recursal/Fanatic-Fandom huggingface dataset:
Magus

Magus is one of the base classes available.

## Subclasses

### Battlemage

The Battlemage becomes more attuned to their armor, able to to cast spells more effectively while wearing it, but give up some of their offensive power in turn.

### Eldritch Scion

The Eldritch Scion gains a sorcerer bloodline and becomes a spontaneous caster using Charisma, giving up the ability to prepare spells and learn spells through scrolls.

### Mystic Blade

The Mystic Blade can imbue their blade with special properties and neutralize enemy magic, giving up their ability to blend spells into their attacks.

### Spell Dancer

The Spell Dancer eschews armor in place of being nimble and quick.

### Spellslinger

The Spellslinger imbues his ranged weapons with magical power, but lose their melee proficiency.

### Vermilion Duelist

The Vermilion Duelist removes their arcana in place of gaining a stamina pool like a Knight, using a magic crystal as a medium for spellcasting.
Hellknight

Hellknight is one of the prestige classes available.

## Prerequisites

Base Attack Bonus: +5.

Skills: Intimidate 5 ranks, Knowledge (planes) 2 ranks.

Armor Proficiency: Must be proficient with heavy armor.

Alignment: Any lawful.

## Abilities

### Detect Chaos

This ability functions like the paladin’s detect evil ability, save that it grants the use of detect chaos instead.
Angelborne

The Angelborne is an outsider race, descended from good outsiders.

## Subraces

### Common

Common Angelborne are born from celestial power.

### Angelkin

Angelkin Angelborne have an Angel parent.

### Idyllkin

Idyllkin Angelborne have an Agathion parent.

### Lawbringer

Lawbringer Angelborne have an Archon parent.

### Musetouched

Musetouched Angelborne have an Azata parent.

### Plumekith

Plumekith Angelborne have a Garuda parent.
Swarm-That-Walks

Swarm-That-Walks is one of the four advanced paths that can be taken by the Commander.

## Path Progression

 9
 10

## Abilities

### Host of the Great Swarm

You become a Host of the Great Swarm, which now lives inside your body. This symbiosis gives you Fast Healing and additional hit points depending on the size of the swarm. To increase the size of the swarm you need to devour other living beings.

### Devour

You send a part of your swarm to devour a corpse to increase the size of your swarm.

The increase depends on the CR of the devoured corpse. When the amount of eaten enemies hits a threshold, you gain permanently increased bonuses from other Swarm-That-Walks abilities.

### Swarm Feast

Your swarm flies out of your body and starts attacking all enemies in 50 feet radius. Every round all enemies in the area are dealt (4 plus your swarm size) d6 physical damage. If they die while in the area, they are automatically devoured. Any ranged or ranged touch attacks against you have a 50% chance to miss.

### Swarm Form

You return all of the swarm into your body. You gain DR 5/- plus your swarm size and a bonus to natural armor equal to (4 plus your swarm size). This ability cancels Infest.

### Swarm Infest

You send a part of your swarm to infest an enemy. It makes the target blind and deals 8d8 physical damage each round. This damage increases by 2d8 for each point of your swarm size. If the target dies while under this effect. it's automatically devoured. When the ability ends (by activating Swarm Form ability), you are healed for the amount of damage you've dealt to the enemy with Swarm Infest. Additionally, the target must make a Will saving throw (DC = 15 + double your mythic rank) or become panicked. Using this ability cancels Swarm Form.

### Eye of the Swarm

From now on, you are made of the Swarm. You gain damage reduction of a swarm and immunity to attacks of opportunity. You Strength and Dexterity ability scores increase by (4 plus your swarm size). You gain immunity to most effect affecting a normal mortal body, such as poison, disease, paralysis and stun.\nAdditionally, while Swarm Form is active, all your attacks deal additional (4 plus your swarm size) damage and any opponent that attacks you in melee combat is dealt (4 plus your swarm size) d6 of damage.

### Swarm Clone

You gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can simultaneously have one clone per three points of your swarm size.

### The Swarm

You become The Swarm. Your Intelligence, Wisdom and Charisma ability scores are increased by 4 plus your swarm size, you gain Spell Resistance equal to 25 plus your swarm size, and you gain immunity to most harmful conditions.
FireFlies!

