recursal/Fanatic-Fandom huggingface dataset:
Bakuto

Every yakuza family maintains a bakuto parlor, a gambling house which frequently doubles as the organization’s main office and primary front. For most participants, the gambling is a diversion, a source of recreation, but others take it much more seriously, living for the toss of the dice and the yell of the dealer. Gambling can be an expensive occupation, and it is perhaps not surprising that many unaffiliated bakuto must look for other ways to earn coin, a necessity that leads some of them to become adventurers. Within the yakuza, those with the bakuto rogue archetype can be found working in bakuto parlors or running street games. The bakuto rogue specializes in games of chance, both honest and dishonest. This focus helps sharpen their focus and their ability to read people.

## Abilties

### Skilled Cheat

A bakuto adds half her class level (minimum +1) to all Sleight of Hand checks made with dice, cups, cards, or other gambling paraphernalia.

This ability replaces trapfinding.

### Skilled Gambler

A bakuto adds half her class level (minimum +1) to all Profession (gambling) checks.

### Gambler’s Eyes

Beginning at 3rd level, the bakuto adds +1 to all Perception and Sense Motive checks.

This bonus increases by an additional +1 every three levels (6th, 9th, 12th, 15th and 18th). If the check is made in relation to a game of chance, the bonus is doubled.

This ability replaces danger sense.
Awful Joke

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Area: 20 ft radius

Duration: Instant

Saving Throw: Will Partial (See Text)

Spell Resistance: Yes

You tell a completely terrible joke, that is so bad, that all creatures within a 20 ft radius must save or take 2d6 psychic damage and be stunned for 1 round. If a hostile creature is immune to stun or passes the saving throw, that creature must immediately attack the caster on their next turn.
Arbitrary Revenue (Rocket Launcher)

*"Random is random."*

The Arbitrary Revenue is a legendary Junk Rocket Launcher. Every time it is fired, the projectile changes to one of the following:

1. A normal rocket launcher
2. A heat-seeking rocket launcher (+10 to attack)
3. Shotgun blast
4. Railgun blast in a line
5. Singularity grenade
6. Sticky rocket that explodes 1 round later
Badlands Domain

Your spirit knows both the harshness of the drying wind and the raw beauty of painted canyons.

## Abilities

### Subsistence (Ex)

You can survive on very little food or water while helping others survive in harsh climates. When determining how long you can withstand starvation and thirst, including checks to avoid nonlethal damage, treat your Constitution score as though it were 10 points higher. Additionally, you gain a bonus equal to one half your druid level (minimum 1) on Survival checks in dry hills or desert terrain.

### Wasteland Stride (Ex)

At 2nd level, you may move through light or dense rubble, as well as up or down steep slopes, at your normal speed without suffering any impairment. Areas that have been magically manipulated to impede motion still affect you, however. This replaces Woodland Stride.

### Badlands Spirit (Su)

At 8th level, whenever you use wild shape to take on the form of an earth elemental, you also gain the following spell-like abilities, depending on your druid class level: G*eyser* (8th); *Sirocco* (12th), *Scouring Winds* (15th). Each spell-like ability is usable once per day.
Azata Subdomain

## Abilities

### Elysium’s Call (Su)

With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

This replaces Touch of Chaos if you have the Chaos Domain.

This replaces Touch of Good if you have the Good Domain.
Barkeeper

The barkeeper is a talented one. Apart from being an expert at his own craft, the Barkeeper has heard countless stories told by adventurers, and has been involved in a few brawls. As such, the Barkeeper can almost be akin to a Bard in his talents. Instead of practicing his craft through colleges, lores, and songs; the Barkeeper learned from her history in the bar, a few scraps with unruly customers, and the many stories told.

## Abilities

### Legendary Stories (Su)

At 1st level, the Barkeeper calls upon stories of the past, rather than performing them. This functions as Bardic Performance, but the Barkeeper can only use Performance (Oratory). For the purpose of Countersong, he may also use Oratory.

This alters Bardic Performance.

### Improved Unarmed Strike

At 2nd level, the Barkeeper gains improved unarmed strike as a bonus feat. At 4th level, the damage die of his unarmed strikes are equal to that of a Monk of his level -4.

This replaces Versatile Instrument.

