recursal/Fanatic-Fandom huggingface dataset:
Dual-pact (Warlock Archetype)

*On rare occasions, more than one entity will deign to give a warlock power. Such an event requires that the warlock and the separate entities have a similar outlook (same alignment). Fortunately, for the warlock, if one of the entities decides to withdraw its power, the other will happily step in to fill it’s place…*​

**Dual Oath:** To form dual pacts, a warlock must first choose two pacts that share an alignment requirement. Next, he gains the bonus languages from both, the bonus skills from both, and the pact sacrifice of both.

If the warlock loses his powers from one (such as alignment change or failing to provide the pact sacrifice for that level), he loses only the pact invocations, pact boons and pact resilience from that pact. **This modifies Pact.**

**Dual Invocations:** At 1st level, and any further level that a dual pact warlock gains access to pact invocations, he must choose which pact invocation of that grade to learn. If he later gains the ability to switch known invocations, he may switch out that pact invocation for the invocation of the other pact, but not for any other invocation. The pact invocation that is not selected as the bonus pact invocation known is added to the list of invocations a warlock may select normally; for example, at 1st level, a dual pact warlock with both the shadow and the unliving pact pact would select either fade or necromantic command invocation as his bonus invocation known, and then may select the other as his standard invocation then or at a later time. **This modifies Invocations.**

**Shared Boons:** A dual pact warlock is not granted the same level of trust as other warlocks, and they suffer for it. At 2nd level, a dual pact warlock must select from which pact he gains his first boon; at 6th level, however, he must select the other pact and gain it’s first boon, not the second boon from the first pact. This process repeats, the dual pact warlock never gaining the ability to select a pact boon of a greater level unless the level of both pact boons are the same. Even if a warlock losses favor with one of his patrons, he must still select that patrons pact boons if required above; such is the price of power. **This modifies Pact Boons.**

**Redoubled Resilience:** A dual pact warlock gains two uses of pact resilience per day, but he may not activate both simultaneously. **This modifies Pact Resilience.**

**Denied Apotheosis:** A dual pact warlock does not gain the Apotheosis of either pact. Instead, at 20th level, they gain a sixth pact boon following the rules for shared boons above. **This replaces Pact Apotheosis.**
Trenzalore's One Man Legion

**School:** Conjuration (Creation); **Level** 10

CASTING

**Components** V, S, M (lab supplies and equipment worth 25,000 gold)

DESCRIPTION

This spell functions as the Clone spell, except that the clone does not take negative levels or Con drain upon awakening, Additionally, a clone may be active at the same time as the original creature, as well as other clones. For every instance of this spell that produces an active clone, you take a -4 penalty to all mental ability scores as your soul is split between multiple places. You may render a clone inert at any time as a free action. You may also transfer other willing souls into your clones using the appropriate spells. Doing so allows you to revert the ability score penalties you took for having it active. If you have multiple souls inhabiting your body, you can grant one of the other souls a new body with this spell.

If an active clone is killed, the ability score penalty you took is treated as ability drain for the purposes of regaining it. This cannot be reduced, negated, or bypassed in any way except divine intervention.
Off-Hand of the World Prison

## **Off-Hand of Incarceron The World Prison (18th lvl, Worldeater, MR 4)**

Incarceron’s non-dominant hand uses the same statistics as Incarceron, modified with the following as it is missing a finger.

* HP: 414/414
* Lacks the Leadership and Kaiju Leadership feats, but possesses the Toughness feat
* Beam weapon deals 18d6, or only has 8 lasers.
* Has only 4 maximum attacks, 4 slams, and 4 sets of arms.
* -4 Penalty to AC, -2 CMB, CMD, and Attack Rolls
* -1 penalty on Reflex and Will saves
* -2 all skills with ranks
Untether

**School:** Universal (Galactimancy) [Choromancy]; **Level** Druid 7, Sorcerer/Wizard 7

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** touch

**Target** creature or object touched

**Duration** 1 minute/level

**Saving Throw** will negates; **Spell Resistance** no

DESCRIPTION

This spell removes the touched creature or object from the limits of gravity, causing them to float in midair. The target is unaffected by any effect that manipulates or relies on gravity, such as Reverse Gravity or Lighten Load, unless they choose to be effected. They are granted a magical fly speed equal to their land speed, but otherwise follow the rules for being in a no-gravity area.
Thought Sense (5e)

**Thoughtsense**

*7th-level divination*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

**Duration:** Concentration, up to a minute

You expand your mind, allowing you to sense the minds of others. You gain Blindsense out to 30 feet, however it only functions against creatures that have an Intelligence score of 4 or higher. If you can see a creature, you can spend a bonus action on your turn to determine if their Intelligence score is 3 or lower, 4-15, or 16 or higher. You also learn whether or not they are capable of casting spells, but not what kind, how many, or of what level.
Divine/Fiendish Emissary (Kaiju Archetype)

**Divine/Fiendish Herald (Ex)**

At 1st level, Select either the Celestial Appearance evolution and the Aasimar Race, or the Fiendish Appearance evolution and the Tiefling Race. You gain this evolution for free, and must be this race. This upgrades at no cost at 7th and 12th level.

