recursal/Fanatic-Fandom huggingface dataset:
Gargoyle, Standard

**Medium-size Magical Beast**

**Hit Dice:** 4d10+16, hp 38

**Massive Damage Threshold:** 18

**Initiative:** +2

**Speed:** 45 ft., fly 75 ft. (average)

**Defense:** 16, touch 14, flat-footed 12 (+2 Dex, +4 natural)

**Base Attack/Grapple:** +4/+4

**Attack:** +6 melee (1d4, claw)

**Full Attack:** +6 melee (1d4, 2 claws), +4 melee (1d6, bite), +4 melee (1d6, gore), or +6 ranged

**Fighting Space/Reach:** 5 ft by 5 ft./5 ft.

**Special Qualities:** freeze, keen sight, damage reduction 15/+1

**Saves:** Fort +8, Ref +6, Will +1

**Action Points:** 0

**Reputation:** +0

**Allegiances:** chaos, evil

**Abilities:** Str 11, Dex 14, Con 18, Int 6, Wis 11, Cha 7

**Skills:** Hide +9 (+17 when concealed against worked stone), Listen +4, Speak Terran, Spot +4

**Feats:** Multiattack, Weapon Finesse (bite), Weapon Finesse (claw), Weapon Finesse (gore)

**Possessions:** None

**Challenge Rating:** 4

**Advancement:** 5-6 HD (Medium-size), 7-12 HD (Large) or by character class

Gargoyles have the following traits:

**Keen Sight (Ex):** Gargoyles have darkvision with a range of 60 feet and low-light vision.

**Freeze (Ex):** A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a Spot check (DC 20) to notice the gargoyle is alive.

**Damage Reduction 15/+1 (Su):** In campaigns without magic weapons, the GM can either disregard the gargoyle's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).

**Skill Bonus:** A gargoyle receives a +8 species bonus on Hide checks when concealed against a background of worked stone.

**Bonus Feats:** Gargoyles receive the bonus feats Weapon Finesse (bite), Weapon Finesse (claw), and Weapon Finesse (gore).

**Automatic Language:** Gargoyles speak (but neither read nor write) Terran.
Action Points

**Action Points** provide hero characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply with every new level he or she attains, the character must use them wisely. Ordinaries do not gain or benefit from having Action Points.

## Use of Action Points

A player can spend 1 action point to do one of the following:

* Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.
* Use a class talent or class feature during their turn for which the expenditure of 1 action point is required.

A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she can't spend another one in the same round to improve a die roll, and vice versa.

When a character spends 1 action point to improve a d20  roll, add 1d6  to the d20 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made-but only before the GM reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A character can't use an action point on a skill check or ability check when he or she is taking 10 or taking 20.

When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn't roll a d6. In this case, the action point is not a bonus to a d20 roll.

Depending on the hero's character level (see the table), he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.

## Gaining Action Points

Every time a Character gains a level up in a class, they will gain Action Points equal to:

From Basic classes
5 + one-half their character level rounded down
*A level 4 Strong Hero will gain 7 (5 + 2) points.*
From Advanced classes
6 + one-half their character level rounded down
*A level 7 Soldier will gain 9 (6 + 3) points.*
Occasionally, GM's may reward players with actions points for specific tasks or successful extreme actions.
Dog, Medium-size

CR: 1

**HD:** 2
**Advancement HD:** None

## Combat

HP: **13**
**HD:** 2d4  + 4
**Massive Damage:** 15
Hit DC: **13**
     (Dex): +2
     Size: +0     Natural Armor: +1
**Touch DC:** 12
**Flat-Footed DC:** 11
BAB: **+1**
**Grapple:** 3
     (Str): +2
      **Attack 1:** 3 melee (1d6+3, Vite; Piercing)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 99 lb.
**Medium:** 100-200 lb.

## Special Qualities

* **Skill Bonus** (Jump): Dogs gain a +2 species bonus on Jump checks.
* **Skill Bonus** (Survival): Dogs gain a +4 species bonus on Survival checks when tracking by scent.

