recursal/Fanatic-Fandom huggingface dataset:
Ignatius Blaze

## Special Ability

Flame Jumper-You gains the ability to travel between flames as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some flame the size of a small bonfire. You may use this a number of times per day equal to half your level. You may also use this to enter or exit the area of a fire-dealing spell (provided you have the movement to do so).

## Titles

**The World's Inferno:** You are a raging fire, intent on burning everything down. You always deal +1 damage per die when dealing fire damage. Additionally, once per day you may expend this title to bypass all fire resistance or immunity when you deal fire damage against a creature.

## Techniques

**Night Eye Sharingan Sight Eye Hockey Kekkei Genkai Eye hut hut hike/ Eye of the Fates (Ignatius 3)**

Choose one target as a standard action. For one round per level, they are flat-footed against you, and you add their Dex mod to your AC as an insight bonus. You may change this target as a free action on your turn, but no more than once per turn. You are treated as being a rogue of your HD for the purposes of bypassing uncanny dodge with this.

**There's a Fire Starting in Your Heart, Reaching a Fever Pitch and it's Bringing You Out the Dark/ Turn it Up! (Ignatius 6)**

You coulda had it all, and they're gonna wish they never met you. This technique is a standard action and lasts 1 round/level. It starts at the Red level and you can increase it for free once per round after the first round. You can also make a Concentration check when you activate this to skip to a certain stage (DC 15+5 per stage). If you fail, you enter 1 less than your result would have let you. (For example, if you roll a 27 when attempting to enter Blue, you would only enter yellow). The benefits are cumulative.

* Red (DC 10): You deal an additional +1 damage/die with fire damage

* Orange (DC 15): You ignore 1 point of fire resistance/HD and Mythic tier.

* Yellow (DC 20): All fire damage is Empowered (+50% dice)

* White (DC 25): You ignore fire immunity.

* Blue (DC 30): All Fire damage is maximized.

You must make a fort save at the end of the technique, DC equal to the Concentration DC listed, or be Fatigued (Staggered on a success). This lasts for the same duration the technique did.

**200% BFG-er X-plosion Double Intensity Burnanating Sunburstapalooza/ Hades Inferno Overdrive (Ignatius 9)**

You blow shit up. You burnalize the shit out of it. It's Fuckin toasted like a marshmallow that fell off the stick. As a Standard action, you create a 60 ft cones that deals 1d8 fire damage/level (max 20d8), reflex half. You can expend double the technique slots and a full-round action to instead create two 60 ft cones that deal 1d10 fire damage/level (max 30d10 each), reflex half. You can expend double the technique slots and a full-round action to instead create two 60 ft cones that deal 1d10 fire damage/level (max 30d10 each), reflex half.
Frost

**Frost** **(46 RP)**

The Frost are an impossibly strong and proud race of aliens bent on conquest, as they view all other races as beneath them.

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

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

**Size (0 RP):** Small, gaining a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth check

**Speed (6 RP):** 60 ft base speed

**Languages (-1 RP):** Frosts begin play speaking Fro-zen. Frosts with high Int may choose Common,

**Bio Armor (12 RP):** Frosts gain a +5 natural armor bonus to AC

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

**Frightener (1 RP):** Intimidate is always a class skill for Frosts, and they never take a penalty on Intimidate checks due to being smaller than its target.

**Fast Healing (6 RP):** Frosts regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end

**Advanced Tail (8 RP)**: Frosts have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user's Strength modifier. When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity. Their tails can also be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action

**Gore (1 RP)**: Frosts possess a natural Gore attack that deals 1d6+Str mod damage.

**First Form (2 RP)**: Frosts gain the First Form feat as a bonus feat.

### Half-Breed Rules:

Frosts are unable to be half-breeds due to viewing all other races as beneath them. The rules included below are for use with the Gene Splicing feats.

Dominant: Lose Bio Armor (-12 RP)

Non-Dominant: Gain Advanced Tail and Gore (+9 RP)
Cometfall

**School:** Evocation [Fire, Choromancy]; **Level** Sorcerer/Wizard 9

CASTING

**Casting Time** full-round action

**Components** V, S

EFFECT

**Range** long (400 ft+ 40 ft/level)

**Area** 60 ft burst

**Duration** instantaneous

**Saving Throw** reflex partial, see text; **Spell Resistance** no

DESCRIPTION

Seen as the spiritual sibling to Meteor Swarm, Cometfall hails a singular massive comet or asteroid to crash into the planet with devastating effects. ​Make a ranged touch attack against a single creature within the center area of this spell. If it hits, that creature takes 6d6 damage and must make a reflex saving throw or be pinned under the meteor. Creatures within the 60 foot burst (Including the initial target who takes a -6 penalty to the save and an additional -4 if pinned) must make a reflex saving throw to avoid 1d6 damage per level (Max 20d6). A successful save halves the damage. The area of this spell's effect becomes rough terrain, and a 10 foot by 10 foot meteor is placed in the square of the creature that was targeted by this spell. This meteor requires a strength check DC 35 to lift, or can be destroyed by dealing 100 damage to it (Hardness 15). Otherwise the creature beneath it will take 6d6 crushing damage every round until free.