**This replaces the Racial Traits, Kaiju Toughness, and Your 6th level Kaiju specialization.**

**Influenced Form**

The Kaiju's form is more rigid and limited than others, and as such has a smaller Mutation pool than normal. Use the Table below in place of the regular table.

**This alters Mutation Pool.**

**Worshippers (Ex)**

At 3rd level you gain the Divine Disciple Evolution for free. It improves to the greater version at 6th level, At 9th level you gain the Leadership feat as a bonus feat, and at 12th level you gain the Divine Exaltation Evolution for free.

**Pseudo-divinity (Su)**

At 7th level, The Kaiju possesses 1 use of mythic power per day. This increases by 1 for every 6 levels the Kaiju possesses. The Mythic Power is 1d6 and can be added to it's rolls as usual, or expended if it casts a spell from a class feature or from one of it's relics to use the mythic version of the spell. **This ability replaces Kaiju Bonus Feats.**
Prototype Omnitrix

The Omnimatrix, or Omnitrix, is an artifact that takes the wrist slot that enhances the abilities of the Omnitrix Wielder Class. If you do not possess levels in Omnitrix Wielder, you gain all the class features of a first level Omnitrix wielder instead of the abilities listed below.

It grants a +1 Armor bonus to AC, which increases by +1 per 2 levels you have of Omnitrix Wielder (max +10). It grants the Universal Translator and Two-Way communicator Omnitrix commands for free. If you already possess one or both of these, you may select whichever Omnitrix commands you would like in their place (though you still must meet the prerequisites). You increase the max RP and the duration of your transformations as if you were 2 levels higher.

If you select the Omnitrix Master Mythic Path, The Omnitrix automatically becomes a Legendary Item. The armor bonus it grants increases by +1 per tier you have. Its legendary surge applies to saving throws. It also gains the Dedicated Bond, Powerful, and Intelligent Legendary Item abilities (Intelligent item abilities below), as well as the Heroic armor special ability. At 3rd tier, it gains the Legendary Fortification, Powerful, and Intelligent abilities, as well as a stacking Heroic armor special ability. At 6th tier, it gains the Eternal Bond, Powerful, Intelligent, and Rejuvenating abilities, as well as a 3rd stacking use of the Heroic armor special ability. The Heroic ability stacks as if it were on a weapon, armor, and shield, so does not stack if you have it from other sources. At 10th tier, it gains additional bonuses to it's AI.

**1st tier**

Ego: 15 (19 if non-mythic)

Int:14 Wis:10 Cha:10

Senses 30 ft

Speech, read languages

**3rd tier**

Ego: 20 (24 if non-mythic)

Int: 18 Wis: 12 Cha: 12

Senses 60 ft, darkvision

Speech, read languages, read magic

**6th tier**

Ego: 30 (34 if non-mythic)

Int: 22 Wis: 14 Cha: 14

Senses 60 ft, darkvision, blindsense

Speech, Read languages, read magic, telepathy

Skills: 10 ranks all knowledge skills

**10th tier**

Ego: 40

Int: 26 Wis: 16 Cha: 16

Senses 120 ft, darkvision, blindsense

Speech, Read languages, read magic, telepathy

Skills: 20 ranks all knowledge skills.

***Destruction:*** The Omnitrix may only be destroyed by a creature bonded to the item by activating the Self Destruct function.
Startling Jolt

**School:** Evocation [Electricity]; **Level** Bard 1, Cleric/Oracle 1, Magus 1, Sorcerer/Wizard 1, Witch 1, Necromancer 1

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** 30 ft

**Target** one creature

**Duration** instantaneous

**Saving Throw** Reflex half (see text); **Spell Resistance** yes

DESCRIPTION

Make a ranged touch attack against a creature within 30 ft. This spell deals 1d4 electricity damage per level to the target creature (max 5d4). The target must make a perception check against the DC of the spell. If they fail, they get no save against this spell. You may apply sneak attack damage to this spell if you have the ability to deal sneak attack damage if they fail their perception check against it (max 5d6). The sneak attack damage is electricity damage.
Ruin