FireFlies!: Attic Sekai.

An old and abandoned attic, consumed by the dust over time. In it, lots of boxes and boxes of forgotten fragments of the past, ready to be found again someday. The fireflies are everywhere, illuminating the room with their tiny bodies like mini spot lights. The attic is filled with a neither cold nor warm atmosphere, and it stays quiet from being abandoned for so long, containing an everlasting peace inside.

This sekai was formed from the feelings of five strangers who were tied by the threads of fate, and ultimately decided to form a band to share their music with the world.

Hibiki Katayama, Leader: Melin

Ren Asoi: Panta

Fuyuki Yotaro: Shim

Jinja Ozaki: Mika

Akemi Sasaki: Red
Devil

Devil is one of the four advanced paths that can be taken by the Commander.

## Path Progression

 9
 10

## Abilities

### Hell's Decree

At mythic rank 8, as you become a Devil, you gain the ability to issue Hell’s Decrees a number of times per day equal to his mythic rank. If a saving throw is involved, its DC is 10+ double the devil’s mythic rank.

 Decree of Hell's Fire
 Decree of Hunt
 Decree of Never-Ending War
 Decree of Vengeance

### Hell's Dominance

At mythic rank 8, you gain the ability to use dominate monster as spell-like ability at will. Additionally, you gain fire resistance 20 and a +4 bonus on saving throws against poison.

### Hell's Seal

At mythic rank 9, the Devil gains the ability to place Hell’s Seals on allies. They activate when certain conditions are met. You can use this ability a number of times per day equal to your mythic rank, but only one seal can be placed on a single ally at one time.

 Seal of Devouring Flames
 Seal of Fear Eater
 Seal of Fire Eating
 Seal of Reflective Mind

### Hell's Vengeance

At mythic rank 9, you gain the ability to use hellfire ray and power word stun as a spell-like abilities. Additionally, you gain fire immunity, acid and cold resistance 10, and all your weapons count as being Lawful and Evil.

### Hell's Authority

At mythic rank 10, you gain the ability to use the authority of Hell to shape mythic powers into other forms. Three times per day, you can gain the ability to use Angel’s Sword of Heaven ability with one improvement or Demonic Rage with one aspect for the next ten minutes.

### Hell's Rule

At mythic rank 10, you gain the ability to use overwhelming presence and power word kill as spell-like abilities at will.
Tactician

Tactician is one of the advanced classes available.

## Abilities

### Collective

A tactician learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a tactician can join any number of willing targets into his collective (up to his limit, see below). The tactician must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The collective can contain up to his key ability modifier or half his tactician level, whichever is higher. The tactician is always considered a member of his own collective, and does not count against this limit.

The tactician can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A tactician is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below).

A tactician can manifest certain powers through his collective. If a tactician power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may manifest any power with the Network Descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass tactician), any compatible spell or power with a range greater than touch can also be used through the collective.

If a member of the collective dies, the member is removed from the collective and the tactician must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member or be sickened for an equal number of rounds.

At 15th level, a tactician’s collective range is limitless on the same plane as the tactician

At 19th level, a tactician’s range reaches even across other planes and dimensions.

## Subclasses

### Amplifier

The Amplifier boosts the power of their allies.

### Battle Medic

The Battle Medic can heal their allies from afar.

### Fear Projector

The Fear Projector can channel fear into his enemies.

### Squad Leader

The Squad Leader gives commands to his allies.

### Swarmer

The Swarmer treats his allies like a large swarm.

### Unifier

The Unifier combines the power of their allies into one.
Paladin

Paladin is one of the 11 core classes available.

## Abilities

### Oath

You swear to an oath that binds you as a Paladin forever. You will be in a preparatory stage for the first 3 Levels of Paladin, before you begin to gain powers from being devoted to your Oath.

## Subclasses

### Divine Guardian

The Divine Guardian focuses on protecting his allies.

### Divine Hunter

The Divine Hunter hunts down enemies of their faith.

### Holy Gun

The Holy Gun channels their smite through firearms.

### Hospitaler

The Hospitaler focuses on healing their allies.

### Martyr

The Martyr causes harm to themself in order to give their allies a chance.