If the creature is inside of a building, the building will take the damage instead of the creature, however depending on the structure or it's strength,  it may tear through and destroy both structure and target.
Future Banishment

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

CASTING

**Components** V, S, F (a timekeeping device worth at least 10,000 gold)

EFFECT

**Duration** 1 day/ level (max 1 month)

DESCRIPTION

This spell functions as Future Displacement, except as noted above. Additionally, it requires a Freedom spell to be dispelled.
Chorotic Impact

**School:** Evocation (Galactimancy) [Choromancy]; **Level** Cleric/Oracle 8, Psychic 8, Sorcerer/Wizard 8

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** 500 feet

**Target** one creature or object, see text

**Duration** concentration, up to 3 rounds

**Saving Throw** fortitude negates or partial, see text; **Spell Resistance** yes

DESCRIPTION

Upon this spell's activation, you invoke a deadly swirling vortex of gravity that begins to chase a single opponent. As part of the spell's activation, and on every one of your turns as a standard action, you can move this vortex 60 feet. If it reaches a square with an opponent in it, you can trigger it to attempt to phase a part of the opponent out of existence. You must designate a part of the opponent as per the called shot rules, the opponent must make a fortitude save against the spell, gaining a bonus to the save equal to the penalty usually applied to the attack roll for it. If successful, the creature is unaffected. If the creature fails it's save, they take 10 damage per level, and are treated as if the damage was a debilitating blow to that limb as a called shot and they are stunned for 1 round. If the target critically fails its save, this is treated as a critical called shot as well as a debilitating blow.

Alternatively, you may use this spell to attempt to sunder an item at a range. If you do so, the item is given a fortitude save. If it fails, it also gains the broken condition. If it critically fails, it is destroyed.
Chosen One and Gucci Gun

## Titles (Chosen One)

Deicide- Once per day you may gain a +3 bonus to any d20 roll.

Khanquest- Once per day you may add your level to damage.

Infinite Cr.I.S.I.S- Once per week you may cast Temporal Divergence

Superbeast- While Equipped, you gain a +8 bonus to Str and your DR increases by 10/-. Once per week, you may expend this title to multiply these bonuses by 4 for one minute (+16 to Str and increase DR by 40). If you do so, you may not switch titles until the week is up. This title continues to possess half its base bonuses during this week (+4 and DR increase of 5).

## Techniques

### Step 1: Embiggen (Chosen One 3rd)

As a standard action, you increase your Str by +4 and deal damage as if you were one size category larger. This lasts 1 round/level.

### Step 2: Crazy Eyes (Chosen One 6th)

As a standard action, you increase your Str by +4 and deal damage as if you were one size category larger. This stacks with Step 1: Embiggen. This lasts for 1 round/2levels.

### Step 3: Profit (Chosen One 9th)

As a standard action, you increase your Str by +8 and deal damage as if you were 2 sizes larger. This stacks with Step 1: Embiggen as well as Step 2: Crazy Eyes. This lasts 1 round per 4 levels.

## Titles (Gucci Gun)

Collective Echoes- You are immune to compulsion effects.
Flesh and Steel (Marked Archetype)

**Flesh and Steel (Marked Archetype)**

Seemingly contradictory, this archetype is for those Marked who either lose their powers (such as from the Void severance mythic ability) or simply decide to forgo the gifts of the Outsider.

**Martial Mana**

You gain Combat Stamina as a bonus feat, treating your HD as your BAB. Any Gift you select functions off of your Stamina Pool instead of your Mana pool. You also use this pool for your Blade Clash feature.

**This alters Mana Pool.**

**Focused Fighter**

Whenever you would normally gain an Outsider Gift, you instead gain either a Combat feat or select a Rogue talent or Swashbuckler Deed, spending 1 stamina point each time to use the rogue talent or Swashbuckler deed. You may still gain Gifts from other sources, such as Runes.

**This replaces Gifted.**

**Signature Moves**

Select 2 combat maneuvers. You no longer provoke attacks of opportunity when using them, and gain a +4 bonus to CMB to each.

**This replaces Signature Gift.**

**Quick Thinking**

A number of times per day equal to your Strength modifier, you may take an additional move or standard action in a round. This feature may only be used once per round, but can be combined with things such as the Heroic Surge feat.

**This replaces Quick Gifts.**

**Improved Signature Moves**

The bonus to your selected maneuvers also applies to CMD. Additionally, the bonus applies to either AC or weapon attack rolls.

**This replaces Improved Signature Gift.**
Evolved Form

**School:** Transmutation; **Level** Alchemist 4, Shaman 4, Sorcerer/Wizard 4, Summoner 4, Witch 4

CASTING

**Casting Time** standard action

**Components** V, S, M

EFFECT

**Range** touch

**Target** creature touched

**Duration** 1 round/ 2 levels

**Saving Throw** Will negates (harmless); **Spell Resistance** yes

DESCRIPTION

The touched creature gains 3 evolution points/4 caster levels that they may spend on themselves. They are treated as a summoner of their HD for the purposes of qualifying for evolutions. All choices must be made within one round, and all excess are lost. If you have any feats or abilities you have that can apply to  summoned creatures (such as augment summoning or extra evolution) may apply to the target as if you summoned them.
Atrocian

**Atrocian (22 RP)**

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

**Ability Scores (-1 RP):** Atrocians gain no racial bonuses or penalties to ability scores.

**Size (0 RP):** Small, with +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks

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

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

**Acid Immunity (4 RP)**: Atrocians are immune to Acid damage.

**Fire Resistance (3 RP)**: Atrocians have resistance 10 to Fire damage.

**Calloused Body (12 RP):** Atrocians have a +5 Natural armor bonus to AC

**Damage Absorption (10 RP):** Atrocians have DR 10/-

**Stable (2 RP):** Atrocians gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

**Forward Facing (-4 RP)** All creatures gain an additional +2 bonus when flanking members of this race, and the race takes a -10 penalty on sight based perception checks to notice things behind them.

