recursal/Fanatic-Fandom huggingface dataset:
Skip Shot

You can ricochet a firearm shot around cover.

Requirements
**:** Point Blank Shot, Precise Shot.

## Benefit

If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a -2 penalty on his or her attack roll, and the character's attack deals -1 die of damage.

The surface doesn't have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot.

###

Gunslinger
Starship Strafe

You can use a starship’s ranged weapon set on automatic fire to affect a wider area than normal.

Requirements
**:** Starship Gunnery

## Benefit

When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide (that is, any four 500-foot squares in a straight line).

###

A starship weapon on autofire normally affects a 1,000-foot-by-1,000-foot area.
Streetfighting

You know the brutal and effective fighting tactics of the streets and back allies.

Requirements
**:** +2
**:** Brawl

## Benefit

Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4  points of damage.

###

Improved Feint

###

Tough Hero, Bodyguard, and Daredevil.
Swallow Whole

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

**Swallow Whole** (Ex): If the creature begins its turn with an opponent held in its mouth (see improved grab, above), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its opponent and deals bite damage. Unless noted otherwise, the opponent can be up to one size category smaller than the swallowing creature.

Being swallowed has various consequences depending on the creature, but a swallowed opponent is considered grappled, while the creature is not. A swallowed opponent can try to cut its way free with any light piercing or slashing weapon (the amount of cutting damage required to get free is noted in the creature’s descriptive text), or it can just try to escape the grapple. If the swallowed opponent chooses the latter course, success puts it back in the creature’s mouth, where it may be bitten or swallowed again.
Troll

**Type:** Giant

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

CR: 5

**HD:** 6
**Advancement HD:**
     By character class; ()

## Combat

HP: **63**
**HD:** 6d8  + 36
**Massive Damage:** 23
Hit DC: **18**
     (Dex): +2
     Size: -1     Natural Armor: 7
**Touch DC:** 11
**Flat-Footed DC:** 15
BAB: **+4**
**Grapple:** 14
     (Str): +6
      **Attack 1:** +9 melee (1d6+6, claws; slashing)     **Attack 2:** +7 melee (1d6+3, bite; piercing)     **Attack 3:** +5 ranged (varies, bludgeoning; thrown)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 400 lb.
**Medium:** 401-800 lb.

## Special Traits

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

Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex)
A troll regenerates 5 points of damage each round but cannot regenerate acid or fire damage. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Scent (Ex)
This ability allows a troll to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Darkvision (Ex)
Instead of the low-light vision normally possessed by creatures of the giant type, trolls have darkvision with a range of 90 feet.
Bonus Feat
A troll gains either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Automatic Language
Trolls speak (but neither read nor write) Giant or one other language.
Precise Shot

You are skilled at timing and aiming ranged attacks.

Requirements
**:** Point Blank Shot.

## Benefit

The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.

###

A character takes a -4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.

###

Elusive Target.

###

Skip Shot.

###

Bodyguard and Gunslinger.
Volume 111

তিন গোয়েন্দার ঠগবাজ, মৃত্যুর মুখোমুখি এবং হারানো ক্যামেরা নামের তিনটি গল্প নিয়ে এই ভলিউমটা সাজানো।

## Plot summary

1. **ঠগবাজ:** অত্যাধুনিক থিমপার্কে তদন্ত করতে গিয়ে বিপদে পড়ল মুসা। ভয়ঙ্কর মুখোশের আড়ালে লুকিয়ে আছে, ও কে? অদ্ভুত সব ঘটনা ঘটাচ্ছে কারা? জটিল রহস্যজালে জড়িয়ে ছটফট করছে এখন তিন গোয়েন্দা। রকিব হাসানের লেখা গল্পকে তিন গোয়েন্দায় রূপান্তর করেছেন শামসুদ্দীন নওয়াব।
2. **মৃত্যুর মুখোমুখি:** কাজী শাহনূর হোসেনের লেখা নীল-ছোটমামা সিরিজের ১১ তম গল্প **পাতাল বিভীষিকা** বইটি তিন গোয়েন্দায় রূপান্তর করেছেন শামসুদ্দীন নওয়াব।
ভিনগ্রহে নামতেই বিপদে পড়ে গেছে কিশোর আর হিরু চাচা। গান-রানার সন্দেহে গ্রেপ্তার করে ফায়ারিং স্কোয়াডে দেয়া হয়েছে ওদেরকে। 'ফায়ার' জেনারেল চেদাকি আদেশ দিতেই খুঁটিতে বাঁধা, লাল কাপড় পরানো দেহ দুটি গুলি বর্ষণের ফলে ঝাঁকি খেয়ে বাঁকা হয়ে গেল।
3. **হারানো ক্যামেরা:** ক্যাম্প ট্রিহাউসে ছুটি কাটাতে এসেছে তিন গোয়েন্দা। কেবিন থেকে ওদের বন্ধু শন রাইটের ক্যামেরাটা চুরি হয়ে গেল। কে করেছে কাজটা? তদন্তে নামল ওরা।