**School:** Necromancy (Death); **Level** Antipaladin 3, Necromancer 6

CASTING

**Casting Time** Full-round Action

**Components** V, S

EFFECT

**Range** 60 ft

**Target** one creature

**Duration** instantaneous

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

DESCRIPTION

You invoke the carnal gods of death and instill upon your foes the true power of ageless ruin, bringing a black bolt of necrotic energy fourth from the sky, phasing through everything between it and it's target. The target of this spell takes 10d6 damage. If slain by this spell the creature is destroyed and cannot be returned to life by anything short of a wish or a miracle. It is considered a very deadly spell as it bypasses almost all forms of magical protection from Spell resistance, and bypasses miss chances of 50% or less, requires no attack roll, and possesses no saving throw. This spell cannot be counter spelled unless the opposing creature also has the spell Ruin prepared, or knows the spell Ruin.

A caster may not learn this spell on their own from leveling up. They must find it somewhere in the world, as this spell is considered lost to history.
Thaumaturgy

**School:** Transmutation; **Level** Cleric/Oracle 0, Inquisitor 0, Mesmerist 0

CASTING

**Casting Time** Standard Action

**Components** V

EFFECT

**Range** 30 ft

**Target** creature touched

**Duration** up to 1 minute

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

DESCRIPTION

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.

• Your voice booms up to three times as loud as normal for 1 minute.

• You cause flames to flicker, brighten, dim, or change color for 1 minute.

• You cause harmless tremors in the ground for 1 minute.

• You create an Instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

• You instantaneously cause an unlocked door or window to fly open or slam shut.

• You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as a swift action.
Shorten

**School:** Necromancy [Chronomancy, Calculomancy]; **Level** Antipaladin 1, Bard 1, Cleric/Oracle 1, Druid 1, Inquisitor 1, Paladin 1, Necromancer 1

CASTING

**Casting Time** Standard Action

**Components** V, S

EFFECT

**Range** Close (25 ft+ 5 ft/2 caster levels)

**Target** One effect

**Duration** Instantaneous

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

DESCRIPTION

You choose a single effect with a duration. You shorten the duration by one interval of time. If affecting an object, the object is given no save. If an effect is at its last interval, this spell has no effect.
Normal Person

**Role:** A Normal Person is just here to watch and give support to the real heroes. While not inherently powerful, they are truly necessary if the raid on Area 51 is to succeed.

**Alignment:** Any

**Hit Die:** d6

**Starting Wealth:** 1d6 × 10 gold. In addition, each character begins play with an outfit worth 10 gold or less.

**Skills:** The Normal Person’s class skills are Appraise (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Knowledge(any one) (Int), Profession (Wis), Ride (Dex), Swim (Str).

**Skill Ranks per Level:**  2+ Int modifier.

**Class Features**

The following are the class features of the Normal Person

**Weapon and Armor Proficiency:**

A Normal Person is proficient with two simple weapons of their choice. They are not proficient with any armors, and are proficient with light shields.

**Support**

At 1st level, a Normal Person may give support to an ally (or allies) they can see. They may spend a standard action each round to give a morale bonus to all d20 rolls. The total bonus they can confer must be spread among allies, however it may be distributed as they see fit (for example, giving a +1 to two allies and a +2 to a third). The total bonus is +2 at first level, +4 at 3rd level, and +6 at 5th level.

**Two's Company**

At 2nd level, the Normal Person has attracted another person to their side. You gain an additional character under your control that is a Normal Person. Their Maximum level is equal to your own -2. The DM determines their alignment, skills, and equipment.

**Three's a Crowd**

At 4th level, you stumble across another Normal person that is under your control. This person's maximum level is equal to your own -3.

Note: Playing a normal person has the capability to have you control 5 characters (at 5th level, you will control yourself, a level 3, and a level 2. Your crowd will also control a level 1 each.)
Sotoraggian

**Sotoraggian (35 RP)**

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

**Ability Scores (6 RP):** +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha

**Size (0 RP):** Medium

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

**Languages (1 RP):** Sotoraggians begin play speaking Sotora. Sotoraggians with high Int may select Common, . Sotora is considered a secret language, and as such is not translated by Comprehend Languages, Tongues, or Universal Translators and a creature seeking to learn it must be taught by a native speaker.

**Elite Warrior Race (6 RP):** Sotoraggians gain a +2 bonus to attack and damage rolls.

**Miniature Arms (8 RP):** Sotoraggians have two miniature arms on their shoulders that act as free hands for them for all purposes (such as casting a spell or using the Deflect Arrows feat). They may use these arms to retrieve a stowed object on their person as a swift action. They may make thrown weapon attacks with these hands. A Sotoraggian may take the Prehensile Tail feat once for each of the hands, as if they possessed the Flexible Tail feat twice, allowing them to utilize any weapons with these hands.