**Own Two Feet (-1 RP)** Members of this race are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

**Weak (-2 RP)** Members of this race add only 1/2 their Str modifier on damage rolls, or their Str modifier on two handed damage rolls.

### Half-Breed Rules:

Dominant: Natural armor becomes +3 (-7 RP)

Non-Dominant: Gain Acid immunity, +1 Natural armor, Own Two Feet, and Stable (+7 RP)
Jaylon Homebrew Wiki

A place to gather all of the homebrew and houserules I use for all my TTRPG games

## Categories (Pathfinder)

* New Rules
* Classes
* Races
* Feats and Traits
* Skills
* Equipment
* Templates
* Bestiary
* Kaiju Combat Simulations
* Corruptions
* Mythic Paths
* Magic Rules
* Spells
* Techniques
* Evilities
* Outsider Gifts
* Character Info

## Categories (5e)

* New Rules (5e)
* Classes (5e)
* Races (5e)
* Feats (5e)
* Equipment (5e)
* Spells (5e)
* Templates (5e)
* 3rd Party Credits (5e)

## SHOTS

* About
* Attributes and Statistics
* Checks, Saves, and Skills
* Conditions
* Environment and other rules
* Building Characters
* Archetypes
* Boons
* Flaws
* Secrets
* Items
* SHOTS Character Sheet
* NPCs (SHOTS)
* Sample Characters

*Need help building out this community?*

* Rules of this wiki
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Gug Savant

*The blessings of its evil god have made this specimen more twisted than its lesser brethren.*

**Gug Savant CR 11**

**XP 12,800**

CE Large aberration

**Init** +1; **Senses** darkvision 60 ft.; Perception +27

**DEFENSE**

**AC** 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)

**hp** 127 (15d8+60)

**Fort** +9, **Ref** +6, **Will** +12

**Immune** disease, poison

**OFFENSE**

**Speed** 40 ft., climb 20 ft.

**Melee** bite +17 (1d8+7), 4 claws +17 (1d6+7)

**Space** 10 ft.; **Reach** 15 ft.

**Special Attacks** rend (2 claws, 1d6+10)

**Spell-Like Abilities** (CL 10th; concentration +14)

**1/day**--*invisibility*, *spike stones* (DC 18), *transmute rock to mud* (DC 19), *unholy blight* (DC 18)

**STATISTICS**

**Str** 25, **Dex** 12, **Con** 18, **Int** 11, **Wis** 16, **Cha** 18

**Base Atk** +11; **CMB** +19; **CMD** 30

**Feats** Awesome Blow, Blind-Fight, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Lunge, Power Attack, Skill Focus (Perception)

**Skills** Climb +15, Escape Artist +13, Knowledge (dungeoneering) +13, Perception +27, Stealth +15, Survival +21; **Racial Modifiers** +8 Climb, +4 Escape Artist

**Languages** Undercommon

**SQ** compression

**ECOLOGY**

**Environment** any underground

**Organization** solitary, pair, or camp (1 plus 3–10 gugs)

**Treasure** standard

Some bloodthirsty gugs gain awful powers as gifts from their alien patrons. These monsters are known as savants. Some become actual clerics or oracles of their mad gods—strange powers of darkness, insanity, and blood.
Amperi

**Amperi** **(28 RP)**

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

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

**Size (0 RP):** Medium

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

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

**Flight (6 RP):** Amperi have a fly speed of 40 feet with average maneuverability.

**Swim (2 RP)**: Amperi have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

**Amphibious (2 RP)**: Amperi can breathe both air and water.

**Tentacles (5 RP):** Amperi have 4 natural tentacle attacks that have 10 foot reach. These deal 1d4 damage each.

**Static Discharge (1 RP):** Once per day as a swift action, an Amperi 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 Nosedeenian may end this effect early as a free action.

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

**Dissolution's Child (3 RP):** Once per day, an Amperi may become Incorporeal for one round per level (maximum of five rounds).

**Synapse Sensing (4 RP):** Amperi can cast Detect Thoughts at will.

**No hands (-4 RP)** Amperi 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.

### Half-Breed Rules:

Dominant: Lose Dissolution's Child, flight is reduced by 10 ft (-7 RP)

Non-Dominant: Gain Amphibious, two tentacle attacks (1d4, 5ft reach), Static discharge (+5 RP)
Genalt (Human Subspecies)

**Genalt (33 RP)**

Homo Sapiens Ascendi are Humans that sought to genetically enhance themselves in order to enhance their natural strengths, especially their endurance and intelligence.

