recursal/Fanatic-Fandom huggingface dataset:
Gray

**Corti (10 RP)**

You've heard of the alien invaders that crashed in Roswell, New Mexico. However, they aren't quite what you think. They come in peace and mean no harm, wanting only to understand us better and help usher in a new era of technological advancement in order to introduce us to the stars. They are keen to the world around them and fairly nimble, but are overall frail creatures. "Gray" is the coloquial name for them throughout the galaxy, but they are formally referred to as The Corti.

**Type (3 RP):** Aberration

**Ability Scores (-1 RP):** +2 Wis, +2 Dex, -4 Str

**Size (0 RP):** Small, and thus have +1 bonus to AC, +4 bonus to stealth, and a -1 penalty to CMB and CMD

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

**Languages (-1 RP):** Corti begin play speaking Interstellar. Corti with high Int scores may choose from the following languages: Common, Aklo, Draconic, Infernal, Abyssal, Celestial

**Void Resistance (7 RP):** Corti have energy resistance 10 against Cold and Electric

**Vulnerability (-4 RP):** Corti are vulnerable to Fire and Sonic damage

**Engineering Expert (1 RP):** Corti always treat Knowledge (Engineering) as a class skill

**Strange Architecture (3 RP):** Corti are treated as under a constant Detect Secret Doors spell effect.

**Unnatural (2 RP):** Corti are not from this planet and scare more basic creatures. Animals are always treated as one attitude step worse toward grays. Grays have a -4 penalty to charisma checks involving animals and a +4 dodge bonus to AC against animals.

**Darkvision:** Corti have Darkvision out to 60 ft.

**Alien Mind (1 RP):** Corti receive a +2 racial bonus on saving throws against mind-affecting effects.

### Half-Breed Rules:

Dominant: Lose Unnatural and Alien Mind (-3 RP)

Non-Dominant: Gain Strange Architecture (+3 RP)
Cassidy's Blasphemous Transformation

**School:** Transmutation (polymorph) [evil]; **Level** 10

CASTING

**Casting** **Time** 1 round

**Components** V, S, M (a shard of bone**)**

EFFECT

**Range** personal

**Target** self

**Duration** 1 hour or 1 minute , see text.

DESCRIPTION

Your body contorts hideously into a form resembling a mix between your original self and an Osyluth. Your size increases by one, and you gain a +8 bonus to all your ability scores and your natural armor increases by 8. You gain telepathy and darkvision out to 100 ft, immunity to fire and poison, and DR 10/epic and good. You also gain a pool of 4 points of mythic power and all the special abilities and spell like abilities of a Mythic Bone Devil.  This transformation lasts 1 hour.

Alternatively, you may become any Kaiju, Great Old One, Behemoth, or Spawn of Divine Destruction, granting the relevant special abilities, spell like abilities, senses, immunities, DR increasing your size as needed, and granting +16 to ability scores and natural armor, and 8 uses of mythic power. This transformation lasts for one minute.

You may dismiss this spell as a free action.
Callista's Sonorous Calm

**School**: Abjuration; **Level** 10

CASTING

**Casting** **Time** 1 round

**Components** V

EFFECT

**Target** one 100 ft cube/ caster level

**Duration** permanent (or until dismissed)

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

DESCRIPTION

You instill absolute peace and calm in all creatures while also actively restricting their ability to do harm. Even the most bloodthirsty and spiteful creatures are affected. Any creature within the spell's area is completely unable to take any action, direct or indirect, that would cause harm to any other creature. Additionally, emotion based abilities do not function within the area. Creatures attempting to attack into the area find their means of attack halted against the barrier and fizzling into nothingness.

The duration of this spell lasts permanently, but you may only have one instance in effect at any given time. You may dismiss this spell as a free action. If you attempt to cast this spell a second time while you already have one active, you choose to either have this casting fail, wasting the action but not using a spell slot, or have the previous one dismissed immediately.
Elizabeth's Origin Pulse

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

CASTING

**Casting Time** 1 week or more, see text

**Components** V, S, M (Soft molding clay infused with life essence worth 100,000 gold)

EFFECT

**Range** Unlimited

**Effect** creates new life

**Duration** instantaneous

DESCRIPTION

You must spend 8 uninterrupted hours of work per day for 7 or more consecutive days to cast this spell. Half of the material component is expended at the start, and half upon the completion of the spell (meaning if you fail to cast the spell, you lose half of the materials).

This spell creates a new race and populates the area of your choosing with it, up to the size of a planet or as small as a castle or village. A custom race of 12 RP or less is created. Every additional day you spend working after the 7th before completing the spell allows an additional 2 RP to be used. The race recognizes you as its creator, but does not have any set predisposition towards you, and knowledge of you will likely fade with generations.
Florauna

**Florauna (23 RP)**

Florauna are creatures resembling Venus Flytraps.