## Skills

**Table: Dog, Medium-size Skills**
 AP (Str) | +5
Puppeteer

**Type:** Vermin

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

CR: 1

**HD:** 1/16
**Advancement HD:** None

## Combat

HP: **1**
**HD:** 1/16d8  + -1
**Massive Damage:** 9
Hit DC: **22**
     (Dex): +4
     Size: +8
**Touch DC:** 22
**Flat-Footed DC:** 18
BAB: **+0**
**Grapple:** -13
     (Str): -5
      **Attack 1:** +3 melee (1, bite; )

Full Attacks
 General Stats
Initiative: **+4**
**Fight Space:** 6 ft. X 6 ft.
**Reach:** 0 ft.
Base: **5 ft.**
     **Run:** x4 (20 ft.)
**Light:** up to 1 lb.
**Medium:** 1-1 lb.

## Special Traits

;Combined Challenge Rating: The Challenge Rating of a puppeteer with a host is equal to the host’s Challenge Rating +1.

Glide (Sp)
A puppeteer can glide through the air at a speed of 20 feet for up to 16 minutes at a time, with poor maneuverability. The puppeteer cannot manifest psionic powers while gliding.
Psionics (Sp)
3/day—brain lock, lesser domination. These abilities are as the psionic powers of an 8th-level manifester.
Thrall (Sp)
If a puppeteer successfully uses lesser domination on its host seven times, the final effect is permanent, bonding the host to the puppeteer. :The thralled host will carry out the orders of the puppeteer, including self-destructive orders. Actions against the host’s original nature allow the host a Will save (DC 22) to resist, with a –10 penalty on the roll. A successful save negates that particular action (or future occurrences of that action), but the host remains the puppeteer’s thrall.
Shared Host (Ex)
When multiple puppeteers prey on a single host, the blood drain can be too great for the host to bear. The extensive blood drain deals 1 point of temporary Constitution damage per day, and a host reduced to 0 Constitution in this fashion dies. The minimum number of puppeteers needed to cause temporary Constitution damage depends on the host’s size: Diminutive 2, Tiny 4, Small 12, Medium-size 20, Large 30, Gargantuan 50, Colossal 90.
Blindsight (Ex)
A puppeteer can ascertain creatures by nonvisual means within 60 feet. The puppeteer confers blindsight upon its host.
Host Protection (Ex)
An attached puppeteer uses its host’s base saving throw bonuses if they’re better than its own. Effects that target vermin can’t affect a puppeteer riding a humanoid host.
Immunities
Puppeteers are immune to mind-influencing effects. This ability is conferred upon the puppeteer’s host as well.
Resistance to Massive Damage (Ex)
Puppeteers gain a +5 species bonus on Fortitude saves to negate the effects of massive damage. This ability is conferred upon the puppeteer’s host as well.
Shared Skills
The puppeteer retains its skills when it takes a host. The host gains a +4 bonus on Listen and Spot checks.

## Possessions

Business clothes, cell phone, PDA, briefcase, stun gun, Beretta 92F (9mm autoloader)†, 15 rounds of 9mm ammunition†, firearms license†, wallet with ID and credit cards, BMW M3 sports coupe with car alarm, car alarm keychain.
†These items are stored in the BMW’s glove compartment.
Ferret

**Type:** Animal

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

CR: 1/4

**HD:** 1
**Advancement HD:** None

## Combat

HP: **2**
**HD:** 1d4
**Massive Damage:** 10
Hit DC: **14**
     (Dex): +2
     Size: +2     Natural Armor: +
**Touch DC:** 14
**Flat-Footed DC:** 12
BAB: **+0**
**Grapple:** -12
     (Str): -4
      **Attack 1:** 4 melee (1d3-4, bite; bludgeoning)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 2 1/2 ft. X 2 1/2 ft.
**Reach:** 0 ft.
Base: **20 ft.**
     **Run:** x4 (80 ft.)     **Climb:** 20 ft.
**Light:** up to 5 lb.
**Medium:** 6-10 lb.

