can make an Occult check to understand eldritch magic, as well as understand otherworldly or extraplanar beings that possess an eldritch nature.

Examples of situations that require an Occult check are as follows:

Identify an eldritch spell being cast: DC = 20 + twice spell level. The DC is raised by 10 if the spell is not on the eldritch spell list, but is being cast as an eldritch spell. This check can be completed as no action.

Identify eldritch containment : DC = DC of the spell stored.

Identify an Outsider: DC = 16 + HD +the creature's Acumen modifier. This check can be completed as no action.
Death Pact

Divine 8

Components: V,S,M

Duration: 1 day/lvl

This spell may only affect a creature once, though it may be cast on a creature any number of times. Deity revives the target touched if they die during the spell’s duration. This spell must be cast as a 10 minute ritual, and requires 500 gp worth of incense and scented oil.
Warhzi

The Dancing Flame

Alignment: NE

Symbol: A hand wreathed in fire

Worshippers: The bored and bohemian rich, who seek ever darker passions and divertissements to avail their boredom.

This universe has a border, and things which stand outside it. Straddling that border is the passage between; which leads from the world that is to the one that shouldn’t be. In that realm the lady of the flames makes her home. Warhzi is depicted as a female humanoid, either wreathed in or entirely composed of flames. She dances eternally, and wherever she goes, fire and destruction follow. The unearthly music which calls her dance hurts mortal minds to hear, and drives the soul wild with madness and passion. Her realm is an eternal festival, a bacchanal in which no activity is off limits, and every dark desire is indulged, and always, always, the music plays, and the dancing continues. Souls enter there as guests if the lady is pleased with them, or if her whims deem it so, or are consigned there as entertainment, should they be sacrificed in the name of the dancing fire.

**Pacts** with Warhzi are sealed with a brand upon the skin, and are for the price of a soul. If the signatory pleases the lady in their life, they will be a welcome guest at the party, and if they do not, they will serve as entertainment for those deemed worthy.
Alexander Hamilton Service Plaza

**Alexander Hamilton Service Plaza** is a highway service plaza located on the New Jersey Turnpike (south).

## Services

### Restaurants

* Breadeaux Pizza/Baskin-Robbins
* Duchess Restaurants
* Jersey Mike's Subs
* McDonald's/TCBY
* Panera Bread
* Quiznos/Orange Julius
* Sbarro
* Subway
* Tim Hortons
* Wendy's

## See also

* /Gallery of arcade games
* /Gallery of posters
* /Gallery of restaurant equipment
* /Gallery of signs
* /Gallery of vending machines
* /Miscellaneous gallery
* /Play area gallery
American Dream Rubyopolis/List of stores/Inline stores

* 77 Kids
* Abercrombie & Fitch/Abercrombie Kids
* Adidas/Adidas Kids
* Aerie/Aerie Men
* American Eagle Outfitters
* American Greetings
* Ardene
* Banana Republic
* Bath & Body Works/Victoria's Secret
* Brookstone
* The Children's Place
* Claire's
* Crazy 8
* Disney Store
* Express
* Gap
* Gilly Hicks/Gilly Hicks Men
* GNC
* Gymboree
* Hollister
* Hot Topic
* The Limited/The Limited Men
* Limited Too
* LensCrafters
* Lush Cosmetics
* Next
* New Balance Outlet
* Pink by Victoria's Secret
* Payless ShoeSource
* PacSun
* Pearle Vision
* Ruum American Kid's Wear
* Radio Shack
* Ray-Ban
* Sam Goody
* Sephora
* Skechers
* Software Etc./MovieStop
* Spencer's
* SpongeBob StorePants
* Sesame Street General Store
* Tony Hawk Gear Shop
* Torrid
* Waldenbooks/Waldenkids
* Waldenvideo/Waldensoftware
* Waldenmusic
Elephant

**Movement Speeds and Types:** Land 40 ft

**Key Skills**: Sense +9

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 54 HP: 210

Touch AC: 11 AC: 27 (natural armor 16)

DR: 6/-

**Offense:**

CB: +4/+1

Attacks: Gore (+10, 2d12 + 33, 24x3), Slam (+10, 4d8 + 33, 26x2)

Special Attacks: Charge - an elephant may charge in a straight line. Any creature in the area of its charge with Stature 5 less than the elephant must make a GR (DC 33, Stature based) or take damage equal to the elephant’s slam attack.

**Exploits:**

TEB: +26 TED: 42

**Feats:** Improved Ability x3, Weapon Focus (Gore), Weapon Focus (Slam), Tough

**Ecology/Behavior:**

Large and highly intelligent herbivores, elephants live in closely-knit groups and are used by some communities as beasts of labor, as they are able to carry large loads without undue strain.

