recursal/Fanatic-Fandom huggingface dataset:
Magical Beast

A magical beast is similar to an animal but can have an Intelligence score higher than 2. A magical beast might possess supernatural or extraordinary abilities, or it might be bizarre in appearance and habits. See Table: Magical Beasts for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d10.

**Base Attack Bonus:** Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Fortitude, Reflex.

**Skill Points:** 2 x Int score, plus 1 point per Hit Dice beyond 1 HD, or 10-15 points if Int score is 1 or 2.

**Feats:** 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Magical beasts share the following additional traits.

**Weapon and Armor Proficiency:** Magical beasts are proficient with their natural weapons only. They are not proficient with armor.

**Keen Sight (Ex):** Magical beasts have darkvision with a range of 60 feet and low-light vision (unless noted otherwise).
Ability Score Reduction

Special Ability/list
**Ability Score Reduction** (Su): Some attacks reduce an opponent’s Ability Score in one or more abilities. This loss can be permanent or temporary.

**Permanent Ability Drain:** This effect permanently reduces a living opponent’s ability score when the creature hits with a melee attack. The creature’s descriptive text gives the ability and the amount drained. If an attack that causes permanent ability drain scores a Critical Hit, it drains twice the given amount (if the damage is expressed as a die range, roll two dice). A draining creature heals 5 hit points of damage (10 on a critical hit) whenever it drains an ability score no matter how many points it drains. If the amount of healing is more than the damage the creature has taken, it gains any excess as Temporary Hit Points.

Some ability drain attacks allow a Fortitude save with a DC of 10 +1/2 draining creature’s HD + draining creature’s Charisma modifier (the exact DC is given in the creature’s descriptive text). If no saving throw is mentioned, none is allowed.

**Temporary Ability Damage:** This attack damages an opponent’s ability score. The creature’s descriptive text gives the ability and the amount of damage. If an attack that causes ability damage scores a critical hit, it deals twice the given amount (if the damage is expressed as a die range, roll two dice). Temporary ability damage returns at the rate of 1 point per day.
Endurance

You are capable of surviving amazing feats of stamina and able to rest while in armor.

## Benefit

The character gains a +4 bonus on the following checks and saves:

* Hourly Swim checks to avoid becoming fatigued,
* Constitution checks to continue running
* Constitution checks to hold the character's breath,
* Constitution checks to avoid damage from starvation or thirst,
* Fortitude saves to avoid damage from hot or cold environments, and
* Fortitude saves to resist suffocation or drowning.

Also, the character may sleep in medium or light armor without becoming Fatigued.

###

A character without this feat who sleeps in armor is automatically fatigued the following day.

###

Tough Hero.

###

Daredevil and Tough Hero.
The Lion King (1994)

**The Lion King** is a movie released on June 15, 1994 by Disney. It was the first installment of the movie series of the same name.

## Storyline

A young lion Prince is cast out of his pride by his cruel uncle, who claims he killed his father. While the uncle rules with an iron fist, the prince grows up beyond the savannah, living by a philosophy: No worries for the rest of your days, but, when his past comes to haunt him, the young Prince must decide his fate: will he remain an outcast, or face his demons and become what he needs to be?

## Sound Effects Used

### Final Film

* CARTOON NETWORK CARTOON FALL SOUND/Hollywoodedge, Sky Rocket Loud High TE021701
* H-B TEETH, CARTOON - TEETH CHATTER (Heard once in a high pitch)
* Hollywoodedge, Elephant Trumpeting PE024801
* Hollywoodedge, Funny Rapid Slaps CRT041406
* Hollywoodedge, Lightning 08 CloseG SIG012601
* Hollywoodedge, Lions Several Growli PE026001
* Hollywoodedge, Low Pitched Squeak CRT049301
* Hollywoodedge, Rottweiler Vicious B PE023601
* Hollywoodedge, Thunder Dry Rumbles PE050901
* MGM Roar/Sound Ideas, Animals - Lion - C U - Roar
* SIMBA'S ROAR
* Sound Ideas, ANIMALS: BURCHELL'S ZEBRA - MIDDLE DISTANCE CALLING FROM SINGLE ANIMAL, S AFRICA
* Sound Ideas, LION - ROARING, ANIMAL, CAT
* Sound Ideas, RICOCHET - CARTOON RICCO, 07 (Heard in the song "Hakuna Matata.")
* Sound Ideas, RICOCHET - EXPLOSIVE RICCO,
* Sound Ideas, RICOCHET - SLICK RICCO, 01 (Heard in the song "Hakuna Matata.")

