recursal/Fanatic-Fandom huggingface dataset:
Artifacts

Artifacts are exceptionally powerful magical items that are rare to find, unable to be created by mortal hands through normal means, and are difficult to destroy.

## Minor Artifacts

Minor (or Lesser) artifacts are not necessarily unique items. Even so, they are magic items that no longer can be created, at least by common mortal means but still will likely have a great impact on the adventurers and societies through whose hands they pass. Minor artifacts are typically distinguished as artifact-level treasures of which multiple copies exist. This doesn’t mean minor artifacts actually prove significantly more common or less dangerous than major artifacts, though, or that GMs shouldn’t consider the same issues when choosing to add such potent magic items to their game.

## Major Artifacts

Major (or Legendary) artifacts are unique items—only one of each such item exists. These are the most potent of magic items, capable of altering the balance of a campaign. Unlike all other magic items, major artifacts are not easily destroyed. Each should have only a single, specific means of destruction.
Arakne Gyro

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

CR 18

XP 0

TN Small Vermin

HP 72+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 6 Natural Armor, 1 Size)

**Land Movement Speed** 40 ft

Fort +11

Ref +6

Will +6

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +13 (1d4)

2 Claws (1d3)

## Abilities

### Weak Spot (Ex)

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

School: Abjuration [Good]

Tier: 4

Components: V, S, F (A ceremonial dagger)

Casting Time: 1 Standard Action

Range: 30 ft

Area: Radius, centered on you

Duration: Concentration + 1 round/level, up to 1 hour/level

Saving Throw: Will Negates

Spell Resistance: Yes

You strip all creatures within the emanation of any gifts associated with corruptions. Abilities associated with corruptions cease to function, as if they were magically dispelled.

The corruption stains still fully affect creatures. A creature that enters the emanation and fails its saving throw loses its gifts until the spell’s duration ends, even if it leaves the emanation, but a successful saving throw renders a creature immune to the spell, even if it enters and exits the emanation several times.
Banquet

School: Conjuration (Creation)

Tier: 4

Components: V, S, M (Animal bone)

Casting Time: 10 Minutes

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

Effect: Feasts for two creatures/level

Duration: 1 hour; see text

Saving Throw: None

Spell Resistance: No

You conjure a beautiful and delicious feast with hors d’oeuvres, four
 courses worth of food, and plentiful drink. The food appears on ornate
serving trays or in exquisite covered tureens, as appropriate to each
type of dish. Place settings and serving utensils also appear—enough for
 each creature that will participate in the feast—along with elegant
tablecloths and table linens. The spell doesn’t create furniture, but
the feast does adapt to appear on top of existing tables (or similar
objects in the environment).

Though the feast and all the finery last only 1 hour, creatures that
partake remain nourished and sated for 24 hours. Though you have little
control over the fine details of the feast, you can specify what type of
 dish you want for each course and what sorts of beverages are provided.
 The feast automatically adjusts depending on the type of spellcaster
you are. For instance, a druid casting this spell typically creates a spread of natural berries, whole roasted animals,
 and sweet (and possibly fermented) nectar for beverages, all on
rough-hewn wooden plates with chopsticks instead of silverware and
sizable leaves replacing napkins.
Banishment

School: Abjuration

Tier: 6

Components: V, S, F (See text)

Casting Time: 1 Standard Action

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

Target: one or more extraplanar creatures, no two of which can be more than 30 ft. apart

Duration: Instant

Saving Throw: Will Negates

Spell Resistance: Yes

A *banishment* spell is a more powerful version of the *Dismissal* spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s Spell Resistance (if any), and the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against Spell Resistance and increasing the save DC by 4).
Ammunition

This is a list of ammunition for ranged weapons. The listed ammunition can be used with the associated weapons, but no other (unless otherwise noted).

## Crossbows

 Acid Bolt (1g)
 Barbed Bolts (20g)
 Dark Poison Bolt (1)
 Fire Bolt (1)
 Incendiary Bolts (20)
 Pronged Bolts (20)

## Slings

 Sling Bullets (10)
 Smoke Bullets (10)
 Little Starstones (10)
 Sharpstones (10)
 Softstones (10)
 Spongestones (10)
 Thorn (20)

## Firearms

Firearm ammo works differently than other ammo types. Their are two categories in this section: The Ammunition, and Cartridges. Ammunition are required to shoot the gun, and Cartridges modify a stack of ammo by adding to the cost.
Autumn Breeze

School: Conjuration (Healing)

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: Instant

Saving Throw: None

Spell Resistance: No

The caster can emulate a reddish-green healing breeze from a pixie that surrounds himself. The healing breeze heals you for 3d6+12 points of damage.
Aquamancer

Aquamancers focus their power purely on the water elements of nature, such as rivers, oceans, and lakes. While their powers over land is weaker, they can bring their aquatic homeland to land in their aid.

