recursal/Fanatic-Fandom huggingface dataset:
Ekol

**LE**

**Favored Weapon:** Glaive

**Symbol:** A blue fang

**Followers:** kobolds, tieflings, dragons. Patron Deity of the Remsian Empire

Ekol began her life as a powerful chromatic blue dragon, whose arcane talents gave her massive strength beyond even other dragons. She gained status through greed, voracity, guile and charm, and desired even greater status. One of the most remarkable choices was to wed the Dragon Lord Eredai, producing children who remain as mortal beasts. She danced between the prime and heavenly  planes, but her guile permitted her to seize a domain of her own. The Emperor of Remsia insists his direct lineage helped her to secure her place in the divines, which is why they receive her patronage, but others believe she pays them mind simply to have creatures live in fear of her.

**Pact**: Live a life devoted to the emperor of Remsi. Rumors suggest the penalty for failing in this strict edict is hauntingly severe.

**Paladins** of Ekol similarly must act as the immortal guard of the emperor and must select chaos as their opposed alignment.

**Invoke**

0 - Inspection

Components: S,F

Resist: -

Duration: 1 round

Gain +10 to one Investigation, Linguistics, Insight, or Profession check made to inspect a written document made within 1 round. Self.

4 - Electric Burst

Components: S,M

Resist: G/.5

Duration: Instantaneous

Target one point within 100ft, targets in this line take 1d6 electric damage per MB (max 6d8). Targets in a 20ft radius of the endpoint take 1d6 electric damage per level (max 12d6).

7 - Devouring Ray

Components: V,S,F

Duration: 1 rnd/lvl

Ray deals 1d8 Vitality drain, caster gains this amount to Vitality for one round per level. If the ray misses, caster takes 1d4 Vitality drain.

10 - Timeslay

Components: V,S,F

Resist: -

Duration: -

Act freely for 1 standard action and one move action, as per *Time Stop*. The caster may not cast this spell again for 1d4+1 rounds. Interacting with other targets does not resume time.

**Essence:**

Heal: Creatures healed by this gain a natural armor bonus equal to 1+¼ cleric’s level for 1 round. At 11th level, this becomes 1 round/MB.

Harm: Creatures harmed by this are *shaken* 2d4 rounds on a failed resist. At 11th level, it becomes *frightened* 1d6 on a failed resist, and *shaken* 1d4 even if they succeed. At 19th level, creatures who fail by 10 or more are *cowering* for 1 round, *shaken* permanently.

**Oath of Worship**

State the oath of service to the emperor. Gain a bonus to resistances against charming and compulsion effects equal to your Intellect modifier (min 1).

1st Boon: When a creature insults you, it provokes an opportunity attack.

2nd Boon: Your Stature counts as 4 higher for calculating HP and Health.

3rd Boon: Gain DR 10/Chaos
Mind WIpe

Aberrant 4

Components: V,S,M(a damp rag)

Resist: R

Duration: Permanent

A touched target forgets all events of the past 24 hours. Their mind creates new plausible memories which fill the lost time. In addition to listed components, this requires gems worth 20 gp per HD of the target creature, which are consumed when casting this spell.
Liquify

Alchemical 6

Components: V,M (water)

Duration: Concentration

One solid non-living object touched of stature less than the caster turns to liquid of the same volume. When the spell duration ends, it returns to its original form unharmed. If it is not in a space sufficient to return to its original form, either the object or its new container is destroyed, based on hardness and HP of the materials, and the other gains the *destroyed* condition.
Alligator, Dire

**Movement Speeds and Types:** 20ft, Swim 60ft

**Key Skills:** Stealth +3 (+17 when underwater, +10 when not moving), Sense +18

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 65 HP: 270

Touch AC: 10 AC: 22

DR: 12/-

**Offense:**

CB: +7/+4/+2

Attacks: Bite ( +16, 4d12 +42, 25x4) plus Grab

Special Attacks: Roll - against grappled creatures, a giant crocodile may make iterative attacks with their bite attack as if it were a manufactured weapon.

**Exploits:**

TEB: +40 TED: 61

Specific Exploit Bonuses: +4 to grapple

**Feats:** Tough, Weapon Focus Bite, Improved Grapple, Greater Grapple, Defensive Training, Grappling

**Special Abilities (non-magical):**

Perfectly Hidden: When submerged in water, dire crocodiles do not take a Stature penalty to Stealth to hide from targets above water. Crocodiles gain a +10 bonus to Stealth while immobile in water, and a +10 bonus to Disguise checks to appear to be a log.

Submerged: A giant crocodile may hold its breath for up to three hours.

Sprint: Once per long rest as a free action, a dire crocodile can double its speed for one round as a free action.

**Ecology/Behavior:**

Larger greener, and with more teeth than their smaller cousins, dire crocodiles hide in murky waters, or appear to be entire submerged trees. They are ambush predators, and wait for the unwary to come to the water’s edge.

Note: Be more careful when filling canteens.
Religion

Religion is an Acumen based Skill.

A religion check can provide information about a specified religion, an extraplanar being, or a particular god.

The exact difficulty of a Religion check will vary based on many factors, such as the ubiquitousness of a particular religion’s presence in the area. Examples of situations that require a Religion check are as follows:

Identify Angelic or Demonic creature: DC = 16 + HD + the creature's Ego modifier. This check can be completed as no action.