## Special Traits

Scent (Ex)
This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

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.

**Attach (Ex):** If a ferret hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached ferret loses its Dexterity bonus to Defense and has a Defense of 12.

## Special Qualities

* **Skill Bonuses** (Balance): A ferret receives a +8 species bonus on Balance checks.
* **Skill Bonuses** (Move Silently): A ferret receives a +4 species bonus on Move Silently checks.

## Skills

* (Dex)

 +10
* AP (Str) +11
* AP (Dex) +13
* AP (Dex) +9

**Table: Ferret Skills**
Intimidate

Use **Intimidate** to get someone to do something he doesn't want to do by means of verbal threats, force of will, and imposing body language.

**:** Charisma

**T:** No

**AP:** No

**:** Tough Hero, Charismatic Hero, Investigator, Negotiator, and Soldier.

## Checks

With a successful check, a character can forcibly persuade another character to perform some task or behave in a certain way.

A character's Intimidate check is opposed by the target's level check (1d20 + the target's character level or Hit Dice). Any modifiers that a target may have on Will saving throws against fear effects apply to this level check. If the character succeeds, he or she may treat the target as friendly for 10 minutes, but only for purposes of actions taken while in the character's presence. (That is, the target retains his or her normal attitude, but will chat, advise, offer limited help, or advocate on the character's behalf while intimidated.) Circumstances dramatically affect the effectiveness of an Intimidate check.

There are limits to what a successful Intimidate check can do. The character can't force someone to obey his or her every command or do something that endangers that person's life. If the character fails by more than 5, the target may actually do the opposite of what the character wishes.

Special:

**Try Again?**
No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again doesn't help. If the initial check fails, the other character has become more firmly resolved to resist the intimidator, and trying again is futile.
Creatures immune to fear effects
A creature that is immune to fear effects can't be intimidated.
Bigger Sizes
A character may add a +2 bonus to his or her Intimidate check for every size category the character is larger than his or her target. Conversely, the character takes a -2 penalty to his or her check for every size category the character is smaller than his or her target.

**Table: Feats**
Apothecary

Apothecaries are people who study the mixing of chemicals, elements, and naturally occurring materials together for predictable results. They often go on to be research scientists, inventors, pharmacists, or alchemists.

### Requirements

To gain the Apothecary occupation, the following criteria are required:

     **Minimum Age:** 20+

### Skills

Choose three of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*

### Feat

Select one of the following feats:

**Table: Feats**
Template:Arcane Skills
Improved Two-Weapon Fighting

You are an expert at fighting with a weapon in each hand. Unlike the Two-Weapon Fighting feat, this feat allows you to use a melee weapon in one hand and a ranged weapon in the other.

Requirements
**:** Dexterity 13
**:** +6
**:** Two-Weapon Fighting

## Benefit

The character gets a second attack with his or her offhand weapon, albeit at a -5 penalty. Also, this feat allows the character to use a melee weapons in one hand and a ranged weapons in the other.

###

Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).

###

Advanced Two-Weapon Fighting

###

Gunslinger
Scavenger

Scavengers turn society’s wreckage and discarded trash into useful tools or items for trade, and if they’re lucky, their endeavors might even yield one or two objects of special value. They effortlessly navigate and strip clean the most treacherous places, and their playgrounds are abandoned space stations, gutted buildings, and smoking battlefields.

**Prerequisite:** Age 15+

**Skills:** Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

Decipher Script (Int), Disable Device (Int), Knowledge (technology) (Int), Move Silently (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (Wis)

**Wealth Bonus Increase:** +2
Craft/pharmaceutical

**:** Intelligence

**T:** No

**AP:** No

## Checks

This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.

 23 or higher | 20 | 30 | 12 hr.

### Special

* A character can take 10 when crafting pharmaceuticals but can't take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt).
* A character without a pharmacist kit takes a -4 penalty on Craft (pharmaceutical) checks.

###

**Table: Feats**
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.
Dog

**Type:** Animal

The statistics given here describe both large and medium dogs.