Note: Fear of mice greatly overstated.

Monsters/Nature (DC 13): Getting charged by an elephant is not good. Take advantage of their poor maneuverability.
Monsters/Nature (DC 19): Elephants will sometimes bluff a charge to scare off threats. Their thick hide protects them from a lot of damage.
Special: A DC 20 Nature check can be made to determine if an elephant is about to bluff a charge or make a real charge attack. Elephant tusks are quite valuable and can be sold for a decent price.
Adventure of a Lifetime Service Plaza

**Adventure of a Lifetime Service Plaza** is a highway service plaza located on the Super State Parkway (center of the highway).

## Services

### Restaurants

* Arby's
* Burger King/Carrabba's Express
* Dairy Queen
* Denny's Go
* Domino's Pizza
* Friendly's Express
* Panera Bread
* Pirates Voyage Express
* Subway/McDonald's

## See also

* /Gallery of arcade games
* /Gallery of posters
* /Gallery of restaurant equipment
* /Gallery of signs
* /Gallery of vending machines
* /Miscellaneous gallery
* /Play area gallery
Kalech

Alignment

Fire has many purposes, many uses, and many dangers. Kalech’s true form was once believed to be a phoenix, whose fire burned so brightly that his flames burned up to heaven where he chose to stay. He is much less picky about his followers, and is much more inclined to allow people from all walks of life to join him in celebrating the burning and rebirth of the world. Some consider him a dangerous god, but for every arsonist, there are thousands of fires keeping families safe and warm, so it is not so easy to pin down his morals.

**Paladins** of Kalech are protectors of the home, and agents of revolution. They can choose to deal fire damage instead of holy damage with their smite. They must burn all bodies they slay.

**Oath of Worship** Each night, tend to a fire, making sure it stays burning through the night. Gain Fire Tolerance 10.

1st Boon: Once per long rest as a standard action, deal 1d8 fire damage per level to all creatures in a 30ft radius and

gain the on fire condition. Creatures can halve the damage and you can remove the on fire condition with a GR (DC = 16 +

1/2 lvl + V).

2nd Boon: Gain immunity to fire damage.

3rd Boon: When on fire, gain regeneration 2.

**Invoke**

**0 - Flame Burst**

Components: S,M

Resistance: F

Creatures in a 5ft radius within 30ft take 1d3 fire damage. Unattended objects catch on fire.

**4 - Cinder Armor**

Components: M

Duration: 1 round/lvl

Creature touched gains +4 natural armor. Those who attack the creature in melee take 1d10 fire damage.

**7 - Out of Ashes**

Components: V,S,M

Self only. All held nonliving (and non-creature) possessions are destroyed, caster dies. One round later, the caster is brought back to life at full health and half HP at the start of their turn. Any effects and conditions on the caster that would be ended in death are removed, but the caster may only take a single move action their next turn. The caster’s spell uses and other abilities with limited uses per long or short rest are not restored.

**10 - Incendiary**

Components: V,S,M

Resistance: G/.5 /F

Caster and all creatures within 120ft take 1d20 fire damage/MB and are on fire. At the start of a creature’s turn, they can then make a resistance to put the fire out. They can make a new resistance at the beginning of their turn each turn thereafter.

**Essence**

Harm: Your channel may deal fire damage instead of holy, use d10s for fire damage instead of d8s. At 9th level, this damage is not halved on a successful resist. At 19th level this damage counts as both fire and holy for the purposes of overcoming tolerance.

Heal: Creatures healed gain an aura of flame. Attacking these creatures in melee causes the attacker to take 1d6 fire dmg per MB, or half on a successful GR.
Generating Ability Scores

There are three basic ways to generate a spread of ability scores for a PC.

**1)** Rolling Scores:

Rolling is done by rolling 1d4+1d6+1d8 with the option to reroll one of the three dice. On a reroll, the player must take the second result even if it’s lower. Repeating this 10 times gives a spread of scores that the player can then assign to the abilities as they like.

Some players may choose a different set of rules to roll stats, each with their own strengths and points of interest

The ability scores generated by this method tend to be more unique and randomized. Rolling stats can also be exciting for the players. Sometimes, however, it can result in parties where some players were just luckier than others, causing an unbalanced party.

**2)** Point Buy:

Point buy is done by the GM choosing a certain point buy value, and the players then choosing a spread of ability scores that adds up to this total value. Each ability score has a corresponding point buy cost, and the total point buy cost of the stat spread must be less than or equal to the total point buy. The recommended value for the total point buy value is 40, but is ultimately up to GM discretion. Point buy costs for corresponding ability score values are listed below.