### Workprint Version

* MGM Roar/Sound Ideas, Animals - Lion - C U - Roar
Oathbound

You swear undying allegiance to a person, group, organization, nation, planet, stellar empire, ethical philosophy, moral philosophy, or belief system. By doing so, you can better influence others who share your allegiance and more effectively oppose those who don’t.

Requirements
**:** At least one declared allegiance.

## Benefit

Choose one of your allegiances. The allegiance you select becomes your primary allegiance and cannot be broken, except by you. The strength of your allegiance enables you to better assist other beings who have the same allegiance; if your aid another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance.

###

You cannot apply the benefits of this feat to multiple allegiances. If you break your oathbound allegiance, you forever lose the benefits of this feat but may take the feat again and apply the benefits to a new allegiance
Dead Aim

You are capable of lining up deadly attacks with ranged weapons.

Requirements
**:** Wisdom 13
**:** Far Shot

## Benefit

Before making a ranged attack, the character may take a full-round action to line up their shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can't move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character's concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.

###

Gunslinger and Negotiator.
High Ready

Like a SWAT officer, you are accustomed to moving with your gun at the ready, shifting your aim with your sight.

Requirements
**:** Dexterity 13
**:** Reactive Shooter

## Benefit

You can use the Reactive Shooter feat with a Large weapon. To do so, you must first have stated that you are at the high ready position (on your feet, with your weapon shouldered, ready to fire). You can only move at half speed while prepared in this manner.
Monkey

**Type:** Animal

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 1/6

**HD:** 1
**Advancement HD:**
     2-3; (Small)

## Combat

HP: **4**
**HD:** 1d8 {{{2}}}
**Massive Damage:** 10
Hit DC: **14**
     (Dex): +2
     Size: +2
**Touch DC:** 14
**Flat-Footed DC:** 12
BAB: **+0**
**Grapple:** -12
     (Str): -4
 General Stats
Initiative: **+2**
**Fight Space:** 2.5 ft. X 2.5 ft.
**Reach:** 0 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)     **Climb:** 30 ft.
**Light:** up to 5 lb.
**Medium:** 6-10 lb.
Gaze

Special Ability/list
**Gaze** (Su): A gaze attack takes effect when opponents look at the creature’s eyes. The attack can have almost any sort of effect: petrification, death, charm, and so on. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save. The DC is equal to 10 + 1/2 gazing creature’s HD + gazing creature’s Charisma modifier (the exact DC is given in the creature’s Species Traits). A successful saving throw negates the effect.

Each opponent within range of the gaze attack must attempt a saving throw each round at the beginning of his or her turn. Opponents can avoid the saving throw by averting their eyes or by using a barrier to sight.

Averting One’s Eyes: The opponent avoids looking at the creature’s face and instead looks at its body, watching its shadow, tracking it in a reflective surface, or the like. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains one-half concealment against that opponent.

Barrier to Sight: An opponent that cannot see the creature at all cannot be affected by its gaze attack. This can be accomplished by turning one’s back on the creature, shutting one’s eyes, or wearing a blindfold or head covering that prevents sight. The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid the gaze as described above. Thus, a target may need to save against a creature’s gaze twice during the same round: once before the target’s action and once during the creature’s turn.

A creature is immune to its own gaze attack unless otherwise noted.
Combat Throw

You can use your opponent's momentum against him.

Requirements
**:** Defensive Martial Arts

## Benefit

The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him.