**Type (10 RP):** Plant

**Ability Scores (3 RP):** +4 Dex

**Size (0 RP):** Medium

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

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

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

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

**Severe Fire Vulnerability (-4 RP):** Florauna take 100% more from fire.

**Regeneration (5 RP):** Florauna have regeneration 1 that is overcome by fire.

**Plant Travel (4 RP):** Florauna can travel from one plant to another as a standard action. The two plants must be within 100 ft. of eachother for this ability to function.

**Forest Stride (1 RP):** Florauna ignore any natural difficult terrain while in a forest.

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

**Stretchy (1 RP):** Florauna have a 10 ft reach.

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

### Half-Breed Rules:

Dominant: Lose Plant Travel and Treespeech, severe fire vulnerability becomes fire weakness (-4 RP)

Non-Dominant: Gain Stretchy, Vines, and +2 to saves against effects listed in plant immunities (+4 RP)
Anti-Paragon (Battle Paragon Archetype)

*Just as necessary as aiding your allies is hindering your foes.*

**Battle Tactics:** Whenever an Anti-paragon uses Battle Ready, they may instead choose to give a number of enemies equal to their Int modifier a penalty to initiative equal to the bonus they usually give. You may not give allies a bonus and enemies a penalty at the same time. **This alters Battle Ready**

**Execution Order:** When giving orders at any level, you may give a Coup de Grace attempt as a standard or move action. When you are able to give Full-round actions, you may do so to increase the critical multiplier of the weapon they are using by one. **This alters Give Orders.**

**Sly:** At second level, an Anti-paragon gains Cunning as a bonus feat. **This replaces Tough.**

**Manipulator**: At third level, three times per day, you may give a penalty to AC, attack rolls, or damage rolls equal to half of your level in this class to one enemy per two levels for one minute as a swift action. Increase this penalty by -1 if you chose that enemy for Battle Tactics. At eleventh level, this penalty can apply to saves or skill checks. The bonus applies to the same thing for all enemies. **This ability replaces Tactician.**

**Prime Ally:** At seventh level, an anti-paragon chooses a single creature they spend a significant amount of time with. This creature gains the benefit of the Advanced creature template as long as it is within 500 ft of the Anti-paragon. An anti-paragon may change their primary ally with a 1 hr. ritual, or immediately if their prime ally betrays them in some way. **This Replaces Right Hand.**

**Instigate:** At thirteenth level, once per day as an immediate action when an enemy is effected by a status effect (other than stun), an Antiparagon may choose to increase the duration of this effect by a number of rounds equal to their intelligence modifier. Alternatively, they may force a single roll against an enemy to be maximized (for example, if something slows a creature for 1d6 rounds or if a poison does 1d4 dex damage). **This replaces Fight On.**
Gastronoid

**Gastronoid (30 RP)**

**Type (15 RP):** Construct

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

**Size (0 RP):** Medium

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

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

**Sentient** **Construct Traits:**

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

**Cloud Dispersion (2 RP):** Gastronoids can harmlessly disperse a cloud as if they are a strong wind. This is a swift action on their turn.

**Cloud Sight (1 RP):** Gastronoids can see perfectly through smoke, fog, mists, and clouds, including spells that include any of those in their names.

**Chemical Gas (12 RP):** Gastronoids gain the following as once per day spell-like abilities at the given level so long as they have an Intelligence score of at least 13.

* *Obscuring Mist, Fog Cloud- 1st level*
* *Euphoric Cloud, Stinking Cloud- 4th level*
* *Poisonous Cloud, Solid Fog- 8th level*
* *Cloudkill, Mind Fog- 12th level*
* *Acid Fog- 16th level*
* *Incendiary Cloud- 20th level*

### Half-Breed Rules:

Dominant: Lose Incendiary Cloud and Acid Fog from the chemical gas feature (-6 RP)

Non-Dominant: Gain Cloud sight and the spells from the Chemical Gas feature, up to 4th level (+5 RP)
Cosmic Awareness

**School:** Divination (Galactimancy); **Level** Cleric/Oracle 9, Druid 9, Psychic 9, Sorcerer/Wizard 9

CASTING

**Casting Time** 1 minute

**Components** V, S

EFFECT

**Range** 1 astronomical unit/ level (150,000,000 miles/level)

**Duration** instantaneous

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

DESCRIPTION

Upon completion of this spell, you may make either a Perception or Sense Motive check (your choice) against a DC set by the DM. This spell detects powerful fluctuations in the universe, such as an entity from another dimension breaching the gulf, a world ending meteor, large-scale temporal or spatial anomalies, or other celestial events of extreme cosmic importance.
Cottontail

**Cottontail (27 RP)**

These tiny, wispy bunnies glow a faint white and always have wisps of themselves blowing off into the wind. They are known to be some of the fastest creatures in nature.