## Characters

* কিশোর পাশা
* মুসা আমান
* রবিন মিলফোর্ড
* মারিয়ান পাশা

### অপ্রধান চরিত্র

* **ঠগবাজ:**
	+ বেন ব্রোগান: গ্যালাক্সি হোটেলের ম্যানেজার
	+ জেনি: হোটেল পরিচালিকা
	+ সিলভা  : হোটেল পরিচালিকা
	+ মরিস বেকার: আর্কিটেক্ট
	+ এলিজা ট্রেনার/ টিনা: মরিসের সহকারী
	+ হ্যারিস কনারি: গ্যালাক্সি হোটেলের মালিক
	+ এইচ.(হেনরি) মার্কার
	+ মলি কোয়ান: কস্টিউম ইনচার্জ
	+ টমাস ডিকনার: স্টার ফাইটার
	+ ডন বিয়ার, কনি, টড: গ্ল্যাডিয়েটর খেলোয়াড়
	+ মিলি ডিক্সন: বৃদ্ধা
	+ চিফ হেরিংটন: পুলিশ চীফ
* **মৃত্যুর মুখোমুখি:**
* **হারানো ক্যামেরা:**

## Locations

* America
	+ California
		- Rocky Beach
		- Hollywood
			* Galaxy Theme Park (তারার দেশ)
Mobility

You are skilled as dodging past opponents and avoiding attacks they make against you.

Requirements
**:** Dexterity 13
**:** Dodge

## Benefit

The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square

###

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

###

Shot on the Run, Spring Attack, and Whirlwind Attack.

###

Daredevil, Infiltrator, and Fast Hero.
Track

You can follow trails of characters and creatures across most types of terrain.

## Benefit

To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. The character moves at half his or her normal speed (or at the character's normal speed with a -5 penalty on the check, or at up to twice the character's speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions.

 Hard | 20 | Any surface that doesn't hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.

If the character fails a Survival check to track, he or she can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

###

A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.

###

Dedicated Hero
Telekinesis

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

## Description

The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester’s choice).

**Sustained Force:** A sustained force moves a creature or object weighing up to 25 pounds per manifester level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.

This power lasts up to 1 round per manifester level, but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object can’t be moved beyond the range. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand, if the force required is within the weight limitation.

**Violent Thrust:** Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds per manifester level.

The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects.

Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 10 feet (1d6 points).
Power Resistance

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

**Power Resistance** (Ex): A creature with power resistance can avoid the effects of psionic powers that directly affect it. To determine whether a spell or spell-like ability works, the psionic power manifester must make a level check (1d20 + manifester’s level). If the result equals or exceeds the creature’s power resistance, the power works normally, although the creature is still allowed a saving throw.
Move Silently

Use **Move Silently** to sneak up to an enemy or to prevent from being heard while performing actions.

**:** Dexterity

**T:** No

**AP:** Yes

**:** Gunslinger, Infiltrator, Martial Artist, and Fast Hero.

## Checks

A character's **Move Silently** check is opposed by the Listen check of anyone who might hear them. A character can move up to half his or her normal speed at no penalty. At more than half speed and up to the character's full speed, they take a -5 penalty. Attacking, running, or charging incurs a -20 penalty.

**Table: Feats**
Perform

The **Perform** skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below. The number of Perform categories is kept purposely finite. When trying to determine what Perform skill a particular type of performance falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.

