recursal/Fanatic-Fandom huggingface dataset:
Synapse Overload (5e)

**Synapse Overload**

*5th-level enchantment*

**Casting Time:** 1 action

**Range:** 120 ft

**Target:** Up to 6 creatures within range

**Components:** V, S

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

You flood the minds of creatures, overstimulating their neurons causing them to falter. Each target must succeed on a Wisdom saving throw or take 5d6 psychic damage and be affected by this spell for the duration. A creature with an Intelligence of 2 or lower is unaffected. Creatures that succeed on their save take half damage.

An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. At the start of each of an affected creature's turns, it takes 1d6 psychic damage.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
New Rules

A place to find information about all the new Homebrew and House Rules!

Chaos Points

Damage Types

Damage Steps

Divinity Score

Divine Interventions

Epic Magic Items

Factions

* Faction Templates

Half-Breed Rules

Kaiju Combat Simulations

Klyntar in your games

Luck

Overload

Permanency Additions

Point-Buy Chart

Race Builder Additions

Reincarnation

Sanity and Madness

Size Categories and Bonuses

Special Abilities

Special Materials

Techniques

* Technique slots by class
* Technique List

Time Stop Levels

Titles

* Custom Titles

Wearing Constructs as Armor

Misc Other Houserules
Starhunter's Timepiece (T3)

## Starhunter's Timepiece

This artifact is able to be worn in either the Amulet or Wrist slot to grant its benefits. Once per day, you may use it to cast any Time based spell or technique of a level you can cast without expending a spell slot. This cannot be modified with metamagic or other abilities.

If the item is damaged, it returns to full hp whenever you prepare spells. It has a pool of 4 Chrono Charges. So long as there is at least 1 charge in the pool, you gain a +2 bonus to Knowledge History checks and a +1 insight bonus to AC. At 5, 10, 15, and 20 HD these increase by +2 and +1 respectively (max +10 and +5 at 20 HD)

By spending one of these charges, you can accomplish one of several effects. This is a swift action to activate unless stated otherwise. Any ability they have that is based on these charges has a save DC of 10+ half your HD+ Int modifier.

* As an immediate action, you can move 10 feet in any direction. This increases by 5 feet/ 2 HD you have.
* You can add the insight bonus to your attack rolls for 10 minutes per 2 HD you possess.
* Cast the spell Haste or Slow. This lasts for 1 round/ 2 HD. If this spell is cast on yourself it is a swift action to cast.
* Cast the spell Ally across time, this lasts for 1 round/ 2 HD

Once per day, you may enter a heightened state of mind by slowing time called Chronocognition. This is a standard action that lasts 1 round/level. During this time, you gain a +2 bonus to all d20 rolls. You may end this effect early to add 3+your HD to a D20 roll. At 10 and 20 HD, you may use this an additional time per day.

You may also use a Standard action to twist the hourglass and transform yourself using temporal energy. This transformation lasts for 1 minute+1 additional minute/HD you possess. You may end a transformation early as a free action. After a transformation ends, you may not transform again for an equal amount of time. If you are reduced to 0 HP while transformed, you automatically revert to your original form.

Transformations, and what they grant, listed below:
Preemptive Action

**School:** Divination [Chronomancy]; **Level** Cleric/Oracle 4, Magus 3, Mesmerist 3, Psychic 4, Shaman 4, Sorcerer/Wizard 4, Witch 4

CASTING

**Casting Time** 1 minute

**Components** V, S, M (A spyglass)

EFFECT

**Range** Self only

**Target** self

**Duration** 1 hour (D)

**Saving Throw** None; **Spell Resistance** no

DESCRIPTION

Once, at any point before the duration of this spell ends, you may discharge this spell to cast any spell that has a casting time of one round or less as if you had readied your action to cast it.
Skills

* Changes to Knowledge Skills
* Mythos Skill
* Athletics (Str): Climb, Swim, and the jumping portion of Acrobatics have been rolled into Athletics. Athletics is a class skill for any class that had climb or swim as a class skill.
* Initiative (Dex): Now a skill you can put ranks in. Initiative is a class skill for any class that has Good reflex saves or proficiency with all martial weapons.
* Drive/Ride (Dex): Drive is a new skill combined with ride that functions the same but also governs land and sea vehicles. Fly is used for flying vehicles.
* Use Computer (Int): For hacking, defending against viruses, and using computers in general.
Morleyan

Morleyans are known for being bulky and tall, and having an impressive army. They gain a +2 bonus to Str.

Morleyans gain a +1 dodge bonus to AC and a +1 bonus to attack rolls when fighting other people. They also gain a +1 natural armor bonus to AC. Finally, they may select 2 weapons of their choice to be proficient with regardless of their class.
Vampiric Touch, Improved

**Vampiric Touch, Improved**

School necromancy; Level antipaladin 4, magus 5, necromancer 5, psychic 5, sorcerer/wizard 5, spiritualist 5, witch 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Target living creature touched

Duration instantaneous/1 hour; see text

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell functions as Vampiric Touch, except it deals 1d6 damage per caster level (maximum 20d6).

~~~~~~~~~

**Vampiric Touch, Greater**

School necromancy; Level necromancer 7, psychic 7, sorcerer/wizard 7, witch 7

This spell functions as Vampiric Touch, except it deals 2d6 damage per caster level (maximum 40d6).