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

**Ability scores (-1 RP):** +2 Dex, +2 Int, -4 Cha

**Size (0 RP):** Small, and suffer a -1 penalty to CMB and CMD, but gain a +1 AC and attack, and a +4 bonus to stealth

**Speed (55 RP):** 140 ft base speed

​**Languages (-1 RP):** Cottontails begin play understanding Sylvan. Cottontails with high Int may choose Common, Elven, Treant, Infernal, or Abyssal.

**Mute (-2 RP):** Cottontails cannot communicate verbally or cast spells with a verbal component. The race can still understand languages normally and can communicate in other ways, such as writing, sign language, or a code of grunts and clicks. Another creature not familiar with a special kind of communication cannot communicate effectively without making a DC 10 linguistics or sense motive check for basic ideas, or DC 20 for more complex ideas.

**Light Blindness (-2 RP):** Cottontails are blinded the first round they are in bright light and dazzled on subsequent rounds.

**Negative Charge (-1 RP):** Cottontails treat positive and negative energy as if they were undead

**Frailty (-16 RP):** Cottontails take 100% more (double) damage when they take fire, cold, acid, or electric damage

**Frightful (-1 RP):** Cottontails take a -2 penalty against fear effects

**Weak (-2 RP):** Cottontails add only 1/2 their Str modifier on attacks, and only their Str modifier on two-handed attacks.

**No Hands (-4 RP):** Cottontails have no hands, and thus are considered to not be proficient with any weapon other than natural attacks and unarmed strikes, and may not be able to use some weapons at all. In addition, they have a -4 penalty on Disable Device checks and any checks that require fine motor skills. Finally, they cannot equip hand slot magic items (but may still equip slightly modified rings).

**Quadreped (2 RP):** Cottontails have four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed
Chronian

**Chronian (34 RP)**

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

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

**Size (0 RP):** Medium

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

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

**Immortal (1 RP):** Chronians age normally until they reach adulthood (at roughly the same rate of humans) at which point they no longer age naturally and cannot die of old age (except by their racial abilities, see below). Spells and effects that cause aging affect a member of this race as normal.

**Infinite Possibilities (5 RP):** Chronians are known for travelling to alternate timelines and meeting alternate selves. Each Chronian picks two skills. They gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the member of this race actually takes.

**Step through Time (8 RP):** Chronians may cast Dimension Door at will.

**Aging Assault (2 RP)**: Once per day as a swift action, a Chronian can call on the power of time to shroud its arms with destructive aging force. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of disintegration damage. This lasts for 1 round per character level. The Chronian may end the effect early as a free action. By taking one Strength drain and aging one year, they may use this ability an additional time per day, to a maximum number of times per day equal to half their character level​

**Causality Enforcement (2 RP):** A chronian may, 3 times per day, roll a d20 twice and take whichever result it would like. Uses of this can be combined, allowing for up to 4 d20 rolls on a single check once per day. By taking one Dexterity drain and aging one year, they may use this ability an additional time per day, to a maximum number of times per day equal to their character level.

**Accelerated (10 RP):** Chronians gain Improved Initiative and Dodge as bonus feats and may cast Haste at will.

**Ebb and Flow (4 RP):** Once per day, a Chronian may increase or decrease the duration of any effect by 50%. By taking one Constitution drain and aging one year, they may use this ability an additional time per day, to a maximum number of times per day equal to half their character level. While Chronians are immortal, they can die from using this ability. For this purpose, consider their lifetimes as if they were human (They reach maturity at 15 years old, adulthood at 15+2d6 years, middle age at 35 years, old age at 53 years, venerable age at 70 years, and have a maximum lifespan of 70+2d20 years).

### Half-Breed Rules:

Dominant: lose Accelerated and Step Through Time (-18 RP)

Non-Dominant: gain Causality Enforcement, Ebb and Flow, Aging Assault, Immortal, Infinite Possibilities, and Bonus feats Improved Initiative and Dodge (+18 RP)
Charged Energy Blast

**School:** Evocation; **Level** Cleric/Oracle 7, Magus 5, Sorcerer/Wizard 7

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Range** see text

**Area** see text

**Duration** up to 1 round/caster level

**Saving Throw** Ref half; **Spell Resistance** yes

DESCRIPTION

This spell has four forms, all of which have a base damage of 10d6+1d6 per round charged. You may spend a full round action after your casting of this spell to charge it. You may also hold the charge of this spell as if it were a touch spell.