### Warden of the Night

The Warden of the Night uses the darkness to create light.
Little Miss Philippines Wiki

**Welcome to the Little Miss Philippines Wiki!**
The Little Miss Philippines Wiki is a wiki about the kids pageant segment of the longest-running noontime variety show Eat Bulaga!

We're a collaborative community website about Little Miss Philippines that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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.
Weapon Collector

Weapon Collector is one of the prestige classes available.

## Prerequisites

**B.A.B.** +6

**Skills:** Acrobatics +4, Appraise +4

**Feats:** Weapon Focus (Any)

## Abilities

### Mastery of Collection

The weapon collector is a master with weapons he wields and collects. At 1st level, his Weapon Focus feat applies to all manufactured weapons. He also gains Weapon Specialization with all manufactured weapons.

At 3rd level, the weapon collector gains Greater Weapon Focus feat for all manufactured weapons.

At 6th level, the weapon collector gains Greater Weapon Specialization for all manufactured weapons.

At 9th level, the weapon collector gains Improved Critical feat for all manufactured weapons.

### Continued Training

The weapon collector does not stop his training of his core abilities. His weapon collector levels count as levels for 1 class of his choice that he possesses for class features with level scaling. However, this does not advance the class and gain new class features.

### Talented

At 2nd level and every two weapon collector levels thereafter, the weapon collector can choose a Rogue Talent, a Guard Power, or a Dragon Art. He treats double his weapon collector level as the associated talent’s class level for the purpose of its effects and prerequisites.

### Genji Stance

At 5th level, the weapon collector gains Two Weapon Fighting and Double Slice as bonus feats. He also does not need to meet any requirements when picking any two-weapon fighting related feats. If he already has these feats, he can choose 2 other two weapon fighting feats.

### Heavy Weapon Training

At 7th level, the weapon collector treats all manufactured weapons as one category lighter for the purpose of being able to be held in one hand, and two weapon fighting penalties. One handed weapons are treated as light weapons and two handed weapons are treated as one handed weapons. This does not affect weapons that are not the same size category as the weapon collector.

### Weapon Master

At 10th level, the weapon collector has mastered all weapons in the known world. When fighting with two weapons, he suffers no penalties and when making a full attack with two weapons, his critical threat range is increased by 1 (that stacks after any feats and class features that increase the critical threat range). In addition, he can never be disarmed and his weapons can never be sundered.
Guard

Guard is one of the base classes available.

## Abilities

### Defensive Stance

Starting at 1st level, a Guard can enter a defensive stance, a position of readiness and trance-like determination. A Guard can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from spells like Bastet's Blessing, do not increase the total number of rounds that the Guard can maintain a defensive stance per day. The Guard can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a defensive stance, the Guard gains a +2 morale bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he gains a +2 dodge bonus to Armor Class. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the defensive stance ends, and are not replenished if the Guard enters a defensive stance again within 1 minute of his previous defensive stance. While in a defensive stance, a Guard cannot move more than half of his movement speed or his stance ends.

A Guard can end his defensive stance as a free action, and is fatigued for 1 minute after a defensive stance ends. A Guard can’t enter a new defensive stance while fatigued or exhausted, but can otherwise enter a defensive stance multiple times per day. If a Guard falls unconscious, his defensive stance immediately ends.
Floran

Florans are a flora-like race from Era.

## History

They have a +2 racial bonus to Wisdom and Charisma and a -2 penalty to Strength.

### Cactus

Cactus Florans look like cactuses.

They have a +2 racial bonus to Strength and Constitution and a -2 penalty to Intelligence.

### Coral

Coral Florans look like coral.

They have a +2 racial bonus to Constitution and Charisma and a -2 penalty to Dexterity.

### Fungal

Fungal Florans look like fungus.

They have a +2 racial bonus to Dexterity and Constitution and a -2 penalty to Intelligence.

### Pump-Kin

Pump-Kin Florans look like gourds.

They have a +2 racial bonus to Intelligence and Charisma and a -2 penalty to Strength.
Warlord

Warlord is one of the base classes available.

## Abilities

### Big Brother

The Big Brother is always watching, both his allies and enemies, and waiting to give the order.

### Ship Captain

The Ship Captain is a master of coordinating and maneuvering a ship's crew.

### Traitorous Leader

The Traitorous Leader will not hesitate to throw his underlings in the way of enemy fire to save himself.