~~~~~~~~~

**Vampiric Feast**

School necromancy; Level necromancer 9, psychic 9, sorcerer/wizard 9, witch 9

Range self

Targets one or more living creatures

Area 30 ft radius centered on caster

Saving throw fortitude half

This spell functions as Vampiric Touch, except as noted above.
MD Voltage

**School** **Conjuration**; **Level** Mountain Dew Domain 5

CASTING

**Casting Time** 1 standard action

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

EFFECT

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

**Area** 20 foot burst

**Duration** instantaneous

**Saving Throw** Reflex halves, fortitude partial; **Spell Resistance** yes

DESCRIPTION

Creatures caught within the Voltage must make a reflex save for half damage. This deals 1d8 lightning damage per level (Max 15d8). Creatures effected must also make a fortitude saving throw to avoid being stunned for one round.
Merlinisapien

**Merlinisapien** **(39 RP)**

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

**Ability Scores (0 RP):** +2 Dex, +2 Wis, -2 Con

**Size (0 RP):** Medium

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

**Languages (0 RP):** Merlinisapiens begin play speaking Merlini. Merlinisapiens with high Int may select

**Full-Spectrum Sight (10 RP):** Merlinisapiens have the See in Darkness trait and have See Invisibility as a constant spell-like ability.

**Slippery (2 RP):** Merlinisapiens are naturally slippery, and have a +4 bonus to CMD against grapple checks.

**Mimetic Skin (8 RP):** Merlinisapiens may cast Invisibility on themselves at-will and may cast Greater Invisibility on themselves 1/day.

**Amazing Camouflage (16 RP):** Merlinisapiens gain a +6 racial bonus to stealth. Additionally, each Merlinisapien selects a single terrain as per the ranger favoured terrain class feature. Their Racial bonus to stealth is increased by +4 in this terrain. Perception and Stealth are always class skills for Merlinisapiens. They reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). Finally, at 1st, Merlinisapiens gain Stealthy and Skill Focus (Stealth) as bonus feats.

### Half-Breed Rules:

Dominant: Full-Spectrum sight becomes Darkvision 60 ft (-8 RP)

Non-Dominant: Gain ability to cast invisibility on themselves at will and +2 racial bonus to stealth (+6 RP)
Okkan

**Okkan (43 RP)**

Okkans are muscular, feline humanoids who crave battle and seek worthy opponents.

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

**Ability Scores (12 RP):** +4 Str, +4 Dex, +6 Con, +6 Wis

**Size (0 RP):** Medium

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

**Languages (0RP):** Okkans begin play speaking Okkan. Okkans with high Int may choose Common, Intergalactic,

**Darkvision:** Okkans possess darkvision out to 60 feet.

**Extreme Warrior Race (8 RP):** Okkans gain a +2 bonus to attack and damage rolls, and gain a bonus combat feat of their choice at level 1.

**Quick Reactions (2 RP)**: Okkans receive Improved Initiative as a bonus feat.

**Frenzy (2 RP)**: Once per day, whenever an Okkan takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

**Weapons Experts (8 RP)**: Okkans are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords). Additionally, Okkans may select any 4 weapons to gain proficiency with at 1st level.

**Worthy Opponent (4 RP):** Whenever an Okkan is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

**Ferocity (4 RP)**: Okkans gain the following extraordinary ability: If their hit points fall below 0 but they are not yet dead, they can continue to fight. If they do, they are staggered, and lose 1 hit point each round. They still die when their hit points reach a negative amount equal to their Constitution score.

### Half-Breed Rules:

Dominant: Lose Weapons Expert (-8 RP)

Non-Dominant: Gain Extreme Warrior Race (+8 RP)
Nebu Dunis

**Nebu Dunis** **(29 RP)**

**Type (12 RP):** Ooze

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

**Size (12 RP):** Huge, granting a -2 size penalty to AC and attack rolls, a +2 bonus to CMB and CMD, and a -8 penalty to stealth.

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

**Languages: (0 RP)** Nebu Duni begin play speaking Common and Nebu Dunis. Nebu Duni with high Int may select

**Ooze Traits:** Oozes are immune to paralysis, poison, polymorph effects, sleep effects, and stunning. Oozes eat and breathe, but do not sleep.

**Blindsense:** Nebu Duni have blindsense 30 ft.

**Granular Compression (2 RP):** Nebu Duni may move through spaces as if they were small sized without squeezing, or as if they were fine sized while squeezing.

### Half-Breed Rules:

Dominant: Lose Ooze Immunities (-12 RP)

Non-Dominant: Gain Blindsense and Granular Compression (+6 RP)
Polymorph/Viscosian

**Viscosian (Polymorph)** **(26 RP)**

*Note: The official name of this race is Polymorph, however they are referred to as Viscosians (named after their home planet) to avoid confusion with Polymorph effects in game.*

**Type (12 RP):** Ooze

**Ability Scores (1 RP):** +2 Str, +2 Con, -2 Int

**Size (0 RP):** Medium

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

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

**Ooze Traits:** Oozes are immune to paralysis, poison, polymorph effects, sleep effects, and stunning. Oozes eat and breathe, but do not sleep.