### Iron Stomach (Ex)

After many drinking contests, the Barkeeper stands strong against bodily harm. At 9th level, he gains a +4 bonus to saving throws against poisons. Furthermore, he cannot suffer from Alcohol Poisoning.
Armored Creep

*Creeps are strange creatures. They are lanky creatures with four legs and two long arms. They will charge towards any living non-Creep in sight and explode when close, almost like suicide bombers. Killing them will prevent them from exploding (most of the time).*

**CR** 0

**XP** 0

CN Medium Aberration

**HP** 0

**AC** 0 (FF 0/TAC 0)

**Land Movement Speed** 0

**Swim Movement Speed** 0

**Fly Movement Speed** 0

**Fort** +0

**Ref** +0

**Will** +0

## Statistics

**STR** 0

**DEX** 0

**CON** 0

**INT** 0

**WIS** 0

**CHA** 0

## Abilities

### Explode (Ex)

When a Creep is within range of a creature, it will start it's Explode ability as a Standard Action. If the creature is not killed by it's next turn, it will explode, dealing damage to all creatures within 15 ft [25 ft].
Baleful Shadow Transmutation

School: Illusion (Shadow) [Shadow]

Tier: 6

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: One Creature

Duration: Permanent

Saving Throw: Will Disbelief, then Fort negates

Spell Resistance: Yes

You infuse a target’s shadow with energies from the Shadow Plane, shaping the shadow into one that appears to belong to a different creature, and tricking the target into believing it actually is that creature. When you cast this spell, choose one Huge or smaller creature of the animal type or one Medium or Small creature of the humanoid type. If the chosen creature is ill suited to the target’s current environment, such as an aquatic creature not in water, the subject gains a +4 bonus on all saving throws against baleful shadow transmutation. If the subject fails its Will save, it believes that it is the chosen creature, causing it to lose its extraordinary, supernatural, and spell-like abilities, lose its ability to cast spells (if it had the ability), and gain the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.

When the subject is first targeted by this spell, and once every 24 hours thereafter, the subject must attempt a Will save in order to disbelieve this effect. If the save succeeds, the spell’s effect ends. The first time the subject fails this save, it must also attempt a Fortitude save. If it also fails this Fortitude save, the subject permanently assumes the form of the chosen animal or humanoid, as per polymorph. This is a polymorph effect.

Successfully disbelieving the spell returns the subject to its true form. If the subject fails its Fortitude save against the effects of baleful shadow transmutation, any further polymorph effects cast on the target automatically fail.

Incorporeal or gaseous creatures are immune to baleful shadow transmutation, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Arakne Sentinel

*This large arachnid creatures resemble giant spiders. However, they have 2 frontal legs that are large and sharp, acting more like claws. They also have thick exoskeletons blocking a majority of their body, including their legs and front. They have bulbous backsides exposed to the elements.*

CR 20

XP 0

TN Medium Vermin

HP 80+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 12 Natural Armor)

**Land Movement Speed** 40 ft

Fort +12

Ref +6

Will +6

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +15 (1d6)

2 Claws +15 (1d4)

## Abilities

### Weak Spot (Ex)

Flanking an Arakne gives both attackers an additional +2 to their flanking bonus. This stacks with any other effects.
Armored Craw

*Craw are large crab-like creatures. They have one much larger claw than the other, and will only use the massive claw as both a shield and a weapon to attack their prey.*

CR 15

XP 0

TN Small Vermin (Aquatic)

HP 120

**AC** 0 (FF 0/TAC 0)

**Land Movement Speed** 0

Swim Movement Speed 0

Fly Movement Speed 0

Fort +9

Ref +5

Will +5

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Abilities

### Fragile Shell (Ex)

Scoring a critical hit with a bludgeoning weapon against a Craw will break their shells, removing their Natural Armor bonus to AC and their Damage Resistance.
Banish Light

School: Abjuration [Darkness]

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

Range: 30 ft

Target: 30 ft radius centered on you

Duration: 10 Minutes/Level (D)

Saving Throw: None

Spell Resistance: No

A field of pure darkness emanates from you and follows you, removing all light within the area. The lighting within the spell’s area becomes supernatural darkness, as a *deeper darkness* spell, regardless of existing lighting conditions. All non-magical light sources in the area are snuffed out. Supernatural abilities that create light or fire and spells with the light or fire descriptor are suppressed within the area of the spell, as an *antimagic field*. Positive energy effects in the area deal only half their normal damage to undead creatures and heal half their normal hit points to living creatures.

*Banish light* can be used to counter or dispel a spell with the fire or light descriptor of any level, even those with a higher level than *banish light*.
Ascetic

The ascetic believes faith and devotion are best expressed through denial of bodily needs.

Ascetics temper their flesh and their wills with physical deprivation and rituals meant to inure them to pain and gain complete control of their physical form. The extreme testing often breaks lesser creatures, but those who endure it can achieve a level of physical resiliency and perfection that is almost supernatural.