Identify a divine spell being cast: DC = 20 + twice spell level. The DC is raised by 10 if the spell is not on the divine spell list, but is being cast as a divine spell. This check can be completed as no action.
Feresmn

Alignment

Feresmn’s domain is said to be made nearly entirely of gold and jewelry. They and their followers devote themselves

to monetary self interest. Feresmn is not usually depicted in humanoid form, merely as a force of greed and compulsion

to obtain. Their followers view them more as simply a rational being that helps everyday people advance their own status,

without regard for noble birth or factors beyond the individual’s control.

**Paladins** of Feresmn strive for reward and strike down those who would attempt to steal from them. They act as loyal

mercenaries and must only take up action in exchange for some monetary reward.

**Pacts** with Feresmn are honored by sacrificing 100 gold and 5% of all gold and riches acquired thereafter. At the end of any

day in which a pact bonded individual has not

sacrificed their share, they accumulate interest at a 2% rate per day. A creature that dies with a debt to Feresemn has their

soul auctioned off in hell, proceeds going to Feresemn.

**Oath** of Worship Count all the money in your possession. Gain+5 on Diplomacy checks made to haggle.

1st Boon: A number of times per long rest equal to your Ego modifier, reroll a Charm based skill as a quick action.

2nd Boon: You gain a bonus on steal tactical exploits equal to your Ego modifier, and gain this as a bonus to TED

against steal and sunder exploits.

3rd Boon: You can make steal attempts as an attack.

**Essence**

Harm: When you damage creatures with this, steal 1 gp from each per MB. At 7th level, you may forgo damaging

creatures to instead steal 1d8gp per MB. At 15th level creatures who do not have enough gold to fulfill the theft take 1 point

of bleed per MB.

Heal: This channeling heals 1d4 per two levels rounding up instead of d8s. Creatures healed can choose to forfeit

gold to the cleric to increase this amount. Forfeiting 1gp/lvl increases this to d6s, 2gp/lvl increases it to d8s, and 3gp/lvl

increases this to d10s. At 12th level, targets may sacrifice 4gp/lvl to increase this healing to d12s.

**Invoke**

0 - Glitterling

Components: V,M

Duration: 1 round/lvl

Resistance: I

Touched gold piece will cause a creature it is handed to be

fascinated with it for 1 minute/lvl.

4 - Mine

Components: S,M

Make a steal exploit as a ranged touch attack against a

creature within 40ft, using MEB for TEB (Spell Focus + DC

ability modifier).

7 - Untarnished

Components: S,M

Duration: 1 round/lvl

Touched creature gains DR 10/adamantium and SI equal to

this spell’s DC. 1 round/lvl.

10 - All that Glitters

Components: S,M

Resistance: S

Touched creature must succeed a SR or be transformed into

a statue made of marble and gold. This spell may only be

reversed with Wish, Miracle, or Bargain.
Akanna

The Undying

Alignment: NE

Symbol: A Death Mask

Worshippers: Those who wish to live forever, whatever the cost.

This being exists between life and death, as a gross parody of both. It feeds on souls which should be consigned to the afterlife, but which have gone astray instead. It lives in the far reaches of reality, and its servants wage war on the deities of life and death. It is described as a humanoid form, draped in a tattered burial shroud, standing only 5 feet tall. What lies beneath the shroud is a mystery, for those who enter the presence of Akanna rarely leave it.

**Pacts** with Akanna are for the price of souls, for so long as the creature who made the pact provides souls to Akanna, at the rate of 1/week, they cannot die permanently, and suffer no penalties due to aging, though their appearance still changes. Failure to fulfill this pact for one week causes all negative effects of aging to affect the creature, along with 4 permanent sanity damage being inflicted for each time the creature was spared death by the pact. If this kills the creature, its soul is forfeit.
Half-Elf

Humans are known to respect elves for their long lifespans and depth of knowledge, while elves are fascinated by the passion and intensity they perceive in humanity. It is only natural that humans and elves would intermingle more so than other species, and the result of all that intermingling is the half-elf.

Half-elves are seen by some to represent the best qualities of both lineages.. Young half-elves, more often than not, are caught in the middle of this debate, which can make for a somewhat difficult childhood. As a result, half-elves do not always feel at home in elven or human communities, and occasionally choose to make their dwellings in more diverse societies.

A desire for a sense of true belonging has driven many a half-elf to the adventuring lifestyle. It is no coincidence that half-elven adventurers are a common sight, especially those who hail from predominantly human or elven regions.

Half-Kin: Half-elves gain a +2 bonus to Intellect, and a +2 bonus that they may add to any ability score, including Intellect.

Elven Resilience: Half-elves gain immunity against sleep effects, as well as a +4 on all resistances against fey creatures. They count as Elves for determining which items they treat as specialized.

Magical Inclination - Select one type of magic, gain a +2 bonus to resistances against these spells and +1 to the DCs and spell focus when casting these spells.

Skilled: Gain either Skill Focus or Wealth of Knowledge as a bonus feat at 1st level.

Languages: Begin play knowing Elvish and one regional language.

Base Speed: A half-elf’s base movement speed is 10 + Grace + Stature.

 0-1

**Alternate:**

Ancestral Weapons: Gain proficiency with all bows except crossbows. This replaces Skilled.

Anti-Magic Feel: Gain +2 on resistances against magical effects. This replaces Magical Inclination.

Descendant of the Woods: Gain a +2 to Grace and +2 to any ability score including Grace. This replaces Half-Kin.