**Weapon Familiarity (2 RP):** Sotoraggians are proficient with 2 martial or exotic weapons of their choice, as well as all weapons in the Yautja weapon group.

**Sensitive Breath (-1 RP):** Sotoraggians without proper protection take a –2 penalty on saving throws against stench effects and inhaled poisons.

**Electric Weakness (-1 RP):** Sotoraggians take 50% more damage from electricity.

**Power Armor (14 RP):** Sotoraggians are outfitted with a suit of flexible power armor from a very young age. It is light armor that can be enchanted as normal, or upgraded by spending the listed cost and one week of work. It also has a jetpack that allows for flight. In order to upgrade to Advanced, you must take the Advanced Power Armor feat.
Necromancer Feats

***Undead Life:***

Prerequisites: Necromancer level 4

Benefit: You become immune to one negative level for every 5 levels you possess to a maximum of 5 negative levels. If you take more than your immunity allows, you begin to take their effects normally. If you are already immune to negative levels, when a creature would inflict you with one, you heal 1 hit point per hit dice of the creature who inflicted the negative levels on you.

         ***Undead Unlife:***

          Prerequisites: Undead Life, Necromancer level 8

          Benefit: You are now healed through negative energy instead of positive energy. If you were healed with Negative energy already, you heal an additional +1 per damage dice when affected by it.

        ***Edge of Death:***

         Prerequisites: Undead Life, Undead Unlife

         Benefit: You are healed by both negative and positive energy now, and heal an additional +1 per dice when affected by either.
Methanosian

**Methanosian (25 RP)**

**Type (10 RP):** Plant

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

**Size (0 RP):** Medium

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

**Languages (-1 RP):** Methanosians begin play speaking Methanosian. Methanosians with high Int may select Intergalactic, Common, Sylvan

**Low-light Vision:** Methanosians gain low-light vision.

**Plant Immunities:** Methanosians are immune to mind effects, paralysis, poison, polymorph, sleep, and stunning effects. Methanosians do not need to sleep, but can do so if they wish.

**Regeneration (5 RP):** Methanosians have regeneration 1/fire

**Treespeech (2 RP):** Methanosians have the ability to converse with plants as if subject to a continual Speak With Plants spell.

**Vines (2 RP):** Methanosians have two tentacle attacks that each deal 1d4 damage.

**Fire Assault (1 RP):** Once per day as a swift action, a Methanosian can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The Methanosian may end the effects of its elemental assault early as a free action.

**Fertile Soil (2 RP)**: Sorcerer Methanosians with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are Methanosians with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.

**Pyromaniac (3 RP)**: Methanosians are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Methanosians early access to level-based powers; it only affects powers that they could already use without this trait. If a Methanosian has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—*dancing lights*, *flare*, *prestidigitation*, *produce flame*. The caster level for these spell-like abilities is equal to the user's character level.

**Stability (1 RP):** Methanosians receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

### Half-Breed Rules:

Dominant: Lose Pyromaniac and Fertile Soil (-5 RP)

Non-Dominant: Gain Vines, Fire Assault, and Treespeech (+5 RP)
Voidsoul

The Voidsouls are damned creatures, whose very essence has been altered and corrupted by the void, making them empty husks compared to others. The void within emboldens them however, making them fierce and unwavering.

These people do not gain the standard Racial traits from being Human. Instead, they gain the following:

Humanoid type (Half-undead), medium size, speed 30 feet, standard language.

+4 Con, +4 Wis, -4 Cha

Half-undead have the darkvision 60 feet racial trait.

Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.

Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.

Voidsouls gain a +2 bonus to Will saving throws as well as an additional +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Voidsoul fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Voidsoul has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

Voidsouls gain a +2 racial bonus on all saving throws.

All Voidsouls gain the Amateur Outsider Worshipper feat as a bonus feat.
Penitentiary

**School:** Evocation; **Level** Inquisitor 6, Psychic 9, Sorcerer/Wizard 9

CASTING

**Components** V, S, M (ruby dust worth 1,500 gold)

EFFECT

**Area** barred cage (50 ft cube) or windowless cell (30 ft cube)

**Duration** permanent (D)

DESCRIPTION

This spell functions as Forcecage, except as noted above. Additionally, creatures inside the Penitentiary are affected by your choice of either Silence or Zone of Truth (no save allowed for either). The same spell affects all creatures.

You can move the cage mentally, along with any creatures inside it, as a move action at a speed of half of your own. This spell lasts until you dismiss it or it is destroyed.
Voidminded

The Voidminded are those blessed and cursed with intimate understanding of the Void, not only as a place but as a spiritual state of being.