* Ranged Touch: Make a ranged touch attack against a single target within 60 ft. A creature that fails their save is also blinded and stunned for one round. It is treated as a ray for the purposes of weapon focus and the like.
* 30 ft line: All creatures in the line must make the save. This adds 3d6+ your casting modifier to the damage it deals.
* 60 ft line: All creatures in the line must make the save. This adds your casting modifier to the damage it deals.
* 120 ft line: All creatures in the line must make the save.
Genius Child (T3)

## Titles

### Shuckle

* Armoured Shell (Shuckle 3)- Ignore Armor restriction for class features, 1 minute per level Standard action
* Inherent Defence (Shuckle 6)- Select single AC bonus type to be an Untyped bonus, such as Natural armor, allowing it to stack with another of the same kind. Could also be used for Mage Armor spell, Shield spells, etc. Can be used multiple times, selecting new source each time. Standard action, 1 round/level
* Impenetrable Matrioshka (Shuckle 9)- Able to wear an additional set of armor/ 4 levels, as if using nesting doll feat, and increases the duration by 1 round/level

### Warvold

* Singular Normal Punch (Warvold 3rd)- 1 round/level, add your relevant modifier to attack and damage with unarmed strike.
* Hero for Fun (Warvold 6th)- 1 round/level, may combine vital strike with devastating blow. If making a full attack, may expend 2 ki per attack to make them all vital strikes or devastating blows, or 5 per attack to make each both.
* Serious Punch (Warvold 9th)- As a full-round action, make a single attack against a creature within reach. This can be a devastating blow and a vital strike. This deals critical damage +1d6/level (max 20d6). For every attack you could have made this round beyond the first, you add your relevant modifier to damage again. Finally, creatures are treated as objects for abilities you have that deal extra damage to objects.

## Parody Stuff

Cloe: America Chavez, Static, Killer 7

Shuckle: Luke Cage, Cyborg,

Lapis: Corvo Attano, Starfire,

Oxrush: Every Spider-Man, Every Robin,

Warvold: One-Punch Man, Superboy,

Thomas: Pain, Beast Boy, Kingpin, Judge Dredd,

Borye: Khonshu, Bill Cipher,
Jessica's Glorious Counter

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

CASTING

**Casting Time** 1 immediate action

**Components** S

EFFECT

**Range** self only

**Target** self

**Duration** instantaneous

DESCRIPTION

This spell creates an ultimate defensive counter-strike. Whenever you are targeted by a creature for an attack or spell, you may cast this spell. First, it completely negates all effects on you. Second, you may  immediately move up to your speed and make an attack against the creature who targeted you as long as they are within your reach (if using a melee attack) or if they are within the first range increment (for a ranged attack). This attack is treated as a charge if it would be beneficial to you, and may be a vital strike or other attack requiring a standard action, such as a spell that deals damage. Additionally, you add 1d6 per 4 levels to the attack and your attack is treated as a Vorpal and Epic weapon.
Dead Weight

**School:** Transmutation [Choromancy]; **Level** Bard 1, Cleric/Oracle 2, Psychic 2, Sorcerer/Wizard 2

CASTING

**Casting Time** Standard action

**Components** V, S,

EFFECT

**Range** touch

**Target** item touched

**Duration** 10 minutes/ level

**Saving Throw** none; **Spell Resistance** yes (harmless)

DESCRIPTION

Touching the item and imbuing it with magical energy, It's weight condenses on itself, making it far heavier. Items touched have their overall weight multiplied by 4 for carrying purposes. If used on a one handed weapon, the weapon becomes a 2-handed weapon for the duration of this spell.

Dead Weight counters Lighten Load
Deva

**Deva (35 RP)**

**Type (10 RP):** Dragon

**Ability Scores (4 RP):** +6 Str, +2 Wis, -2 Dex, -2 Cha

**Size (7 RP):** Large, thus take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet.

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

**Languages (0 RP):** Deva begin play speaking Common.

**Dark and Low-light vision (0 RP):** Deva have Darkvision and Low-light vision.

**Emissary (1 RP):** Once per day, a deva can roll twice when making a Bluff or Diplomacy check and take the better roll.

**Natural Armor (2 RP):** Deva have a +1 natural armor bonus to their Armor Class.

**Ancient Foe (3 RP):** Deva have a +2 dodge bonus to AC against aberrations and a +2 racial bonus on combat maneuver checks made to grapple aberrations.

**Bite (1 RP):** Deva have a bite primary natural attack that deals 1d6 damage.

**Multi-armed form (8 RP):** Deva possess four arms. A deva can wield multiple weapons, but only one hand is her primary hand, and all others are off hands. She can also use her hands for other purposes that require free hands.

**Prehensile Tail (2 RP):** Deva have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

**Elemental Vulnerability (-2 RP):** Deva have vulnerability to Sonic as the vibrations can be mentally crippling to them.

### Half-Breed Rules:

Dominant: Lose Prehensile tail and Ancient Foe (-5 RP)

Non-Dominant: Gain Bite, Natural Armor, and emissary (+4 RP)
Angara

**Angara (16 RP)**

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

**Ability Scores (2 RP):** +2 Con, +2 Cha

**Size (0 RP):** Medium

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

**Languages (-1 RP):** Angara begin play speaking Shelesh. Angara with high Int can choose from Interlac, .

**Bio-Electric Field Manipulation (7 RP):** Angara deal +1d6 electric damage whenever they strike a foe with a natural attack, unarmed strike, or melee weapon. Once per day as a swift action, an Angara can manipulate its Bio-electric field further. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of electric damage. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

**Void Resistance (7 RP):** Angara gain resistance 10 to Cold and Electric damage.

**Bio-Electric Recharge (3 RP):** Angara gain fast healing 2 for 1 round anytime they take electricity damage (whether or not this electricity damage overcomes their electricity resistance, if any).