Human Stubbornness: Half-elves receive a +1 bonus to either all physical or all mental resistances, but do not begin play speaking Elvish. This replaces Elven Resilience and alters Languages.

Keen-Eyed: Gain +4 to Spot checks. This replaces Elven Resilience.

New Moon: Gain +2 Finesse and +2 to any ability score including Finesse. Gain darkvision 30ft. This replaces Half-Kin and Elven Resilience.
Hyena

**Movement Speeds and Types:** 40 ft

**Key Skills** Intimidate +4, Spot +4 (Darkvision 30 ft), Sense +4 (Scent 20 ft)

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 21 HP: 30

Touch AC: 19 AC: 21 (Natural armor +2)

DR: 2/-

**Offense:**

CB: 2

Attacks: Bite +6 1d6 +3 25x3 plus Grab

**Exploits:**

TEB: +7 TED: 23

**Feats:** Tough, Weapon Focus (Bite)

**Ecology/Behavior:**

Hyenas live and hunt in packs, working together to bring down larger game with their bone-crushing jaws. They frequently come into conflict with larger predators such as lions, but despite their smaller size are able to drive off competitors by attacking in packs.

Notes: I think they’re laughing at me. What’s so funny!?

Monsters/Nature (DC 23): Hyenas aren’t too much of a threat on their own, but they always hunt in packs. If you see one hyena, there are many more nearby.
Special: Survival/Intimidate (DC 25) They almost always attack from behind. Face them directly and walk slowly away to avoid a fight.
Iryiz

Alignment

There are those who move in darkness, and those who fear the light. Iryiz was born before the light, and saw the world enshrouded in dark alone, and so nurtures those who do in the dark. There is no kindness in her actions, no tenderness or mercy, for a world of darkness is not forgiving, and does not suffer fools nor weakness. Those who are strong, and who seek to master the dark which so many fear often turn to Iryiz, the dark lady, from whom all shadows came. A return to a world of dark is her foremost dream, that she might again rule over all uncontested and unopposed.

**Paladins** of Iryiz are fearsome agents of destruction. They serve no code and pledge no loyalty. They are encouraged to remove any trace of Eruain, but even this is done at their whim.

**Oath of Worship** Every morning, rise before the sun, and curse it for 10 minutes as it rises and enters the world. Gain darkvision 30ft, if you already had darkvision, its range extends by 30ft.

1st Boon: Add 1 to the DC to resist your spells if both you and the target are in darkness or darker.

2nd Boon: You may take a 20 on Stealth checks without increasing the time needed to hide a number of times per

long rest equal to your F mod (min 1).Gain see in darkness

3rd Boon: Gain regeneration 1 in areas of darkness or darker.

**Invoke**

0 - Smoke Screen

Components: S

Duration: 1 round

A cloud of black smoke emerges in a 30ft radius around the caster, blocking all forms of sight, granting miss chance 3 to all attacks passing through. The cloud vanishes at the end of the caster’s turn. This spell cannot be cast as a held action.

**4 - Hell Mouth**

Components: V, S

Duration: 1 round/MB

A mouth with jagged teeth emerges from a point on the ground within 60ft, and the caster can have it make a bite attack as a swift action with a range of 10ft. The mouth’s attack bonus is equal to the caster’s spell focus bonus plus the level this spell is cast at. It deals 1d6 damage per spell level this spell is cast at, plus the modifier the caster uses to determine their DCs. (4d6 at 4th level, 5d6 at 5th etc.)

**7 - True Blind**

Components: V

One creature within 200ft is blinded permanently.

**10 - Lies of Shadow (Illusion)**

Components: V,S

Duration: Special

Resistance: AR negates, See text

Replicate any level 9 or lower arcane or divine spell. Any creature affected by the spell is allowed a resistance to disbelieve it. A successful resistance negates the effect. Targets that fail this resistance are allowed to resist against the replicated spell if it normally allows a resistance.

**Essence**

Harm: Creatures who fail their resistance against this are blind for 1 round. At 9th level this lasts 1d4 rounds. At 17th level creatures who fail by more than 5 are permanently blind. This is a curse effect.

Heal: Creatures healed ignore 1 point of DR per MB for 1 round. At 11th level, they ignore it for 1d4 rounds.
Taruhhun

The Warlord

Alignment: LE

Symbol: A bloody axe

Worshippers: Tyrants, warlords, and those who seek combat for the thrill of violence alone.

Taruhhun stalks the outer reaches of the Aether, in a galleon which sails on the aetherial sea. It is crewed by the souls of beings he has defeated in combat who he deems worthy to serve him. His appearance shifts and melts by the minute, often but not always humanoid, always powerfully built, and always armed. He has between one and nine arms, and two and twelve legs at any given time. His height is as variable as his form, but two things remain constant, despite any and all changes. He always wields an axe, and he is always smiling, baring his teeth at all who approach. His worshippers do not make statues of him, for his form is too fluid for that. The altars and shrines dedicated in his name instead feature weapons, and trophies taken from dead enemies, and the spilled blood of the weak.

**Pacts** with Taruhhun are made with the understanding that upon death, the creature’s soul will go to do battle with the Lord. If it proves worthy, it will be granted a berth on his ship, to sail forever, if it is not, its soul is forever destroyed. Those making the pact are also expected to always seek glory in combat, and to enforce their will over those unable to oppose them.
Water Pressure

Going underwater can be a perilous activity, and the depths are hostile to all those creatures who are foreign to them.