###

Improved Combat Throw

###

Martial Artist.
Monstrous Flytrap

**Type:** plant

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 7

**HD:** 11
**Advancement HD:**
     12–16; (Huge)
     17–32; (Gargantuan)
     33–48; (Colossal)

## Combat

HP: **104**
**HD:** 11d8 {{{2}}} + 55
**Massive Damage:** -
Hit DC: **14**
     (Dex): -2
     Size: -2     Natural Armor: 8
**Touch DC:** 6
**Flat-Footed DC:** 14
BAB: **+8**
**Grapple:** 25
     (Str): +9
      **Attack 1:** +16 melee (1d6+13, bite; )

Full Attacks
 General Stats
Initiative: **-2**
**Fight Space:** 15 ft. X 15 ft.
**Reach:** 10 ft.
Base: **20 ft.**
     **Run:** x4 (80 ft.)
**Light:** up to 1600 lb.
**Medium:** 1601-3200 lb.

## Special Traits

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
;Plant: Monstrous flytraps have the traits and immunities common to plants.
Improved Grab (Ex)
To use this ability, a monstrous flytrap must hit with its bite attack. If it gets a hold, it can attempt to swallow its opponent (see below), provided its opponent is at least two size categories smaller than it. See Improved Grab.
Swallow Whole (Ex)
A monstrous flytrap can swallow a grabbed opponent two size categories smaller than it by making a successful grapple check. The swallowed creature can attack the flytrap from inside its mouth using claws or a Small or Tiny slashing weapon. The flytrap does not release its opponent until it is slain or its swallowed prey is completely drained of blood (that is, dead). A monstrous flytrap’s mouth can swallow only one opponent at a time and cannot attack while it drains a creature’s blood.
Blood Drain (Ex)
A creature swallowed by a monstrous flytrap takes 1d6+13 points of damage every round due to blood loss. For every 3 hit points it drains, the monstrous flytrap heals 1 hit point of damage. After draining its swallowed prey to death, it expectorates the lifeless husk and seeks out its next meal.
Automatic Language
Monstrous flytraps raised from seedlings can be taught to speak (but neither read nor write) one language.
Animal

An animal is a nonhumanoid creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. See Table: Animal Stats Based on Size for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d8 {{{2}}}

**Base Attack Bonus:** 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Fortitude and Reflex (some animals have different good saves).

**Skill Points:** 10-15.

**Feats:** Generally None. Some animals have Weapon Finesse to offset their lack of strength.

Animals share the following additional traits.

**Natural Weapon Proficiency:** Animals are proficient with their natural weapons only. They are not proficient with armor.

**Ability Scores:** Animals have Intelligence scores of 1 or 2 (predatory animals tend to have Intelligence scores of 2). No creature with an Intelligence score of 3 or higher can be an animal.

**Low-Light Vision (Ex):** Most animals have low-light vision.
Constrict

Special Ability/list
**Constrict** (Ex): The creature crushes the opponent, dealing bludgeoning damage, after making a successful Grapple check. The amount of damage is given in the creature’s entry. If the creature also has the Improved Grab ability, it deals constriction damage in addition to damage dealt by the weapon used to grab.
Occupation

File:Occupations-all.PNG
Select one starting occupation for a 1st-level character. This represents the training and life experience the character has had prior to the start of the campaign. This comes after Species selection and after Class selection, but before gameplay starts. A hero may hold other jobs as his or her career unfolds, but the benefits of a starting occupation are only applied once, at the time of character creation.

Many starting occupations have a prerequisite that the character must meet to qualify for the occupation. Each occupation provides a number of additional permanent class skills that the character can select from a list of choices. Once selected, a permanent class skill is always considered to be a class skill for the character. If the skill selected is already a class skill for the character, he or she gains a one-time +1 competence bonus for that skill.

Some starting occupations provide a Reputation bonus or a bonus feat (in addition to the two feats a 1st-level character already receives). Finally, a starting occupation increases the character's Wealth bonus.

Check with the Game Master to determine which occupations you can choose from. Conversely, your GM might provide additional occupations that are specific to your campaign. Choose one occupation from the available selections and apply the benefits to your character as noted in the occupation's description.

## Occupations Description

**Description:** a brief idea or examples of the occupation.

**Prerequisite:** The character must meet this criteria to claim this occupation. This is typically an age restriction.

**Skills:** The skills the character will gain as permanent class skills (typically 1 to 3 skills). If a skill the character selects is already a class skill from their first class, he or she receives a +1 competence bonus on checks using that skill. Unlike class skills from a class, the chosen skills can always have one rank purchased for one skill point regardless of the class the character takes.