## Abilities

### Weapon and Armor Proficiency

An ascetic is proficient with the club, dagger, handaxe, javelin, quarterstaff, shortspear, short sword, sling, spear, and temple sword.

An ascetic is not proficient with any type of armor or shields.

### Bonus Feats

The ascetic gains Toughness as a bonus feat at 1st level. At every even level, she may select a bonus feat from the following list: Acrobatics, Agile Maneuvers, Alertness, Athletic, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Defensive Combat Training, Diehard, Endurance, Fleet, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Nimble Moves, Run, Self-Sufficient, Skill Focus, and Toughness. She must meet the prerequisites for these feats.

### Bodily Manipulation (Sp)

An ascetic does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells.

However, she can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above. As an additional limitation, only the ascetic can be the target of these spells.

1st level—endure elements
2nd level—bear’s endurance
3rd level—haste
4th level—stoneskin
5th level—polymorph
6th level—transformation
7th level—ethereal jaunt
8th level—iron body
9th level—*astral projection*

### Mind is Body (Ex)

The ascetic can grant a total number of enhancement bonuses to any of her physical abilities (Strength, Dexterity, or Constitution) equal to her Wisdom modifier.

She may divide the bonuses in any way between these three ability scores. She can change the distribution of these bonuses when she prepares spells.

### Wise Defense

When unarmored, an ascetic adds her Wisdom bonus (if any) to her AC and her CMD. These bonuses apply to AC even against touch attacks or when the ascetic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield.
Arcane Physician

Arcane physicians use their scholarly knowledge and arcane mastery to achieve incredible feats of medicine.

## Abilities

### Medicinal Alchemy

The arcane physician treats all spells of the healing subschool on the alchemist extract list as if they were on the wizard spell list for the purpose of activating magic items.

Additionally, he can expend a spell slot of the appropriate level to meet the spell requirements for magic item construction (including potions) as if the expended spell slot contained any alchemist spell that belongs to the healing subschool. If the spell is on both the wizard and alchemist lists, the arcane physician may expend a slot equal to the spell’s alchemist level instead of the spell’s wizard level. At 8th level, the arcane physician can expend a spell slot of 1st level or higher as a standard action to alter a potion or alchemical remedy held in hand. An alchemical remedy can become any other alchemical remedy of the same or lower price of the arcane physician’s choice. A potion can change to contain any alchemist extract of the arcane physician’s choice that belongs to the healing subschool and is of the same level as or lower than the expended spell slot. The extract must have no material component costing more than 1 gp, and it must be one that it is possible to make into a potion.

This ability replaces arcane school.
Armored Bogger

*These weird vermin can be described as having a single ball-like body that also acts as their head, with a row of various eyes and a massive maw covering most of it. It has two legs used to move it around.*

CR 20

XP 0

TN Small Vermin

HP 160+Con

**AC** 0 (FF 0/TAC 0)

**Land Movement Speed** 20 ft

Fort +12

Ref +6

Will +6

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Abilities

### Elemental Absorption (Su)

A Bogger that takes energy damage becomes charged with that element, granting them Energy Resistance 10 to that element and grants them a +1d6 bonus energy damage of that type to all of their attacks.
Battle Scion

The battle scion possesses a unique mixture of courtly grace alongside martial and magical prowess. She is a warrior-poet, as skilled with her words as she is with blades. Battle scions sometimes rule as queens over courts of brave knights who scour the world championing bold quests.

## Abilities

### Battle Prowess (Ex)

Whenever a battle scion would gain a rage power from the skald’s rage power ability (at 3rd level and every 3 skald levels thereafter), she can instead choose to gain a combat feat or teamwork feat for which she meets the prerequisites.

Like rage powers she selects in this way, the battle scion can grant this feat to allies under the effect of inspired rage, as long as those allies also meet the prerequisites, but she must expend 2 rounds of raging song for each round in which she grants a combat feat or teamwork feat.

If the battle scion gains multiple feats from battle prowess, allies can use these feats to meet the prerequisites for other feats while they’re affected by battle prowess (for example, a battle scion with Power Attack and Cleave from battle prowess could grant both, allowing allies with a +1 base attack bonus and a Strength score of 13 to gain both, since they can use Power Attack to qualify for Cleave).

This alters the rage power ability.

### Raging Song (Su)

A battle scion gains the following raging song.

*Song of Questing (Su)*: At 10th level, the battle scion can spend 4 rounds of raging song to draw upon a target’s honor, ambition, and sense of self in order to bind the target to an agreed-upon task, often a noble quest. This works like *geas/quest*, except it applies only if the target is truly willing (not magically compelled or tricked), and the target automatically understands the full terms of the agreement before deciding whether he is willing.