Creatures that are unable to breathe underwater can hold their breath according to the table below:

For values above or below those given, the number of rounds increases by 15% for each point of Vitality. Any round in which the creature takes any action greater than swift, it counts as having spent two rounds of breath.

At the end of these rounds the character drops to -1 Health and is *dying*. Each additional round spent without access to breathable air deals an additional 1d12 points of damage to Health. A character returned to positive Health by healing does not reset their allotted rounds of air and continues to take 1d12 points of damage per turn without access to breathable air.

 Surface
 0-300ft
 300-600ft
 601-5,000ft
 5,001-10,000ft
 10,001-20,000ft
 20,001-30,000
 30,0001+

Notes:

Effects are cumulative, each depth applies the effects of the zones above and adds new ones. Each new step decreases the light level by one step.

Bends occur when creatures resurface too quickly who are not magically protected. Creatures who go down with aid, or who are not naturally marine creatures are at risk of bends. Creatures who rise more than 300ft/round must make a VR, and take 1d12 V drain on a failure. An additional resist is required for each additional 300ft or increment thereof risen in a round.

Sunlight does not penetrate more than 600ft into the water, depths past that have no naturally occurring light, although some creatures create artificial light through magic or other means.
Duplicate

Alchemical 7

Components: V,S,M

Duration: 1 day/lvl

This spell may only be cast as a 1 hour ritual. Create an alchemical duplicate for 1 day/level of one creature. When not under direct control of the caster, it acts as a programmed illusion and only performs basic tasks. When the caster is concentrating on the spell they can control their actions completely. Upon interaction with the creation, a creature can attempt an AR to notice that it is not real. It physically resembles its target exactly but has physical stats of all 10s (except stature, which is unchanged). This requires alchemical reagents equal in weight to that of the duplicated creature, along with 50 gp worth of silver per HD of the duplicated creature.
Badger

**Movement Speeds and Types:** Land 30ft, Burrow 10ft

**Key Skills**: Sense +5

**Ability Scores and Resistances**

**Defense:**

Health: 12 HP: 27

Touch AC: 21 AC: 21

DR: 3/-

**Offense:**

CB: +2

Attacks: Bite (+6, 1d4 +4, 23x2)

Special Attacks: Flurry of Bites (+6/+6/+6, 1d4 +4, 23x2)

**Exploits:**

TEB: +6 TED: 23

**Feats:** Weapon Focus (Bite), Tough

**Special Abilities (non-magical):**

Implacable Rage: Once per short rest, a badger may enter a rage as no action. This rage lasts for 1 minute. While raging, the badger gains a +2 morale bonus to hit and damage, and -2 to AC, Intellect and Acumen.

Unstoppable: During a rage, a badger gains immunity to fear and *bloodied,* and can act while *dying*.

Flurry of Bites: While in a rage, a badger may make 3 bite attacks as a full-round action.

**Ecology/Behavior:**

While they are usually angry and territorial towards other animals, badgers will not bother humanoids unless they feel threatened. They are willing and able to steal food from unwary travellers, and often tunnel into farms to eat chickens and other poultry. An enraged badger, however, is a different story.

Note: Secure food better when camping.

Monsters/Nature (DC 14): 99% of animals will not enter a fight when they don’t think they can defeat their opponent. Badgers, however, will fight anything. Never underestimate them.
Monsters/Nature (DC 18): A badger’s rage keeps them alive until the very brink of death. They will never back down.
Investigation

Investigation is an Intellect based Skill.

Characters can make an Investigation check in order to notice minute details or put them together. Traps can also be found by making an Investigation check, with a DC equal to the trap’s DC. Hidden doors, secret compartments, and other hidden appliances typically come with their own individual DC.

Examples of uses for Investigation, and their DCs, are as follows:

Noticing that someone has left the door open when it was previously closed: DC 10

Noticing that a window was broken from the inside: DC 20

Finding a small object hidden in a tree: DC 30

Spotting a drop of blood on a leaf: DC 35

Spotting and recognizing fingerprints: DC 40
Initiative

A creature’s initiative modifier is equal to their Finesse modifier plus their Grace modifier.

When a combat begins, or if multiple creatures attempt to take an action at once and need to resolve which happens first, they all roll an initiative check: 1dW + F + G.

Once initiative is rolled, the creature with the highest result takes their turn first, followed by the second highest result and so on. Once the creature with the lowest initiative rolled has taken its turn, it becomes the turn of the creature that rolled the highest initiative, and the cycle continues.

If two creatures get the same result, the creature with a higher initiative modifier goes first. If they have the same modifier, the creature that acts first is determined randomly.

When a creature rolls a total modified initiative of 5 or less, it fumbles and is *staggered* for one round.
Classes

A class is the progression system through which  a character becomes more powerful. Each class tells you which die is used to determine your HP per level (your hit die, HD), which resistances use the “good” progression, your Combat Bonus, your Magic Bonus (if any), as well as any other features gained through that class.

Each class grants skill points, with additional skill points for high Intellect modifiers, and fewer skill points with lower Intellect modifiers. No character can gain fewer than 1 skill point per level.

Refer to the Character Advancement Table for levels at which characters gain Feats, Traits, Ability Score Increases, and the progression for Good and Bad Resistances.