These people do not gain the standard Racial traits from being Human. Instead, they gain the following:

Humanoid type, medium size, speed 30 feet, standard language

+8 Wis, -2 Str, -2 Dex, -2 Con

Voidminded can use Detect Magic as a constant spell-like ability. The caster level of the spell-like ability is equal to the user's character level.

Voidminded gain telepathy out to a range of 30 feet. If they don't share a common language with a creature, they can only communicate basic ideas.

Voidminded receive a +2 racial bonus on saving throws against mind-affecting effects.

All Voidminded gain the Amateur Outsider Worshipper feat as a bonus feat.
Spell Amplification

**School:** Universal (Galactimancy) [Calculomancy]; **Level** Alchemist 4, Antipaladin 3, Bard 4, Bloodrager 3, Cleric/Oracle 5, Druid 5, Inquisitor 4, Magus 4, Medium 4, Mesmerist 4, Occultist 4, Paladin 3, Psychic 5, Ranger 3, Shaman 5, Sorcerer/Wizard 5, Spiritualist 4, Summoner 4, Witch 5, Necromancer 5

CASTING

**Casting Time** Free action

**Components** V, S,

EFFECT

**Target** spell

**Saving Throw** none or fortitude (see text); **Spell Resistance** no

DESCRIPTION

Spell amplification, similarly to contingency, is cast along with another spell of equal or lower level. When casting spell amplification, you can apply one of the following effects to the spell you cast along with it, depending on the kind of spell. You can use higher spell slots to cast spell amplification with higher level spells (Such as using it as a 9th level spell to cast Penitentiary with it).

Targeted spells:

* The subject takes 1d6 damage per 4 levels (Max +7d6)
* The subject heals 1d6 damage per 4 levels (Max +7d6)
* The target is knocked back 5 feet per 5 levels, taking falling damage normally
* The subject is given a status condition with a fortitude save, if the spell has no save normally, or as part of the spell's normal save effects if it has one. (Nauseated, Dazed, Knocked Prone, Stunned) This lasts for 1 round
* Grant the target fast healing 1 for the duration of the spell if it lasts longer than 1 minute, or fast healing 3 if it's a shorter duration.

Area effect spells:

* The subject takes additional damage equal to your spellcasting modifier.
* The subject heals additional damage equal to your spellcasting modifier.
* The subject is given a status condition with a fortitude save, if the spell has no save normally, or as part of the spell's normal save effects if it has one. (Blinded, deafened, sickened, shaken, or Dazzled) This lasts for 1 round.

All spells:

* Change an enhancement or morale bonus granted by a spell to a Amplification bonus. Amplification bonuses do not stack with one another, and the same spell won't stack due to a change in it's bonus, but it would allow you to use a belt of giant strength and spells like Bull's Strength at the same time.
* Grant a +20 foot amplification bonus to move speed.
* Cause half of the damage dealt to be 50% divine.
Weeb

**Role:** Weebs are versatile and tactical fighters.

**Alignment:** Any

**Hit Die:** d8

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

**Skills:** The Weeb’s class skills are the same as a ninja's.

**Skill Ranks per Level:**  6+ Int modifier.

**Class Features**

The following are the class features of the Weeb.

**Weapon and Armor Proficiency:**

Weebs are proficient with whatever Ninjas are.

**Fighting Dreamer**

At 1st level, you increase your base move speed by 10 feet. You gain a bonus combat feat. You also gain a Ki pool as an Unchained monk, excpet it is equal to your level+wis mod.

**Subs Not Dubs**

At 1st level, you understand any language as long as you've watched an anime in that language.

**The Day**

At 2nd level, select a single first level spell. You may cast it by spending 1 ki point. At 4th level, choose a 2nd level spell and you may cast it by spending 2 ki points.

**Astorisk**

At 3rd level, you gain a combat feat as a bonus feat. You also gain a +2 bonus to a single ability score.

**Dragon Soul**

At 4th level, you gain a single unchained monk ki power. Weebs are treated as twice their level for determining their monk level.