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*
* CR:
* 1/3
* 1
Use the selections above this line to see a specific CR

CR: 1/3

**HD:** 1
**Advancement HD:** None

## Combat

HP: **6**
**HD:** 1d8
**Massive Damage:** 15
Hit DC: **14**
     (Dex): +3
     Size: +1     Natural Armor: +
**Touch DC:** 14
**Flat-Footed DC:** 11
BAB: **+0**
**Grapple:** -3
     (Str): +1
      **Attack 1:** +2 melee melee (1d4+1, bite; bludgeoning)

Full Attacks
 General Stats
Initiative: **+3**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 50 lb.
**Medium:** 51-100 lb.

## Special Qualities

* **Skill Bonus** (Jump): Dogs gain a +2 species bonus on Jump checks.
* **Skill Bonus** (Survival): Dogs gain a +4 species bonus on Survival checks when tracking by scent.

## Skills

* AP (Str) +3
* (Wis) +1 (+5 when tracking by scent)
* AP (Str) +5

**Table: Dog Skills**

CR: 1

**HD:** 2
**Advancement HD:** None

## Combat

HP: **13**
**HD:** 2d4  + 4
**Massive Damage:** 15
Hit DC: **13**
     (Dex): +2
     Size: +0     Natural Armor: +1
**Touch DC:** 12
**Flat-Footed DC:** 11
BAB: **+1**
**Grapple:** 3
     (Str): +2
      **Attack 1:** 3 melee (1d6+3, Vite; Piercing)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 99 lb.
**Medium:** 100-200 lb.

## Special Qualities

* **Skill Bonus** (Jump): Dogs gain a +2 species bonus on Jump checks.
* **Skill Bonus** (Survival): Dogs gain a +4 species bonus on Survival checks when tracking by scent.

## Skills

**Table: Dog Skills**
 AP (Str) | +5
Spell Resistance

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
**Spell Resistance** (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

**Spell Resistance** (Ex): A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine whether a spell or spell-like ability works, the spellcaster must make a level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.
Wisdom

**Wisdom** describes a character's willpower. common sense, perception, and intuition. Compared to Intelligence, Wisdom relates to being in tune with and aware of one's surroundings, while Intelligence represents one's ability to analyze information. An "absent-minded- professor" has a low Wisdom score and a high Intelligence score. A simplton with low Intelligence might nevertheless have great insight (high Wisdom). If you want your charcter to have keen senses, put a high score in Wisdom. This is the ability associated with the Dedicated Hero. Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom, often represented as (Wis).

The Wisdom Modifier applies to:

* Will saving throws
* The following skills:
	+ (Wis)
	+ (Wis)
	+ (Wis)
	+ (Wis)
	+ (Wis)
	+ (Wis)
	+ (Wis)

Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.
Shot on the Run

You are highly trained in skirmish ranged weapons tactics.

Requirements
**:** Dexterity 13
**:** Dodge, Mobility, and Point Blank Shot.

## Benefit

When using an attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than his or her base movement speed. Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal).

###

Gunslinger
Outsider

An outsider is a nonelemental creature originating from some other dimension, reality, or plane. See Table: Outsiders 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:** Fortitude, Reflex, Will.

**Skill Points:** 8 + Int modifier per Hit Dice.

**Feats:** 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

Outsiders share the following additional traits.

**Weapon and Armor Proficiency:** Outsiders receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural weapons and any weapon mentioned in their entries. Outsiders 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 outsiders have darkvision with a range of 60 feet.

**Special:** Outsiders cannot be raised from the dead.
Quick Reload

You can reload a firearm with exceptional speed.

## Benefit

Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.

###

Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.

###

Bodyguard and Gunslinger.
Lightning Strike

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
**Lightning Strike**
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester deals 3d6 points of electricity damage to all creatures within the area he or she designates (the manifester must be able to see the target area or a portion of it).
Point Blank Shot

You are skilled at making well-placed shots with ranged weapons at close range.