This method, while allowing for a great deal of customization, may also allow players to opt for a high level of specialization. This may result in unbalanced characters.

\*All starting Point values are given, but 7 is the lowest recommended value to allow for point buy, for the sake of balance.

**3)** Standard Spread:

Some GMs may choose to simply grant their players a single spread of numbers which they can assign as they like. Three examples are given here, though the GM may assign any spread they wish.

Common - 14, 13, 12, 11, 11, 10, 10, 9,  8, 7

Advanced (Recommended) - 16, 15, 15, 14, 13, 12, 11, 10, 9, 8

Heroic - 18, 17, 16, 16, 15, 14, 13, 12, 11, 10

Demigod - 18, 18, 17, 17, 16, 15, 14, 13, 13, 12

This method creates balanced characters and parties, though may be less interesting. Players may feel that their characters are less unique.
Allentown Service Plaza

**Allentown Service Plaza** is a highway service plaza located on the Pennsylvania Turnpike Northeast Extension (both sides).

## Services

### Restaurants

* Arby's/Wendy's
* Breadeaux Pizza
* BGR Express
* Burger King
* Carvel
* Champps Express
* Chi-Chi's Express
* Eat 'n Park Go
* Friendly's Express
* KFC Express/WingStreet Express/Pizza Hut Express
* Little Caesars
* McCormick & Schmick's Express
* McDonald's Snack Bar/McCafe
* Moe's Tavern Express
* My Favorite Muffin/Godfather's Pizza
* Quiznos/Baskin-Robbins/Dunkin' Donuts
* Roy Rogers Restaurants
* Sbarro
* Starbucks
* Subway
* Taco Bell
* Tossed The Healthier Eating Place
* Wetzel's Pretzels
* Wilson's BBQ

## Amenities

* Arcade
* Gift shop
* Kids play area
* Restrooms
* Smoking lounge
* Vending machines

## See also

* /Gallery of arcade games
* /Gallery of posters
* /Gallery of restaurant equipment
* /Gallery of signs
* /Gallery of vending machines
* /Miscellaneous gallery
* /Play area gallery
Boar

**Movement Speeds and Types:** 40ft

**Senses:** Scent 20ft

**Key Skills:** Sense +8, Investigation +3, Intimidate +7

**Ability Scores and Resistances**

**Defense:**

Health: 26 HP: 53

Touch AC: 18 AC: 23 (+5 Natural armor)

DR: 5/-

**Offense:**

CB: +2

Attacks: Gore (+5,  1d8 + 5,  26x3)

**Exploits:**

TEB: +7 TED: +23

Specific Exploit Bonuses: +6 TED against grapple

**Feats:** Tough, Improved Natural Armor, Skill Focus (Investigation)

**Ecology/Behavior:**

This creature superficially resembles a pig, but really is just a barely-controlled package of hunger and rage. Boars are omnivorous and are capable of eating anything they put their minds to, including crops, unwary adventurers, or the bodies of persistent tax collectors who keep mysteriously perishing in the woods.

Note: Terrible tragedy what happened to the tax collectors.

Monsters/Nature (DC 16): Their damage output isn’t especially high, but man are they hard to kill.
Monsters/Nature (DC 21): They are susceptible to elemental damage and magic.
Special: A DC 25 Nature check reveals that pigs gone feral for more than 6 months will turn into boars.
Shadow Walk

Arcane 6

Components: V,M (lantern)

Duration: 1 hour/lvl

Caster and 1 creature/MB touched travels to the border between the plane of shadows and the prime plane, and may travel rapidly by walking. It requires an I check with a DC equal to 15+1/50 miles travelled to successfully reach the desired destination. Failure leaves the travelers a number of miles distant equal to how badly they failed the I check. Using this to reach a place they have never been to before raises the DC by 5.
Alchemy

Alchemy is an Intellect based Skill.

An Alchemy check allows a creature to understand alchemical principles, identify alchemical creations, and create alchemical items. Examples of situations that require an Alchemy check are as follows:

Identify an alchemical spell being cast: DC = 20 + twice spell’s level. This DC is raised by 10 if the spell is not on the alchemical spell list, but is cast as an alchemical spell. This check can be completed as no action.

Identify Potion: DC = DC of the spell being stored in the potion.

Identify an Anomalous creature: DC = 16 + HD + the creature's Acumen modifier. This check can be completed as no action.
Baleful Polymorph

Arcane 5

Components: V,S

Resist: S,E

Duration: Permanent

Touched creature becomes a harmless animal of CR 1 or less. S resist to oppose the change, E resist to maintain own mind in the altered form. The shifted creature gains the physical stats of the new form, but maintains its mental stats with a successful ER.
Tinker

Tinker is a Finesse based Skill.