**Sunlight Dependent (-2 RP)** Angara require at least an hour of exposure to sunlight each day to stay healthy. Every 24 hours an Angara spends without being exposed to sunlight, it must succeed at a DC 20 Will save or take 1 point of Strength drain.

### Half-Breed Rules:

Dominant: Lose Void Resistance (-7 RP)

Non-Dominant: Gain Bio-electric field manipulation (+7 RP)
Blood Skin

***Blood Skin***

**School:** Necromancy; **Level** Vampire 8 (4, 3, 2)

CASTING

**Casting Time** Standard Action

**Components** V, S, M (a sliver from a waterskin that held blood)

EFFECT

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

**Target** one creature

**Duration** see text

**Saving Throw** Fortitude partial (see text); **Spell Resistance** yes

DESCRIPTION

This spell draws blood from a victim in the form of a red mist, which condenses into a stream of fluid and is then stored in a magically created flask made of human epidermis. The bloodskin is warm to the touch, ruddy in complexion with small veins crisscrossing its surface, and pulsates mildly. Blood is drained from a victim at the casting vampire’s normal rate (typically 1d4 points of Constitution per round) for up to one round per caster level, and can be stored within the bloodskin as sustenance for 1 day per level of the caster. The creature is given a fortitude save at the beginning of each round after the first to end this effect. Once drained, or when the spell’s duration expires (whichever comes first), the bloodskin quickly rots into a foul, maggot-infested blob of meat.
Batfolk

**Batfolk (10 RP)**

Batfolk are small, cute, and clumsy. They tend to bump into things and scare people unintentionally, but are all-around pleasant creatures.

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

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

**Size (0 RP):** Small, and suffer a -1 penalty to CMB and CMD, but gain a +1 AC and attack, and a +4 bonus to stealth

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

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

**Darkvision:** Batfolk have darkvision to a range of 60 ft

**Light Blindness (-2 RP):** Abrupt exposure to bright light blinds Batfolk for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

**Echolocation (4 RP):** Batfolk have Blindsense to a range of 30 ft as long as they can speak.

**Gliding Wings (3 RP):** Batfolk take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, Batfolk can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A Batfolk cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a Batfolk to rise, it can take advantage of the updraft to increase the distance it can glide.

**Shadow Blending (1 RP):** Batfolk in dim light have a 50% miss chance instead of the normal 20% miss chance. This does not grant total concealment, it just increases the miss chance.

**Shady (1 RP):** Batfolk increase their miss chance by 5% when they have concealment or total concealment.

**Greater Swarming (3 RP):** Batfolk are used to living and fighting communally with one another. Up to four Batfolk can share the same square at the same time. If two Batfolk that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. The flanking bonus increases by an additional +1 per additional Batfolk that targets the same creature. Alternatively, two Batfolk may target two separate creatures each to gain the normal benefits of flanking.

### Half-Breed Rules:

Dominant: Lose Echolocation (-4 RP)

Non-Dominant: gain Greater Swarming and Shadow Blending (+4 RP)
Gang Member

**Alignment:** Any

**Hit Die:** d10

**Class Skills:** 2+ Int mod. Acrobatics, Appraise, Athletics, Bluff, Diplomacy, Disable Device, Escape Artist, Initiative, Intimidate, Knowledge (Occult and 2 other of choice), Perception, Sleight of Hand, Sense Motive, Stealth.

**Role:** The Gang Member is generally a front of the lines fighter that uses a mix of tactics in order to beat their oponents.

**Proficiencies:**  light armor, all simple and martial weapons, and firearms.

**Bonus Feat:** At 1st level, 2nd level, and every two levels thereafter you gain a bonus feat that you meet the prerequisites for. This must be a Combat feat. Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a Gang Member can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Gang Member loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A Gang Member can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

**Gang Benefit:** At first level, you select the Gang that you become affiliated with from the list of Gangs, which grants you a unique benefit. At third level, and every other level thereafter, you can select a new Gang benefit. There are gang benefits that are available to all gang members, and each Gang also has its own list of unique Gang Benefits that its members may select.

**Gang Leader:** At 20th level, you become the leader of the Gang you are affiliated with. This provides multiple benefits, including: extra followers?