The battle scion can offer a reward for the completion of the noble quest, but if she does so and fails to live up to her agreement, she becomes an ex-battle scion and loses all benefits gained from the archetype (she does not gain the abilities they replaced, either). At 14th level, she can offer the same quest to up to one willing creature per skald level. If she does so, the effect ends for all creatures as soon as anyone completes the quest, though only the creature who completes it earns any offered reward.

This ability replaces the 1st and 5th level performances.

### Once and Future Scion (Su)

At 20th level, a battle scion becomes extremely difficult to kill. Whenever she is slain, as long as her body isn’t destroyed, she enters a deathlike sleep for 3 days, after which she returns to life as per raise dead, except that it can restore her even if she was slain by a death effect. Spells that would restore her to life function as if she were dead during this time, allowing her to recover sooner.

This ability replaces master skald.
BUL Loader

*While the original purpose of loaders were to move heavy cargo back and forth, these robots have had repurposed variants made to be used as expendable combat units for militaries.*

**CR** 0

**XP** 0

TN Large Construct

**HP** 0

**AC** 0 (FF 0/TAC 0)

**Land Movement Speed** 0

**Swim Movement Speed** 0

**Fly Movement Speed** 0

**Fort** +0

**Ref** +0

**Will** +0

## Statistics

**STR** 0

**DEX** 0

**CON** 0

**INT** 0

**WIS** 0

**CHA** 0

## Abilities

### Detachable Parts (Ex)

Scoring a critical hit against a Loader will cause one of it's limbs to fall off at random.

* Losing both arms will remove it's slam attack.
* Losing a leg reduces it's speed to 15 ft.
* Losing both legs reduces it's speed to 5 ft.
* Losing all limbs will cause it's speed to be reduced to 0 ft, allowing it only to sit in place and use it's laser attack.
Arcana Lord

While most magi work to balance their skill with weapons, spells, and their arcane pool, some come from a tradition that emphasizes one of these skills over the others. Arcana lords are one such tradition, focusing on the one power truly unique to the magus — the arcane pool — and concentrating less about spell ability. The alternate powers of the arcana lord are listed below.

## Abilities

### Cannibalize Spell (Su)

At 4th level, the magus learns to siphon power from a prepared spell to restore his arcane pool. With a swift action he can expend a prepared spell slot to regain a number of points in his arcane pool equal to the spell slot’s level. Any points above his arcane pool’s maximum are lost.

This ability replaces Spell Recall.

### Magus Arcana

The arcana lord gains an additional magus arcana at 7th level.

This replaces the Knowledge Pool ability.

### Improved Cannibalize Spell (Su)

At 11th level, the magus’s ability to siphon power from a prepared spell to restore his arcane pool becomes much more efficient. With a swift action he can expend a prepared spell slot to regain a number of points in his arcane pool equal to double the spell slot’s level. Any points above his arcane pool’s maximum are lost.

This ability replaces Improved Spell Recall.
Backing

## DESCRIPTION

Backing represents the superhero’s standing in an official (or unofficial) organization. This could be a lucrative endorsement deal with a major entertainment conglomerate, a position in an exclusive athletic league, or membership in a shadowy government organization.

With GM approval, the superhero may take Backing multiple times to represent status in different organizations (perfect for double agents). This is more than an average job. Backing gives the superhero special authority within the organization.

The superhero can apply to purchase items outright, as someone in the organization puts the superhero in touch with those who have the object available. This is not a constant bonus; instead, the superhero gains this benefit less often for more expensive items.

The superhero isn’t solely on the receiving end of the gravy train here. The group looks out for the superhero, trusts him with its finances and equipment, gives him leadership over its personnel and so on because it expects him to further its goals. (Backing from an organization the superhero doesn’t believe in is ripe with dramatic potential, but don’t be surprised if the group stops trusting him pretty quick.) If the superhero abuses the benefits of his Backing, he will face the consequences, sooner or later.

The superhero gains a +4 bonus on Charisma rolls and Charisma-based skill checks when dealing with someone of the same organization; to resist attempts by others in the organization to sway his attitude or activities; and on Diplomacy and Intimidate checks when dealing with other organizations familiar with the one the superhero belongs to. The superhero can requisition equipment of up to purchase 500 gil once per session.