### Tyrant

The Tyrant controls those under him with an iron fist.

### Witch Hunter Captain

The Witch Hunter Captain leads a mob to hunt down spellcasters.
Protean

Protean is one of the nine basic paths that can be taken by the Commander.

## Abilities

### Bit of Fun

Mythic characters that draw their power from Chaos gain an ability to unleash a create 3 illusionary copies of themselves. Those copies last for 1 minute per mythic rank and act like mirror image spell, protecting the character from attacks. Those characters can use this ability 3 times per day.

### Sneak Attack

If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The character’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. The Protean gains sneak attack **+1d6** at mythic rank 1. Their sneak attack increases by **+1d6** at mythic ranks 3, 5, 7, and 9. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

### Creative Mind

On the 2nd mythic rank, they become more creative and choatic, gaining a +5 circumstance bonus to all skill checks.

### Mythic Tricks

Mythic Proteans can find creative uses for their skills. At each mythic rank, the Protean gains a new **Mythic Trick**. In addition, at mythic ranks 4, 6, 8, and 9, the Protean gains an **Improved Mythic Trick**. At mythic ranks 7 and 10, the Protean gains a **Greater Mythic Trick**. The Protean must have the **Mythic Trick** for a given skill in order to select the Improved version. The Protean must have the **Improved Mythic Trick** for a given skill in order to select the Greater version.

### Sneaky Quack

If a character can catch an ally when they are is unable to defend themselves effectively from her healing, she can heal a vital spot for extra healing. The character’s heal heals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra healing is 1d6 per die of your sneak attack. This additional healing is precision healing.
Hoa Kien

**Kien Hoa (奇縁帆空)** is a member of the idol group CUTENESS✮OVERDOSE.

## Background

Hoa Kien’s parents were married young. Her mothers side of the family were heavily religious, whereas her fathers side, people knew a lot less about. Hoa’s mother actively took anti-depressants from a young age, until around when Hoa was 7, her mother was sent into a coma due to overdose.

Due to her father being a workaholic and barely ever being home, her grandmother came to their aid and began looking after Hoa. However, after a while, her grandmother began “educating” her about their religion. Ultimately shoving it down her throat in some cases. Her grandmother was also found to be abusive, but due to the information Hoa had been told, she believed it was a trial from the lord himself.

Around the age of 12, Hoa discovered her mothers anti-depressants in her back drawer in her room, and out of curiosity began taking them. As this went on, she developed a voice inside of her head, kind of like a narrator, who she believed was really the lord. She believed this voice had set up so many obstacles for her, even developing Stargardt Disease, it was all a trial, wasn’t it? In order to become a magical girl, her ultimate goal. She took on the persona of ‘Magical Girl Hoa.’ Very creative, I know. A magical girl worthy of bringing smiles to those on this deep, dark, depressing earth! With the lord as her guide, of course!

## Etymology

**Kien (奇縁)** means 'strange coincidence'.

**Hoa (帆空)**: 帆 means 'sail' and 空 means 'sky, emptiness'.
Project Breaker Wiki

**Welcome to the Project Breaker Wiki!**
Yahoo pjsekai oc units. I Love the project breaker discord server mwah.

We're a collaborative community website about Project Breaker that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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.
Blue Mage

Blue Mage is one of the advanced classes available.

## Abilities

### Blue Magic

A Blue Mage has the power to gain new spells from creatures that have special abilities by learning from them. The Blue Mage must witness the creature use its abilities for the Blue Mage to learn by making an appropriate Knowledge (see below) skill check, or learn by being struck by the ability (she learns the spell automatically if she is struck by the spell, even if she makes a save). The initial skill check is DC 15 + 2 per spell level of the ability. A Blue Mage begins play with 2 1st level Blue Mage spells of her choice. Each time a character attains a new Blue Mage level, she gains one spell of her choice to add to her list of spells. The free spell must be of spell levels she can cast. Unlike wizards, a Blue Mage cannot purchase or find scrolls to add spells to her spells known list, but she can learn new Blue Mage spells from another Blue Mage.