List of Gangs:

* Bottle Street
* Brigmore Witches
* Butchers
* City Watch
* Cult of the Outsider
* Dead Eels
* Eternalists
* Eyeless
* Hatters
* Howlers
* Operators
* Overseers
* Parliament Street Cutters
* Regenters
* Roaring Boys
* Sisterhood of the Oracular Order
* Sixways
* Typhon
* Whalers
Inevitability

**School:** Necromancy [Chronomancy, Calculomancy]; **Level** Antipaladin 3, Bard 3, Cleric/Oracle 3, Druid 3, Inquisitor 3, Paladin 3, Necromancer 3

DESCRIPTION

This functions as shorten, but the duration is reduced by 1d8+2 and if it is the last interval, it is pushed to the next interval (minimum 1 round) in this order:

* Years
* Months
* Weeks
* Days
* Hours
* Minutes
* Rounds
Crumble

**School:** Necromancy (chronomancy); **Level** Antipaladin 1, Cleric/Oracle 1, Sorcerer/Wizard 1, Witch 1, Necromancer 1

CASTING

**Casting Time** Standard action

**Components** V, S,

EFFECT

**Range** Close (25 ft. +5 ft/ level)

**Area** one 5 ft square/ 3 levels

**Duration** instantaneous

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

DESCRIPTION

You target a single 5 ft square plus another square/ 3 caster levels (max 30 ft square at level 15). The area is treated as rough terrain, and any creatures in the area must make a reflex save or be knocked prone. If you target a structure such as a ceiling or doorway, creatures beneath it are given a reflex save to avoid taking 1d6 damage plus the caster's relevant modifier.
Approximate

**School:** Divination [Calculomancy]; **Level** Alchemist 1, Bard 1, Occultist 1, Psychic 1, Sorcerer/Wizard 1

CASTING

**Casting Time** Standard action

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

EFFECT

**Range** Medium (100 ft. + 10 ft/ level)

**Area** one 10 ft. cube / caster level

**Duration** instantaneous

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

DESCRIPTION

This spell allows you to determine the approximate number of a specific item within the given area. Select a single item or creature, such as grains of rice, gold coins, or members of an army. You learn the amount of that thing contained within the area to the nearest decimal place it contains (if there are 372 coins, you approximate 400. If there are 12,145 grains of sand, you approximate 10,000). This spell does not account for anything outside the area of the spell. For every 5 caster levels you possess, this becomes a single decimal place more precise.
Coup De Grace Feats

***\*Improved Coup de Grace:***

Prerequisites: BAB +5

Benefit: Your Coup de Grace attempts no longer provoke attacks of opportunity. In addition, you can make a Coup de Grace as a standard action.

***\*Brutal Coup de Grace:***

Prerequisites: BAB +5, Improved Coup de Grace, Strength 16

Benefit: Your Coup de Grace attempts deal an additional 2 damage per character level.

***\*Greater Coup de Grace:***

Prerequisites: BAB +10, Improved Coup de Grace

Benefit: You can also make Coup de Grace attempts against Cowering or Stunned opponents. You can make a Coup de Grace as a move action.

***\*Superior Coup de Grace:***

Prerequisites: BAB +15, Improved Coup de Grace, Greater Coup de Grace

Benefit: You may make a Coup de Grace attempt as a swift action. Your damage on Coup de Grace attempts is always maximized.

***\*Precise Coup de Grace:***

Prerequisites: BAB +17, Improved Coup de Grace, Greater Coup de Grace, Superior Coup de Grace

Benefit: You can attempt a Coup de Grace even against creatures that are immune to critical hits or precision damage.
Blood Scent

***Blood Scent***

**School:** Transmutation; **Level** Vampire 4 (2, 2, 1)

CASTING

**Casting Time** Standard Action

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 10 minutes/ level

DESCRIPTION

You enhance your vampiric sense of smell, gaining the Scent universal monster ability; any creature that has blood is considered a strong scent and creatures with blood that are taking bleed damage or are at half their maximum hit points or less are considered overpowering scents. You also gain a +10 bonus to survival and perception checks to detect and track creatures below their maximum hitpoints that have blood.
Heretic's Wrath

**Evil Dead:** When reduced to zero hit points or less (other than by a called shot to the head), make a Fortitude save DC= the ammount of damage you took. If you succeed, you remain at one hit point

**Night of the Living Dead:** Your type becomes Undead. If your Con score is higher than your Cha score, switch them before you apply this.

**28 Days Later:** You gain a +2 bonus to Fort saves per Undead ally within 60 ft of you.

**World War Z:** You can share your space with up to three Undead allies. You gain a +2 bonus to Str and Cha per Undead within 30 ft. This bonus increases to +4 if it is an Undead ally and is sharing your space.

**I am Legend:** Gain Scent. The range is doubled for creatures with less than 50% hit points left or creatures under fear effects

**Pet Semetary:** As a full round action, you may consume a corpse or a restrained creature. You heal 1d8 per Hit Dice of the creature.

**Resident Evil:** You are immune to critical hits and precision damage unless it is a called shot to the head.
Chaos Points

## The Chaos Pool

In the Dishonored setting or games that utilize the dishonored homebrew content, there is an optional rule system called Chaos points.