**Blindsense:** Viscosians have blindsense 30 ft.

**Gel Body (5 RP):** Viscosians have the Compression universal monster ability and DR 5/magic.

**Acid Immunity (4 RP):** Viscosians are immune to Acid damage.

**Regeneration (5 RP):** Viscosians have Regeneration 1/cold.

**Severe Cold Vulnerability (-4 RP):** Viscosians take 100% more (double) damage from cold.

**Slime Magic (3 RP):** Viscosians with a wisdom of 11 or higher gain the following spell-like abilities: at will— acid splash, bouncy body; 1/day— grease, corrosive touch. The DC for the spells is equal to 10 + the spell's level + the caster's Charisma modifier.

**Anti-gravity Projector (1 RP):** Viscosians possess an Anti-gravity projector (AC 20, Hardness 15) which they use to control their bodies and speak through. If they are separated from their Anti-gravity projector by 5 feet or more, they become paralyzed with no save until it is within their space again. They have a fly speed of 30 feet with clumsy maneuverability. A player controls the projector if it is separated from their body.

**Delicious (-1 RP)** Viscosians take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability. Viscosians come in many different flavors, which are often tied to their coloring.

### Half-Breed Rules:

Dominant: Lose DR from Gel Body (-4 RP)

Non-Dominant: Gain Slime Magic (+3 RP)
Mr. Meeseeks Box

**MR. MEESEEKS BOX**

**Aura:** strong conjuration; **CL** 20th

**Slot:** none; **Price:** 50,000 gold

*"I'm Mr. Meeseeks, look at me!"*

*"Mr Meeseeks, take out the trash."*

*"Can do!"*

**Description:** This small, 6-inch adamantine cube is covered in strange geometrical designs, and is topped with a mithral button. Pushing the button (a standard action) conjures a "Mr. Meeseeks" adjacent to the box in a blue puff of light smoke. Mr. Meeseeks is a magical effect akin to an unseen servant spell, except it appears as a naked, blue-skinned, agametic humanoid with little to no red head hair instead of as an invisible, shapeless force. Mr. Meeseeks serves its summoner to the best of its ability (as unseen servant) in a singular task as voiced aloud by its summoner upon its creation. Mr. Meeseeks can speak and understand up to three languages its summoner possesses. At the apparent completion of said task, Mr. Meeseeks immediately and happily vanishes in a puff of light blue smoke.

While aiding its summoner, Mr. Meeseeks' ability scores are all considered 14 (for the purposes of carrying things, manipulating objects, and making ability checks) and has a +10 modifier on all skill checks. It can exert force as a 100 lb. humanoid with 14 strength, but is still incapable of making attacks. As magical effects, Mr. Meeseeks cannot be killed or targeted by most effects, but they may be dispelled or disintegrated as though they were magical force effects. Though a Mr. Meeseeks can take the aid another action to help others in performing its chosen task, a Mr. Meeseeks cannot take the aid another action to help another Mr. Meeseeks. Such attempts automatically fail.

You can have any number of Mr. Meeseeks in existence at one time and there is no limit to how long they can serve you. However, the normally cheerful Mr. Meeseeks quickly grow increasingly frustrated with any task they are unable to complete quickly. There is a cummulative 1% chance at the end of each hour of existence that a Mr. Meeseeks will become homicidal and attempt to kill its summoner as well as anyone else who might try to prevent the completion of this new goal. They gain the stats and abilities of an unequipped savage mercenary with regeneration 5 (which nothing bypasses) and with none of the limitations of an unseen servant. They cease to exist upon completing this task, or upon completion of the original task. Every Mr. Meeseeks conjured after the first for the same task (or similar task, as adjudicated by the GM) increases this chance by 1% per hour, and all of the Mr. Meeseeks always become homicidal simultaneously. As magical effects, not true creatures, Mr. Meeseeks don't award any EXP for defeating them.

**CONSTRUCTION**

**Requirements:** Craft Wondrous Item, summon monster IX, unseen servant; Cost 25,000 gp
Lighten Load

**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 begins to fade away, making it far lighter. Items touched have their overall weight reduced by 1/2 for carrying purposes. If used on a one handed weapon, the weapon becomes a light weapon for the duration of this spell.

Lighten Load counters Dead Weight
Gallopelean

**Gallopelean** **(30 RP)**

**Type (30 RP):** Monstrous Humanoid

**Ability Scores (10 RP):** +4 Str, +4 Wis, +2 Dex

**Size (0 RP):** Medium

**Speed (1 RP):** 40 ft. base speed

**Languages (-1 RP):** Gallopeleans begin play speaking Gallopelean. Gallopeleans with high Int may select .

**Darkvision:** Gallopeleans have darkvision 60 ft.

**Claws (2 RP):** Gallopeleans have two claw attacks that deal 1d6 damage each.

**Powerful Unarmed Strikes (4 RP):** Gallopeleans gain Improved Unarmed Strike as a bonus feat and treat the damage they deal with Unarmed Strikes as if they were one size category larger.

**Combative (3 RP)**: Gallopeleans gain a bonus combat feat of their choice at first level.

**Delicious (-1 RP)** Gallopeleans take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.

**Fighting Spirit (3 RP):** Gallopeleans gain a +1 bonus to all attack and damage rolls.

**Prehensile Feet (6 RP)**: A Gallopelean's feet are considered free hands and can be used to retrieve items on their person as a swift action or to maintain a grapple. They gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.