* Arcana (magical beasts)
* Dungeoneering (aberrations, oozes)
* History (ponykin, monstrous ponykin)
* Nature (animals, fey, plants, vermin)
* Planes (outsiders)
* Religion (undead)
* Tech (constructs)

Once learned, the ability becomes a spell in the Blue Mage’s known spells list. See the creature's description to find out the spell level of a creature’s special abilities. The Blue Mage can learn spells above her spell level, but cannot cast those spells until she has attain the level to be able to cast them. Any special abilities learned through this ability that doesn’t have a duration will have a duration of 1 round per Blue Mage level.
Angel

Angel is one of the nine basic paths that can be taken by the Commander.

## Abilities

### Close to the Heavens

Mythic heroes that draw their power from Purity gain an ability to unleash a ray of heavenly light, targeting an ally or a foe within 50 feet as a ranged touch attack. This ray heals allies for 4d6 plus 2d6 per mythic rank points of damage or deals the same amount of damage to enemies. They can use this ability 3 times per day plus one extra time for each mythic rank beyond the first.

### Sword of Heaven

Angels can imbue their weapons with holy power. Weapons imbued with holy power deal an additional 2d6 divine damage on attacks, while spells and abilities used while holding imbued weapons deal an additional 2 dice of damage or heal an additional 2 dice of damage.

At 2nd, 4th, 6th, 8th, and 10th mythic ranks, an Angel can select an improvement to the Sword of Heaven ability. Improvements that are available at 8th and 10th mythic ranks are significantly more powerful.

### Heaven's Breath

On the 2nd mythic rank, they become closer to angels, gaining resist acid 20, resist cold 20, and an immunity to petrification.

### Angelic Halo

At 3rd mythic rank, an Angel gains a celestial halo. Each ally within 50 feet of the Angel gains a bonus equal to half Angel’s mythic rank plus 1 to AC and saving throws against attacks made or effects created by evil creatures.

At 5th, 7th, and 9th mythic rank, an Angel can select an improvement to the Angelic Halo ability.

### Sword of Holy Damage

At 6th mythic rank, Whenever Sword of Heaven is active, this ability allows the Angel to transform all damage dealt by the Angel into divine damage.

### Halo's Holy Aura

At 7th mythic rank, angel’s Halo now emanates an aura similar to the effect of holy aura spell.

A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This ability has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. This benefit applies against all attacks, not just against attacks by evil creatures.

Second, each warded creature gains spell resistance 20 + Angel’s mythic rank against evil spells and spells cast by evil creatures.

Third, this ability protects from all mind-affecting spells and effects.

Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blind, but against holy aura’s save DC).
Changeling

Changelings are a shapeshifting insectoid race from Era.

## Subraces

### Common

Common Changelings look like insectoids. They usually serve a hive under a queen, though often strike out alone.

They gain a +2 racial bonus to Constitution and Charisma and a -2 penalty to Intelligence.

They gain a +2 racial bonus to Bluff and Disguise checks.

They can cast Alter Self as a spell-like ability at-will.

They can use Love Drain, dealing 3d8 damage and healing the Changeling half the damage done, a number of times equal to their Constitution modifier.

### Queenblood

Queenblood Changelings look like larger changelings. They are directly related to queens of their hive and thus have higher power and status.

They gain a +2 racial bonus to Intelligence and Charisma and a -2 penalty to Strength.

They gain a +2 racial bonus to Intimidate and Disguise checks.

They can cast Alter Self as a spell-like ability at-will.

They are Large sized.

### Reformed

Reformed Changelings look like colorful insects. They are seen as non-violent changelings that do not harm others to feed.

They gain a +2 racial bonus to Wisdom and Charisma and a -2 penalty to Strength.

They gain a +2 racial bonus to Diplomacy and Disguise checks.

They can cast Alter Self as a spell-like ability at-will.

They can use Love Touch, healing 3d8 HP to another creature, a number of times equal to their Constitution modifier.
Jester

Jester is one of the advanced classes available.

## Abilities

### Mascot

The Mascot wears a costume to hide their identity and bring joy to their allies.

### Masked Madman

The Masked Madman becomes an entirely different person when wearing the mask.

### Mimicker

The Mimicker can mimic anything they see, even copying magic.

### Showstopper

The Showstopper is a skilled expert of dangerous tricks that may hurt their allies and enemies.
Field Agent

Field Agent is one of the prestige classes available.

## Prerequisites

Feats: Skill Focus (any).