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

**Ability Scores (6 RP):** +4 Con and +4 Int

**Size (0 RP):** Medium

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

**Languages (1 RP):** Genalt begin play speaking common. Genalt with high Int may choose Interlac,

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

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

**Multitalented (2 RP):** Genalt choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.

**Curiosity (4 RP):** Genalt are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

**Fearless (1 RP):** Genalt gain a +2 racial bonus on all saving throws against fear effects.

**Gift of Tongues (2 RP):** Genalt gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

**Darkvision 60 Feet (2 RP):** Genalt can see in the dark up to 60 feet.

**Fast Healing (6 RP)** Members of this race gain fast healing 1.

### 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, Fast Healing 1, and Fearless (+11 RP)
Jedediah's Spiteful Aim

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

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 1 minute per level

DESCRIPTION

Choose a creature type from the Ranger favored enemy list. You gain the following bonuses against creatures of that type. These only apply to ranged attacks

* Add your Caster Level for this spell to your attack rolls
* Roll twice and take the better result
* Increase your critical multiplier by 1
* Automatically confirm all critical hits
* Reduce their fortification by 50%
* Reduce all of their miss chances by 25%
* Bypass all DR

In addition, choose a single specific creature of that type. You gain the following abilities as well, stacking with the others, against only that creature. Once that creature is dead, you may choose another.

* Add your Caster Level for this spell to your damage rolls (multiply on crit)
* Increase your critical multiplier by 1
* Any hit you score is a critical hit. If you roll an actual crit, the creature is stunned for one round.
* If they avoid your attack, you may make another at a -4 penalty
* Reduce their fortification by 50%
* Reduce all of their miss chances by 25%
* Bypass Regeneration for one round
Arcane Might

**School:** Evocation; **Level** Magus 4, Sorcerer/Wizard 5, Witch 5, Necromancer 5

CASTING

**Casting Time** Standard Action

**Components** V, S, M (a sculpture of a beetle worth 250 gold)

EFFECT

**Range** touch

**Target** creature touched

**Duration** 1 round/ 4 levels

**Saving Throw** Will negates (harmless); **Spell Resistance** yes

DESCRIPTION

Until this spell ends, the touched creature gains a bonus on all attack rolls equal to your caster level at the time of casting this spell (maximum +20).
Dual Snake Sigil

***Dual Snake Sigil***

**School:** Conjuration; **Level** Vampire 10 (5, 4, 3)

CASTING

**Casting Time** Standard Action

**Components** V, S, M (a shed snakeskin)

EFFECT

**Effect** Summon two ethereal snake creatures

**Duration** 1 round/ 4 levels

DESCRIPTION

You summon a large sigil that transforms into two ethereal snakes, twisting and weaving through the air as they descend upon their foes. The Snakes possess the same bonus to attack as you and each can make one bite attack per round that deals 5d6+15 force damage. A creature struck by both snake attacks takes an additional 10d6+30 force damage. The snakes' attacks are touch attacks. The snakes have a move speed of 30 feet and cannot be more than 100 feet away from you or the spell ends. The snakes cannot take attacks of opportunity and provoke no attacks of opportunity when they move. The snakes cannot be targeted by effects or take damage. Controlling the snakes is a free action on each round.
Jaylon's Deific/Godly Machinations

**School:** Universal; **Level** 10

CASTING

**Casting Time** Standard action

**Components** V, S, M (a set of Lapis Lazuli polyhedral dice worth 30,000 gold )

EFFECT

**Range** unlimited

**Target** 1 creature

**Duration** instantaneous

DESCRIPTION

This spell harnesses the fundamental building blocks of realities to grant or remove many different things to or from creatures. Each time you cast this spell, it has a new effect. The maximum number of times an effect may apply to a single creature is listed in parenthesis.

Divine casters refer to this spell as Godly Machinations, while arcane casters refer to it as Deific Machinations.

* +1 bonus to a single ability score (max +10 each)
* -1 penalty to a single ability score (max -10 each)
* Grant immunity to 1 energy type (max 3)
* Remove immunity to 1 energy type (max 3)
* Grant vulnerability to 1 energy type (max 3)
* Remove vulnerability to 1 energy type (max 3)
* Increase DR by 1 (max +20)
* Decrease DR by 1 (max -20)
* Increase Fast Healing or Regeneration by 1 (max +10)
* Decrease Fast Healing or Regeneration by 1 (max -10)
* Increase fortification by 25% (max 100%)
* Decrease fortification by 25% (max -100%)
* Gain a 50% miss chance (max 2)
* Remove one miss chance (max 2)
* +2 bonus to saves (max +10)
* -2 penalty to saves (max -10)
* +2 bonus to attack rolls (max +10)
* +2 bonus to damage rolls (max +10)
* +2 bonus to AC (max +10)
* +2 bonus to single skill (max +10 each)
* Gain a Special Ability (max 1)
* Gain a feat. You need not meet the prerequisites. (max 3)
* Gain a class feature (max 3)
* Gain single template (max +5 bonus, can be spread between templates)
* Effected by one spell immediately (9th level or lower)
* Gain one turn immediately
* Gain 1 maximized HD (max 5)
* Gain single weapon or armor proficiency
* Increase crit range by 1 (max 5)
* Increase crit multiplier by 1 (max 3)
* Increase damage by one size category (max 2)
* Reroll single d20 of your choice and take your choice.
False Ascension