## ENHANCEMENTS

* **Enhancement: In Charge (Cost: 2 JP):** The superhero doesn’t just have authority in an organization — he is the authority. Becoming the Pope or head of the Joint Chiefs is a stretch, but the superhero could easily be the ruler of a small nation, the ultimate mastermind behind a global conspiracy or the leader of a fledgling religious cult. The superhero gains a +6 bonus on Charisma rolls and Charisma-based skill checks when dealing with someone of the same organization; to resist attempts by others in the organization to sway his attitude or activities; and on Diplomacy and Intimidate checks when dealing with other organizations familiar with the one he belongs to. The superhero can requisition equipment of up to purchase 1,000 gil once per session. The superhero wields significant influence if he is in direct contact with underlings. More often, the superhero is an impersonal figure who rules from a distance. His orders are carried through proper channels and trickle down to the individual priests/soldiers/employees, who may choose to ignore or alter them. Note also that the superhero is still subject to Wealth constraints. The superhero is using the organization’s funds, which are not his own.
Arctic Druid

An arctic druid watches over the stark landscape of the far frozen reaches of the world, tending the stunted and rugged life that ekes out its survival in the least habitable climes.

## Abilities

### Arctic Native (Ex)

At 2nd level, an arctic druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in cold or icy terrain, and she cannot be tracked in cold or icy terrain.

This ability replaces woodland stride.

### Arctic Endurance (Ex)

At 4th level, an arctic druid ignores the effects of a cold climate as if using *endure elements*. She is also immune to being dazzled.

This ability replaces resist nature’s lure.

### Wild Shape (Su)

An arctic druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level – 2.

### Icewalking (Ex)

At 14th level, an arctic druid suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.

This ability replaces trackless step.

### Snowcaster (Su)

At 16th level, an arctic druid can see normally in *ice storm*, *sleet storm*, or similar natural snowstorms. In addition, she can prepare any druid spell with the fire subtype1 as a cold spell, with an identical effect but inflicting cold damage instead of fire damage.

This ability replaces venom immunity.

### Flurry Form (Ex)

At 18th level, an arctic druid can assume the form of a swirling column of snow equivalent to *gaseous form* at will. While in this form, she gains a circumstance bonus on Stealth checks made in cold terrain equal to her druid level.

This ability replaces a thousand faces.
Aura of Purity

Tier: 4

Force Cost: 4

Force Alignment: Light

Casting Time: 1 Standard Action

Range: 30 ft

Area: 30 ft radius, centered on self

Duration: 1 Minute/Level

Saving Throw: None

Concentration: Yes

Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased or poisoned, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, and stunned.
Battle Buddy (Body Shield)

*"Never leave without your battle buddy!"*

The Battle Buddy is a legendary Greenhaus Assault Drone Shield. It wields a copy of the user's currently held weapon (primary hand if dual wielding), using it's stats without expending the user's ammo. However, it has some exceptions:

* It cannot copy rocket launchers, grenade launchers, or melee weapons.
* It only fires once per round
* It cannot trigger effects that require actions to be taken
* It cannot trigger reload effects
Arcane Mark

School: Universal

Tier: 0

Components: V, S

Casting Time: 1 Standard Action

Range: Touch

Effect: one personal rune or mark, all of which must fit within 1 sq. ft.

Duration: Permanent

Saving Throw: None

Spell Resistance: No

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An *arcane mark* spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a *Detect Magic* spell causes it to glow and be visible, though not necessarily understandable.

*See Invisibility, True Eye*, a *Gem of Seeing*, or a *Robe of Eyes* likewise allows the user to see an invisible *arcane mark.* A *Read Magic* spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an *erase* spell.

If an *arcane mark* is placed on a living being, the effect gradually fades in about a month.

*Arcane mark* must be cast on an object prior to casting *Instant Summons* on the same object (see that spell description for details).
Ball of Smoke

School: Conjuration (Creation)

Tier: 0

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Effect: 5 ft radius ball of smoke

Duration: 1 Round

Saving Throw: None

Spell Resistance: No

You conjure a 5-foot radius ball of thick, black smoke. The smoke is thick enough to provide total concealment (50% miss chance) to anyone within or immediately behind the *ball of smoke*.
Arcane Bloodline (Sorcerer)

*Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.*

Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

## Feats

Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

## Arcana

Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

## Abilities

### Arcane Bond (Su)

At 1st level, you gain an arcane bond, as a Wizard equal to your Sorcerer level. Your Sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar. Once per day, your familiar allows you to cast any one of your spells known.

### Metamagic Adept (Ex)

At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four Sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

### New Arcana (Ex)

At 9th level, you can add any one spell from the Sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

### School Power (Ex)

At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

### Arcane Apotheosis (Ex)

At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
Aura Sight

School: Divination

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute

This spell makes your eyes glow and allows you to see alignment auras
within 120 feet of you. The effect is similar to that of a detect chaos/evil/good/law spell, but *aura sight* does not require concentration, and it discerns an aura’s location and power more quickly.
Arcana Art

You are an expert at creating objects that channel arcane spells.