Skills: Knowledge (any) 5 ranks, Linguistics 1 rank, Perception 1 rank.

## Abilities

### Field Agent Training

A field agent receives additional training that aids her in her fulfilling her duty to explore, report, and cooperate. She can’t receive the same training more than once unless otherwise noted.

A field agent gains additional field agent training at 3rd level and every 3 levels thereafter.

### Wayfinder Upgrades

At 1st level and every 3 levels thereafter, a field agent can add an additional ability to her wayfinder. These abilities must be added to a standard wayfinder, not to a variant or modified wayfinder (though a field agent can possess more than one wayfinder at a time, if she chooses). If a field agent loses her upgraded wayfinder, she can purchase a new one at the normal cost plus 100 gp for each field agent level she possesses, keeping all previously selected upgrades.

A field agent can choose from the wayfinder upgrades listed below. Any upgrades that grant additional spell effects use the wayfinder’s caster level or the field agent’s class level (whichever is higher) to determine effects that depend on caster level.

### Bonus Feat

At 2nd level and every 3 levels thereafter, a field agent can select a bonus feat. Each of these bonus feats must be Skill Focus or a teamwork feat.

The field agent must meet the prerequisites of the selected bonus feat.

### Legends Uncovered

At 10th level, a field agent has the ability to uncover the secrets of the distant past. Once per day when studying or researching a person, place, or artifact of antiquity, the agent can dedicate herself to the task to gain benefits as though she were casting the spell legend lore.
Beastman

Beastmen are a tribal race native to Era.

## History

They gain a +2 racial bonus to Strength and Constitution and a -2 penalty to Charisma.

They gain a +2 racial bonus to Perception and Survival checks.

They gain a secondary bite attack that does 1d6 piercing damage.

### Abyssinian

Abyssinian Beastmen look like cats.

They gain a +2 racial bonus to Dexterity and Intelligence and a -2 penalty to Constitution.

They gain a +2 racial bonus to Appraise and Bluff checks.

They gain two secondary claw attacks that deal 1d4 slashing damage.

### Bake-danuki

Bake-danuki Beastmen look like tanuki.

They gain a +2 racial bonus to Constitution and Wisdom and a -2 penalty to Strength.

They gain a +2 racial bonus to Appraise and Diplomacy checks.

They gain a +2 racial bonus to saves against poison and disease.

### Canis

Canis Beastmen look like dogs.

They gain a +2 racial bonus to Strength and Wisdom and a -2 penalty to Intelligence.

They gain a +2 racial bonus to Perception and Intimidate checks.

They gain a secondary bite attack that deals 1d6 piercing damage.

### Faun

Faun Beastmen look like goats.

They gain a +2 racial bonus to Constitution and Wisdom and a -2 penalty to Charisma.

They gain a +2 racial bonus to Climb and Survival checks.

They gain a secondary gore attack that deals 1d6 piercing damage.

### Lepus

Lepus Beastmen look like rabbits.

They gain a +2 racial bonus to Dexterity and Charisma and a -2 penalty to Constitution.

They gain a +2 racial bonus to Acrobatics and Survival checks.

They gain a +1 racial bonus to Reflex saving throws.

### Rodentian

Rodentian Beastmen look like rats.

They gain a +2 racial bonus to Dexterity and Intelligence and a -2 penalty to Charisma.

They gain a +2 racial bonus to Knowledge (Dungeoneering) and Survival checks.

They are small sized.

### Zoro

Zoro Beastmen look like foxes.

They gain a +2 racial bonus to Wisdom and Charisma and a -2 penalty to Strength.

They gain a +2 racial bonus to Disable Device and Bluff checks.

They gain a secondary bite attack that deals 1d6 piercing damage.
Crownsguard

Crownsguard is one of the prestige classes available.

## Prerequisites

**B.A.B.** +5

**Skills:** Diplomacy 2 ranks, Knowledge (History) 7 ranks

**Feats:** Any Teamwork Feat

## Abilities

### Astral Weapon

At 1st level, the crownsguard can conjure up weapons she attunes to and pull them from her own pool of aether. She may spend 10 minutes of mediation to attune to a single weapon that she must hold and it becomes an astral weapon, which she may use with her crownsguard abilities. At 3rd level and every two levels thereafter, she may make another weapon an astral weapon and store it within her aether. Weapons stored away this way cannot be seen and require a move action to conjure into her hands (unless she has the Quick Draw feat). She cannot store the weapon unless the weapon is in her hands.