**School:** Conjuration; **Level** Cleric /Oracle 9, Druid 9, Psychic 9, Sorcerer/Wizard 9

CASTING

**Casting Time** Standard Action

**Components** V, S, F/DF

EFFECT

**Range** Personal

**Target** self only

**Duration** Concentration up to 1 minute plus 1 round/ level afterwards

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

DESCRIPTION

You are granted the ability to use mythic power and mythic surge as if you were a tier one Mythic Hero, and may cast any spell you know's mythic version during the duration. If you already have at least one mythic tier, you are instead treated as being one tier higher for these purposes (max 10th tier).
Borye Incarnate

**Hellish Nightmares:** You may cast *Phantasmal Killer* three times per day

**EXP Spending:** Once per day, you may spend 3d6x1000 EXP to do anything.

**Chaos Aura:** Enemies within 30 ft roll twice and take the worse result on all d20 rolls.

**Omniscient Communion:** You may cast *Commune* once per week to contact Borye

**Madness Aura:** Enemies within 30 ft have a 25% chance every round to do nothing

**Evil Aura:** Allies (including you) within 30 ft have a +10 bonus on all damage rolls. This is multiplied on a critical hit

**Strange Aura:** Allies (including you) within 30 ft have a 50% miss chance
0.6.1.7

Обновление **0.6.1.7** — это небольшое обновление игры, выпущенное 28 апреля 2022 года. В этом обновлении исправили некоторые ошибки, а также крупную ошибку, из-за которой некоторые не могли нормально играть.

## Исправление ошибок

* Отпечатки пальцев на некоторых объектах Maple Lodge Campsite теперь имеют правильный размер.
* Призраки больше не будут застревать за пределами средних палаток при попытке убить игрока.
* Свечи в домах теперь будут работать правильно.
* Призраки больше не будут застревать в неправильной анимации во время событий и охоты.
* Окна палатки теперь имеют правильные текстуры.
* Свечи и зажигалки больше не задуют, если хозяин вышел на улицу под сильным дождем.
* Игра без VR с установленным SteamVR больше не будет автоматически закрывать игру после таймера бездействия SteamVR (по умолчанию 10 минут).

## Навигация

1. ↑ https://store.steampowered.com/news/app/739630/view/3174484827447383795
Beacon

**School:** Abjuration; **Level** Druid 4, Ranger 3, Shaman 4, Summoner 3, Necromancer 4

CASTING

**Casting Time** Full round action

**Components** V, S

EFFECT

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

**Area** 25 ft radius

**Duration** 1 minute/ level

DESCRIPTION

Upon casting this spell, choose a creature type or subtype as per the ranger favoured enemy list. Creatures of that type or subtype within the emanation gain a +1 circumstance bonus to AC and saves, a +2 bonus to all ability scores, and DR 1/- per four caster levels.

In addition, creatures of that type or subtype feel an inexplicable pull towards the location as far out as 100 ft/ CL. Mindless creatures seek out the beacon, and non-mindless creatures may seek it out if they have nothing more pressing to attend to. This spell does not give you any special control over these creatures.
Items (SHOTS)

This page has information about different types of items in SHOTS. There are different item types, such as Mundane Items, Special Items, Defensive Items, Weapons, and Miscellaneous Items.

Items with an asterisk (\*) are generally restricted and Wealth checks to buy them are made at disadvantage unless the character meets the proper prerequisites to purchase them (generally an age restriction, authority restriction, or requiring knowing someone that produces the item)

Miscellaneous Items
 \*Military Scope
 \*Laser Sights
 Skateboard
 Bicycle

The following are a general breakdown of special qualities weapons may have. As a note, Critical Hits with weapons deal an additional 2 damage. You may instead deal 1 additional damage in order to apply a critical effect the weapon has, if applicable.

* Melee: Must be within 5 ft of the creature to attack
* Throw: You can throw the item up to the listed distance and still do damage. You may throw it up to twice this distance, but the attack is made at disadvantage.
* Ranged: The weapon can be used at the listed range, or up to twice that range at disadvantage.
* Non-lethal: The attack cannot kill another creature, instead rendering them unconscious if they hit 0 HP.
* Ammo: Weapon requires Ammunition and must be reloaded (Requiring two actions) after the listed amount of attacks are made with it.
* Fuel: Weapon requires some kind of fuel source, such as gasoline, and can be used the listed number of times before needing to be refueled, requiring 3 actions.
* Single: Weapon can only be used once before being destroyed.
* Area: creatures in the radius around the target take equal damage or effect unless they make the listed save, in which case they take 1 or 1 round.
* Splash: Creatures adjacent to the target take 1 damage unless they make the listed save, in which case they take none.
* Spread: Creature may choose to deal half damage to two adjacent creatures (single attack roll applied to Targeted defenses of each).
* Burn: Target takes 1 damage at start of next turn unless they make listed Constitution save. Continues until save successful or take 1 action to put out.
* Critical: Increase the number you critically succeed on by the amount (Crit 1 would be 19-20, Crit 2 would be 18-20, etc.).
* Gun: Guns add an additional 2 damage when they critically hit.
Divine Interventions (5e)

You beseech the power of your god, asking for assistance or power.