**Bonus Feat:** This is in addition to the two feats a 1st-level character already receives.

**Wealth Bonus Increase:** This is a bonus to the starting Wealth for the character. Typically 1 to 3 points.

**Reputation Bonus:** This is a permanent boost to the character's reputation bonus.

## Starting Occupations

Choose one occupation from the available selections and apply the benefits to the character as noted in the occupation's description.
Kobold, Hero

Small humanoid

**SPECIES TRAITS**

**Light Sensitivity (Ex)**: Kobolds take a –1 penalty on attack rolls in sunlight or in brightly lit areas.

**Skill Bonuses**: Kobolds receive a +2 species bonus on Craft (mechanical) and Search checks.

**Bonus Feat**: Kobolds are keenly aware of their surroundings and receive the bonus feat Alertness.

**Automatic Language**: Kobolds read, write, and speak Draconic.
Monstrous Humanoid

A monstrous humanoid is a humanoid creature with monstrous or animalistic features. A monstrous humanoid often possesses supernatural abilities as well. See Table: Monstrous Humanoids for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d8.

**Base Attack Bonus:** Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Reflex, Will.

**Skill Points:** 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

**Feats:** 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Monstrous humanoids share the following additional traits.

**Weapon and Armor Proficiency:** Monstrous humanoids receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural attacks and any weapon mentioned in their entries. Monstrous humanoids noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

**Darkvision (Ex):** Most monstrous humanoids have darkvision with a range of 60 feet.
Construct

A construct is an animated object or artificially constructed creature. See Table: Constructs for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d10 {{{2}}}

**Base Attack Bonus:** 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** None.

**Skill Points:** None.

**Feats:** None.

Constructs share the following additional traits.

**Weapon and Armor Proficiency:** Constructs are proficient with their natural weapons only. They are not proficient with armor.

**Ability Scores:** Constructs have no Constitution score and usually no Intelligence score.

**Extra Hit Points:** Constructs gain extra hit points according to size, as shown on Table: Constructs.

**Darkvision (Ex):** Most constructs have darkvision with a range of 60 feet.

**Immunities:** Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

**Repairable:** Constructs cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. A construct reduced to 0 hit points is immediately destroyed and cannot be repaired.

**Special:** Constructs cannot be raised from the dead.
Improved Feint

You are skilled as misdirecting your opponent's attention in melee combat.

Requirements
**:** Intelligence 13
**:** Brawl, Streetfighting.

## Benefit

The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat.

###

Feinting in combat requires an attack action.

###

Tough Hero and Bodyguard.
Spider-Man Fights Some Guys (In Lego)

**Spider-Man Fights Some Guys [In Lego]** is a stop motion animated video. It was released on July 26, 2018.

## Video Description

The first video I made after my long hiatus from stop motion. (Which lasted from the end of 7th grade all the way up until shortly after I graduated High School in 2017

In this thrilling installment, Spider-Man... fights some guys.

## Appearances

### Characters

* Spider-Man
* Gunman #1
* Gunman #2
* Gunman #3
* Skeleton
* Armor Man
Improved Combat Martial Arts

You are highly skilled at attacking and dealing damage with unarmed strikes.

Requirements
**:** +4
**:** Combat Martial Arts

## Benefit

The character's threat range on an unarmed strike improves to 19-20.

###

A character without this feat threatens a critical hit with an unarmed strike only on a natural 20 File:D20 - nat 20.png.

###

Advanced Combat Martial Arts

###

Battle Mind, Strong Hero, and Martial Artist.
Martial Artist

File:D20martialartist.jpg**Martial Artist** is an advanced class and a hero must have levels in basic classes before they are able to take this class.

## Requirements

To qualify to become a Martial Artist, a character must fulfill the following criteria.