**:** Charisma

**T:** No

**AP:** No

**:** Charismatic Hero, Daredevil, Martial Artist, and Personality.

## Checks

The character is accomplished in some type of artistic expression and knows how to put on a performance. The character can impress audiences with his or her talent and skill. The quality of the character's performance depends on his or her check result.

 Masterful performance. Audience awed. | 30

The eight Perform categories, and the qualities each one encompasses, are as follows.

### Without Instruments

Act
The character is a gifted actor, capable of performing drama, comedy, or action-oriented roles with some level of skill.
Dance
The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to music.
Sing
The character is a musician gifted with a talent for producing musical tones with your voice.
Stand-Up
The character is a gifted comedian, capable of performing a stand-up routine before an audience.
### With Instruments

Keyboards
The character is a musician gifted with a talent for playing keyboard musical instruments, such as piano, organ, and synthesizer.
Percussion Instruments
The character is a musician gifted with a talent for playing percussion musical instruments, such as drums, cymbals, triangle, xylophone, and tambourine.
Stringed Instruments
The character is a musician gifted with a talent for playing stringed musical instruments, such as banjo, guitar, harp, lute, sitar, and violin.
Wind Instruments
The character is a musician gifted with a talent for playing wind musical instruments, such as flute, bugle, trumpet, tuba, bagpipes, and trombone.

### Special

A character without an appropriate instrument automatically fails any Perform (keyboard), Perform (percussion), Perform (stringed), or Perform (wind) check he or she attempts. At the GM's discretion, impromptu instruments may be employed, but the performer must take a -4 penalty on the check because his or her equipment, although usable, is inappropriate for the skill.

**:** A character can take 10 when making a Perform check

**:** No

**:** Not for the same performance and audience.

###

A Perform check usually requires at least several minutes to an hour or more.

**Table: Feats**
Lesser Bioweapon

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

## Description

The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 1d4 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.
Weapon Focus

Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat.

## Benefit

The character adds +1 to all attack rolls he or she makes using the selected weapon.

###

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

###

Battle Mind, Gunslinger, Soldier, Dedicated Hero, Smart Hero, and Strong Hero.
Undead

An undead is a once-living creature animated by spiritual or supernatural forces. See Table: Undead for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d12.

**Base Attack Bonus:** 1/2 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Will.

**Skill Points:** 3 x Int score, plus 2 points per Hit Dice beyond 1 HD.

**Feats:** 1 + Int modifier, plus 1 feat per 4 HD beyond 1 HD.

Undead share the following additional traits.

**Weapon and Armor Proficiency:** Undead receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. An undead is proficient with its natural weapons and any weapon mentioned in its entry. Undead noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

**Ability Scores:** An undead has no Constitution score. It uses its Charisma modifier for Concentration checks.

**Darkvision (Ex):** Most undead have darkvision with a range of 60 feet.

**Immunities:** Undead are immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mind-affecting effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or effects of massive damage, or any effect requiring a Fortitude save unless the effect also works on objects or is harmless.

**Healing:** Undead cannot heal damage on their own if they have no Intelligence score. Undead can be healed with negative energy (usually only available through the use of magic). Most undead are destroyed immediately if reduced to 0 hit points or less.

**Special:** Undead cannot be raised from the dead.
Pilot

Use **Pilot** to fly a general purpose aircraft, helicopters, or spacecraft.

**:** Dexterity

**T:** Yes

**AP:** No

**:** Daredevil, Field Medic, Field Scientist, and Fast Hero.

## Checks

Typical piloting tasks don't require checks. Checks are required during combat, for special maneuvers, or in other extreme circumstances, or when the pilot wants to attempt something outside the normal parameters of the vehicle. When flying, the character can attempt simple maneuvers and stunts (actions in which the pilot attempts to do something complex very quickly or in a limited space). Each vehicle's description includes a maneuver modifier that applies to Pilot checks made by the operator of the vehicle.

penalty on Pilot checks.

The pilot of a starship can make a Pilot check to escape after being held or immobilized by another starship’s grapplers or tractor beam; see Starship Grappling Systems.

**Special:**
Unless you have the Starship Operation feat, you take a –4 penalty on Pilot checks made to pilot a starship.