### Half-Breed Rules:

Dominant: Lose Fighting Spirit and Combative (-6 RP)

Non-Dominant: Gain Claws and Powerful Unarmed Strikes (+6 RP)
Quasar

**School:** Evocation (Galactimancy) [Choromancy]; **Level** Sorcerer/Wizard 5

CASTING

**Casting Time** Standard action (or free action, see text)

**Components** V, S

EFFECT

**Range** 120 ft

**Area** 120 ft line

**Duration** instantaneous

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

DESCRIPTION

You shoot forth a beam of condensed plasma, dealing 1d6/2 levels of half fire, half electric damage to all creatures in the line (reflex save for half damage). This functions similarly to Lightning Bolt for the purposes of damaging barriers, except it can also melt metals with higher melting points, such as iron and steel.

If you cast this spell while under the effects of Accretion Disk, it is a free action and discharges that spell immediately. Instead of having its own effect, this spell enhances the effect provided by Accretion Disk. It increases the length of the line from Accretion Disk by 60 ft, the spell deals d10s, a failed save blinds creatures for 1 round, and you may choose for the damage it deals to be fire, electric, force, disintegration, or half of 2 of these.
Spears of Piercing Light

**School:** Evocation; **Level** Sorcerer/Wizard 8

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Effect** up to 1 spear/ 2 levels.

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

**Saving Throw** see text; **Spell Resistance** no

DESCRIPTION

This spell creates spears made of pure radiant energy that can be used in one of two ways, selected upon casting of this spell.

The first version functions as if they were dancing weapons, making one attack per round and possessing a move speed of 30 feet.

The second version can be used as a barrier, or to enhance a magic circle spell. This allows them to make attacks of opportunity and are treated as having a reach equal to the size of the magic circle or the barrier. The barrier is a 20 ft radius if not tied to a magic circle. If tied to a magic circle focused inward, you may cast this spell before the spell to bind a creature, either before or after dimensional anchor (if it is also being cast on the circle) as long as it is within one round of any/all of these spells.

Regardless of which is chosen, the bonus to it is equal to your CL+your casting modifier, and the damage is 1d8+casting modifier radiant damage. They crit on a 19-20. They can also be used to make trip, grapple, sunder, or reposition combat maneuvers. The base damage is increased by 1d8 per four caster levels you possess (max 10d8 at CL 40).
Merdene

## Titles

**Scourge of Time:** Your life was destroyed by time travelers, and you intend to return the favor. You automatically detect any time based spell or ability used within 120 feet of you as if using Greater Arcane Sight. Additionally, 1/day you may expend this title when a creature uses a time based ability or effect to replicate the effect at 1.5x power (for example, increasing the duration by 50%)

## Techniques

**Destroy Flux (Merdene 3rd)**

Standard to activate, lasts 1 round/level. You gain fast healing 1 while the technique is active. At any point you may trigger a nanite surge to gain a bonus to any d20 roll equal to 3+your HD. Triggering a nanite surge is an immediate action that ends this technique.

If you have the 6th level Technique “Kill the Timelines” active, your fast healing increases by 2 and you may use 1 additional nanite surge before the technique ends.

If you have the 9th level technique “Eat Assp” active, your fast healing increases by another 2 and you may use another additional nanite surge before the technique ends.

**Kill the Timelines (Merdene 6th)**

Standard to activate, lasts 1 round/level. While this technique is active, you add your relevant modifier to all saving throws against time-based abilities. If you have the 3rd level technique “Destroy Flux” active, this also applies to AC as a flat bonus. If you have the 9th level technique “Eat Assp” active, it also applies to attack and damage rolls made against any creature that has used a time-based ability since this technique has been active.

**Eat Assp (Merdene 9th)**

Standard to activate, lasts 1 round/2 levels. While this is active, you may attempt a Dispel Magic attempt on any time based ability that is activated within 30 feet of you. This is not an action, but may only be used once per round. If you have either the 3rd level technique “Destroy Flux” or the 6th level technique “Kill the Timelines” active, it instead functions as Greater Dispel magic and has a range of 60 feet. If you have both active, it has a range of 120 feet and functions as Mage’s Disjunction.
Negative Gem

**Negative Gem**

**Aura** strong evocation; **CL** 25th

**Slot** none; **Weight** --

The Negative Gem is one of eight Infinity Stones. It is black and white in colour. While in the possession of a creature and carried on their person, it grants the following abilities. Any save DCs are 10+1/2 your level+ your highest physical modifier.

* +8 Bonus to one physical ability score of your choice (chosen once set)
* You may cast at will Dispel Magic, Discharge, and Dispel Psionics
* You may cast five times per day Greater Dispel magic, Greater Discharge, and Greater Dispel Psionics
* You may cast three times per day each Antimagic Field, Antitech Field, and Null Psionics Field, or their mythic versions if you are mythic.
* You may cast once per day each Mage's Disjunction, Destroy Technology, and Unravel Psionics
* You gain a +10 bonus on all opposed checks (other than skill checks).
* There is a 25% chance that when you would be effected by dispel magic or similar effects that you are instead unaffected.
Special Abilities

A special ability can be virtually anything that fits a character well. Generally, they increase in some way with level.