**:** +3.

**:** Jump 3 ranks

**:** Combat Martial Arts, Defensive Martial Arts
## Class Information

**:** 1d8 {{{2}}}
**:** 6 + one-half character level, rounded down per level.
## Skills

**:** 3 + (Int) modifier.

 (Dex)
AP (Str)
AP (Dex)
AP (Dex)
 (Cha)
AP (Str)
AP (Dex)
 (Cha)
Dance
 (Wis)
Read/Write LanguageT (none)
Speak LanguageT (none)
 (Wis)
AP T (Dex) | **Knowledges**
Popular Culture

The starting  may provide additional class skills to choose from.

## Class Features

The following features pertain to the Martial Artist advanced class.

The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed.

The Martial Artist also deals more damage with unarmed strikes. At 1st level, the martial artist deals 1d6 {{{2}}} points of damage with an unarmed strike. At 4th level, damage increases to 1d8 {{{2}}}. At 8th level, it increases to 1d10 {{{2}}}. This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

Starting at 2nd level, a Martial Artist can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the martial artist adds his or her class level as a bonus to the damage he or she deals with an unarmed strike.

At 3rd, 6th, and 9th level, the Martial Artist gets a bonus feat. The bonus feat must be selected from the following list, and the Martial Artist must meet all the prerequisites of the feat to select it.

At 5th level, a Martial Artist gains the ability to spend 1 Action Point to increase the damage he or she deals to a single opponent with a single unarmed strike. The martial artist declares the use of the action point after making a successful unarmed strike. The result of the action point roll is added to the damage roll for that attack.

At 10th level, this ability improves. The Martial Artist now adds the result of the action point roll to all successful attacks he or she makes in a round.

At 7th level, a Martial Artist gains the ability to strike with a flurry of blows at the expense of accuracy. The Martial Artist must be unarmored to use this talent, and he or she must make unarmed strikes to gain the benefit. With a flurry of blows, the Martial Artist may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.
Combat/Damage

When a character hits with a weapon, damage is dealt according to the type of weapon. Effects that modify weapon damage also apply to unarmed strikes and the natural physical attack forms of creatures.

Damage is deducted from the target's current hit points.

### Minimum Weapon Damage

If penalties to damage (such as negative strength modifiers) bring the damage result below 1, a hit still deals 1 point of damage.

**Damage Reduction** and **Hardness** may bring the applied damage to 0 as neither are "penalties" to damage dealt, but rather a reduction to damage received or a minimum threshold before a reduction.

### Strength Bonus

When a character hits with a melee weapon or thrown weapon, add his or her Strength modifier to the damage.

Off-Hand Weapon
When a character deals damage with a weapon in his or her off hand, add only half of the character's Strength bonus.
Wielding a Weapon Two-Handed
When a character deals damage with a weapon that he or she is wielding two-handed, add 1.5 times the character's Strength bonus. However, the character doesn't get this higher Strength bonus when using a light weapon two-handed; in such a case, only the character's normal Strength bonus applies to the damage roll.
### Multiplying Damage

Sometimes damage is multiplied by some factor. Roll the damage (with all modifiers) multiple times and total the results.

Bonus damage represented as extra dice is an exception. Do not multiply bonus damage dice when a character scores a critical hit.

### Critical Hits

When a character makes an attack roll and gets a natural 20 File:D20 - nat 20.png (the d20 shows 20), the character hits regardless of the target's Defense, and the character has scored a threat of a critical hit. To find out if it is actually a critical hit, the character immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target's Defense, the attack is a critical hit. (The second roll just needs to hit to confirm a critical hit; the character doesn't need to roll a second 20.) If the second roll is a miss, then the attack just deals the damage of a regular hit.

A critical hit multiplies the character's damage. Unless otherwise specified, the multiplier is x2. (It is possible for some weapons to have higher multipliers, doing more damage on a critical hit.) Some weapons have expanded threat ranges, making a critical hit more likely. However, even with these weapons, only a natural 20 is an automatic hit. The Critical column on Table: Ranged Weapons and Table: Melee Weapons indicates the threat range for each weapon on the tables.

Bonus damage represented as extra dice is not multiplied when a character scores a critical hit.
Combat/Movement

Characters generally don’t walk during combat — they hustle or run. A character who moves his or her speed and takes some action is hustling for about half the round and doing something else the other half.