For modern-day () spacecraft such as the space shuttle, the Aircraft Operation (spacecraft) is sufficient to negate the –4 penalty on Pilot checks; however, this feat cannot negate the penalty as it applies to  or higher spacecraft.

**Table: Pilot Feats**
Starship Mobility

You are adept at dodging attacks while piloting starships

Requirements
**:** Dexterity 13
**:** Starship Dodge

## Benefit

When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +4 dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area. Any condition that makes you lose your Dexterity bonus to Defense also makes you lose your dodge bonuses. Dodge bonuses (such as this one and the dodge bonus granted by the Starship Dodge feat) stack with each other, unlike most types of bonuses.

###

Starship Battle Run
Unarmed Strike

Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except that an unarmed attack deals nonlethal damage. Unarmed strikes count as light melee weapons (for purposes of two-weapon attack penalties and so on). The following exceptions to normal melee rules apply to unarmed attacks.

Attacks of Opportunity
Making an unarmed attack against an armed opponent provokes an attack of opportunity from the character attacked. The attack of opportunity comes before the character's attack. An unarmed attack does not provoke attacks of opportunity from other foes, nor does it provoke an attack of opportunity from an unarmed foe.
"Armed" Unarmed Attacks
Sometimes a character or creature attacks unarmed but the attack still counts as armed. A creature with claws, fangs, and similar natural physical weapons, for example, counts as armed. Being armed counts for both offense and defense - not only does a creature not provoke an attack of opportunity when attacking an armed foe, but a character provokes an attack of opportunity from that creature if the character makes an unarmed attack against it. The Combat Martial Arts feat makes a character's unarmed attacks count as armed.
Unarmed Strike Damage
An unarmed strike from a Medium-size character deals 1d3 points (plus the character's Strength modifier, as normal; minimum 1) of nonlethal damage.
A character can specify that his or her unarmed strike will deal lethal damage before the character makes his or her attack roll, but the character takes a -4 penalty on the attack roll because he or she has to strike a particularly vulnerable spot to deal lethal damage.

**Table: Feats**
Occupation

Select one starting occupation for a 1st-level character. This represents the training and life experience the character has had prior to the start of the campaign. This comes after Species selection and after Class selection, but before gameplay starts. A hero may hold other jobs as his or her career unfolds, but the benefits of a starting occupation are only applied once, at the time of character creation.

Many starting occupations have a prerequisite that the character must meet to qualify for the occupation. Each occupation provides a number of additional permanent class skills that the character can select from a list of choices. Once selected, a permanent class skill is always considered to be a class skill for the character. If the skill selected is already a class skill for the character, he or she gains a one-time +1 competence bonus for that skill.

Some starting occupations provide a Reputation bonus or a bonus feat (in addition to the two feats a 1st-level character already receives). Finally, a starting occupation increases the character's Wealth bonus.

Check with the Game Master to determine which occupations you can choose from. Conversely, your GM might provide additional occupations that are specific to your campaign. Choose one occupation from the available selections and apply the benefits to your character as noted in the occupation's description.

## Occupations Description

**Description:** a brief idea or examples of the occupation.

**Prerequisite:** The character must meet this criteria to claim this occupation. This is typically an age restriction.

**Skills:** The skills the character will gain as permanent class skills (typically 1 to 3 skills). If a skill the character selects is already a class skill from their first class, he or she receives a +1 competence bonus on checks using that skill. Unlike class skills from a class, the chosen skills can always have one rank purchased for one skill point regardless of the class the character takes.

**Bonus Feat:** This is in addition to the two feats a 1st-level character already receives.

**Wealth Bonus Increase:** This is a bonus to the starting Wealth for the character. Typically 1 to 3 points.

**Reputation Bonus:** This is a permanent boost to the character's reputation bonus.

## Starting Occupations

Choose one occupation from the available selections and apply the benefits to the character as noted in the occupation's description.
Scent

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

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

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range.

When a creature detects a scent, the exact location is not revealed — only its presence somewhere within range. The creature can take a move or attack action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source.