Tinker can be used to fix mechanical devices or tamper with them. For example, a Tinker check can be used to fix a broken firearm or disarm a trap.

The DC to disarm a trap is the trap’s DC. However, disarming the trap may trigger it. A character may make a Tinker check to disarm the trap without triggering it, and in this case the DC is equal to the trap’s DC + 5.

The DC to fix a broken firearm is listed in the weapons section of the ***Game Master’s Guide*** on page ???
Alchemical Items

These are items made through alchemy, which are often bought and used by adventurers. Those items which may be used as splash weapons are marked with an \*. Damage refers to the amount of damage done if the entire amount is used.

Descriptions:

Only those items which are uncommon, or terms which might be unfamiliar to the reader are described here.

Anfo: This is a difficult to manufacture and highly unstable explosive. While sometimes used in sieges, most sane people avoid working with or around it.

Antitoxin: This is an antidote to toxins, and gives either complete immunity to one toxin, or a +8 to S resistances against toxins for the next hour, or until one resistance must be made, whichever comes sooner.

Coagulant: May be applied to a wound as a move action to stop up to 10 points of bleed.

Demeso: One oz. of demeso may be mixed with an ingested toxin to turn it into a contact toxin.

Eosphor: A noxious chemical compound, it gives off dim light in a 10ft radius if exposed to air. Half the damage it deals as a splash weapon is fire, and half is corrosive.

Firework: A simple rocket, which shoots 100ft into the air and explodes into a colored star. It may be aimed at creatures instead.

Flash Powder: If a handful of this powder is thrown against a hard surface, it will explode in a bright flash of light and smoke. It will cause a small amount of damage if thrown at a creature. A creature looking at the flash must make a DC 21 A resist or be *blinded* for the next round.

Gluepaper: This prepared item is sticky on one side, and comes in batches of four sheets.  It is pressed against panes of glass before breaking them, so all the shards may be safely removed.

Naphtha: This is napalm. Any creature covered by this and ignited is *on fire*, and must make 2 DC 25 F checks to remove all the substance. Each of these checks requires a full-round action. These checks may be made by another creature attempting to aid the afflicted target, but any creature doing so will take fire damage (though will not be *on fire* themselves. If used as a splash weapon, only one DC 25 F check is required to remove the substance.

Portable Lab: This is enough alchemical equipment to manufacture common items, as long as the proper supplies can be accessed.

Smoke Bomb: This may be thrown at a square, at which point it begins to combust, filling a 20ft radius with thick smoke for 5 minutes, granting concealment to all within the smoke cloud.

Water Purification Powder: One oz of this powder mixed with one quart of water neutralizes toxins in the water, and removes harmful diseases. The resulting water tastes unfortunately like eggs.
Alchemical Replica

Alchemical 8

Components: M

Create a replica of a willing living creature which can automatically house the creature’s soul if they die, without need for resurrection. Cast only as a 1 hour ritual, requires a gem of 1,000 gp value per HD of the replicated creature, along with alchemical reagents equal in weight to the creature. The physical stats of the replica are the same as the base stats of the creature at the time of creation.
Monsters

Monsters is an Intellect based Skill.

A Monsters check can be used to obtain knowledge and lore about many different varieties of beasts.

The DC to reveal a basic piece of information about a creature is equal to 20 + the creature’s CR. For example, if a player wanted to know what type of habitat an Igneous Crawler lived in, they would roll to meet a DC of 28 (20 + CR 8).

The DC to reveal slightly more specific information about the creature’s abilities is equal to 24 + the creature’s CR. For example, if a player wanted to know which damage types an Igneous Crawler is immune to, they would roll to meet a DC of 32 (24 + CR 8.

Even more detailed knowledge can raise the DC even higher. Specific facts about an individual creature, such as the HP of one particular crawler, would have a much higher DC (perhaps around 40ish).

The baseline DC for a creature may also vary with a large variety of other factors. For example, there may be a lowered DC to gather information about a creature that the players have seen many times. In contrast, there may be a heightened DC to learn about a creature that does not naturally exist on this plane. The exact DC in these cases is determined by the GM.

Finally, each creature’s entry in the ***Creature Compendium*** may contain additional information about the difficulty of recalling relevant information.
Dog

**Movement Speeds and Types:** 40 ft

**Key Skills:** Intimidate +4, Sense +8 (Scent 60 ft)

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 14 HP: 14

Touch AC: 18 AC:  18

**Offense:**

CB: 2

Attacks: Bite (+5, 1d10 + 3, 25x2)

**Exploits:**

TEB: 6 TED: 22

**Feats:** Skill Focus (Sense)

**Ecology/Behavior:**

One of the oldest and most dependable allies that a humanoid can have. Dogs are good-natured companions and are often trained for a variety of tasks, including hunting and pulling sleds through the tundra. They are social animals and come in a large variety of breeds and sizes, and all are very good dogs.