### Hampered Movement

**Table: Hampered Movement**
 1. May require a skill check

Difficult terrain, obstacles, or poor visibility can hamper movement. When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

If more than one condition applies, multiply together all additional costs that apply. (This is a specific exception to the normal rule for doubling.)
In some situations, movement may be so hampered that characters don’t have sufficient speed even to move 5 feet (1 square). In such a case, a full-round action may be used to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally. (players can’t take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to the character.)

Running or charging through any square that would hamper movement is prohibited.

Movement in Darkness
If a character moves when he or she can’t see, such as in total darkness, his or her speed is limited to one-half normal. The Blind-Fight feat reduces this penalty.
### Passing Through

Sometimes a character can pass through an area occupied by another character or creature.

Friendly Character
A character can move through a square occupied by a friendly character. They cannot stop on that square. If there is no more available movement remaining, then the character cannot move farther than one square short of the friendly creature.
Unfriendly Character
There are two ways to move through a square occupied by a resisting enemy. The character can attempt an overrun. Or the character can attempt to tumble through a square occupied by an enemy (if the character has ranks in the Tumble skill; see the skill description).
A character can move through a square occupied by an unfriendly character who doesn’t resist as if the character was friendly.

Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger or three categories smaller than it is.
Demolitions

Use **Demolitions** to set explosive devices for maximum impact or disarm explosives. To craft explosives, see Craft (chemical).

**:** Intelligence File:Lightbulb Icon.png

**T:** Yes

**AP:** No

**:** Daredevil, Field Scientist, Gunslinger, Soldier, Techie, and Smart Hero.

## Checks

Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character's DC to set the detonator is equal to the disarm DC.

**Special:**
\*A character without a Demolitions Kit takes a -4 penalty on the check.

*GM Secret Roll: The GM makes this check so that the player doesn't know exactly how well they have done.*
Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure's construction. On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

**Special:**
\*A character without a Demolitions Kit takes a -4 penalty on the check.

Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.

**Special:**
\*A character without a Demolitions Kit takes a -4 penalty on the check.

## Making Explosives

* Making an explosive requires the Craft (chemical) skill. See that skill description for details.

**Table: Feats**
Dreadnought

**Dreadnought** is an advanced class and a hero must have levels in basic classes before they are able to take this class.

## Requirements

To qualify to become a Dreadnought, a character must fulfill the following criteria.

**:** Intimidate 6 ranks

**:** Improved Damage Threshold

**Other:** Any two Tough Hero talents
## Class Information

**:** 1d12 {{{2}}}
**:** 6 + one-half character level, rounded down per level.
## Skills

**:** 3 + (Int) modifier.

 (Dex)
AP (Str)
 (Con)
 (Cha)
AP (Str)
 (Wis)
 (Wis)
AP (Str)

The starting  may provide additional class skills to choose from.

## Class Features

The following class features pertain to the Dreadnought advanced class.

The Dreadnought is immune to fear effects.

The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.

The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better.

At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to Defense. At 5th and 8th level, she can use this ability more frequently.

The Dreadnought gains a +8 morale bonus to Strength, but takes a –2 penalty to Defense. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.

The Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.

At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat must be selected from the following list, and the Dreadnought must meet all the prerequisites of the feat to select it.

Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense).
The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.
The bonus increases to +4 at 7th level and +6 and 10th level.

Whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.

A Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.
Combat/Splash Weapons

A **Splash Weapon** is a ranged weapon that breaks apart on impact, timer, proximity or other potential circumstances, splashing or scattering its contents over its target and nearby creatures or objects. Most splash weapons consist of liquids in breakable containers. Weapons like this can be found at Explosives and Splash Weapons.

To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so characters don't take the -4 nonproficient penalty. A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target.

A character can instead target a specific 5-foot square, including a square occupied by a creature. Use the rules for thrown explosives. However, if a character targets a square, creatures within 5 feet are dealt the splash damage, and the direct hit damage is not dealt to any creature.

If the character misses the target (whether aiming at a creature or a square), check to see where the weapon lands, using the rules for thrown explosives. After determining where the object landed, it deals splash damage to all creatures within 5 feet (some splash weapons have a larger area).
Elemental

An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. See Table: Elementals for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d8.