## Benefit

The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

###

Double Tap, Precise Shot, Shot on the Run, and Skip Shot.

###

Field Scientist, Investigator, Occultist, Techie, Charismatic Hero, and Fast Hero.
Ape

**Type:** Animal

**Apes** are powerful omnivores that resemble gorillas but are far more aggressive; they kill and eat anything they can catch. An adult ape stands roughly 8 feet tall and weighs 600 lbs.

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

CR: 2

**HD:** 4
**Advancement HD:**
     5-8; (none)

## Combat

HP: **26**
**HD:** 4d8
**Massive Damage:** 14
Hit DC: **14**
     (Dex): +2
     Size: -1     Natural Armor: +3
**Touch DC:** 11
**Flat-Footed DC:** 12
BAB: **+3**
**Grapple:** 12
     (Str): +5
      **Attack 1:** +7 melee melee (1d6+5, claw; Piercing)     **Attack 2:** +2 melee melee (1d6+2, Bite; Piercing)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)     **Climb:** 30 ft.
**Light:** up to 459 lb.
**Medium:** 460-918 lb.

## Special Traits

Scent (Ex)
This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

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.
.
Swindler

**Swindler** 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 Swindler, a character must fulfill the following criteria.

**:** Bluff 6 ranks, Disguise 4 ranks, Gamble 6 ranks.

**Charismatic Hero Talents:** Any two of the following talents: Charm, Coordinate, Fast-Talk.

## Class Information

**:** 1d6
**:** 6 + one-half character level, rounded down per level.
## Skills

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

 (Cha)
 (Cha)
AP (Dex)
 (Int)
 (Wis)
 (Cha)
 (Cha)
Read/Write LanguageT (none)
 (Int)
 (Wis)
AP T (Dex)
Speak LanguageT (none)
AP T (Dex) | **Knowledges**
Behavioral Sciences
Business
Civics
Current Events
History
Popular Culture
Streetwise

The starting  may provide additional class skills to choose from.

## Class Features

The following class features pertain to the Swindler advanced class.

Fortune favors the Swindler. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the reroll, even if it’s worse than the original roll.

A Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes).

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

Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of Dodge on his turn.

The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.

At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.

At 8th level, the range of this ability increases to 60 feet.
Strong Plus

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly Strong hero.

Requirements
**:**
By the letter of the rules, a character must have at least three ranks in the Strong Hero Class to take this feat.

## Benefit

Character gains two talents from the Strong hero’s talent trees. The talents must be selected from the following list, a talent cannot be selected from more than one talent talent tree, and the character must meet all the prerequisites of a talent to select it.

Extreme Effort Talent Tree: Improved Extreme Effort or Advanced Extreme Effort.

Ignore Hardness Talent Tree: Improved Ignore Hardness or Advanced Ignore Hardness.

Melee Smash Talent Tree: Improved Melee Smash or Advanced Melee Smash.

###

This feat may be selected multiple times. Each time it is selected, a different pair of talents must be choses than the previous times.
Rat

**Type:** Animal

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

CR: 1/8

**HD:** 1/4
**Advancement HD:**
     1/2; (Small)
     1; (Medium)
     2-4; (Large)

## Combat

HP: **1**
**HD:** 1/4d8
**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: **15 ft.**
     **Run:** x4 (60 ft.)     **Climb:** 15 ft.     **Swim:** 10 ft.
**Light:** up to 3 lb.
**Medium:** 4-7 lb.
Law Enforcement

Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police.

### Requirements

To gain the Law Enforcement occupation, the following criteria are required:

     **Minimum Age:** 20+

### Skills

Choose two of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*

### Feat

Select one of the following feats:

**Table: Feats**
Rural

Farm workers, hunters, and others who make a living in rural communities fall under this category.