In games using this rule system, every creature selects whether or not to worship a deity (and if so, which one). If you elect to not take a divine intervention, you may select a feat at first level or gain an ability score improvement. If you choose to have a deity, you instead begin play with a single Divine intervention. It is incredibly difficult to gain another, and are usually only awarded to true champions of faith by their deities. You may use a Divine intervention for any of the following:

* Increase the maximum score for a single ability score by 2
* Increase your bonus to hit by 2
* Increase your Armor Class by 2
* Increase your critical range by 1
* Increase your critical multiplier by 1
* Increase your spell save DC by 2
* Choose one class you have levels in, and increase your HP as if you gained a maximized hit die from that class
* Learn 4 new spells from any spell list of any level. You must be high enough level to cast them.
* Choose a single class feature of a class you do not have levels in (such as unarmored defense or Sneak attack) that is available to a character 4 levels lower than your level (minimum 1). You gain this class feature as if you were a character of that class 4 levels lower than you actually are. You may not gain spells from this.
* Bring a creature back from the dead.
Anticoagulant

***Anticoagulant***

**School:** Necromancy; **Level** Vampire 1 (1, 1, 1)

CASTING

**Casting Time** Standard Action

**Components** S, M (a live mosquito)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels

**Target** one creature

**Duration** 1 round/ level

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

DESCRIPTION

You make an arcane gesture with one hand, targeting a single creature within range. The subject must make a Fortitude save or its blood becomes dangerously thin. For one round per level of the caster, each successful attack against the creature acts as if by a wounding weapon (lose 1 additional hp/round from each consecutive attack). This bleeding can be halted with a successful DC 15 Heal check or if the target receives any magical healing.
Bestiary

## Lovecraftian Creatures

* Akata
* Astral Leviathan
* Bhole/Dhole
* Boilborn
* Brethedan
* Byakhee
* Chaos Beast
* Colour out of Space
* Dark Young of Shub-Niggurath
	+ Moits of Shub-Niggurath
* Deep One
	+ Deep one hybrid
	+ Elder deep one
* Dimensional Shambler
* Elder Thing
* Fear Gaunt
* Flying Polyp
* Formless Spawn of Tsathaogua
* Gibbering Mouther
* Gnoph-keh
* Gug
	+ Gug Savant
* Hound of Tindalos
* Hundun
	+ Ancient One
* Hungry Flesh
* Leng Denizen
* Leng Ghoul
* Leng Hound
* Leng Spider
* Mi-Go
* Moon Beast
* Neh-Thalguu
* Neshmaal
* Nightgaunt (Creature)
* Oneirogoen
* Pickled Punk
* Ratling
* Rhu-chalik
* Star Vampire
* Shantak
* Shoggoth
* Slithering Pit
	+ Slithering Rift
	+ Slithering Tracker
* Spawn of Yog-sothoth
* Star Spawn of Cthulhu
* Wendigo
	+ Bucca Wendigo
	+ Dust Wendigo
	+ Void Wendigo
* Whisperer
* Worm that Walks
	+ Locust that Walks
* Yaddithian
* Yithian
	+ Yithian Elder
* Zoog

## Great Old Ones

* Atlach-Nacha
* Bokrug
* Borye
* Cthulhu
* Hastur
* Ithaqua
* Mordiggian
* Nyarlathotep
	+ Harbinger of the Abyssal Maw
* Rhan-Tegoth
* Tawil At'Umr
* Tychilarius
* Xhamen-Dor
* Yig

* Zalgo

## Kaiju

* Armuckgeddon
* Bearcoon
* Beetle Bastion
* Carnifex Lapis
* Gargantula
	+ Gargantula Mk II
	+ Gargantula Mk III
* Giganthophila
* Gorbologax
* Gragnacanus
* Great Hero Jinzouninjen
* Gristmasaurus
* Herculossus
* Hippopotamonstrosity
* Incarceron the World Prison
	+ Off-Hand of the World Prison
* Kikongo
* Kol'thuggmol'ch the Moon Prisoner
* Kravyad
* Krzptolccas
* Makudu
* Mantagore
* Mantiac
* Mantitoncheres
* Miragemos
* Mothership Raktabija
* Neoceratops
* The Opener
* Paroxysm
* Protectore
* Quetzal-khan
* Shielneth
* Solis
* Speed Demon
* Stegotaurus
* Sunfighter
* Tectramortzal
* Tetazadu
* Vespidandroid
* Voltsozen
* X-raptor
* Yqual'ttolisk
* Zolgaga

## Undead

### Lich Variants

* Dread Lich
* Iron Lich
* Familial Lich
* Forsaken Lich
* Moss Lich
* Mythic Lich
* Psychic Lich
* Timehopper Lich

### Specific Undead

* Orgesh
* Celibex the Infernal
* Krel'bix

## Dishonored

* Blood Ox
* Bloodfly Swarm
* Clockwork Soldier
* Hagfish
* Plague Rat Swarm
* Wolfhound
	+ Gravehound
Eldritch Efficiency

**School:** Transmutation [Chronomancy]; **Level** Alchemist 5, Magus 5, Sorcerer/Wizard 6

CASTING

**Casting Time** 1 round

**Components** V, S, M ( a handful of purple sand)

EFFECT

**Range** touch

**Target** creature touched

**Duration** instantaneous

**Saving Throw** Will negates (harmless); **Spell Resistance** yes

DESCRIPTION

The next time a creature makes a full attack, they gain one additional attack per 5 levels you have at their highest bonus (max 4 at 20th level). This stacks with haste.
Faction Templates

You gain all the abilities of a Faction Template if you are of high enough rank in that faction, as determined by the faction leader. These do not have CR increases and as such cannot be selected by any ability that gives you a template of a certain CR increase. When a powerful creature becomes high enough in the faction, they may confer an additional bonus to the faction template.