**Base Attack Bonus:** 3/4 of total Hit Dice (see Table 8-2: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Varies by element: Fortitude (earth, water) or Reflex (air, fire).

**Skill Points:** 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

**Feats:** Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Elementals share the following additional traits.

**Weapon and Armor Proficiency:** Elementals are proficient with their natural weapons only. They are not proficient with armor.

**Darkvision (Ex):** Most elementals have darkvision with a range of 60 feet.

**Immunities:** Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.

**Special:** Elementals cannot be raised from the dead.
Character:Dexter Burton Combat

## Attack

The Utility Charge Pistol is a customized pistol made for using utility type ammo without having to change out ammo. It uses the Charge Weapon Rules as outlined in this campaign. It uses a break action and speed loaders with several types of utility ammo. Each of the six barrels typically has a different type of ammo in it.

 5 | Light Emitting (20ft bright, 60ft Dim) | 6 | Hypodermic (one dose)

Other types are in his belt

## Gear

Armor: Light combat armor with 2 armor upgrades.
D20 Tactical Action Wiki

**Welcome to the D20 Tactical Action Wiki!**
This Wiki is a home-brew system for a table top RPG set in modern, apocalyptic, or future time and based on the original D20 Modern system, the Starfinder system, a hint from star wars, and a lot of customization. This is an overhaul based around faster rounds (simultaneous turns) and more complex character development (exp driven, not level). Use of a computer (spread sheets) is strongly recommended and nearly required.

As this is a home-brew, I do ask that content not be added/altered without consent from me, Juper0. It has been many years since I last got serious about a wiki and I am behind on modern tech here. If anyone has suggestions about syntax or layout, I am happy to hear it. I am also happy for grammar and spelling corrections.

Eventually, I will have more editors, but for now, I just want a place to make a good "rulebook" on a platform that caters well to rules for RPG's.

If something here seems familiar, it is probably someone else's work. I aim to use open source content and original content. No one needs to pay any credit to me for any content, but they should do research to find out if it is someone else's work. I will eventually put up all the legal pages about source, but it is going to be VERY mixed up with original content.

If you are going to use any of this system for your own game, please note, none of it is meant to be standalone. There will be a lot of changes from the D20 Modern system that make it incompatible. If you do use the system, assume nothing is the same and a a whole reading is needed before attempting to play. Thank you.

## Top Level Changes

1. "Levels" no longer exist and character development is driven directly by experience. as a character gains a certain amount of experience, they will gain a skill rank, a feat, an ability score, an attack or defense bonus, etc.
2. There are no classes. as a character gains exp, they will gain access to more techniques and be able to go deeper into technique trees.
3. "Magic" will be driven by skill ranks and various "spells" will open as ranks are earned
4. Equipment will be based around access more than actual cost (players can have a lot of money but limited choices)
5. Combat is not turn based. Everyone will decide their actions (not the traditional way) and then the round will happen all at once. this is more complex for players and the GM, but will open up a lot of options and tactics.
6. Character injuries will be more impactful, but so will medical tech and first aid and action points. While there is HP, they will have wounds based on the means of the damage. Get shot, you will have a bullet hole that needs to be plugged or you will get weaker by the round. broken leg? get a splint.
Force Stop

You can force anther surface vehicle to come to a stop.

Requirements
**:** Drive 4 ranks
**:** Vehicle Expert

## Benefit

When the character attempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character's turn number. After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character's, so that they form a tee. Move them forward a distance equal to the character's turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage. If the character fails the check, resolve the sideswipe normally.

###

Daredevil
Nerve Pinch

You can incapacitate foes with a vicelike pinch.

Requirements
**:** +4
**:** Combat Martial Arts

## Benefit

You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralyzed for 1d4+1 rounds. If the target’s attack of opportunity hits you and deals damage, the nerve pinch automatically fails.

###

This ability does not work on creatures without nervous systems or discernible anatomies, such as oozes and plants.
Escape Artist

File:D20EscapeArtistSkill.jpgUse **Escape Artist** to escape binders or manacles, to wriggle thought tight spaces, or to escape the grip of an angry wrestler.