### Requirements

To gain the Rural occupation, the following criteria are required:

     **Minimum Age:** 15+

### Skills

Choose two of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*

### Feat

Select one of the following feats:

**Table: Feats**
Tooth Fairy

**Type:** Fey

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

CR: 1

**HD:** 2
**Advancement HD:**
     By character class; ()

## Combat

HP: '
**HD:** 2d6
**Massive Damage:** 10
Hit DC: **11**
     (Dex): +1
     Size: +0
**Touch DC:** 11
**Flat-Footed DC:** 10
BAB: **+0**
**Grapple:** 0
     (Str): +0
      **Attack 1:** +0 melee (1d4, ; )

Full Attacks
 General Stats
Initiative: **+5**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 33 lb.
**Medium:** 34-66 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.

Fey Rod (Sp)
A tooth fairy’s preferred weapon is a 1-foot-long rod of ash wood. A fey rod allows its wielder to cast the following spells as a 3rd-level ;Mage (save DC 10 + spell level): daze (DC 10), knock, light, magic missile, and sleep (DC 11). Using any of the rod’s powers is an attack action. The fey rod can cast seven spells per day and has a hardness of 5, 1 hit point, and a break DC of 11. A tooth fairy that loses its fey rod fights to the death to retrieve it or takes 1d4 points of temporary Wisdom damage every 24 hours the fairy and the rod remain separated. Destroying the rod instantly slays the tooth fairy, turning both to dust.
Invisibility (Sp)
A tooth fairy can turn itself invisible at will, as a move action. This ability works only after sunset and before sunrise, but the duration of the invisibility is otherwise unlimited. An invisible tooth fairy becomes visible when it attacks.
Anyspeak (Sp)
A tooth fairy can speak, read, and write any spoken language.

## Feats

**Table: Tooth Fairy Bonus Feats**
Possessions
Fey rod, knife
Sending

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
**Sending**
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester contacts a particular individual with whom he or she is familiar and sends a short message of twenty-five words or less. The target recognizes the manifester if it knows him or her. It can answer in like manner immediately. The target is not obliged to act on the message in any way.
Vermin

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. See Table: Vermin 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: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Fortitude.

**Skill Points:** 10-15.

**Feats:** None.

Vermin share the following additional traits.

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

**Ability Scores:** Vermin have no Intelligence score.

**Potent Venom:** Medium-size or larger poisonous vermin get a bonus to the save DC of their poison based on their size, as follows: Medium-size +2, Large +4, Huge +6, Gargantuan +8, Colossal +10.

**Darkvision (Ex):** Most vermin with visual sensory organs have darkvision with a range of 60 feet.

**Blindsight (Ex):** Most vermin without visual sensory organs have blindsight with a range of 60 feet.

**Immunities:** Vermin are immune to mind-affecting effects.

**Resistance to Massive Damage (Ex):** Vermin gain a +5 species bonus on Fortitude saves to negate the effects of massive damage.
Heir

Heirs are the elite sons and daughters of powerful magnates, influential nobles, and imperial monarchs. Unlike dilettantes, however, they are bound by their lineage to certain responsibilities, with the assumption that they might someday rise to lead their families into the future... assuming the stars are properly aligned and they do nothing to jeopardize their birthright.

**Prerequisite:** Age 21+

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

Craft (visual art or writing) (Int), Knowledge (art, business, civics, current events, or history) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stringed instruments, or wind instruments) (Cha), Ride (Dex), Sense Motive (Wis).

**Pre-Selected Feat:** An heir must choose the Educated feat as one of her starting feats at 1st level.

**Bonus Feat:** +1

**Wealth Bonus Increase:** +6. An heir may permanently reduce her Reputation bonus by 1 to increase her starting wealth bonus by an additional +1d6; this expenditure must be made before the character begins play. As long as her Reputation bonus is +1 or higher, an heir’s wealth bonus can never drop below 10.
Low-Light Vision

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
**Low-Light Vision** (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

**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.
Zombie (Template)

Zombies do not speak, but they understand the orders of their creators.

**TEMPLATE TRAITS**

“Zombie” is a template that can be added to any corporeal creature other than an undead (referred to hereafter as the base creature. It uses all the base creature’s statistics and special abilities except as noted here.