A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry’s odor, the number of creatures being tracked, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Owl

**Type:** Animal

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

CR: 1/4

**HD:** 1/2
**Advancement HD:** None

## Combat

HP: **2**
**HD:** 1/2d8
**Massive Damage:** 10
Hit DC: **17**
     (Dex): +3
     Size: +2     Natural Armor: 2
**Touch DC:** 15
**Flat-Footed DC:** 14
BAB: **+**
**Grapple:** -10
     (Str): -2
 General Stats
Initiative: **+3**
**Fight Space:** 2.5 ft. X 2.5 ft.
**Reach:** 0 ft.
Base: **10 ft.**
     **Run:** x4 (40 ft.)     **Fly:** 40 ft. (average)
**Light:** up to 10 lb.
**Medium:** 11-20 lb.
Speak Language

**:** (None)

**T:** Yes

**AP:** No

**:** Acolyte, Battle Mind, Bodyguard, Daredevil, Field Medic, Field Scientist, Gunslinger, Infiltrator, Investigator, Mage, Martial Artist, Negotiator, Occultist, Personality, Shadow Slayer, Soldier, Techie, Telepath, Charismatic Hero, Dedicated Hero, Fast Hero, Smart Hero, Strong Hero, and Tough Hero.

## Checks

The Speak Language skill doesn't work like a standard skill.

A character never makes Speak Language checks. A character either knows how to speak and understand a specific language or doesn't. When a character adds a rank to Speak Language, he or she chooses a new language that he or she can speak. Each additional language costs 1 rank. A character automatically knows how to speak his or her native language; the character does not need ranks to do so. A character can choose any language, modern or ancient. (See the table accompanying Read/Write Language for suggestions.) The GM might determine that a character can't learn a specific language due to the circumstances of the campaign.

To be able to read and write a language that the character can speak, he or she must take the Read/Write Language skill for the appropriate language.

There are thousands of languages to choose from when a character buys ranks in **Speak Language** or Read/Write Language. A few are listed here, sorted into their general language groups. A language's group doesn't matter when a character is buying ranks in Speak Language or Read/Write Language. Language groups are provided because they pertain to the Smart hero's Linguist talent. This list is by no means exhaustive-there are many more language groups, and most groups contain more languages than those listed here.

### Dead Languages

This is an ancient language. In the modern world it is spoken only by scholars, or in some cases by small populations in isolated corners of the world.

Knowing one type of sign language does not grant knowledge of other sign languages. In the mundane world, ASL (American Sign Language) is a dominant form of nonverbal communication in the United States and may be used and understood by any character who takes the Speak American Sign Language skill. However, the communication is in the native language of the speaker. Two characters using ASL to communicate with each other must share another common language.
Shark

**Type:** Animal

A solitary hunter, ranging the oceans in search of food. Sharks possess brain-to-body mass ratios that are similar to mammals and birds, and have exhibited apparent curiosity and behavior resembling play in the wild. There is evidence that juvenile lemon sharks can use observational learning in their investigation of novel objects in their environment. Shark lifespans vary by species. Most live 20 to 30 years. Some may be over 100 years. Sharks are found in all seas. They generally do not live in fresh water, with a few exceptions.

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

CR: 1

**HD:** 3
**Advancement HD:**
     4-7; (Large)
     8-16; (Huge)

## Combat

HP: **16**
**HD:** 3d8  + +3
**Massive Damage:** 13
Hit DC: **15**
     (Dex): +2
     Size: +0     Natural Armor: +3
**Touch DC:** 12
**Flat-Footed DC:** 13
BAB: **++2**
**Grapple:** +3
     (Str): +1
      **Attack 1:** +4 melee (1d6, bite; peircing)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **0 ft.**
     **Run:** x4 (0 ft.)     **Swim:** 60 ft.
**Light:** up to 50 lb.
**Medium:** 51-100 lb.

## Special Traits

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
**Aquatic:** Sharks can move in water without making Swim checks and cannot drown in water.

**Keen Scent (Ex):** A shark can notice creatures by Scent in a 180-foot radius and detect blood in the water at ranges of up to one mile.
Strafe

You can use an autofire weapon to effect a wider, narrower area.

Requirements
**:** Personal Firearms Proficiency and Advanced Firearms Proficiency.

## Benefit

When using a firearm on autofire, the character can affect any four squares in a straight line(that is, an area four 5-foot squares long and one square wide ).

###

A firearm on autofire normally affects a 10-foot-by-10-foot area.