**Resonance**

At 5th level, choose a single creature you share a bond with. Once per day as a standard action, you both gain a +4 bonus to a single ability score of your choice, and you both benefit from any combat feats either of you possess.
Stoneheart

***Stoneheart***

**School:** Transmutation **Level** Vampire 6 (3, 2, 1)

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Range** touch

**Target** Vampire touched

**Duration** concentration up to 10 minutes, and the same duration afterwards

DESCRIPTION

The stoneheart spell draws additional blood to the subject’s heart and hardens it into a tough, resilient stone-like organ. A vampire protected in this manner is almost immune to death by staking. An attacker attempting to make a coup de grace attack to stake the vampire must deal sufficient damage to penetrate the heart’s rock-like carapace (Hardness 20, hp 10). In addition, the spell also provides +1 natural armor against piercing weapons. This spell can be cast only on a willing subject, who therefore receives no save and does not apply spell resistance. It has no effect on creatures other than vampires.
Voidblooded

The Voidblooded are an incredibly rare breed. They have about them unearthly grace and are foretold of in prophecies. Most do not know of their existence, however the infamous Outsider was one. These are people who are born under the influence of the Void, and feel its calling within them.

These people do not gain the standard Racial traits from being Human. Instead, they gain the following:

Humanoid type, medium size, speed 30 feet, standard language

+2 Str, Dex, and Con

+4 Wis

-2 Cha

Voidblooded are harmed by positive energy and healed by negative energy, as if they were undead. Additionally, they take no penalty from energy-draining effects, though a member of this race can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a voidblooded has accrued are removed without the need for any additional saving throws.

They gain the See in Darkness universal monster ability. They are dazzled in bright light.

They are immune to cold damage and resist 5 electric damage.

​Voidblooded gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the user's character level).

Knowledge (Occult) and Stealth are always class skills for a Voidblooded.

All Voidblooded gain the Amateur Outsider Worshipper feat as a bonus feat.
Kun-du

**Kun-du (25 RP)**

Kun-du are a part reptillian, part insect race of large stature and immense strength. They are accustomed to warm, humid climates and are most comfortable in jungles and rain forests. They are easily strong enough to kill a regular human with a single blow from their powerful arms. Their language is very guttural and primitive, consisting mostly of one syllable words.

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

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

**Size (7 RP):** Large, and thus have a -1 penalty to AC and to attack rolls, a -4 penalty to stealth, and a +1 bonus to CMB and CMD

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

**Languages (-1 RP):** Kun-du begin play speaking Kun-dun. Kun-du with high Int may choose Common, Draconic, D'zariak, or Intergalactic.

**Darkvision:** Kun-du have darkvision 60 ft.

**Carapace (5 RP):** Kun-du gain a +3 natural armor bonus to AC.

**Camouflage (1 RP):** Kun-du gain a +4 bonus to stealth checks in Jungles (as per the ranger favoured terrain).

**Semi-aquatic (3 RP):** Kun-du have a 30 ft swim speed and a +8 bonus to swim checks. In addition, they can hold their breath for a number of rounds equal to 4x their Con score.

**Brutal (3 RP):** Kun-du have a slam attack that deals 1d8 damage. (They deal 1d6 base and gain the Improved Natural Attack [Slam] feat as a bonus feat.)

**Venomous (1 RP):** Kun-du have a poison they can activate a number of times per day equal to their Con modifier as a swift action. This is applied to a weapon they wield or a natural attack they have. **Injury;** save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; **frequency** 1/round for 6 rounds; **effect** 1d2 Dex damage; **cure** 1 save.

**Detritivorous (1 RP):** Kun-du have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

**Cold-Blooded (-2 RP):** Kun-du take 50% more damage from cold damage.

### Half-Breed Rules:

Dominant: Lose Camouflage, Detrivorous, Natural armor decreased by 1 (-4 RP)

Non-Dominant: Gain Brutal and Venemous (+4 RP)
Talpaedan

**Talpaedan (33 RP)**

**Type (10 RP):** Monstrous Humanoid (Half-Construct)

**Ability Scores (0 RP):** +4 Str, +2 Wis, -2 Dex, -2 Cha

**Size (7 RP):** Large, with a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks.

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

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

**Half Construct Traits:**

* Talpaedans have the darkvision 60 feet racial trait.
* Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
* Half-constructs cannot be raised or resurrected.
* Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

**Enhanced Burrow Speed (8 RP):** Talpaedans have a burrow speed of 30 feet. They can also burrow through stone, but only at a speed of 10 feet.

**Armored Hull (5 RP):** Talpaedans have a +3 natural armor bonus to AC.

**Stability (1 RP)**: Talpaedans receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

**Jackhammer Arms (3 RP):** Talpaedans possess a Slam attack that deals 2d6+Str modifier. Additionally, Talpaeadans receive a +4 racial bonus to Trip creatures.