**CR:** A zombie’s challenge rating depends on its size: Tiny or smaller 1/8, Small 1/4, Medium-size 1/2, Large 3, Huge 6, Gargantuan 10, Colossal 13

**Type:** The creature’s type changes to undead.

**HD:** Drop any Hit Dice gained from experience, double the number of Hit Dice left, and raise them to d12.

**Spd:** If the base creature could fly, its maneuverability rating as a zombie drops to clumsy.

**Defense:** A zombie’s natural armor bonus to Defense increases to a value based on the zombie’s size (but use the base creature’s natural armor bonus, if it’s higher): Tiny or smaller +0, Small +1, Medium-size +2, Large +3, Huge +4, Gargantuan +7, Colossal +11

**Atk:** The zombie retains all the natural attacks and manufactured weapons of the base creature, but loses any weapon proficiency feats. A zombie also gains a slam attack.

**Damage:** Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size (but use the base creature’s slam damage if it’s greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6

For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack.

**SQ:** A zombie loses all of the base creature’s supernatural and spell-like qualities except for immunity or resistance to specific energy types. A zombie may retain any or all of the base creature’s extraordinary abilities, at the GM’s discretion. In addition to gaining the undead type, a zombie has the following special quality:

**Move or Attack Action Only (Ex):** A zombie has poor reflexes and can perform only a single move action or attack action on its turn. It can only move and attack if it charges.

**AL:** A zombie loses any previous allegiances and adopts a new allegiance to its creator. This allegiance cannot be broken.

**SV:** A zombie’s saving throw modifiers are based on Hit Dice and given in Table 8–2: Creature Saves and Base Attack Bonuses.

**AP** A zombie does not acquire or amass action points. It loses any action points gained by the base creature. **Rep**: A zombie has a +0 Reputation bonus.

**Ability Scores:** A zombie’s ability scores change as follows: Str +2, Dex –2. Additionally, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma decreases to 1.

**Skills:** The zombie loses all skills.

**Feats:** The zombie loses all of the base creature’s feats and gains the Toughness feat.
Water Craft

Piloting a water vehicle is covered by the Drive skill.

**Bayliner 1802 Capri**
This is a large runabout-a powerboat with an outboard engine and an open cockpit with a tiny cabin (about the size of the interior of an economy car) forward. It comes with a trailer; loading or unloading it requires a paved boat ramp and 10 minutes of work. The Capri provides one-half cover to occupants in the cockpit or stern, full cover to occupants in the cabin, and no cover to those forward of the cockpit. The Capri is two squares wide and four squares long.

**Fairline Targa 30**
This cabin cruiser is a motor yacht with two internal diesel engines. It comes equipped with four berths and a fully equipped galley. It provides one-half cover to occupants in the cockpit or stern, full cover to occupants below deck, and no cover to those forward of the cockpit. The Targa is three squares wide and six squares long.

**Sea-Doo XP**
This is a two-seat jet ski that propels itself with a powerful jet of water. The Sea-Doo XP is one square wide and two squares long, and provides no cover for its riders.
Defensive Martial Arts

You are skilled at avoiding harm in battle.

## Benefit

The character gains a +1 dodge bonus to Defense against melee attacks.

###

A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

###

Combat Throw, Improved Combat Throw, Elusive Target, and Unbalance Opponent.

###

Fast Hero, Field Medic, Infiltrator, Investigator, and Personality.

###

Martial Artist.
Immunity

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
**Immunity** (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

Some creatures are immune to various effects, damage types, or mind-influencing effects. This often includes Poison, sleep effects, Paralyzed, Stunned, or effects that requires a save and much more. Sometimes immunities imply that a creature is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Lesser Domination

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
**Lesser Domination**
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. The power fails if no common language is shared. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her. The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw. Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.
Disguise

Use **Disguise** to change your appearance. The effort requires at least a few props and some makeup. the disguise can include an apparent change of height or weight of no more than one tenth the original unless specially crafted prosthetics or costume are utilized.

You can also impersonate people, either individuals or types. For example, you might make yourself seem like a company employee with little or no actual disguise.