**Base Classes**:
Charm Person

Aberrant 1, Dramaturgic 1, Eldritch 1

Components: V

Resist: E

Duration: 1 min/lvl

A humanoid creature within 20ft has their attitude towards the caster become friendly, and they will be cheerful and helpful towards them for the duration of the spell. They remember everything they did during the duration of the spell, but might not remember why. The spell does not affect creatures hostile to the caster, and cannot force creatures to do anything they would not normally do as the caster’s friend.
Mind Probe

Aberrant 4

Components: S,M (a pair of tweezers)

Resist: R

Duration: 1 round/lvl

The caster forcibly enters a touched creature’s mind, and learns the answers to one question per round. The touched creature and caster are considered *helpless* for the duration. The touched creature may make a new resist at the end of each of their turns. The caster must maintain physical contact with the target.
Alxola

Alignment

There are things which are, and things which live, mortal and frail in the broader world. All those things which live may trace this life back to one progenitor, Alxola, who brought the first living things into existence, and who allows mortal life to exist and thrive even still. While life is often messy and imperfect, that is the way that it was intended, for perfection is boring, and a life lived without struggle is a life without victory. Thus Alxola allows all her children to face the world as it comes to them, and while she cherishes every thing, it is rare that she intercedes in the challenges any one might face.

**Paladins** of Alxola are rare, for many of her servants act as hunters or druids. In times of great distress, some heroes of Alxola may emerge. They cannot wear or wield metal, and cannot use smite against unintelligent creatures (except undead). They heal an amount equal to their Vitality modifier(min 1) every time they use Lay on Hands.

**Oath of Worship** Plant and tend to a seed. Animals begin with an attitude of neutral towards you (not opposed).

1st Boon: Gain one additional HP and point of health per level.

2nd Boon: A number of times per long rest equal to your Vitality modifier, add twice your level to the healing granted by a healing spell you cast.

3rd Boon: You become immune to toxins, poison damage, and disease. Once per long rest as a standard action, you may grant these immunities to a creature touched for one minute per level.

**Invoke**

0 - Gift of Life

Components: V, S, M

Dying creature touched gains fast healing 1 until it reaches 0 Health or dies.

4 - Xylic Restoration

Components: S, M

Duration: 1 round

Resistance: G

A creature within 30ft touching the ground is enshrouded in vines. The creature cannot take actions and gains total cover against all attacks. If the vines remain intact until the end of the spell’s duration (AC 20, 1d10 Health per level), the creature gains 1d4 positive energy per level, plus the amount of health remaining for the vines. If the vines are destroyed, the creature can take actions.

7 - Beast

Components: S, M

Duration: 1 round/lvl

Resistance: I

A creature within 30ft’s Intellect score drops to 0 and they lose proficiency with manufactured weapons. They gain +8 P, +4 G, +4 V, +4 Natural armor, and are treated as an animal for spell effects. This spell does not affect creatures with Intellect below 1.

10 - Instant Restoration

Components: V

Resistance: E

One deceased creature who has been dead for up to 3 rounds is resurrected as per True Resurrection. This does not require a resurrection roll. If the target succeeds an additional ER (DC= 60 - this spell’s DC), they do not suffer ill effects due to this recent death. This spell may only be cast as a full-round action.

**Essence**

Heal: Creatures healed gain fast healing 1 for 1 round/lvl. This increases by 1 at 9th level and by 2 at 17th level.

Harm: Creatures harmed must succeed an additional GR at the channel’s DC or become entangled for one round. At 12th level, they become entangled until they succeed a GR or PR as a move action.
Sense

Sense is an Acumen based Skill.

The result of a Sense check is used to determine a creature’s awareness and their knowledge of their immediate surroundings. A Sense check is related to a creature’s hearing, smell, and senses other than sight.

A character may also roll a Sense check against an opposing Stealth check to detect a creature sneaking up on them, as well as an opposing Sleight of Hand check made to pickpocket.

The DC to sense a trap is equal to the trap’s DC + 20.

A creature can still make Sense checks while asleep, but they take a -20 penalty.

Invisible creatures can be detected with Sense, though these checks incur a -10 penalty, or a -5 penalty if you are aware that the creature you are trying to sense is an invisible creature.
Warp Metal

Aberrant 4

Components: V,M (a thin wire)

Resist: E

Duration: Instantaneous

The caster can warp up to 1 lb of metal/lvl within 30ft. This destroys the form and function of an object made of metal, or gives an object the *broken* condition if its weight is greater than the total weight the caster can affect. Objects worn or carried by a creature may use the creature’s ER. The caster must make a DC 30 spell focus check to destroy magic items using this spell.
Feats

Prerequisites are required for some feat or abilities. Note that it is necessary to take the prerequisites for any listed prerequisites. For example, Anticipation lists I 14 and Combat Reflexes as prerequisites. Combat Reflexes lists CB 2 as a prerequisite, so CB 2 is also required to take and use Anticipation.
Hippo

**Movement Speeds and Types:** 90 ft, Swim 20 ft

**Key Skills:** Intimidate +30, Stealth +10 (+25 in water)

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 72 HP: 392

Touch AC: 12 AC: 28 (+16 Natural Armor)

DR: 16/-

**Offense:**

CB: 9

Attacks: Bite (+17, 8d12+37, 20x4)

**Exploits:**

TEB: +40 TED: 56

**Feats:** Tough, Weapon Focus (Bite), Exploit Defense, Skill Focus (Stealth), Resistor (V), Resistor (R), Resistor (E), Resistor (S)

**Special Abilities (non-magical):**

Submergence: While underwater, hippo ignores penalties to Stealth from Stature.