Some generic examples are:

* add a single additional ability modifier to AC
* add a single additional ability modifier to HP
* add a single additional ability modifier to saving throws
* add a single additional ability modifier to a number of skills equal to half your level
* an untyped +2 bonus to all ability scores, increasing by +2 at 10th and 20th.
* an additional feat at first, tenth, and twentieth level.
* an additional attack in a full attack equal to half your level once per day
* gain +10 foot movement speed per two levels
* gaining a universal monster trait for one round per two levels
* gain immunity to one energy type per two levels for one minute
* gain a 1 per day spell like ability of a spell level every two levels (0 @1, 1@3, 2@5, 3@7, etc)
* gain some other unique or special ability.
Time Stop Levels

In certain circumstances, the effects of the Time Stop spell can be stacked on top of eachother, pushing you to the next "level" of time stop. Doing this grants you new rounds of time stop within each round you had of the previous.

For example, you cast time stop and gain 5 rounds of time stop. On the first round, you cast Time Stop again, pushing you to Time Stop Level II. You gain 3 rounds of time stop, meaning for each round remaining from your original casting, you gain 3 rounds instead. Casting it again and gaining 4 rounds, you enter Time Stop Level III and your number of rounds of timestop becomes 5 rounds for every round you had previously. This means you Have 5 rounds, then 15, then 60.

Time Stop Levels, with any differences noted:

* Level I: As the standard spell.
* Level II: As the standard spell, except everything is completely silent
* Level III: Everything becomes a black and white/greyscale. No colour can be seen. Everything is completely silent.
* Level IV: Movement appears to "lag" behind, as if the light itself is struggling to keep up with your movements. You will feel a movement happen and a few seconds later the world will shudder to catch up. Everything has a faint green-tinted sepia. You can hear shuffling coming from somewhere in the distance.
* Level V: Everything is in greenshift, such as looking through night vision goggles. Matter seems to dematerialize into pixelated sand and flow to its new point when moved. You can hear the background noise of the universe (here) faintly. The distant shuffling is closer.
* Level VI: Every surface exudes iridescent rainbow pulsations, which can disorient and cause headaches. The distant shuffling has gotten very close. Background noise of the universe is deafeningly loud.
* Level VII: Everything is pitch black, no form of vision can bypass this. Everything has a silver, faintly glowing outline. Everything is silent again. You can see shapes moving in incomprehensible, non-euclidean ways. There is a terrible sense of dread. Something is coming.
* Level VIII: Silent. Black. Nothing. No senses. Darkness. Something in the Darkness. Staring at you. Coming For you. Run. Escape. ESCAPE. Ĕ̸̳̞̞̬̻̩͚͚̖͂̆͑͂͆̌̎͘ͅS̴̼̝͉̗̺͖̰̰̅̋̆̍͐̊̓̓̈́͛͜Ç̵̱̪̬̞̫̝͔͚̺̲͓͂̌̆̄̈́̆͗̿̆̋̊̕͠͝Ā̷͎͓̣̳̲͚̪̦͉̫͑̏̍́͂̅̆͌̕͝P̵̨̡̜̝̙̭̫̣͋͗̐́̀̐̔Ę̸̨̰͎̭̤̩̠͖͖̎̊̊́̚̕ͅ.
* Level IX: You are viewing the curves of time as they circle in and out of various universes. They weave beautifully. You exist outside the Multiverse, viewing all multiverses in the omniverse as they weave, swell, quake, flow, crumble, begin, and end.
* Level X: The backrooms, which exist outside the omniverse, known by some as the Real State as it contains all omniverses. Occasionally, if a creature accidentally slips out of their reality, they will end up here.
Turian

**Turian (12 RP)**

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

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

**Size:** Medium

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

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

**Military Training (4 RP):** Turians are proficient with their choice of any 4 weapons, no matter the class they select. All Bows are considered a single weapon for these purposes.

**Claws (2 RP):** Turians possess 2 claws that deal 1d4+Str damage each.

**Radiation Resistant (2 RP):** Turians possess a +2 bonus on all saving throws against radiation and they have resistance 5 to any damage caused by radiation.

### Half-Breed Rules:

Dominant: Lose Military Training (-4 RP)

Non-Dominant: Gain Radiation Resistant (+2 RP)
Tall-boy (Prestige Class)

**Tallboy**

​**Alignment:** Any

**Hit Die:** d10

**Class Skills:** 2+ Int mod.

**Prerequisites:** proficient with heavy armor, proficiency with martial weapons, BAB +5, must have a minimum of 6 weeks training with the city watch or royal guard.

**Stiltwalker:** At first level, Tallboys are given a custom made suit of armor called a stiltsuit. It is heavy armor that confers a +12 armor bonus to AC. The max dex bonus is +0, the armor check penalty is -6, and the arcane spell failure chance is 30%. The creature's base land speed is reduced by 20 feet while wearing a stiltsuit (minimum 10 foot move speed). While wearing a stiltsuit, you walk approximately 20 feet off the ground, making melee attacks from creatures that cannot reach you impossible (however you also cannot make melee attacks against them without sufficient reach). You gain a +8 bonus to CMD while wearing the suit. Finally, the armor cannot be donned or doffed without aid, as if it were full plate. A called shot to the whale oil tank on the back of the suit can have devastating effects, and takes a -8 penalty.

**Suit Plating:** At 1st level, while wearing his stiltsuit a Tallboy benefits from 25% fortification. At 4th level, the Stiltsuit's fortification is increased to 50%. At 7th level, the Stiltsuit's fortification is increased to 75%. At 10th level, the Stiltsuit's fortification is increased to 100%, making the wearer completely immune to critical hits and precision damage.