### Half-Breed Rules:

Dominant: Burrow speed becomes 20 feet and cannot burrow through stone. (-5 RP RP)

Non-Dominant: Gain Stability and Jackhammer Arms (+4 RP)
Lifebringer

Lifebringer is a Legendary +7 Holy Power Glorious Star Flaming Burst Heroic Longsword made of Uru. Lifebringer has the Spell storing ability as well as bane against evil outsiders, and grants a constant Arcane Sight effect to its wielder. It possesses 10 uses of Legendary power, which can be added to any d20 (granting 1d6 to that roll, and an additional +2 if used on an attack roll or CMB with this weapon). It possesses the Foe-biting, Powerful (x3), Unstoppable Strike, Everlasting, Rejuvenating, Perfect Surge, and Dedicated Bond legendary abilities. Additionally, it allows the user to cast Stardust Collapse and True Resurrection at will.

If the creature wielding this weapon is a paladin or Lawful Good creature with mythic tiers, they can also grant the weapon the Baneful special ability for evil outsiders on command. Dismissing the Baneful ability is a free action.

When wielded by a paladin or a lawful good mythic creature, this weapon provides spell resistance equal to 11 + the character’s paladin class level (if any) + the character’s mythic tier (if any) to the wielder and any allies within 10 feet of them. It also enables the wielder to use *Mage's Disjunction* once per round as a standard action, with a caster level equal to either the wielder’s paladin class level or double their mythic tier, whichever is higher.
Prypiatosian-A

**Prypiatosian-A** **(40 RP)**

**Type (15 RP):** Construct

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

**Size (7 RP):** Large, gaining a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks.

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

**Languages (0 RP):** Prypiatosian-As begin play speaking Prypiatosian and Common. Prypiatosian-As with high Int may select

**Sentient 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.
* Unlike most constructs, Prypiatosian-As are not immune to mind-affecting effects
* 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.

**Flight (4 RP):** Prypiatosian-As possess a fly speed of 30 feet with average maneuverability.

**Radiation Immunity (2 RP):** A Prypiatosian-A is immune to radiation.

**Fallout Zone (8 RP):** As a standard action once per day, a Prypiatosian-A can create a 20-ft radius emanation of radiation at close range (25 feet+ 5 feet/level). This lasts for one minute per level, and its severity is based on the Prypiatosian-A's HD: Low radiation for 1-5 HD, Medium radiation for 6-10 HD, High radiation for 11-15 HD, and Severe radiation for 16+ HD.

### Half-Breed Rules:

Dominant: Lose Flight (-4 RP)

Non-Dominant: Gain Radiation Immunity (+2 RP)
Mustalpan

**Mustalpan** **(27 RP)**

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

**Ability Scores (6 RP):** +4 Str, +4 Wis

**Size (0 RP):** Small, gaining +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. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

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

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

**Melee Moustache (14 RP)**: Mustalpans possess a moustache they can use for various different purposes. These function as two additional arms, but can instead be used as a natural slam attack (1d8+twice Str mod). Finally, they are treated as two sizes larger for determining their carrying capacity.

**Twirly Moustache (5 RP)**: Mustalpans are constantly under the effect of a Feather Fall spell. Additionally, their moustaches do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.

**Regenerative Moustache:** If a Mustalpan's moustache is cut, burned, or otherwise damaged or destroyed, it fully regrows to a usable size in 24 hours, -1 hour per HD they possess.

### Half-Breed Rules:

Dominant: lose ability to use Melee moustache as extra arms (-8 RP)

Non-Dominant: Gain twirly moustache and regenerative moustache (+5 RP)
The Collective

**Collective Conscious:** You have telepathy with unlimited range with all other creatures that have this template

**Good of the Colony:** You gain blindsense and all-around vision while within 100 ft of and maintaining line of sight with another creature with this template.

**Assimilation:** You can attempt to force this template onto another creature. The Will save DC for this increases based upon how long you spend on the process.

**The Few above the Many:** You may not take any actions that directly or indirectly harm the faction leader nor any actions that contradict his orders or his goals.

**One-Track Mind:** You become immune to compulsions

**Strong Alone:** You roll twice for will saves and take the better result if no other creatures within 60 ft have this template

**Stronger Together:** If you are affected by something that requires a will save, every creature within 60 ft of you that has this template rolls. You use the highest save and the highest bonus of all creatures with this template within 60 ft.
Megadroid (Kaiju Archetype)

**Animal Abilities (Su)**

At 1st level, The Kaiju gains abilities from different kinds of animal. Select 5 different animals which can be transformed into as per the spell Beast Shape III spell. Once selected these cannot be altered. These animals will be what apply to your Combination ability once you achieve it. Select a single one of these animals. If the animal has any of the following abilities, select one that it possesses, and you gain that ability: burrow 30 feet, climb up to 90 feet, fly up to 90 feet (up to good maneuverability), swim up to 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. At 3rd level and every 3 levels afterward, select another one of your animals, and another ability off of this list that you are always effected by. **This ability replaces Kaiju Toughness and the first level Kaiju Specialization.**