**Ecology/Behavior:**

Yeah, a 90 ft move speed doesn’t sound right, huh? Go check, I dare you. Yup, 30 miles per hour. Let's assume a hippo is taking the run action. So 30 mph becomes roughly 45 feet per second. Over 6 seconds, a hippo can run 270 feet. Three movements gives 90 ft. Look, I’m not happy about it either. This fact lives in my head now, knowing that not only could I not outrun these things, but I don’t even know if I would have a chance to say goodbye before a 5-ton monster bites me in half.

Monsters/Nature (DC 20): A hippo’s thick hide makes them difficult to damage.
Monsters/Nature (DC 20): They are incredibly good at hiding while submerged underwater.
Special: A DC 25 Nature check removes a hippo’s bonus to Stealth in water.
Fly

**Movement Speeds and Types:** Fly 15 ft

**Key Skills:** Stealth +26

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 1  HP: 1

Touch AC: 33 AC: 34

DD: 2 Immune to cantrips.

**Offense:**

CB: 1 Attacks: Bite  +5 1d1   27x2 plus Welt

**Exploits:** TEB: -40 TED: -24

**Feats:** Weapon Finesse

**Special Abilities (non-magical):**

Welt: A successful bite attack imposes a -1 on all 1dW rolls for the target for 1 round.

Buzzing: The Sense DC to notice a fly is 20 lower when they are flying.

**Ecology/Behavior:**

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Monsters/Nature (DC 10): Flies are annoyingly difficult to swat. An area of effect is overkill, but the easiest way to deal with them.
Monsters/Nature(DC 15): A flyswatter grants a +15 bonus on rolls made to hit a fly.
Special: A DC 27 Arcana check reveals that flies have evolved to be immune to cantrips.
Armor & Shields

When wearing armor, a character gains an armor bonus to their AC as given by the table, as well as the listed D and DR/-. The maximum AC bonus by their Grace is limited by most armors, a max G of “ - “ denotes no maximum. Armor additionally imposes a check penalty to Power and Grace based skills, and a reduction to move speeds.

A creature that is not proficient with the armor or shield type worn doubles the armor’s weight to determine encumbrance and takes the check penalty to attack rolls, PRs, FRs, and  GRs.

Shields

\*These items are specialized, and require Specialized Proficiency to gain proficiency with them, in addition to proficiency with the type of item, such as Light Armor Proficiency.

\*\*An Elven Scarf does not require any armor proficiency, and does not interfere with any spellcasting, but its bonuses do not stack with any other armors. It grants no bonus to creatures not proficient with it.

\*\*\*A Tower Shield may be deployed as a standard action to grant the weider total cover from one chosen direction in a cone. This benefit is lost if the wielder takes any standard or full-round actions or moves, voluntarily or involuntarily. While deployed, the wielder gains no shield bonus to AC.

\*\*\*\*A Gnome Buckler does not prevent the wielder from using their hand for other purposes, but imposes -4 on attack rolls made with this arm, or -2 on attacks made with both arms. It cannot be used to shield bash.

Shield Bash:

 Shield
 Shield, Heavy
 Shield, Tower

\*A creature adds this value to their stature score to determine the shield’s SM for the purposes of wielding the shield as a weapon. This is because a shield must be of sufficient size to supply the given protection listed in its properties. The damage listed assumes a shield of appropriate size for a Stature 10 character, so treated as SM 5, 11, and 17 respectively.

Using a shield as a weapon to make an attack is called a shield bash. When a creature uses a shield to make a shield bash, they lose that shield’s shield bonus to AC until the start of their next turn. A creature that is unable to wield a shield as a weapon may still wield the shield for defensive purposes.

Generally, a creature can fit in armor made for a creature with a Stature within 1 point of their own.

To find the weight of any given armor, multiply its weight by the value given above for the adjusted stature.
Sleight of Hand

Sleight of Hand is a Finesse based Skill.

A character can make a Sleight of Hand check in order to perform precise or nimble handwork. This includes pickpocketing, concealing small items on your person, and making covert movements.

One character may pickpocket another using a Sleight of Hand check. This requires an opposed Sense roll from the target, and the Sleight of Hand DC is equal to the target’s Sense roll + 10. Distractions or other factors may reduce this DC.

A Sleight of Hand check can also be made to conceal items. This requires an opposed Investigation roll from the searcher, and the Sleight of Hand Check’s DC is equal to the result of the opposed Investigation check.

If a character is attempting to make covert movements, such as hiding the somatic components of a spell, they can roll a Sleight of Hand check against a DC equal to the observer’s Spot check.
Lion

**Movement Speeds and Types:** Land 70 ft

**Key Skills**: Intimidate +12, Spot +9, Sense +9, Stealth +14

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 30 HP: 75

Touch AC: 19 AC: 22 (Natural Armor 3)

**Offense:**

CB: +4/+1

Attacks: Bite (+12, 1d12 + 17, 23x2) 2 Claws (+12, 1d8 + 12, 24x2)

Special Attacks: Pounce

**Exploits:**

TEB: +18 TED: 37

Specific Exploit Bonuses: +4 against trip

**Feats:** Deadly Strikes x3

**Special Abilities (non-magical):**

Pride: Lions gain an additional +2 to hit and +4 to damage when flanking.

Ambush: a lion’s movement speed is doubled when charging.