* Anubis's Court
* Borye Incarnate
* The Collective
* Crimson Tide
* Disciples of Christ
* Heretic's Wrath
* New Akatsuki
* Raiders of the Stars
* The Outsider Walks Among Us
* Yesterday's Mysteries
Hesitation

**School:** Divination [Chronomancy]; **Level** Antipaladin 1, Bard 2, Cleric/Oracle 2, Inquisitor 2, Mesmerist 2, Psychic 2, Sorcerer/Wizard 2, Witch 2, Necromancer 2

CASTING

**Casting Time** Standard action

**Components** V, S,

EFFECT

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

**Target** 1 creature

**Duration** 10 minutes/ level

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

DESCRIPTION

You can force a creature to second guess their actions, causing them to falter, by implanting ideas of failure in their head. This spell immediately discharges upon the start of your next combat, when initiative is rolled. Choose one creature you can see. They must make a will save. Failure means they take a penalty equal to your casting modifier to their initiative check.

### Hesitation, Mass

**School:** Divination [Chronomancy]; **Level** Antipaladin 3, Bard 4, Cleric/Oracle 5, Inquisitor 4, Mesmerist 4, Psychic 5, Sorcerer/Wizard 5, Witch 5, Necromancer 5

EFFECT

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

**Target** 1 creature/ level

DESCRIPTION

This spell functions as Hesitation, except it affects multiple creatures.
Classes

This is a list of all the classes, and a breakdown of which campaigns they were designed for (if applicable).

## Base Classes

Armorer

* Nanite Warrior (Archetype)

* List of Armorer Tinker Traits

Battle Paragon

* Anti-Paragon (Archetype)
* Fixer (Archetype)

Omnitrix Wielder

* List of Omnitrix Commands

## Prestige Classes

Iron Turtle Sentinel

Pheonix Knight

Spellweaver

White Tiger Centurion

## Additions to Paizo Classes

Pixel Bloodline (Bloodrager)

New Domains (Cleric)

Oncoming Storm (Fighter Archetype)

Ki Powers (Monk)

Hematic Bloodline (Sorcerer)

Eidolon Evolutions (Summoner)

Summon Savior (Summoner Archetype)

Zen Warrior (Unchained Monk Archetype)

## 3rd Party Additions

Freerunner

* List of Equilibrium
* Artist (Archetype)
* Bridgebuilder (Archetype)
* Elementalist (Archetype)
* Fatejacker (Archetype)
* Hellwalker (Archetype)
* Timeskipper (Archetype)

Mageslayer

* List of Slayer Arts

Maniac

Necromancer

* List of Deathcharms

Theurge

* Herald (Archetype)

Time Thief

Warlock

* List of Warlock Pacts
* List of Warlock Invocations
* Channeler (Archetype)
* Dual-pact (Archetype)

Gonzo Classes

Misfit Classes

Psionic Classes

Gourmand

Size Changer Simple Class

Speaker

Luckbringer

Malefactor

## Race-Exclusive Classes

* Dino-might (Vaxasaurian Racial Class)
* Osmosian Chimera (Osmosian Racial Class)
* Technoshaper (Galvanic Mechamorph Racial Class)
* Yellow Sun Defender (Kryptonian Racial Class)

## Dishonored Content

Assassin

Gang Member

* Gangs
* List of Gang Benefits

Marked

* Charmbearer (Marked Archetype)
* Flesh and Steel (Marked Archetype)
* Mana Parasite (Marked Archetype)
* Void Adept (Marked Archetype)
* List of Outsider Gifts

Natural Philosopher

* List of Philosopher Studies

Tall-boy (Prestige Class)

Void Reaper (Prestige Class)

## Area 51 Raid

Alien Hunter

Furry

Gamer

Juggalo

Kyle

Normal Person

Rock Thrower

Weeb

## Peculiar Occurrence Classes

Chosen One (Class)

D4RK M4573R N (Class)

Cake (Class)

Hydra Slayer (Class)

Foundation Leader (Class)

Conservationist (Class)

Feral Hunter (Class)

Amalgamation (Class)
Desiccating Thunder

**School:** Abjuration; **Level** Sorcerer/Wizard 9, Witch 9

DESCRIPTION

This spell functions as Chain Lightning, but it also deals 1d6 Con damage to every target. It deals double damage against aquatic creatures and if it kills a creature, they are turned to dust (requiring a Wish or Miracle to return from the dead).
Cybertronian

**Cybertronian (39 RP)**

**Type (20 RP):** Construct

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

**Size (12 RP):** Huge, granting a +4 bonus to strength, a -4 penalty to dexterity (included above), a -2 size penalty to AC and attack rolls, a +2 bonus to CMB and CMD, and a -8 penalty to stealth.