Note: The goodest boy!

Monsters/Nature (DC 16): Their claws are relatively useless for attacking.
Monsters/Nature (DC 17): Dogs will try to use intimidation to drive off threats before attacking.
Special: Chihuahuas don’t exist.
Disguise

Disguise is a Charm based Skill.

Disguise allows characters to pass themselves off as another individual. To see through a disguise, the opposing character must succeed at a Spot and Insight check against the disguise check of the disguised individual. Some factors can adjust the difficulty, such as:

You’re disguising yourself as a particular person: +10 to the DC

You are unknown to the person observing you, in or out of disguise: -7
Spell Aspects

When gaining a spell aspect, the caster chooses one spell they know or can cast for it to apply to. A spell may only have one Spell Aspect applied to it. The caster can choose to switch which spell it is applied to, or to not apply it to any spell through a ritual requiring three hours of meditation over three days.
Outer Lords

There exist powerful beings which are not deities, but who dwell in the farthest reaches of reality, or just beyond the border. These are the Outsiders, and the greatest and most terrible of them are the Outer Lords. These are the beings called upon by those who cast eldritch spells. It is difficult to describe them as good or evil, for their motivations are so alien that mortal minds have difficulty comprehending them. The line between them and some deities also blurs at times, but sages agree on this distinction: those beings who grant divine spells are deities, while those alike in power who do not are not considered such.
B'saier

Alignment

Although each primordial is often associated with their respective schools of magic, B’saier is often said to hold mastery over magic itself. In a way, she is the patron of all spellcasters, although she does not expect or demand their single-minded worship. B’saier also acts as a guide for students and seekers of knowledge, although she has little regard or approval for those who seek knowledge and intend to use it to harm others. Her most favored followers possess both a willingness to learn and a strong awareness of what is right. B’saier takes on many forms depending on her mood and the occasion. Mortals who view her often find it hard to focus on her exact features, as if she were a person encountered in a dream. She dwells in her perpetually-shifting realm of Arcadia, where all magic is amplified. The one constant in the evolving surroundings is a massive public library at the heart of Arcadia. The library is open to any who wish to use it. Some say that occasionally, liminal spaces open up between the Arcadian Library and other planes, allowing young students to accidentally stumble into Arcadia and leave with a stack of books.

**Paladins** of B’saier are agents of good above all else and strive to only have a positive impact upon those they encounter. They can never steal, destroy, or kill. They must select the Magic Devoted Might.

**Oath of Worship** Learn something new, and share this knowledge with another. Once per short rest, you may make a Religion check in place of one Intellect based skill check.

1st Boon: Reduce penalties from states of fear by half. States of fear cannot restrict which action you may take.

2nd Boon: Once per long rest per level, you may add your Intellect modifier (min 1) to a resistance as no action.

3rd Boon: You may use the 2nd boon to add to an ally’s resistance within 30ft, or to a skill check you make.

**Invoke**

0 - Sudden Inspiration

Components: V

One creature other than the caster within 10 ft may reroll

an Intellect-based skill check. This may be cast as a quick

action. This must be used before the result (success or

failure) is revealed.

7 - Slumber

Components: S, V

Resistance: A

Creature falls asleep permanently, touch. Curse Effect.

4 - Bounded Boundlessness

Components: S, V

Within 50ft radius (centered within 25ft), may teleport self

as a move action, 1 round/MB.

10 - Plague of Panic

Components: V, S, M

Resistance: R

Up to 1 creature/MB becomes panicked for 1 minute per MB.

Any creature which starts their turn within 20ft of a creature

panicked by this spell, or attempt to remove this condition

from a creature panicked, must succeed an RR at this spell’s

DC or become panicked for the same duration.

**Essence**

Harm: Creatures who fail their resistance fall prone. At 5th level, creatures falling prone take damage as though they had fallen 10ft plus 10ft per 5 by which they failed the DC. At 15th level this becomes 20ft plus 10ft per 3 they failed.

Heal: Creatures healed gain +4 to resist magic effects, 1 round. This increases by 1 at 8th, 12th, 16th, and 20th lvl.
Bob Hathcock

Supervising Director/Producer at American Greetings Properties Agoura Hills, California, United States

## Experiences

* Supervising Director - Sony Television Animation - 1996-2007 - 11 Years
* Supervising Director - Sony Pictures Entertainment - 1996-2007 - 11 Years
* Producer/Director - Sony Columbia TriStar - 1996-2007 - 11 Years
* Producer/Director - Columbia TriStar Children's Animation - 1996-2007 - 11 Years
* Director - Oddbot Inc for American Greetings Properties - 2007-2008 - 1 Years
* Supervising Director - Moonscoop - December 2010-Present
Insight

Insight is an Acumen based Skill.