## Craft Bonus

When creating scrolls, potions, wands, or staves, decrease the required time by 10%.

## Abilities

### Empower Damage (Ex)

Whenever you use a scroll, wand, or staff to cast a spell that deals damage, you deal an extra amount of damage equal to half your class level (minimum 1.)

### Empower Healing (Ex)

At 9th level, whenever you activate a scroll, wand, or staff to cast a spell that heals damage, you heal an extra amount of damage equal to half your class level (minimum 1.)

### Metamagic Item (Ex)

At 17th level, you may choose 1 metamagic feat. Whenever you activate a scroll, wand, or staff, you may apply the effects of this metamagic feat to the activated spell by spending a number of enhancement points equal to the metamagic feat’s level increase. You may choose a second metamagic feat at 19th level.
Arakne Queen

*This large arachnid creatures resemble giant spiders. However, they have 2 frontal legs that are large and sharp, acting more like claws. They also have thick exoskeletons blocking a majority of their body, including their legs and front. They have bulbous backsides exposed to the elements.*

CR 23

XP 0

TN Large Vermin

HP 92+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 14 Natural Armor, -1 Size)

**Land Movement Speed** 40 ft

Fort +13

Ref +7

Will +7

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +17 (1d8)

2 Claws +17 (1d6)

## Abilities

### Weak Spot (Ex)

Flanking an Arakne gives both attackers an additional +2 to their flanking bonus. This stacks with any other effects.
Arch Guardian

*Guardians are strange bipedal outsiders that confine themselves to protecting the various Vaults across the Edge World. They rarely venture outside of the Vaults unless it is a dire situation. They will fight anything that enters the vault, and usually speak in a language so ancient that it is unknown to any living race.*

**CR** 0

**XP** 0

LN Medium Outsider

**HP** 0

SP 0

**AC** 0 (FF 0/TAC 0)

**Land Movement Speed** 0

**Swim Movement Speed** 0

**Fly Movement Speed** 0

**Fort** +0

**Ref** +0

**Will** +0

## Statistics

**STR** 0

**DEX** 0

**CON** 0

**INT** 0

**WIS** 0

**CHA** 0

## Attacks

### Ranged

Mortar

Beam
Baby Face (Shotgun)

*"BAM! You're dead pal!"*

The Baby Face is a legendary Maner Two-Handed Shotgun. For every 10 points of damage dealt with this gun, the user's movement speed increases by 5 ft, to a maxium of +50 ft. Every time the user takes damage, their movement speed decreases by 10 ft. They cannot go below their base movement speed.
Arachnid Hunter

This top-of-the-line Arachnid machine is designed to hunt down a single target and kill them, no matter what. When they find a target, they will continue to hunt them down - tirelessly and never needing to stop for rest - and will not stop until they have killed their target once and for all.

CR 15

XP 0

NE Medium Construct

HP 95

SP 40

**AC** 26 (FF 18/TAC 18) (8 Dex, 8 Natural Armor)

**Land Movement Speed** 40 ft

Fort +5

Ref +17

Will +14

Init +12

## Statistics

STR 26

DEX 26

CON X

INT 20

WIS 28

CHA 14

## Attacks

### Melee

+4 Energy Blades x2 +25/+25/+20/+20/+15/+15 (1d8+12)

### Ranged

+4 Arachnid Withered Recluse +28/+23/+18 (1d3+12) (DC 18)

+4 Arachnid Poisonous Huntsman +28/+23/+18 (1d4+12) (DC 18) (1d8 Poison)

+4 Arachnid Poisonous Tarantula +28/+23/+18 (1d8+12) (DC 18) (1d8 Poison)

Fragmentation Grenade +23 (4d6)

Flashbang Grenade +23 (2d6)

Smoke Grenade +23 (1d6)

## Abilities

### Mark For Death (Ex)

A Hunter can mark a single creature in it's sight, gaining a +15 circumstance bonus on attack rolls against that creature.

### Invisibility Cloak (Te)

A Hunter can turn Invisible, as the spell, up to 3/day.

### Life Detector (Te)

A Hunter can detect if a creature is alive. This can be fooled by magical or technological means.
Arson Subdomain

You express your devotion by setting the world ablaze.

## Abilities

#### Call Fire (Su)

As a standard action, you can stretch out your hand toward any visible fire source within 60 feet and beckon it toward you. This causes a ribbon-thin streak of fire to approach you in a straight line through the air. Any creature directly in the fire ribbon’s path takes 1d4 points of fire damage; a successful Reflex save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) negates this damage. When the ribbon of fire reaches your hand, it either extinguishes or lights a flammable object of your choice that you’re holding. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This replaces Fire Bolt.
Arachnid Assassin

The main forces of Arachnid's covert operations, the Arachnid Assassin specializes in hunting down those who oppose the company and kill them without being seen. They have the form of a normal pony, but are actually synthetic-framed robots created by Arachnid to be expendable killing machines.