###

Gunslinger
Metaphysical Weapon

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

## Description

A weapon gains a +3 enhancement bonus on attack and damage rolls. Alternatively, the manifester can affect up to 50 arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group. Projectiles (but not thrown weapons) lose their enhancement when used.
Mastercrafter

You are adept at creating mastercraft electronic and mechanical devices (including tools, vehicles, weapons, robot manipulators, and armor).

Requirements
**:** Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks

## Benefit

**Table: Mastercraft Features DC**
 Mastercraft (+2)
 Mastercraft (+3)

When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.)

On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase DC for the object (or its components) + the bonus provided by the mastercraft feature (+1, +2, or +3).

In addition to the Wealth check, you must also pay a cost in experience points equal to 250 × the bonus provided by the mastercraft feature. The experience points must be paid before making the Craft check. If the expenditure of these experience points would drop you below the minimum needed for your current level, then the experience points can’t be paid and you can’t make the mastercraft object until you have sufficient experience points to remain at your current level after the expenditure is made.

Apply the modifiers to the Craft check DC for mastercraft items from Table: Mastercraft Features DC.

You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by making a Wealth check and then making the Craft check as though you were constructing the object from scratch.
Mars

Mars a lifeless planet filled with cold air, Mars is like a desert almost, astronauts explore the planet then they returned straight home after their expedition, Mars was not lifeless planet back then, There were Aliens who lived on the Planet Called Mars but not anymore because they are now all extincted in other words dead but they only come back only in movies that are Science Fiction, Mars is the Big Red Planet even Today in Modern Time.

## **Aliens**

Aliens once lived on The Planet called Mars, Aliens are very Evil on that Planet until The Year 1954 when they tried to take over the world, Plan 9 From Outer Space proceeded as Planned when they invaded the Earth but their plan Failed in The Year 1954 when the Military learned their plan to take over the World so President ordered to Shoot and Destroy The Aliens, it was a Big Great Battle between The Military and The Aliens but in The End The Military were Victorious, They Killed all The Aliens and Shot Down Their Flying Saucers, The Aliens are Dead and Gone Forever and The Military became The Heroes of America, Mars is now an Inhabited Planet, there is no life there, The Aliens are all Extincted even Today, Mars is a Lifeless Planet.
Monstrous Humanoid

A monstrous humanoid is a humanoid creature with monstrous or animalistic features. A monstrous humanoid often possesses supernatural abilities as well. See Table: Monstrous Humanoids for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d8.

**Base Attack Bonus:** Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Reflex, Will.

**Skill Points:** 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

**Feats:** 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Monstrous humanoids share the following additional traits.

**Weapon and Armor Proficiency:** Monstrous humanoids receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural attacks and any weapon mentioned in their entries. Monstrous humanoids noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

**Darkvision (Ex):** Most monstrous humanoids have darkvision with a range of 60 feet.
Mind Darts

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

## Description

The manifester deals 2d6  points of damage to a single target within range.
Personal Firearms Proficiency

You are proficient with all types of personal firearms.

## Benefit

The character can fire any personal firearm without penalty.

###

Characters without this feat take a -4 penalty on attack rolls made with personal firearms.

###

Advanced Firearms Proficiency, Burst Fire, Exotic Firearms Proficiency, and Strafe.

###

Adventurer, Criminal, Investigative, Law Enforcement, Military, and Rural.

###

Bodyguard, Field Medic, Field Scientist, Gunslinger, Investigator, Negotiator, Occultist, Soldier, Techie, and Fast Hero
বিপজ্জনক খেলা

বিপজ্জনক খেলা তিন গোয়েন্দা সিরিজের ১১৩তম বই।

## Plot summary

সাগরের মাঝে ছোট্ট দ্বীপ। বেড়ানোর চমৎকার জায়গা। দ্বীপের একমাত্র হোটেলে চাকরী নিল তিন গোয়েন্দা, সঙ্গে বান্ধবী কোরি ড্রিম। দ্বীপে পা দেয়ার সঙ্গে সঙ্গে ঘটতে শুরু করল নানা রকম অদ্ভুত ঘটনা। ভূতুড়ে কান্ড মনে হয়। মুসা আর কোরি যা-ই বলুক না কেন, কিশোর পাশাকে কোনমতে বিশ্বাস করানো গেল না যে ওসব ভূতের কারসাজি। আটকা পড়ল ওরা। ভয়ঙ্কর উন্মাদের তাড়া খেয়ে হাড়ে হাড়ে টের পেল, শিকারি পিছু নিলে কেমন লাগে শিকারের।