**:** Dexterity File:HandIcon3.png

**T:** No

**AP:** Yes

**:** Daredevil, Gunslinger, Infiltrator, Martial Artist, Occultist, and Fast Hero.

## Checks

**Table: Escape Restraints**
 Grappler | Opponent's grapple check

Make a check to escape from restraints or to squeeze through a tight space. A character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks as long as he or she is not being actively opposed. A character can take 20 if he or she is not being actively opposed (a character can take 20 if he or she is tied up, even though it's an opposed check, because the opponent isn't actively opposing the character).

Escaping Ropes
For ropes a character's Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it's easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check. Escape from being bound by ropes requires 1 minute. Escape from being bound by rope, handcuffs, or other restraints requires 1 minute. Escaping a net is a full-round action.
Squeeze through a Tight Space
For a tight space a check is only called for if the character's head fits but his or her shoulders don't. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character can't fit through a space that his or her head doesn't fit through. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on the distance that must be crossed.
Escape a Grapple
To get out of a grapple or out of a pinned condition (so that the character is just being grappled) a character can make an Escape Artist check opposed by his or her opponent's grapple check. Doing so is an attack action, so if the character escapes the grapple he or she can move in the same round.

**Table: Feats**
Stranger

**Stranger** is a one-time character who appears in the Edbound video, "Two Homies Explore the Universe". He was the only person ever shown Edwin Alvarenga's Glowing Rocks. When Alvarenga tried to hand him one, the rock flew past Stranger and onto the ground, destroying all known universes, including theirs. If not for Obamium, Stranger and Alvarenga would have been the sole witnesses to the source of the end of the multiverse.
Creatures/Elemental

An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. Elementals share the following traits.

Weapon and Armor Proficiency
An elemental is proficient only with its natural weapons. It is not proficient with armor.
Darkvision (Ex)
Unless otherwise noted, an elemental has darkvision with a range of 60 feet.
Immunities (Ex)
Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.
Special
Elementals cannot be raised from the dead.
Feat

**Feats** are special "perks" or characteristics of a hero. It provides a way for each character to stand out and get a boost to a particular skill or gain a new technique for fighting. Every feat has a separate page, but there is a short description of each in the below table.

A character can gain a feat at the same level at which he or she gains all the prerequisites.

A character can't use a feat if the character has lost a prerequisite.

## Feat Descriptions

Every feat has a separate page. They are linked below and at the top of every page in a drop down list. The descriptions include links to listed items, abilities, skills, and so on.

### Feat Name

The name of the feat will appear at the top of its page. Some feat will have a special description that is not part of the mechanics.

### Requirements

To gain and maintain use of a feat, the following criteria (if any) are required:

**Base Attack Bonus:** A minimum base attack bonus that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

**Abilities:** A minimum ability score that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

**Skills:** The minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

****Feats**:** Another feat or feats that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

**Other Requirements:** Some feats will have unusual requirements, but this is uncommon in feats from the d20 Modern book.

### Normal

What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.

### Special

Sometimes there are special conditions to make the feat work of times that conditions may alter the use or effect of the feat. This will section will only show if there is such a case.

### Builds To

The feat may be a prerequisite of other feats. They will be listed here if there are any.

### Classes

Some classes may select the feat as a bonus feat. They will be listed here.

Some classes provide the feat as class feature. They will be listed here.
Improved Grab

Special Ability/list
**Improved Grab** (Ex): If the creature hits with a melee weapon it deals normal damage and attempts to start a Grapple as a free action, doing so without provoking attacks of opportunity. No initial touch attack is required. Unless otherwise stated, improved grab works only against opponents at least one size category smaller than the creature. A Small or smaller creature using improved grab does not apply its grapple modifier to its grapple check.

The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks but is not considered grappled itself; the creature does not lose its Dexterity bonus to Defense, still threatens an area, and can use its remaining attacks against other opponents.

A successful hold does not deal additional damage unless the creature also has the constrict ability (see above). If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage given for the attack that established the hold.

When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. The creature is not considered grappled while it holds the opponent, so it still threatens adjacent squares and retains its Dexterity bonus. It can even move, provided it can drag the opponent’s weight.