An Insight check represents a person's ability to read other people or a situation. For example, to see if someone is being upfront or honest, a player may make an Insight check with a DC of 15 + the target’s Deception bonus.

If a player feels as though they do not trust another character, they are still allowed to act as they please, and are not strictly required to make Insight checks to act as they believe their character would in a given situation. On the other hand, if a player feels very suspicious of an NPC, and their Insight check has failed to reveal any information, they can still choose to remain suspicious. A successful Insight check does not always automatically reveal a statement as a total lie, or exactly reveal the truthful and dishonest components of a testimony. It may instead offer a hint that the creature may be not being totally honest, or vary depending on the social situation.

Player characters are able to lie to each other, if they choose. For a discussion on inter-party conflict, see the ***Game Master’s Guide*** pg. ???.
Athletics

Athletics is a Power based Skill

Checks marked with x take a penalty equal to Stature modifier. Athletics checks allow creatures to attempt strenuous physical feats, including the following:

xVertically jump to a certain height: DC = 10 + 4 times the given height, in feet

Leap across a gap: DC = twice the length to be leapt, in feet

xClimb up a rocky wall: DC = height of wall, in feet

xClimb up a sheer wall: DC = 16 + height of wall, in feet

Swim in water with a slow current: DC = 16

Swim in water with a raging current: DC = 26

Note that Athletics checks take an armor penalty.
Donkey

**Movement Speeds and Types:** 30ft

**Key Skills:** Athletics +8

**Ability Scores and Resistances**

**Defense:**

Health: 28 HP: 36

Touch AC: 18 AC: 20 (Natural Armor 2)

**Offense:**

CB: 1

Attacks: Bite (+4, 1d6 7, 26x2)

**Exploits:**

TEB: 13 TED: 29

**Feats:** Tough, Resistor (R)

**Ecology/Behavior:**

Useful beasts of burden, donkeys are capable of bearing far more weight than most animals. They are social animals and have a mind of their own, which sometimes causes them to disobey commands. Finally, they can defend themselves surprisingly well with their strong hind legs.

Note: Yeowch. Don’t approach them from behind.

Special: A DC 10 Nature check reveals that donkeys can be very stubborn. Accordingly, the DC of a Nature check made to influence them is 10 higher than normal.
Monsters/Nature (DC 14): Strong and useful, but not great in combat.
Abercrombie & Fitch/Product galleries/Bath and body products

## Fragrances

### Cologne

Authentic Night cologneColden cologneEllwood cologneFierce cologneFierce Blue cologneFierce Confidence cologneFierce Intense cologneFierce Reserve cologneFierece Ultimate cologneHedges cologneNortheast cologneProof cologneSpices cologneA&F Summer cologneWoods cologne
### Perfume

Authentic Night perfumeRuehl No.925 perfumeRuehl No.925 R-4 perfume
### Body sprays/mists

Emerson Elite body sprayLinsly Perp body mistUndone body mistWomens Fierce body mist
## Bath products

Fierce body washWomens Fierce body washHamlin Elite body wash
## Other products

Fierce deodorant stickFierce hand sanitizer
Divine Spell List

Some particularly devout individuals dedicate their lives to serving a particular deity, and are rewarded with powers that can be used to carry out their deity’s will. The powers given to divine casters often include the manipulation of positive energy, which is used to heal living creatures.

Divine spells can be cast in any type of armor, and while using shields.

* Divine spells frequently employ a divine focus as a material component, in place of or alongside somatic or verbal components. Often, the divine focus is simply a symbol of the caster’s chosen deity.
* Deities bestow divine powers of their own volition. Accordingly, if the caster acts in a manner that the deity does not approve of, they may strip a divine caster of their divine abilities. Note that this relationship between a mortal and an otherworldly being is one of trust and faith. It is not a contract.