## Characters

* কিশোর পাশা
* মুসা আমান
* রবিন মিলফোর্ড

## Notes

বইটি পরে Volume 28 এ অন্তর্ভূক্ত করা হয়।
শোফার হ্যানসন

হ্যানসন (মূল চরিত্র- ওরদিংটন) হচ্ছে "রোলস রয়েস"-এর ব্রিটিশ শোফার। মধ্যপ্রাচ্যের এক শেখের জন্য প্রস্তুত করা হয় এই রোলস রয়েস। কিন্তু তিনি নিতে আপত্তি জানানোয় এর প্রতিষ্ঠান *"রেন্ট-এ-কার অটোরেন্টাল কোম্পানী"* গাড়িটিকে বিজ্ঞাপনের কাজে ব্যবহারের সিদ্ধান্ত নেয় এবং একটি প্রতিযোগিতার আয়োজন করে। সেই প্রতিযোগিতায় বুদ্ধিদীপ্ত জবাব দিয়ে গাড়িটি ৩০দিনের জন্য ব্যবহারের সুযোগ পায় কিশোর পাশা, সেই সুবাদে তিন গোয়েন্দা। সেই গাড়ির চালক হ্যানসন। ৩০ দিনের সুযোগ শেষ হয়ে গেলে অত্যন্ত মূল্যবান *"রক্তচক্ষু"* পাথর খুঁজে দেবার পর এর মালিক অগাস্ট অগাস্ট তাঁর নামে তিন গোয়েন্দাকে রোলস রয়েস ব্যবহারের অনুমতি এনে দেন। এভাবেই হ্যানসনের সাথে মিত্রতা আরো গভীর হয় তিন গোয়েন্দার। পুরোনো প্রায় সব বইগুলোতেই তাঁকে দেখা যায়; অনেক সময় অনেক কেসে সহায়তাও করে থাকেন তিন গোয়েন্দাকে।
রাতের আঁধারে

রাতের আঁধারে তিন গোয়েন্দা সিরিজের ১১৪তম বই।

## Plot summary

কুমেরুর কাছে নির্জন গাউ আইল্যান্ডে শিক্ষা সফরে চলেছে একদল ছেলেমেয়ে; দলপতি উদ্ভিদ বিজ্ঞানী ডক্টর বেঞ্জামিন। তিন গোয়েন্দা রয়েছে দলে, আর রয়েছে ওদের চিরশত্রু শুঁটকি। দ্বীপে ক্রাশ ল্যান্ড করল একটা বিমান। কায়েম হলো বিভীষিকার রাজত্ব। একদল ড্রাকুলা যদি হানা দিত, তাহলেও এত আতঙ্ক সৃষ্টি করতে পারত না। মানুষের লোভে কারা আসে রাতের আঁধারে? অদৃশ্য শত্রুর বিরুদ্ধে এক অসম লড়াইয়ে নামল তিন গোয়েন্দা। বরাবরের মতই বাঁধা হয়ে দাঁড়ালো শুঁটকি, কাজের চেয়ে বেশি করল অকাজ, এবং তার খেসারতও দিতে হল তাকে।

## Characters

* কিশোর পাশা
* মুসা আমান
* রবিন মিলফোর্ড
* টেরিয়ার ডয়েল

## Notes

* বইটি পরে Volume 27 এ অন্তর্ভূক্ত করা হয়।
Material Plane

The **Material Plane** is the center of most cosmologies and defines what is considered normal. Any creature from another plane and not an elemental is an Outsider

The Material Plane has the following traits:

* Normal gravity.
* Normal Time.
* Alterable morphic.
* No Elemental or Energy Traits (specific locations may have these traits, however).
* Mildly neutral-aligned.
* Normal magic.
Read/Write Language

**:** (None)

**T:** Yes

**AP:** No

**:** Acolyte, Battle Mind, Bodyguard, Daredevil, Field Medic, Field Scientist, Gunslinger, Infiltrator, Mage, Martial Artist, Negotiator, Occultist, Personality, Shadow Slayer, Soldier, Techie, Telepath, Charismatic Hero, Dedicated Hero, Fast Hero, Smart Hero, Strong Hero, and Tough Hero.