When the crownsguard makes a full-round attack, she may swap out her weapons as a free action, allowing her to attack with different weapons per attack. She may also perform a single 5-foot step (if she is able to make a 5-foot step), if she needs to compensate for range such as switching from a lance to a longsword or vice versa.

In addition, she may store up to 10 pounds of mundane items in her aether such as potions or fishing rods or blankets. If at any point the crownsguard is killed, all astral gear and items in her aether are lost and can never be returned unless the crownsguard is revived.

### Team Links

At 1st level and every two levels thereafter, the crownsguard gains a team link from the list below. She also gains a bonus teamwork feat at 3rd level. She must meet the prerequisites of the bonus feat. She may spend a standard action to give her allies within 30 feet the use of this teamwork feat and other teamwork feats she has, for a number of rounds equal to her Charisma modifier. They do not need the meet the prerequisites of the teamwork feat. She can perform this ability at the cost of a team link use and she can perform team link abilities a number of times per day equal to 3 plus her Charisma modifier.

### Crown Techniques

At 2nd level and every two levels after, the crownsguard gains a single technique from the list below. These techniques employ the use of the astral weapon that she has in hand to do powerful attacks against her foes. No technique can be chosen more than once. The crownsguard may perform a technique a number of times per day equal to 3 plus her Charisma modifier.

### Ultimate Team Link

At 10th level, the crownsguard has full trust in her allies. As a swift action, when using team link to give her allies teamwork feats, she may now give all her teamwork feats to her allies instead of just one.
Samurai

Samurai is one of the base classes available.

## Abilities

### Challenge

Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends.

### Resolve

Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

*Determined*: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

*Resolute*: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

*Unstoppable*: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Psion

Psion is one of the advanced classes available.

## Class Progression

### Discipline

Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.

### Psionic Knacks

At 2nd Level, and every 2 Levels thereafter, the Psion can learn a Knack that they can utilize to enhance their psionic abilities. Knacks marked with a (\*) are Knacks that effect their powers, and only one of these knacks can be applied at a time.

### Advanced Psionic Knacks

Starting at 10th Level, the Psion can choose Advanced Knacks in place of their normal Knacks.

### Psionic World

At 20th Level, the Psion can create a pocket dimension within their mind. So long as they maintain focus, they can send themselves and any creatures or items touched to the dimension. Any creature in the dimension can only stay there for 1 day/level. The dimension has an inventory space of 30.

## Subclasses

### Ascendant Psion

The Ascendant Psion replaces their discipline and specialty with the ability to ascend their mortal form.

### Dominator

The Dominator focuses on the Telepathy Discipline, specializing in the ability to control others.

### Dual Disciple

The Dual Discipline loses some power and knacks in order to specialize in a second discipline.

### Fleshbinder

The Fleshbinder focuses on the Psychometabolism Discipline, binding bodies together and sharing his power through them.

### Mindwright

The Mindwright loses the ability to focus on disciplines to instead focus on using psionic items.

### Peacekeeper

The Peacekeeper focuses on the Telepathy Discipline, using it to prevent himself and others from harm.
Dragon Disciple

Dragon Disciple is one of the prestige classes available.

## Prerequisites

**Skills:** Knowledge (Arcana) +5

**Spellcasting:** Ability to cast 1st-level arcane spells without preparation. If the character has Sorcerer levels, he must have the Draconic bloodline. If the character gains levels of Sorcerer after taking this class, he must take the Draconic bloodline.

## Abilities

### Blood of Dragons

A Dragon Disciple adds his level to his Sorcerer levels when determining the powers gained from his bloodline. If the Dragon Disciple does not have levels of Sorcerer, he instead gains bloodline powers of the Draconic Bloodline, using his Dragon Disciple level as his Sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his Sorcerer type. This ability does not grant bonus spells to a Sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the Sorcerer gains spell slots of the spell’s level.

### Natural Armor Increase

As his skin thickens, a Dragon Disciple takes on more and more of his progenitor’s physical aspect. At 1st, 4th, and 7th level, a Dragon Disciple gains an increase to the character’s existing natural armor (if any), as indicated on the table above. These armor bonuses stack.
Loremaster

Loremaster is one of the prestige classes available.