The total number of points of chaos is kept track of in a Chaos pool, which is controlled by the GM. The chaos pool begins each adventure (or arc of an adventure) with 2 points in it per player character. This may be increased to 4 in high stakes or chaotic situations or reduced to 1 in more calmer or casual scenarios.

The knowledge of the total number of points in the chaos pool at any given time should be available to all players, and can be tracked with physical tokens.

## Generating Chaos

When a player is making any d20 roll, they may elect to generate a point of chaos to roll an additional d20 and choose whichever they prefer. You may generate chaos up to 3 times in this way per roll. The second added d20 generates 2 chaos (for a total of 3) and the third generates 3 (for a total of 6).

When a player suffers a negative effect, they may generate chaos to avoid the effect with the GM's permission. The amount of chaos generated is up to the GM, between 1-5 based on the severity of the negative effect. Use the table below as a general guideline.

 Contract a disease or be poisoned
 Be stunned, blinded, or take ability damage
 Lose sanity or gain negative levels
 Gain a corruption or take ability drain

Finally, taking particularly reckless, dangerous, or violent actions can generate chaos, at the GM's discretion. If an action a player wants to take will generate chaos, the GM should tell them beforehand if and how much it is likely to generate (again, generally 1-5 depending on how serious the outcome would be) and give them the option to continue or change course. With more spontaneous or lower-stakes actions, the GM may award chaos without a prior warning. For example, cheating at cards may generate 1 chaos, fighting in the streets may generate 2 chaos, extorting people may generate 3 chaos, kidnapping a noble may generate 4 chaos, and wanton murder may generate 5 chaos.

## Spending Chaos

The GM may spend points of chaos at any time to cause certain events to happen or others to fail. The maximum amount of Chaos the GM can spend on a single action or effect is 6.

The GM may spend a point of chaos when a character antagonistic to the players makes a d20 roll. They succeed on the roll.

The GM may spend a point of chaos whenever a player has to make a d20 roll. They fail the roll. Abilities that allow re-rolling can be used, however the GM may spend another point to cause the re-roll to fail as well.

The GM may spend chaos to cause a negative effect on a player to be worsened. This can take many forms, such as causing ability damage to be increased by 1 die step by point of chaos spent, or increase the duration of a negative effect by 1 increment (rounds, minutes, days, or however long the effect was measured). The GM could also spend 2 points of chaos per step to worsen a condition, such as causing Fatigue to become Exhaustion or spending 6 points of chaos to make a shaken character become Cowering.
Bootstrap Pact

**Bootstrap Pact:**

**Alignment:** Any

**Bonus Language:** Choose one

**Bonus Skill:** Knowledge (History)

**Pact Sacrifice:** Time: you have sworn yourself to a future version of yourself, swearing to follow orders as needed to ensure you gain your powers. Every level, you must perform a task set out by your patron (see Tasks in Warlock Class).

**Pact Boons:** At 2nd level a warlock who formed a Bootstrap pact is mastering the arts of time manipulation. At 2nd level, they gain a +2 bonus to Intelligence. Additionally, any time-based abilities from other classes are now Intelligence based.

    At 6th level the warlock adds his Int mod as a circumstance bonus to initiative checks.

   At 10th level the Warlock gains a +4 bonus to Knowledge (History) checks. They also gain a specific magic item that will aid them in the future (GM discretion, perhaps a future quest item).

   At 14th level the warlock adds his intelligence modifier as a circumstance bonus to AC

   At 18th level the warlock gains a specific lesser artifact (GM discretion, recommended a Mk. I Chronosuit).

**Pact Apotheosis:** The warlock's quest toward temporal mastery has come full circle. His patron asks him for one final task: to complete the cycle by training his past self. The warlock is immune to aging but continues to accrue the benefits of old age without the penalties. Finally, you gain a Scepter of Ages.

Least: 1st;

You gain Temporal Historian as a bonus feat. All of your Warlock abilities that are normally charisma based are now Intelligence based.

**Peer into Possibilities:**

Lesser: 3rd or higher;

You grow more comfortable viewing the future, making your decisions quicker and easier. You can cast augury at will. At 8th level you may cast Divination.

   At 12th level you may cast Temporal Divergence 3 times per day, and at 16th you may also cast Foresight once per day.

**Untethered:**

Greater: 5th or 7th;

Through the teachings of your future self, you have become slightly out of the temporal phase. You are constantly under a Haste effect.

At 14th level, you may cast Elude Time a number of times per day equal to your Int mod.  At 18th level, you may cast Time Stop 3 times per day.

**The Constant C:**

Dark: 9th;

You can harness the flow of time itself, placing yourself in a temporal loop. Any time that you would regain spells if you were a caster, you are treated as having cast Akashic Form. If you are killed, another you from a previous point in time appears to take your place.
Dohvakiin Hammer

The Dohvakiin Hammer is a +1 Bodyfeeder, Mindfeeder, Soulfeeder warhammer. It is a two handed weapon that deals 1d10 damage with a x3 crit.