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Level 10
Demiurges

There are creatures with power in the world that are not gods in their own right, and they too crave worship and power. Listed here are the High Sidhe and the Outer Lords, both of whom may form pacts with warlocks, granting power in exchange for something. More demiurges may be found in the ***World Book***
Bomb

Alchemical 6

Components: V,S,M

Resist: G/.5

Duration: Concentration

This spell must be cast as a 1 hour ritual. Create an explosive device that does not detonate as long as you maintain concentration. Upon detonation, it deals 1d10 force damage and 1d10 fire damage per level to all creatures within 10ft. (max 17d10 each) Creatures 10ft-30ft away are only subject to the force damage and can attempt a resist to halve. The bomb is a splash weapon with a 20ft range increment. The bomb may be placed, and detonated when the caster is away. There is no maximum distance so long as concentration is maintained, but the caster does not automatically know if the device is destroyed in their absence.
Sanity

Insanity can occur in a character if it is exposed to creatures or effects which deal damage to its sanity. There are various causes, but mostly stems from repeated contact with outsiders and assorted eldritch horrors. The rules regarding sanity are optional, and may be discarded by the GM if they do not properly fit the tone of the campaign. These rules differ greatly from the effects of the spell *Insanity*.

A creature’s sanity is a number between one and thirty, and is determined by adding all of a creature’s mental ability score modifiers together. The base number cannot be less than 1, and cannot exceed 30. Creatures with a base I score of 0 or less cannot be driven insane, as they cannot comprehend the horrors which face them. Temporary buffs and penalties to ability scores do not affect this number, although permanent changes to ability scores will. Some effects may also permanently raise or lower this score, although these are far rarer.

Viewing a creature or experiencing an event which causes sanity damage subtracts that damage from the creature’s sanity score. The creature may usually (though not always) attempt a resist to avoid taking any damage. Such information will be found under individual entries. This damage heals at a rate of 1 point per long rest, similar to ability drain.

If this damage reduces a creature’s sanity score below 1, they lose the ability to function until the damage is healed. The creature hallucinates vividly, takes a -8 to all 1dW rolls, and may not take full-round actions.

The creature may be rendered unconscious by drugs, magic, or non-lethal damage to enforce rest upon them.

If you do not wish to include sanity damage in your campaign, it may be replaced with psychic damage or debilitating mental effects for those creatures which normally deal sanity damage.
Cheetah

**Movement Speeds and Types:** 40ft

**Key Skills:** Acrobatics +10, Athletics +7

**Ability Scores and Resistances**

**Defense:**

Health: 18 HP: 30

Touch AC: 24 AC: 24

**Offense:**

CB: 2

Attacks: 2 Claws (+7, 1d6+3 24x2)

OR

2 Rakes (+8, 2d10 +7, 22x2) plus Grab

**Exploits:**

TEB: 8 TED: 24

**Feats:** Tough, Weapon Focus (Rake)

**Special Abilities (non-magical):**

Pounce

Dash: Once per short rest, as a free action a cheetah can increase its movement speed to 300ft for 3 rounds.

**Ecology/Behavior:**

These min-maxed animals hunt by stalking prey and then overwhelming their quarry with a lightning-fast burst of speed. Unfortunately for cheetahs (and fortunately for adventurers, maybe), they can’t maintain their top speed for very long. Unfortunately for prey animals, “not very long” is also how much time a cheetah needs to run down its prey, trip it, and suffocate it by biting down on its airway.

Monsters/Nature (DC 22): Very weak in close combat, but they can take down prey very quickly upon a charge.
Special: Nature (DC 27): Cheetahs are skittish around humanoids and thus are very unlikely to engage in combat. Stand your ground and they won’t\* attack.
\*probably
Koripak

Alignment

A misunderstood deity, Koripak is often depicted as a lustful and treacherous Succubus or Incubus, though their actions and teachings are not so vile. They are considered evil for being wholly self serving, not malicious. Koripak is said to embody the slightly darker side of their sibling, Koriynu. Much as Koriynu’s followers are encouraged to engage in indulgences, Koripak’s followers indulge their every desire as well, and they are associated with passionate love. Often couples attempting to conceive will burn flowers as an offering to Koripak. The capriciousness of love is counteracted by the pleasantness of rituals performed in Koripak’s name, and that clerics of Koripak are devoted to helping couples through conception and childbirth.

**Paladins** of Koripak fight for liberation, personal vendettas, and booty. They are prohibited from killing those they believe can be reasoned with through understanding. Their paladins of are permitted to be within one alignment step.

**Oath of Worship** Make love with any number of people, or with only yourself. All parties involved gain a +4 against charming effects and a +2 to Diplomacy.

1st Boon: Add your Charm mod to Intimidate, targets shaken do not treat you as opposed due to Intimidation

2nd Boon: Take no penalty to deal nonlethal damage, and gain a +2 to hit when dealing nonlethal damage.

3rd Boon: Creatures under any charm or compulsion effect of yours treat you as Devoted rather than Friendly, and

take a -5 penalty to resist further charm or compulsion effects.

**Invoke**

**0 - Charmer**

Components: S (a smile)

Gain advantage on your next Diplomacy check within 1 minute, self.