**Incendiary Supply:** At 2nd level, all of a tallboy's nonmagical ranged attacks are automatically converted into incendiary bolts thanks to the whale oil tanks inside the suit.

**Deflective Armor:** At 3rd level, a Tallboy's armor bonus is still added against firearms. At 6th level, this applies to any non-magical touch attack. At 9th level, it adds against any touch attack, magic or otherwise.

**Incendiary Burst:** At 5th level, when firing an Incendiary bolt, you may target a 5ft radius burst. You make a single attack roll as a standard action and apply it to every creature in the area, dealing damage to any creature you hit.

**Incendiary Burn:** At 8th level, you may spend a full-round action when making an attack with an incendiary bolt to add an extra 1d6 damage/level in this class. Half of this damage is added to the burn damage of the bolt if they fail their save. You may combine this with your Incendiary Burst class feature.
Open Wounds

**School:** Necromancy [Chronomancy]; **Level** Antipaladin 4, Cleric/Oracle 7, Inquisitor 5, Sorcerer/Wizard 7, Witch 7, Necromancer 7

CASTING

**Casting Time** 1 round

**Components** V, S

EFFECT

**Range** touch

**Target** creature touched

**Duration** instantaneous

**Saving Throw** Fortitude partial, see text; **Spell Resistance** yes

DESCRIPTION

You manipulate your target's immediate past, forcing the wounds they recently received to affect them again. If the target fails at its save, it takes an amount of damage equal to the amount it took either already this turn or last turn, your choice. If it succeeds, it takes an amount of damage from a single source it's received in that time.
Wechuge

**Wechuge (26 RP)**

The horrible result of Wendigo breeding with humans, the Wechuge are a savage and, thankfully, rare race. They have shaggy fur, disfigured feet, elongated mouths, protrusions that resemble small antlers sprouting from their heads, and always seem to be thin. They are quick and horrific, but also sickly and insane.

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

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

**Size (0 RP):** Medium

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

**Languages (-1 RP):** Wechuge begin play speaking Aklo. Wechuge with high Int may choose Common, Giant, Sylvan, Auran, or

**Darkvision:** Wechuge have darkvision 60 ft.

**Resilient Coat (3 RP):** Wechuge gain a +2 natural armor bonus to AC.

**Forest Spirit (3 RP):** Wechuge have DR 5/Cold Iron.

**Windwalker (10 RP):** Wechuge have a fly speed of 60 ft with good maneuverability.

**Cannibalistic (2 RP):** Wechuge have a bite attack that deals 1d6 damage.

**Hunter (2 RP):** Wechuge gain a +1 bonus to survival and perception checks.

**Ice and Snow (3 RP):** When in a Cold terrain (as the ranger favoured terrain), Wechuge gain a +2 dodge bonus to AC and a +4 bonus to stealth.

**Wendigoborn (1 RP):** Wechuge are immune to Wendigo Psychosis. They gain a +2 bonus on all mind-effecting effects.

**Howl (2 RP):** Once per hour as a standard action, a Wechuge can emit a booming howl. Any creature that is not a Monstrous Humanoid must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's Howl for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.

**Insatiable (-1 RP):** Wechuge need to eat twice as much food or twice as often as a human to stave off the effects of hunger.

**Cold Immunity (4 RP):** Wechuge are immune to cold damage.

**Fire Vulnerability (-2 RP):** Wechuge take 50% more damage from fire.

### Half-Breed Rules:

Dominant: Lose Resilient Coat (-3 RP)

Non-Dominant: Gain Wendigoborn, Insatiable, and Ice and Snow (+3 RP)
Byakhee

**Byakhee CR 4**

**XP 1,200**

CE Medium aberration

**Init** +7; **Senses** darkvision 60 ft., see in darkness; Perception +11

**DEFENSE**

**AC** 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)

**hp** 42 (5d8+20)

**Fort** +5, **Ref** +4, **Will** +7

**Immune** cold, confusion and insanity effects, critical hits, hunger, sneak attacks, thirst

**OFFENSE**

**Speed** 30 ft., fly 50 ft. (good)

**Melee** 2 claws +7 (1d4+3), bite +6 (1d6+3 plus grab)

**Special Attacks** blood drain (1d2 Constitution), bloodlust

**STATISTICS**

**Str** 17, **Dex** 16, **Con** 18, **Int** 10, **Wis** 17, **Cha** 15

**Base Atk** +3; **CMB** +6; **CMD** 19

**Feats** Flyby Attack, Improved Initiative, Weapon Focus (claw)

**Skills** Fly +15, Perception +11, Stealth +11, Survival +11

**Languages** Aklo

**SQ** low metabolism, no breath, starflight, Yellow Sign affinity

**SPECIAL ABILITIES**

**Bloodlust (Ex)**

When a byakhee successfully bites a living creature, it is swiftly driven to a frenzied bloodlust. For 1 minute after it bites a target, it gains a +2 morale bonus on attack and damage rolls against that target. A byakhee has no limit as to how many simultaneous bloodlust targets it can have at any one time, but it generally focuses on the same target once its bloodlust is engaged. It also gains these bonuses on attack and damage rolls against creatures taking bleed damage from any source.