**Combination (Sp)**

At 2nd level, The Kaiju can Split and combine into separate creatures which can all merge together to become a singular creature. When in your full Kaiju form, As a full round action you can split into 5 creatures. These creatures are 2 size categories smaller than your base form and have hitpoints equal to 1/5 of your current hitpoints when they split. When activating this ability, each one is effected by a Beast Shape III spell. This does not alter their size, but still grants them the bonuses, and they must each be one of the animals selected at first level. While in this form, your animal abilities are spread out to the creatures that would normally grant them. All of your items are considered to be equipped to each of your different forms, however they all still share the same number of uses and limitations as if they were a single item (For example if you possess a wand with 5 uses and each of your forms uses the wand, you expend 5 charges from the wand). You can stay like this indefinitely. If one of your forms is slain, when you re-combine you lose any of the animal abilities it granted before. **This ability replaces the first Beam Weapon secondary ability and the second level Kaiju Specialization.**

*This archetype is often paired with the Mech Pilot archetype.*
Soul

**Soul (25 RP)**

A Soul is an anomaly of nature; a creature's life essence given a corporeal form. Soul's physical strength is tied directly to the strength of their memories, however they are clumsy as they are unaccustomed to having physical bodies. Souls tend to resemble the creature they once resided in.

**Type (16 RP):** Undead

**Ability Scores (4 RP):** +4 Str, +2 Int, +2 Wis, +2 Cha, and -2 Dex. As Undead, Souls have no Con score and use Cha for HP and Fort saves

**Size (0 RP):** Medium

**Speed (0 RP):** ​30 ft base speed

**Languages (0 RP):** Souls begin play speaking Common and Necril. Souls with high Int scores can choose from Aklo, Infernal, Abyssal, Sylvan, or Celestial.

**Darkvision:** Souls have Darkvision 60 ft

**Undead Traits:** Souls have all of the Undead Traits

**Soul Sight (4 RP):** Souls gain a special type of vision called Life Sight.

**Semblance of Life (1 RP):** once per day as an immediate action, a Soul may treat positive and negative energy as if it were a living creature for one consecutive minute.

~~~~~

* **Sentient Shade (24 RP):** Some souls retain their full mental faculties, bolstering their physical forms further. They are affected normally by mind-effects, and gain an additional +2 bonus to Str.

### Half-Breed Rules:

Souls cannot be half breeds due to not having physical bodies and being unable to reproduce.
MD Supernova

**School** **Conjuration**; **Level** Mountain Dew Domain 9

CASTING

**Casting Time** 1 full round action

**Components** V, S, F/DF (an aluminum can)

EFFECT

**Range** 60 foot burst centered on user

**Duration** instantaneous and 1 round per level

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

DESCRIPTION

Letting fourth a massive explosion, you destroy the land and all creatures around you. Creatures in the blast take different effects depending on how close to it they are.

* *60 feet to 35 feet away:* Creatures must make a fortitude saving throw or take 1d6 damage per level (Max 20d6). This damage is fire and force. On a successful saving throw this damage is halved.
* *30 feet to 15 feet away:* Creatures instead take all force damage and on a failed saving throw are blinded and staggered for 1 round.
* *10 feet away:* Creatures instead take 1d8 per level and if they fail their saving throw they are stunned for 1 round, staggered for 1d6+2 rounds, and blinded for 1d6+8 rounds. Creatures that succeed are staggered for 2 rounds.
* *5 feet away:* Creatures instead take 10 disintegration damage per level (Max 200) and must make a fortitude saving throw or be stunned for 1d4+1 rounds, Staggered for 2d6+1 rounds, and permanently blinded. Creatures that make their saving throw take 10d6 damage and are stunned for 2 rounds, followed by being staggered for 4 rounds and being blinded for 4 rounds during the staggered effect.
Sphoeroid

**Sphoeroid (29 RP)**

**Type (3 RP):** Aberration

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

**Size (0 RP):** Medium

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

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

**Darkvision**: Spheroids possess Darkvision out to 60 ft.

**Noseless (2 RP):** Sphoeroids possesses no nose and no sense of smell, and are immune to inhaled poisons.

**Slime Spit (2 RP):** Sphoeroids may cast Grease at will.

**Acid Spit (22 RP):** Once every 1d4 rounds, a Sphoeroid may use a breath weapon as a standard action. This deals 1d6 acid damage per HD (reflex half) in a 50 ft. line.

### Half-Breed Rules:

Dominant: Lose Noseless (-2 RP)

Non-Dominant: Gain Slime Spit (+2 RP)