## Checks

The Read/Write Language skill doesn't work like a standard skill. A character never makes Read/Write Language checks. A character either knows how to read and write a specific language or doesn't.
Each additional language costs 1 rank. When a character adds a rank to Read/Write Language, he or she chooses a new language that the character can read and write. A character automatically knows how to read and write his or her native language; the character does not need ranks to do so. To be able to speak a language that the character can read and write, he or she must take the Speak Language skill for the same language.

A character can choose any language, modern or ancient. (See below for suggestions.) The GM might determine that a character can't learn a specific language due to the circumstances of the campaign.

There are thousands of languages to choose from when a character buys ranks in Speak Language or **Read/Write Language**. A few are listed here, sorted into their general language groups. A language's group doesn't matter when a character is buying ranks in Speak Language or Read/Write Language. Language groups are provided because they pertain to the Smart hero's Linguist talent. This list is by no means exhaustive-there are many more language groups, and most groups contain more languages than those listed here.

### Dead Languages

This is an ancient language. In the modern world it is spoken only by scholars, or in some cases by small populations in isolated corners of the world.

Knowing one type of sign language does not grant knowledge of other sign languages. In the mundane world, ASL (American Sign Language) is a dominant form of nonverbal communication in the United States and may be used and understood by any character who takes the Speak American Sign Language skill. However, the communication is in the native language of the speaker. Two characters using ASL to communicate with each other must share another common language.
Levitate

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

## Description

Levitate allows the manifester to move him or herself, another creature, or an object up and down as the manifester wishes. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The manifester can mentally direct the recipient to move up or down up to 20 feet each round; doing so is a move action. The manifester can’t move the recipient horizontally, but the subject could push or pull his or her way provided there is a surface to grasp (generally at half its base speed). A levitating creature who attacks with a melee or ranged weapon finds him or herself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, and so on, up to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.
Resistance to Energy

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

**Resistance to Energy** (Ex): The creature ignores some damage of the given energy type (acid, cold, electricity, fire, or sonic/concussion) each time the creature is subjected to such damage. The entry indicates the amount and type of damage ignored.
Research/Creatures Research

**Table: Creature Research**
 Unique Traits:     *Reveals the unique attributes and weaknesses (if any) of a specific creature.* | 25

Researching a creature and learning its weaknesses will increase the likelihood of victory in the ultimate confrontation. A hero can uncover secrets about a particular creature or type of creature through research. The success of any such endeavor is measured with a Research check. Researching a creature takes 1d4  hours plus an additional 1d4  hours if the creature is unique or has traits unlike other members of its species. The type of information gleaned in this amount of time depends on the hero’s Research check result, as shown below.

**Special:**
The Computer Use skill can provide a +2 synergy bonus on a Research check when searching computer records for data.
Suppressive Fire

You can lay down a barrage of gunfire, giving you the chance to hit your opponent even when it's not your turn.

Requirements
**:** Wisdom 13
**:** Personal Firearms Proficiency

## Benefit

When you attack a target that is at least 30 feet away with a semiautomatic or automatic firearm, you threaten the target's square until your next action. (If using autofire, you threaten the targeted 10-foot-by-10-foot area). You may make ranged attacks of opportunity into that square. Suppressive fire shoots five bullets (in addition to the bullets fired in your attack and any attack of opportunity), and can only be used if the weapon has five bullets in it.
Ogre

**Type:** giant

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

CR: 2

**HD:** 4
**Advancement HD:**
     By character class; ()

## Combat

HP: **26**
**HD:** 4d8  + 8
**Massive Damage:** 15
Hit DC: **13**
     (Dex): -1
     Size: -1     Natural Armor: 5
**Touch DC:** 8
**Flat-Footed DC:** 13
BAB: **+3**
**Grapple:** 12
     (Str): +5
      **Attack 1:** +8 melee (2d6+7, club; Bludgeoning)     **Attack 2:** +7 melee (1d4+5, slam; Bludgeoning)

Full Attacks
 General Stats
Initiative: **-1**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 306 lb.
**Medium:** 307-612 lb.