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

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

**Construct Traits:**

* Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
* Constructs have the low-light vision racial trait.
* Constructs have the darkvision 60 feet racial trait.
* Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as *make whole.* A construct with the fast healing special quality still benefits from that quality.
* Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
* Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
* Constructs cannot be raised or resurrected.
* Constructs are hard to destroy, and gain bonus hit points based on their size (40 for Huge size).

**Sentient (-5 RP):** Cybertronians, unlike most constructs, are affected normally by mind-effects

**Transformation (9 RP):** Cybertronians select a single transformation from the Beast Shape I list at character creation. They may, as a standard action, assume that form at any point and remain as it indefinitely, otherwise functioning as the spell. They may spend 24 hours undergoing a process to change the creature they are attuned to. At character level 5, this becomes Beast Shape II. At character level 10, this becomes Beast Shape III. At character Level 15, it becomes Beast Shape IV. In more modern campaigns, feel free to reflavor as or select a vehicle in place of a creature.

**Own Two Feet (-1 RP)** Cybertronians are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

### Half-Breed Rules:

Dominant: Lose Transformation (-9 RP)

Non-Dominant: Gain the half-construct subtype (+7 RP)
Awakened Skeleton

**Awakened Skeleton (15 RP)**

Skeletons are the animated bones of the dead, brought to unlife through foul magic. These skeletons have also been given sentience, and are fully aware of the world around them.

**Type (16 RP):** Undead

**Ability Scores (0 RP):** +2 Str, +2 Cha, -2 Int.  As undead, awakened Skeletons have no Con score.

**Size (0 RP):** Medium

**Speed (0 RP):** ​30 ft base speed

**Languages (-1 RP):** Awakened Skeletons begin play speaking Necril. Awakened Skeletons with high Int scores can choose from Common,

**Darkvision:** Awakened Skeletons have Darkvision 60 ft

**Undead Traits:** Awakened Skeletons have all of the Undead Traits

**Sentient (-5 RP):** Awakened Skeletons are not immune to mind-affecting effects.

**Skeletal Defenses (5 RP):** Awakened Skeletons have a +2 Natural armor bonus to AC and DR 5/bludgeoning

### Half-Breed Rules:

Dominant: lose Skeletal Defenses (-5 RP)

Non-Dominant: Gain the half-undead subtype (+5 RP)
Galilean

**Galilean** **(30 RP)**

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

**Ability Scores (0 RP):** +2 Str, +2 Int, -2 Dex

**Size (0 RP):** Medium

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

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

**Darkvision:** Galileans have Darkvision 60 ft.

**Gravity Acclimation (4 RP):** Galileans gain Heavy Gravity Acclimation and Light Gravity Acclimation as bonus feats

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

**Damage Reduction (6 RP):** Galileans have DR 10/magic

**Gravity Magic (14 RP):** Galileans gain the following as once per day spell-like abilities at the given level so long as they have an Intelligence score of at least 13.

* *Lead Blades, Gravity Bow- 1st level*
* *Levitate, Galactic Bolt (Graviton only)- 4th level*
* *Fly, Galactic Bolt II (Graviton only)- 8th level*
* *Untether, Galactic Bomb (Graviton only)- 12th level*
* *Reverse Gravity, Galactic Bomb II (Graviton only)- 16th level*
* *Command Gravity, Accretion Disc - 20th level*

### Half-Breed Rules:

Dominant: Lose Natural Armor (-5 RP)

Non-Dominant: Gain Gravity acclimation (+4 RP)
Cephalod-ae

**Cephalod-ae (20 RP)**

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

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

**Size (0 RP):** Medium

**Speed (5 RP):** 30 ft base speed, 60 ft swim speed with a +12 bonus to swim checks

**Languages (-1 RP):** Cephalod-ae begin play speaking Mollusca. Cephalod-ae with high Int may choose

**Water-dependent (-3 RP):** Cephalod-ae take 1 point of constitution damage every hour they are outside of water and every 24 hours they spend 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. Additionally, abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

**Amphibious (6 RP):** Cephalod-ae can breathe both air and water. They gain a +4 bonus to stealth in aquatic terrains, can always take 10 while swimming, and may choose Aquan as a bonus language.

**Deepsight (3 RP):** Cephalod-ae are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. They can also sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

**Tentacle Array (12 RP):** Cephalod-ae have four natural tentacle attacks that deal 1d4+str damage each. They also have a single tentacle that is longer and stronger that can be used to carry objects. They cannot wield weapons with this tentacle, but they can retrieve small, stowed objects carried on their persons as a swift action. This functions as a prehensile tail. Finally, they have a small group of tentacles that are useful for little more than to aid in grappling. They gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.

**Delicious (-1 RP):** Cephalod-ae take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.

**No hands (-4 RP)** Members of this race 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.

**Jet (2 RP):** Once per hour, a Cephalod-ae may move at 10 times (600ft) their swim speed on a run, charge, or withdraw, so long as they are in water.

**Ink (1 RP):** Cephalod-ae may cast Obscuring Mist at will, however it only functions under water.

### Half-Breed Rules:

Dominant: Lose Deepsight and the Improved grapple ability from their tentacle array (-9 RP)

Non-Dominant: Gain Amphibious and Jet (+9 RP)