Each attack has a 50% chance of also being enchanted with Flaming, Shock, and/or frost (rolled separately for each.) Wielding the weapon grants 3 bonus combat feats that must follow a theme (selected by GM) as well as the Experimental Spellcaster feat 3 times (granting all target words and Boost, as well as Force Blast, Unmake, Toss, and Fall). If a creature is slain by this weapon, it is immediately effected by Trap the Soul.
Half-Breed Rules

Do you want to play a character with a Dwarf mom and a Gnome dad? Well now, it's much easier to make half-breed races by simply adding and removing traits from the parent races. The half breed is essentially a racial archetype.

Select two parents for the race. The one with the higher RP is considered the Dominant parent and the other the non-dominant parent. The maximum RP of a half-breed may not exceed the RP of the Dominant parent, but is often less than that. A Half-breed counts as both its parent races for the purposes of feats, spells, and abilities.

Each custom race will have rules for using them with the half breed race archetype listed on their race page. Some races grant abilities they don't actually have when they are the non-dominant parent, which reflect a lesser ability the base race may have (such as humans granting Skill Focus as a static feat, rather than gaining Skilled and a flexible feat)

If a race that has xenophobic gains linguist or vice versa, they cancel and have the standard language. If a race that has slow gains fast or vice versa, they cancel and have standard speed. If the Size of the two parents are within a step of each other, the dominant parent size is used. If they are more than one step apart, split the difference, with ties leaning towards the dominant parent (so if a small and huge creature have a half-breed, the result would be large if the huge parent is dominant or medium if the small parent is dominant).

Finally, ability score bonuses are determined in the following way: You gain the ability score changes of the dominant parent. If a dominant parent has a penalty to an ability score, and the non-dominant parent has an equal or greater bonus, the penalty is negated, but no remainder is gained.

There are also a number of feats using these rules found on the Optional Rules Feats page.

### **Dwarf** (11 RP):

D: lose defensive training, hatred, and weapon familiarity (-4 RP)

N: gain greed, stonecutting, stability (+3 RP)

**Elf** (10 RP):

D: lose elf magic and weapon familiarity (-5 RP)

N: gain elven immunity and skill bonus (+4 RP)

**Gnome** (10 RP):

D: lose gnome magic, hatred, defensive training, and weapon familiarity (-5 RP)

N: gain illusion resistance and skill bonuses (+5 RP)

**Halfling** (9 RP)

D: lose weapon familiarity and two of their skill bonuses (-5 RP)

N: gain fearless, lucky, and one of the skill bonuses

**Human** (9 RP): humans are exceptions to the rule for the Half-breed race archetype. They are never the dominant parent. They add their non-dominant traits even if this would increase the RP of the offspring beyond the dominant parent's.

N: gain Skill focus as static bonus feat,  Human Heritage abilty score bonus (+2 to any one score), Linguist, and Multitalented (+5 RP)
Extraplanar Sense

**School:** Transmutation [Choromancy]; **Level** Cleric/Oracle 4, Psychic 4, Sorcerer/Wizard 4

CASTING

**Casting Time** 1 round

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 1 round/ level

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

DESCRIPTION

While this spell is active, you gain the Blindsense ability out to 30 feet. This blindsense ability does not function for creatures or objects within the material plane, however upon casting this spell you must select one of the following overlapping planes of existence. Ethereal, Shadow, Fire, Water, Earth, Wind, Negative, Positive, or Astral. This allows you to sense and view creatures in that plane of existence as if you were standing in an area of that plane relative to your location in the material plane. If you shift planes while this is active, it still works so long as the plane is connected or overlapping to the one you're currently in. If you travel to the plane you're viewing, the spell switches to allow your blindsense to function on the plane you had previously been on.
Invoke Sire

***Invoke Sire***

**School:** Divination; **Level** Vampire 4 (2, 2, 1)

CASTING

**Casting Time** 1 minute

**Components** V, S

EFFECT

**Range** Unlimited

**Target** Self and Target Vampire

**Duration** 1 round plus 1 additional round/4 levels

**Saving Throw** Will negates (Harmless); **Spell Resistance** no

DESCRIPTION

You enter a meditative state in order to probe the mind of the vampire (or other creature) that spawned or turned you in the first place. During this time you are still vaguely aware of your surroundings, taking a -10 penalty to perception checks and cannot take any actions. This spell automatically fails if your siring vampire is dead, but it informs you of this. Your sire may make a will save to resist the initial effect, as well as every round to end the effect early.

You may ask your sire for advice in your current situation for the best course of action, or ask for the answers to specific questions. Your sire is under no magical compulsion to answer truthfully (or at all), and is limited to its own beliefs and knowledge in its answers. Your DM may require you to make diplomacy checks to coax answers from your sire, depending on the terms of your relationship with them.

You may end this spell early and doing so costs no action.