**Low Metabolism (Ex)** While a byakhee craves blood if it hasn’t fed within the last 24 hours, it doesn’t suffer any negative effects from starvation, and it can, in theory, survive forever without drinking or feeding. It is immune to effects that induce magical starvation or thirst, yet it still seeks to drink blood whenever it can to sate its desire. Its strange metabolism and body also render it immune to critical hits, sneak attacks, and other forms of precision damage.

**Starflight (Su)**

A byakhee can survive in the void of outer space, and it flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes it 3d20 months, while a trip beyond normally takes it 3d20 years (or more, at the GM’s discretion)—provided the byakhee knows the way to its destination.

**Yellow Sign Affinity (Ex)**

A byakhee is immune to the effects of the Yellow Sign, and by concentrating, it can locate the nearest active Yellow Sign as per discern location (CL 20th). When an active Yellow Sign is visible, a byakhee gains fast healing 2 and a +4 enhancement bonus to its Dexterity. An active Yellow Sign is one that was created by Hastur. Inactive Yellow Signs, such as the unholy symbols carried by cultists of Hastur, do not bolster a byakhee, but these creatures generally treat those who openly wear such symbols as allies. A character who displays a Yellow Sign in this manner gains a +5 circumstance bonus on all Bluff, Diplomacy, and Intimidate checks against a byakhee.

**ECOLOGY**

**Environment** any air

**Organization** solitary, pair, or flock (3–12)

**Treasure** standard
The Outsider Walks Among Us

Choose one of the following names, and you get all of the Gifts listed with it. If you already possess a power, it is automatically enhanced. In addition, you gain a mana pool equal to your Hit Dice. If you already have a mana pool, it increases by 6 points. Treat your HD as your Gifted level for the purposes of meeting the prerequisites of these Gifts. If you are not of a high enough level, you gain the Gifts as you meet their level requirements.

**Corvo:** Blink, Devouring Swarm, Bend Time, Possession, Wind Blast, Bloodthirsty

**Daud:** Pull, Summon Ally, Arcane Bond, Blink, Bend Time, Shadow Kill

**Vera:** Rat Communion, Devouring Swarm, Blink, Cauldron (Witch Hex), Cook People (Witch Hex), Dire Prophesy (Witch Hex)

**Delilah:** Blood Briar, Bleeding Colours, Perceptive Visage, Shout, Petrification, Form Change

**Emily:** Mesmerize, Domino, Shadow Walk, Blink, Summon Ally, Void Gaze

**Genova:** Darkness Shield, Void Scar, Sentient Shade, Unnatural Attunement, Light Steps, Void Life
Memorize Signature

**School:** Divination; **Level** Bard 1, Cleric/Oracle 1, Inquisitor 1, Mesmerist 1, Occultist 1, Psychic 1, Sorcerer/Wizard 1, Witch 1

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** personal

**Target** one creature's signature

**Duration** one minute per level

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

DESCRIPTION

You may use this spell in one of two ways upon casting. The first allows you to memorize a single creature's writing style, provided you can see its writing when you cast this spell. Doing so allows you a +8 circumstance bonus both to linguistics checks to forge their writing and to perception checks to notice forgeries.

The second way is to memorize the creature's magical signature. This gives you a +8 circumstance bonus to sense motive checks against another creature attempting to imitate that creature's magical signature. This also allows you to create Arcane Marks identical to theirs, if they have one.
Modeyr's Omnimage

**School** **Universal (Calculomancy)**; **Level** 10 CASTING

**Casting Time** 1 month per desired level

**Components** V, S, F/DF (Must be in a magical nexus area)

EFFECT

**Range** Self

**Duration** Instantaneous

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

DESCRIPTION

You harness magical energy over a vast amount of time in order to imbue yourself with the innate magic of the universe. You must spend at least 8 hours casting per day, and cannot stray more than 120 ft from the location you began casting this spell until it is complete. Select a single class that can cast spells. You gain 1 effective level of spellcasting ability in that class per month you spend casting, learning new spells as appropriate for that level. You must spend an additional month to gain spell slots of the same level, otherwise you must use spell slots from whatever spellcasting class you already have.
Wookiee

**Wookiee (10 RP)**

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

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

**Size:** Medium

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

**Languages (-1 RP):** Wookiees begin play speaking Shyriiwook. Wookiees with high Int may select . Wookiees cannot communicate verbally in any language other than Shyriiwook or cast spells with a verbal component. The race can still understand languages normally and can communicate in other ways, such as writing or sign language. 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. Shyriiwook is considered a secret language and cannot be learned by others without a native speaker teaching them. It is not translated by comprehend languages, Tongues, or Universal Translators.

**Climbing Claws (2 RP):** Wookiees have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

**Frenzy (2 RP):** Once per day, whenever a Wookiee takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

**Reach (1 RP):** Wookiees possess a reach of 10 feet.

### Half-Breed Rules:

Dominant: Lose Reach and Frenzy (-3 RP)

Non-Dominant: Gain Climbing Claws (+2 RP)
Hunter Suit

The Hunter Suit is a set of magic items that gain more power the more you have equipped. You gain the first ability for each, and then you gain another ability for each of the other pieces you have

Head slot: Biomask: +10 bonus to perception checks, Constant Detect Undead, Constant See Invisibility, Constant Arcane Sight, additional +10 bonus to perception, Constant greater Arcane Sight, Constant True Seeing, Life sense