Roar: a lion may make an Intimidate check as a move action with a DC of 27, creatures who fail their resist become *frightened*.

**Ecology/Behavior:**

Lions are territorial predators who hunt together and live in prides, which allows them to take down prey they could not manage alone. They are not picky eaters and will also steal kills from smaller carnivores if they can. Lions possess fantastic night vision and often hunt at night, but thankfully for adventurers who must travel through their territory, they never come too close to campfires.

Note: But they’ll sit just outside the circle of firelight and stare at you anyways. Freaky.

Monsters/Nature (DC 17): Lions are much more dangerous when they pounce.
Monsters/Nature (DC 22): Their claws are dangerous, but their deadly jaws are what’s gonna kill you.
Special: A DC 30 Nature or Monsters check will allow players to recognize a lion ambush, and know that their best chance of escape involves running towards the roar, not away from it.
Survival

Survival is a Resolve based skill.

Survival checks allow creatures to use skills required to survive and function in wild environments. While Nature checks can be used to grant knowledge about the wild, actually executing various tasks in the wilderness usually requires a Survival roll.

Basic skills that require a Survival check may include starting a fire, pitching a tent, predicting the next day’s weather, and gauging the severity of a river’s current. The DC of these checks can vary depending on the circumstances, and is left to the GM’s discretion.

Survival can also be used to find tracks or trace a creature’s movement. The DC for each mile of tracking is equal to 20 + the creature’s bonus to Stealth to move at ¼ speed. Moving at ½ speed increases the DC by 10, and moving at full speed increases the DC by 20. Creatures can take a 20 on survival to track by halving their speed.
Spot

Spot is an Acumen based Skill.

A Spot check measures a creature's ability to see and notice things around them. For example, it can be used to notice traps, hidden enemies, and distant or concealed objects.

Examples of situations that may require a Spot check, along with its corresponding DC’s, are as follows:

Spotting a trap before it activates: DC = trap’s resist DC +10.

Spotting a hidden creature: DC = creature’s opposed Stealth roll.

Spot DCs vary widely based on the object’s size, distance, color, movement and other factors. A fairly obvious object might have a DC of 10, a slightly hidden one might have a DC of 20, and a hard-to-notice object might have a DC of 30. The exact number is ultimately up to the GM’s discretion.
Technology

Technology is an Intellect based Skill.

Technology checks allow characters to understand and manipulate technological implements. Some Craft checks require the creator to also succeed a Technology check to understand an object’s structure or its function**.** Specific devices are typically listed with the DC required to successfully operate them.
Hadrus

Alignment

Hadrus is often depicted as an old man with a white beard, clad in well-worn armor and holding a heavy steel shield. It is often argued whether he should be depicted in human or dwarvish form, but many followers find compromise in keeping him covered in heavy armor to the point that it does not much matter. Clerics of Hadrus often stay in the lands they were raised in to raise and provide for the children of their town. Adventurers tend to be those whose duty to protect their family requires them to follow others into the world. Hadrus values protection far more highly than law or good, and is a moderate in these aspects.

**Paladins** Paladins of Hadrus must swear to protect their families and their allies at any cost. A paladin who fails to protect an ally or

family member is considered to have fallen and requires atonement, while a paladin that commits an unlawful act or even

slightly evil one may be considered to be in the right if the act was absolutely necessary to protect his family.

**Oath of Worship** Each morning, be the first to rise in your group of allies. Offer a meal to all who are nearby, even if they are

not your direct allies. You may not eat for the day until this is completed. You gain a +4 to resist against fatigue and exhaustion.

1st Boon: Each long rest, select a number of creatures up to your Acumen modifier (min 1). These creatures gain a

deflection bonus to AC and DR/- equal to your level.

2nd Boon: A number of times per long rest equal to 1+1⁄4 your level, you may intercept a successful attack against an ally

within 30ft as no action. You take the full effects of this attack.

3rd Boon: You project a faint image of a battered shield between your allies and their attackers. As a quick action, you

can grant an ally within 10ft your shield bonus to AC against one attack. This includes enhancement bonuses to your shield. This

ability may be used a number of times per short rest equal to your Acumen modifier (min 1).

**Invoke**

0- Cover

Components: S

Duration: Concentration

One creature touched gains a +1 deflection bonus to AC.

4- Restful Prayer

Components: S, V, M, F

You and allies within 30ft gain the benefits of a short rest in

10 minutes instead of an hour. Cast as a 10 minute ritual.

7- Healing Surge

Components: S

A creature touched takes 15 points of positive energy per

level. The caster takes 5 points of holy damage per level.

10-Guard

Components: none

A single creature within 30ft gains +20 AC, and takes half

damage (before DR and resistances) against a single attack or

effect. The caster must be alive, though this spell can still be

cast while dying. This spell may be cast as no action.

**Essence**

Heal: All creatures healed may make a resistance against an ongoing effect afflicting them against the original DC of the effect as no action. At 10th level, if the DC of the effect is lower than the DC of the channel, they automatically succeed.

Harm: Creatures damaged take -4 to hit/damage for one round, half on resistance. Increases by 2 at 8th and 16th levels
Blushroom

## Overview

Blushrooms release spores and psychedelic pheromones out of their mouth, which alter the perception of the consumer. The pheromones make what would normally eat the fungus euphoric and uninterested in ingesting them. The mycelium of the blushroom spread throughout its environment and can send proteins, signals, and thoughts to each other blushroom. They can speak very primitively and can take up to an hour to complete a conversation, by sending signals to each other through their roots.