**CR** 11

**XP** 0

NE Medium Construct

**HP** 75

**SP** 30

**AC** 21 (FF 15/TAC 16) (6 Dex, 5 Natural Armor)

**Land Movement Speed** 40 ft

**Fort** +3

**Ref** +13

**Will** +8

Init +10

## Statistics

STR 16

DEX 22

CON X

INT 17

WIS 20

CHA 10

## Attacks

### Melee

+3 Energy Blades x2 +18/+18/+13/+13 (1d8+9)

### Ranged

+3 Arachnid Withered Recluse +21/+16 (1d3+9) (DC 17)

+3 Arachnid Venomous Wolf +21/+19/+17/+15/+13 (1d3+3) (DC 17) (1d6 Poison)

+3 Arachnid Venomous Huntsman +21/+16 (1d4+9) (DC 17) (1d6 Poison)

Fragmentation Grenade +17 (4d6)

Flashbang Grenade +17 (2d6)

Smoke Grenade +17 (1d6)

## Abilities

### Sneak Attack (Ex)

Arachnid Assassins have Sneak Attack, as a Rogue. The damage of their Sneak Attack is +6d6.

### Invisibility Cloak (Te)

Arachnid Assassins have the ability to turn invisible. This acts as the Invisibility spell. They can perform this action 3/day.
Bark Scorpion

Level 1

XP 400

TN Small Vermin

**HP** 11

**AC** 14 (Touch 11, Flat-Footed 14)

**Land Movement Speed** 25 ft

**Immunity** Mind Effects, Radiation

## Stats

**STR** 12 (+1)

**DEX** 11 (+0)

**CON** 12 (+1)

**INT** -

**WIS** 9 (-1)

**CHA** 6 (-2)

### Saving Throw

**Fort** +1

**Ref** +0

**Will** -1

**Init** +2

## Abilities

### Attacks

**Melee** Bite +4 (1d6+1 Piercing)

**Melee** Sting +2 (1d8+1 Piercing + 1d4 Poison per round)

### Radiation Poisoning

Upon eating Bark Scorpion Meat, gain +5 Rads.
Aura Subdiscipline

**Replacement Ability:** The following discipline abilities replace the alter the waves and seeing the connections abilities of the clairsentience discipline.

### **Aura Sight (Su)**

Starting at 8th level, so long as you maintain psionic focus, you can tell the alignment of any creature you can see. If you expend psionic focus as a swift action, you can tell the strength of the alignment aura of all creatures you can see.

### **Smiting Ideals (Su)**

Starting at 14th level, once per day, you may expend psionic focus as a swift action to use the Smite Evil ability as a Paladin of half your class level, except it targets any one creature who has a different alignment than you, and all references to Charisma instead use Intelligence. At 16th level, and again at 18th level and 20th level, you may do so once more each day.
Arakne Warrior

*This large arachnid creatures resemble giant spiders. However, they have 2 frontal legs that are large and sharp, acting more like claws. They also have thick exoskeletons blocking a majority of their body, including their legs and front. They have bulbous backsides exposed to the elements.*

CR 18

XP 0

TN Medium Vermin

HP 72+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 8 Natural Armor)

**Land Movement Speed** 40 ft

Fort +11

Ref +6

Will +6

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +13 (1d6)

2 Claws +13 (1d4)

## Abilities

### Weak Spot (Ex)

Flanking an Arakne gives both attackers an additional +2 to their flanking bonus. This stacks with any other effects.
Arcane Crafter Subschool

An Arcane crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items.

## Abilities

### Metacharge (Ex)

As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item. This replaces Hand of the Apprentice.
Archer

The archer is dedicated to the careful mastery of the bow, perfecting his skills with years of practice honed day after day on ranges and hunting for game, or else on the battlefield, raining destruction down on the enemy lines.

## Abilities

### Hawkeye (Ex)

At 2nd level, an archer must choose the Hawkeye Combat Boost.

This ability alters Combat Boosts.

### Trick Shot (Ex)

At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).

This replaces Martial Specialist and Greater Martial Specialist.

### Expert Archer (Ex)

At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th.

This ability replaces weapon training 1.

### Safe Shot (Ex)

At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow.

This ability replaces weapon training 2.

### Evasive Archer (Ex)

At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level.