Armor: +4 armor to AC (no max dex or spell failure), constant Endure Elements, DR 10/-, @will Invisibility, additional +4 armor to AC (+8), additional DR 10/- (DR 20/-), @will greater Invisibility, Additional +4 armor to AC (+12)

Shoulder Slot: Plasmacaster: Swift action ranged atk 1d6 disintegration (20, x2), becomes touch attack, crit range 19-20, crit multiplier x3, crit range 17-20, crit x4, crit 15-20, 3d6 base damage

Wrist slot: Wristblade: 1d8 base damage, 1d6 bleed, Vicious, 2d8 damage, 2d6 bleed, Psycho, 1 physical ability damage, 1d4 physical ability damage

Body Slot: Smartdisc: 1d4 damage, @will true strike, +1 disc when attack, +5 to hit, +1 disc, additional +5 to hit (+10), +1 disc, additional +5 to hit (+15)

Hand Slot: Net Launcher: Trip CMB +10, No AOO trip, Grapple +10, No AOO grapple, Trip +20, Grapple +20, Entangle on hit, pin on hit

Weapon: Combistick: 1d10 damage, 20 ft range, returning, 40 ft range, phase-locking, 60 ft range, Second Chance, 80 ft range

Belt Slot: Medi-fuel: Automatically stabilize at 0, immune poison, Fast healing 5, Immune disease, Fast healing 10, Immune to bleed, Fast healing 15, Immune phys ability damage

While using 2 or more, must make a will save DC 10+5 per piece of equipment you have once per day. If you fail, you must kill a number of sentient living creatures= your HD times the number of pieces you have. If you fail to do so, you take a negative level that cannot be removed until a sufficient number of creatures has been slain. If you successfully kill those creatures, you gain a +4 morale bonus to all ability scores, +1 additional per piece of equipment you possess, which lasts 24 hours.
Vorcha

**Vorcha (15 RP)**

Vorcha have an average lifespan of just 20 earth years.

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

**Ability Scores (1 RP):** +2 Con, +2 Dex, -2 Cha

**Size:** Medium

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

**Languages (-1 RP):** Vorcha begin play speaking Vorcha. Vorcha with high Int may select Interlac, .

**Darkvision:** Vorcha have Darkvision 60 ft.

**Limited Regeneration (2 RP):** Vorcha can regenerate lost limbs after 2d6 months, and regain 1 hit point every hour unless they are killed.

**Disease Resistant (3 RP):** Vorcha gain a +6 bonus on Fortitude saves against disease and poison, including magical diseases, and gain a +2 bonus to resist becoming sickened or nauseated.

**Combat-Oriented Society (3 RP):** Vorcha gain a +1 bonus to attack and damage rolls.

**Non-Differentiated Cells (4 RP):** Choose one of the following adaptations at character creation

* *Aquatic:* The Vorcha adapted on an aquatic planet. It is amphibious and has a swim speed of 30 feet.
* *Cave Dwelling:* The Vorcha adapted somewhere with little light. It has the See in Darkness trait.
* *Dense Muscles:* The Vorcha adapted on a planet with high gravity. It gains a +2 bonus to Strength.
* *Energy Resistance*: The Vorcha was exposed to a certain energy type in its environment. Select Acid, Cold, Fire, or Electric. It gains immunity to this energy type.
* *Impact Resistance:* The Vorcha sustained heavy injuries. It has a +2 natural armor bonus to AC and a +4 bonus to CMD to resist Bull rush and trip attempts.
* *Strong Lungs:* The Vorcha adapted to an area that was difficult to breathe. It can hold its breath a number of rounds equal to 10x con modifier.
* *Zero-G:* The Vorcha adapted to a low gravity environment. It gains a +10 foot bonus to its move speed, and it takes no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, it can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. The Vorcha cannot gain height with this ability alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes the Vorcha to rise, it can take advantage of the updraft to increase the distance it can glide.

### Half-Breed Rules:

Dominant: Lose Non-differentiated Cells (-4 RP)

Non-Dominant: Gain Disease Resistant (+3 RP)
Timelord

**Timelord (16 RP)**

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

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

**Size (0 RP):** Medium

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

**Languages (1 RP):** Timelords begin play speaking common. Timelords with high Int may choose any language.

**Two Hearts (3 RP)**: Timelords gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points, as well as to any saving throw against disease or poison (including magical ones). They can also hold their breath twice as long.

**Immortal (1 RP)** Timelords cannot die of old age, and easily live 1,000 years before regenerating.

**Regenerative (5 RP):** Timelords are most well known for their ability to regenerate new bodies upon their death. In the event that a Timelord is slain, they undergo a transformation. Your appearance changes in its entirety, and you may re-allocate any skill ranks you have spent. The process takes 2d6 days, during which the timelord takes a negative level. They may undergo this process a maximum of 12 times (for 13 total lives) before they truly die. Resurrection from other methods (such as via raise dead or other powerful magic) does not count against this limit.

**Knowledge of Past Lives (5 RP):** Every time a Timelord regenerates using their Regenerative racial feature, they select a single skill they had ranks in. From then on (including in later regenerations), they treat that skill as a class skill and gain a +2 bonus.

### Half-Breed Rules:

Dominant: Knowledge of past lives selects 2 skills at character creation that gain the bonus, and they do not gain the bonus later. (-3 RP)

Non-Dominant: Gain Two Hearts (+3 RP)