In every Blushroom colony there is a Mother Blushroom, Referred to as "Mouma" by some Beeber cultures and by any colony taught to speak english, regardless of if taught the correct spelling of Mama, Mum, or Mother. The Mother Blushroom is on average 5 or more times the size of a normal Blushroom, and can speak and interact at almost the same speed as a normal Beeber.

In a colony, each blushroom, or in the context of the colony, a "node", is given a role. A node can be a Photosynthesiser, a Socialiser, and in exremely rare cases, when cut off from the home colony, one can become a Hopper a.k.a. Rogue, or a Mouma.

## Morphology

Blushrooms measure at 22.5 Centimetres, protrude from the ground, feature a large photosynthesising area around the neck, are long, and tapered at one end. On the tapered end the form ends with a head which features a mouth.
Mubbo Wiki

> Mubbo is a project I've been working on since a few years ago. It's honey themed, involves Mubbo, our titular character, and many other strange creatures. Its universe will most likely be used for a game, although I'm not a game developer and dont intend to be. I am also considering making comics or short books for it.
>
> -Pyxel

**Featured Articles**
Glogrubs

## Overview

Glogrubs are small aquatic creatures which measure at around 10 cm at most.

## Etymology

“Glogrub” comes from English *glow* and *grub,* referring to the creature’s glowing appendage used to ward off predators.

## Morphology

Glogrubs measure at 5 to 10 cm, feature two stubby fins, and a long tail with a bioluminescent bulb on the end.
Mubbo (Character)

The current design of Mubbo, as of February 2021.

> Life’s sweet when you’re 70% honey.
>
> -Mubbo

Mubbo is the main character of Mubbo, the universe named after him. He is the *melliloquent* playable character in Mubbo, and main character in the upcoming comics, although they, and the game (save for a demo made with Godot), have yet to have started being worked on.

Mubbo has a pet, Sandra. He loves her and spends every waking moment of his day with her.

Mubbo's biggest enemy is Cassy, although he is sure than she can be made good again, no matter how twisted she is physically and mentally.
Eldritch Spell List

Eldritch:

There are some who wish to master the power of hidden magical knowledge, but do not wish to seek the approval of a deity or spend time on the required study to master the intricacies of such esoteric knowledge. These individuals make bargains with powerful outsiders for quick access to magical abilities.

* Eldritch spells can be cast in light armor, but not with shields.
* Eldritch spells frequently utilize verbal components. Very few spells incorporate material components.
* Eldritch casters are expected to give something in return for their powers. Not all entities that grant these powers are upfront about the price.

Level 0

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Honeytrees

## Overview

Honeytrees are sessile and feature thick viscous honey around their stem. They exhibit photosynthetic cells within their honey, which help them to live.

## Morphology

Honeytrees are long and protrude from the ground, with thick chitinous bark around their structure. As the stem thins near the tip, it starts to exhibit spherical globs of honey which seep from inside the tree.
Membras

* Standing
* Birthing

## Overview

**Membras**, also known as **Earsnouts**, are a bird-like species in the Mella class, native to Honia. When flying, they can reach 30 mph.

## Etymology

Membra comes from English "Membrane", relating to the large patagium. The word "membrane" is derived from Latin *membrana*, meaning "Skin" or "Tissue"

The alternative name, Earsnout, derives from English "Ear" and English "Snout."

The Binominal Name, *Volans Uniped*, derives from Latin *Volans* meaning "Flight", Latin *Unus*, meaning "One" and Latin *Pes,* meaning "Foot" or "Leg,"

## Morphology

Membras measure at 0.58 Metres and feature a patagium from their ears to their hands, a proboscis, and 1 heavily muscled leg which is used to take off and initiate flight. Underneath the aural structure is a lighter and more stretchy area of the patagium, which is used as a parachute when the Membra wishes to safely land.
Beebers

Mubbo, a notable Beeber.

## Overview

Beebers are sapient yellow-orange Mellans which are capable of forming societies. They inhabit Honia, as well as eating and living around honey a lot for spiritual and health reasons.

## Etymology

"Beeber" comes from English *Bee* and English *Bird*.

*Melblanda Apiana* derives from Latin *Mel* "Honey", Latin *Blandus* "Smooth, Alurring", and Latin *Apis* "Bee."

Lit. "The Alurring Bee of Honey"

## Morphology

They average at a height of 0.75 Metres, although that usually varies by 5 cm depending on the circumstances around the birth and upbringing.

As children, Beebers measure at 30 cm, exhibit a grub-like form, and spend their time inside of a fibrous cocoon. Once they mature, they grow wings which float about 3 cm away from the body which they use to move.
Bonewhale

The Bonewhale is a hybrid creature made by Beto09786.

## Description

The Bonewhale is a hybrid creature built by unknown aliens or humans in a undiscovered research lab. This creature has the head and tail of a Boneshark and the body of a whale. Somehow, Bonesharks don’t attack this creature, mostly because they have the same body parts or DNA. Some papers inside the lab shows that Bonesharks sometimes protect Bonewhales due to the bonewhales not having full armor like the Bonesharks.

## Diet

The diet of this species contains small creatures, but sometime they eat larger creatures in packs.

## Longevity

Bonesharks May live up to 63 years. They are juveniles when at age 12 or 13 and they Are adults at age 21