This ability replaces weapon training 3.

### Volley (Ex)

At 17th level, as a full-round action, an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature.

This ability replaces weapon training 4.

### Ranged Defense (Ex)

At 18th level, an archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat.

This replaces War Cry.

### Weapon Master (Ex)

At 20th Level, the Archer must choose a type of bow for this ability.
Bandit

All The Bandit cares about is money. Money is power in the criminal world, and the Bandit has all they need.

## Abilities

### Class Proficiency

The Bandit gains proficiency in Light Firearms.

### Coin Flip (Ex)

At 4th Level, when rolling initiative, the Bandit can choose to take a -10 penalty to their Initiative roll to activate this ability. They may flip a coin. If it lands on heads (1), the Bandit can make a single attack as an immediate action before the fight starts. They cannot make any other swift or move actions, and they cannot perform a combat maneuver. They cannot cast a spell or perform any other standard action. If it lands on tails (2), nothing happens.

This replaces your 4th Level Rogue Talent.

### Gold Digger (Ex)

At 10th Level, your drive for riches increases your skill with robbing. When fighting a creature, you may appraise an item they have visible on them. If the item is of a worth equal to 1,000g or more, you gain a morale bonus to all attack rolls against the creature equal to +1 per 1,000g it is worth, to a maximum equal to half your level. This replaces the 10th level Rogue Talent.

### Trick Shooter (Ex)

At 18th Level, if you miss a ranged attack, you can make another roll at a -4 penalty as an immediate action. You may only use this ability once per round. This replaces Poison Immunity.
Ascendant Psion

Some have discovered a process to ascend and transform yourself, where the physical body composed of psionic energy can be transformed into one of pure energy. These ascendant psions learn how to use the power of their mind to interact with the world without the need for physical form.

## Abilities

### **Talents**

An ascendant psion gains *far hand*, *missive*, and *telekinetic punch* as talents.

This ability replaces the discipline normally chosen at 1st level.

### **Ascendant Powers**

When choosing his powers known, an ascendant psion adds the powers from the list below to his class power list. Selecting one of these powers as a power known still count against the ascendant psion’s number of powers known.

1st – *Mindlink*

2nd – *Read thoughts*

3rd – *Ectoplasmic form, escape detection*

4th – *Control body, mind control*

5th – *Mind probe*

6th – *Mind switch*

7th – *Ethereal form*

8th – *Psychokinetic sphere*

9th – *Tornado blast*

This ability replaces the power list normally gained when selecting a discipline.

### **Hide Mind (Su)**

At 2nd level, the ascendant psion cannot be identified as psionic by divination spells, clairsentience powers, or similar abilities unless the caster level or manifester level of the effect is 4 higher than the ascendant psion’s manifester level.

This ability replaces the discipline ability normally gained at 2nd level.

### **Assume Likeness (Su)**

An ascendant psion of 8th level can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The ascendant psion’s abilities do not change, but he appears to be that creature, relying on his Bluff and Disguise skills to deflect suspicion. Alternatively, the ascendant psion can simply alter his appearance to not look like himself. In either scenario, an ascendant psion gets an additional +10 circumstance bonus on Disguise checks when using this ability.

This ability replaces the discipline ability normally gained at 8th level.

### **Telekinetic Force (Ps)**

An ascendant psion of 14th level can use *telekinetic force* as a psi-like ability once per day with a manifester level equal to his class level. Every two ascendant psion levels thereafter, the ascendant psion gains an additional daily use. The save DC is Charisma-based.

This ability replaces the discipline ability normally gained at 14th level.

### **Ascension**

Upon achieving 20th level, the ascendant psion has learned to shunt his physical body entirely, becoming a creature of pure energy. The ascendant psion becomes an unbodied, although he does not gain the manifesting ability of the unbodied and instead maintains his own manifesting ability gained from levels in psion. The ascendant psion’s creature type changes to monstrous humanoid, and he gains the incorporeal subtype, including the deflection bonus to AC equal to his Charisma modifier (minimum +1). In addition, the ascendant psion can use his *telekinetic force* psi-like ability at will and is no longer limited to daily uses.

This ability replaces the discipline ability normally gained at 20th level.
Arcane Lock

School: Abjuration

Tier: 2

Components: V, S, M (25g)

Casting Time: 1 Standard Action

Range: Touch

Target: Door, chest, or portal touched; up to 30 sq ft/level in size

Duration: Permanent

Saving Throw: None

Spell Resistance: No

An *arcane lock* spell cast upon a door, chest, or portal magically locks it. You can freely pass your own *arcane lock* without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an *arcane lock;* it only suppresses the effect for 10 minutes.