**4 - Instability**

Resist C

One target becomes overwhelmed with emotion for 1d4+1 rounds. Roll randomly each round. This is a morale effect.

1: Act normally

2: Target is irate

3: Target is altered

4: Target is stunned

5: Target is prone and cannot take any actions to stand

6: Target is cowering

**7 - Good Graces**

Resist: none/A

Duration: Permanent

One creature treats you with an attitude of friendly. Each time you take an action that would betray their trust or make them question this attitude, they may attempt at a resistance. Each successive resistance gains a cumulative +2 bonus. This is a charming effect.

**10 - Dominatrum**

Resist: C

Duration: Permanent

Effect: As Dominate Person, but any creature, and when ordered to act against their core nature, they may make a resistance at disadvantage. This is a compulsion and curse effect.

**Essence**

Harm: Creatures harmed who fail their resistance against this by 5 or more are irate for 1d4 rounds. At 9th level this becomes confused. At 17th level those who fail their resistance by 10 or more are stunned for 1d4 rounds.

Heal: Creatures healed must succeed an AR at this channel’s DC or treat the cleric one step more friendly. This can be negated by further negative action towards the target. This is a charming effect.
Raven

**Movement Speeds and Types:** Fly 100 ft

**Key Skills**: Spot +8, Stealth +11

**Languages:** none, may learn one with training

**Ability Scores and Resistances**

**Defense:**

Health: 5 HP: 6

Touch AC: 26 AC: 26

**Offense:**

CB: +2

Attacks: Peck (+5, 1d4, 24x2)

**Exploits:**

TEB: -8 TED: 8

**Feats:** Dodger, Finesse Monster

**Ecology/Behavior:**

Ravens are a popular choice when it comes time for spellcasters to pick a familiar, as many appreciate both their intelligence and how much they contribute to the general atmosphere. Their intelligence can also make them difficult to handle, however, and they are also notorious for their tendency to break into adventurer’s packs to steal food and shiny objects.

Note: Don’t leave eyeglasses out again. I’m on my third pair.

Monsters/Nature (DC 18): Ravens are not particularly strong, but have a tendency to aim for the eyes when threatened.
Monsters/Nature (DC ):
Special: A DC 25 Linguistics or Nature check can be made to teach a raven a single word from a humanoid language.
Nattari

Alignment

Nattari is an ancient and powerful being, yet despite their apparent influence in the pantheon, very little is known about them. They encourage their worshipers to learn and accumulate knowledge, though knowledge that they have that others do not is worth much more. Many followers of Nattari become scholars, researchers, and archaeologists, for the purpose of accruing more information to be kept within the realm of Nattari’s chosen. Despite their rather selfish attitude, their followers are not known for cruelty or violence, which many other evil deities encourage.

**Pacts** with Nattari are made only with specific goals in mind, are require absolute secrecy on behalf of the beholden. The price paid is unique to each, but they may never divulge it.

**Paladins** Paladins of Nattari are guardians of the sacred library, and defenders of scholars. A paladin of Nattari can never reveal information told to them in confidence.

**Oath of Worship** Deliver a secret (your own or another’s) to Nattari in the form of a prayer. This cannot be told to anyone

else. Gain immunity to effects that try to force you to speak the truth, such as Zone of Truth.

1st Boon: You gain immunity against effects which modify memory, and gain a +4 to resist against language effects.

2nd Boon: You gain a photoperfect memory. You do not need to roll to recall information you have witnessed after gaining this boon, you automatically succeed, though you are still able to fail checks to notice things. Add your Ego modifier to all skill checks made to gain information.

3rd Boon: Gain Bargain as a once per long rest spell-like ability. You make this bargain with Nattari.

**Invoke**

**0- Blank**

Components: S

Destroy all the information written on a piece of paper, and have it committed to memory perfectly. Only mundane writings may be affected by this spell.

**4 - Knower**

Components: S

Resistance: E

Select one target within 30ft. Learn how many spells slots of a given level they have left, and the HP they have left.

**7 - Forgotten (M-A)**

Components: V,S

Resistance: E

Select one target within 30ft, they lose all memories of the past 24 hours.

**10 - Secret Taker**

Components: V,S

Make a touch attack against one target. Select one spell they are able to cast of 10th level or below. They lose that prepared spell (or slot), and you may cast that spell instead as a spell like ability once. This spell must be cast before the next long rest you take, or it is lost.

**Essence**

Harm: You may choose to deal psychic damage instead of holy damage, this damage is not halved on a successful resist. At 10th level, creatures who fail this resist by more than 5 forget the last round. At 19th level creatures who fail this resist by more than 10 forget the last minute.

Heal: Creatures healed gain a bonus to recall information equal to the cleric’s MB for one round.