## Prerequisites

**Skills:** Knowledge (any two) +7.

**Feats:** Any three metamagic feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).

**Spells:** Able to cast seven different divination spells, one of which must be 3rd level or higher.

## Abilities

### Secret

At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the Loremaster chooses one secret from the table below. His level plus Intelligence modifier determines which secrets he can choose. He can’t choose the same secret twice.
Warlock

Warlock is one of the advanced classes available.

## Subclasses

### Curse Bearer

The Curse Bearer is bound to a terrible curse placed by their patron.

### Dungeon Master

The Dungeon Master controls the fate of those around them.

### Eldritch Swordsman

The Eldritch Swordsman becomes more adept at physical combat.

### Parasite

The Parasite inhabits and mutates their host and others.

### Symbiotic Host

The Symbiotic Host bonds with a symbiote and uses their power.
Biotic

Biotic is one of the advanced classes available.

## Abilities

### Explorer

The Explorer is jack of all trades and master of none, combining the potential of all three trees.

### Nemesis

The Nemesis is a deadly killer, using biotics to tear apart their foes.

### Shock Trooper

The Shock Trooper focuses more on using their weapons with their biotic power.

### Warframe

The Warframe uses a biotic-infused suit to make up for their weak physical power.
Draconian

Draconians are a dragon-like race from Era.

## Subraces

### Common

Common Draconians are based on chromatic dragons.

### Esoteric

Esoteric Draconians are based on esoteric dragons.

### Imperial

Imperial Draconians are based on imperial dragons.

### Metallic

Metallic Draconians are based on metallic dragons.

### Outer

Outer Draconians are based on outer dragons.

### Planar

Planar Draconians are based on planar dragons.

### Primal

Primal Draconians are based on primal dragons.
Legend

Legend is one of the four advanced paths that can be taken by the Commander.

## Path Progression

 9
 10

## Abilities

At 8th mythic rank, the path to becoming a legend is a long and difficult one, but after you become one – you will be the pinnacle of what a mortal can become. All your ability scores will be increased by 4. Your Level cap will become 40 (you still can only get 20 levels in one character class), and the amount of XP needed to level up will be drastically decreased.

### Legend's Corruption Resistance

At 8th mythic rank, the legend’s powers are beyond corruption’s reach. Whenever you rest in a safe place, you completely remove all negative effects on yourself and your companions. Furthermore, when resting in an area that can cause corruption, you ignore the effects of the corruption for up to 5 long rests, before needing to rest in a safe place to reset this ability.
Beastmaster

Beastmaster is one of the hybrid classes available.

## Description

### Rage

A Beastmaster can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a Beastmaster can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a Beastmaster can rage per day. A Beastmaster can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a Beastmaster gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the Beastmaster 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a Beastmaster cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A Beastmaster can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A Beastmaster cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a Beastmaster falls unconscious, her rage immediately ends, placing her in peril of death.
Eldritch Knight

Eldritch Knight is one of the prestige classes available.

## Prerequisites

**Spells**: Able to cast 3rd-level arcane spells.

**Weapon Proficiency**: Must be proficient with all martial weapons.

## Abilities

### Bonus Feat

At 1st level, an Eldritch Knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An Eldritch Knight gains an additional combat feat at 5th and 9th level.

### Diverse Training

An Eldritch Knight adds his level to any levels of Warrior he might have for the purpose of meeting the prerequisites for feats (if he has no Warrior levels, treat his Eldritch Knight levels as levels of Warrior). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.

### Spell Critical

At 10th level, whenever an Eldritch Knight successfully confirms a critical hit, he can cast a spell as a Swift Action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell’s components and must roll for arcane spell failure if necessary.
Monk

Monk is one of the 11 core classes available.

## Class Progression

At 1st level, a Monk gains Improved Unarmed Strike as a bonus feat. A Monk’s attacks may be with fist, elbows, knees, and feet. This means that a Monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Monk striking unarmed. A Monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a Monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

At 3rd level, his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.

At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. He also gains Improved Critical (Unarmed Strike) as a bonus feat.

A Monk also deals more damage with her unarmed strikes than others. The table below lists damage for Small, Medium, and Large Monks.