**:** Charisma

**T:** No

**AP:** No

**:** Bodyguard, Charismatic Hero, and Infiltrator.

## Checks

**Table: Disguise Challenges**

A character's Disguise check result determines how good the disguise is. It is opposed by others' Spot check results. Make one Disguise check even if several people make Spot checks. The GM makes the character's Disguise check secretly so that the character is not sure how well his or her disguise holds up to scrutiny. If the character doesn't draw any attention to him or herself, however, others don't get to make Spot checks. If the character comes to the attention of people who are suspicious, the suspicious person gets to make a Spot check. (The GM can assume that such observers take 10 on their Spot checks.) The effectiveness of the character's disguise depends in part on how much the character is attempting to change his or her appearance.

If the character is impersonating a particular individual, those who know what that person looks like automatically get to make Spot checks. Furthermore, they get a bonus on their Spot checks.

**Table: Recognition**
 Intimate | +10

Usually, an individual makes a Spot check to detect a disguise immediately upon meeting the character and each hour thereafter. If the character casually meets many different people, each for a short time, the GM checks once per day or hour, using an average Spot modifier for the group (assuming they take 10).

**Special:**
.

Try Again
The disguise cannot be tried again, though the character can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if the character assumes the same disguise again.
Disguise Kit
A character without a disguise kit takes a -4 penalty on Disguise checks.
Assist Disguise
A character can help someone else create a disguise for him or her, treating it as an aid another attempt.
Time
A Disguise check requires 1d4  x10 minutes of preparation. The GM makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter, depending on circumstances.

**Table: Feats**
Lesser Body Adjustment

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
**Lesser Body Adjustment**
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester recovers 1d8 hit points, or gains a +1 bonus on his or her next Fortitude save against poison or disease, or heals 1 point of temporary ability damage. The manifester chooses one benefit for a single manifestation.
Zombie

**Type:** Undead

Zombie is a Template. This page covers the Human Zombie.

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

CR: 1/2

**HD:** 2
**Advancement HD:** None

## Combat

HP: **16**
**HD:** 2d12  + 3
**Massive Damage:** -
Hit DC: **11**
     (Dex): -1
     Size: +0
**Touch DC:** 9
**Flat-Footed DC:** 11
BAB: **+0**
**Grapple:** 1
     (Str): +1
      **Attack 1:** +1 melee (1d6+1, slam; Bludgeoning)

Full Attacks
 General Stats
Initiative: **-1**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 50 lb.
**Medium:** 51-100 lb.

## Skills

None

**Table: Zombie Skills**
Spells

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
**Spells** (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

**Spells** (Sp): Some creatures can cast arcane spells or divine spells (and can activate magic items accordingly). These creatures are subject to the same spellcasting rules as characters. Spellcasting creatures are not members of an advanced class unless their entries say so, and they do not gain any class features. A creature with access to divine spells must prepare them in the normal manner.
Power Resistance (Psionic Power)

Level: ; Display: ; Manifestation Time: Attack
action; Range: ; Target: ; Duration:

Saving Throw
; Power Resistance:
Power Point Cost

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
**Power Resistance**
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The target is granted power resistance equal to 12 + the manifester’s manifester level.
Starship Feint

You are skilled at misleading your enemy in starship combat.

Requirements
**:** Pilot 9 ranks
**:** Starship Operation (of the appropriate type)

## Benefit

When piloting a ship with which you are proficient (see the Starship Operation feat), you can make a Bluff check in starship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat.

###

Feinting in starship combat requires an attack action.
Weapon Finesse

You are especially skilled at at using a certain melee weapon, one that can benefit as much from Dexterity as from Strength. Choose one light melee weapon, a rapier (if the character can use it with one hand), or a chain, or a natural weapon such as a claw.

Requirements
**:** +1
**:** Proficient with weapon.

## Benefit

With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.

###

A character can gain this feat multiple times. Each time the character takes the feat, the character selects a different weapon.

###

Battle Mind and Fast Hero