## Abilities

### Water Sense (Su)

The Aquamancer gains a bonus to Knowledge (Geography), Knowledge (Nature), and Swim checks equal to 1/2 their Geomancer level.

This replaces Nature Sense.

### Water Currents (Su)

This acts as Ley Lines, but only functions with Aquatic Terrain.

This modifies and replaces Ley Lines.

### Favored Terrain (Ex)

The Aquamancer only gains Aquatic Terrain as a Favored Terrain.

This modifies Favored Terrain.

### Terrain Movement (Su)

The Aquamancer only gains the Swim Terrain Movement. However, his swim circumstance bonus is +16 and his movement speed is 15 feet + 15 feet per four geomancer levels after 4th.

This modifies Terrain Movement.

### Friend of Waves (Su)

At 9th level, an Aquamancer can summon allies once per day as a full-round action. This functions as *summon nature’s ally III*, except it can only be used to summon creatures with the aquatic or water subtypes. At 11th level, this ability improves to *summon nature’s ally IV*, with this progression continuing every three levels thereafter.

This ability replaces Tremorsense.
Animal Mind

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

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

Target: Single creature with 2 Intelligence or higher

Duration: 1 Hour/Level

Saving Throw: Will Negates

Spell Resistance: Yes

Choose an animal type when you cast this spell. The subject believes it is an animal of that type. If the subject does not know how such an animal would act, it acts in a manner that it believes an animal should act. While affected by this spell, spells and abilities that target animals will also affect the subject. Any attempt to interact with the subject requires a Handle Animal check (DC 10+ your caster level).
Arcane Disruption

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

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

Target: Single Creature

Duration: 1 Round/level

Saving Throw: Will Negates

Spell Resistance: Yes

This spell makes it difficult for the subject to cast arcane spells, use spell-like abilities, and use some abilities granted by arcane spellcasting classes. The subject must succeed at a concentration check (DC = 10 + 1/2 its caster level) in order to cast an arcane spell, use any spell-like ability (even those that come from a divine source), use arcane spell completion or spell trigger magic items, or use any of the following class features that come from an arcane spellcasting class: arcane school powers, Arcanist exploits, bardic performances, Chronomancer's Motes of Time and Aevum, Magus arcana, or Witch hexes. Spells, spell-like abilities, or class features that take a free, swift, or immediate action aren’t affected by this spell, nor are mythic spells or mythic powers.

While under the effect of this spell, if the subject must attempt a concentration check to cast an arcane spell or use an arcane spell-like ability for any reason other than the effect of this spell (such as casting defensively, being injured while casting, and so on), it takes a penalty on that check equal to 1/2 its caster level.
Abyssinian

Hailing from a land south of Equestria, known as Abyssinia, the Abyssinians are anthropomorphic cat-like creatures. They tend to be very suave and charming, and are known for their love for riches. Abyssinia has a major divide between the two social classes, being either a royal aristocrat or a poor thief.

 Stats

**STR** -3

**DEX** +5

**CON** -5

**INT** +0

**WIS** +0

**CHA** +3

## Racial Traits

### Age

Abysinnians are considered mature at age 17. They tend to live for 60 years.

### Speed

The Abyssinian has a Land Movement Speed of 35 ft.

### Language

The Abyssinian can speak Common Equestrian and Feline.

### Darkvision

Abysinnians can see in the dark up to 60 ft. They cannot see color in the dark, only black and white.

### Skill - Acrobatics

Abysinnians have a +4 Racial bonus to Acrobatics checks.

### Natural Attack - Claws

Abysinnians have a Natural Attack with their claws, dealing 1d4 damage each.

### Cat's Luck (Su)

Once per day, an Abysinnian can reroll a failed Reflex saving throw. They must take the second roll.

### Four-Legged Sprint (Ex)

When making a charge, run, or withdraw action, an Abysinnian can run on all fours to gain an extra 10 ft of movement.
Bane

School: Enchantment (Compulsion) [Emotion, Fear, Mind-Affecting]

Tier: 1

Components: V, S, DF

Casting Time: 1 Standard Action

Range: 50 ft

Area: 50 ft radius centered on you

Duration: 1 Min/Level

Saving Throw: Will Negates

Spell Resistance: Yes

*Bane* fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

### Mythic

The –1 penalty applies on attack rolls, weapon damage rolls, and all saving throws.

Each affected creature must roll its next attack roll or saving throw twice and take the lower result.
Astromancer

The astromancer has studied the roving planets and faraway stars all his life. He understands the alignment of celestial bodies and can use that knowledge to his and his allies’ benefit. An astromancer has the following class features.

## Abilities

### The Stars Align (Su)

At 1st level, an astromancer applies his understanding of celestial patterns to choose the correct flow of events around him. As an immediate action, he may reroll an attack roll, skill check, ability check, or saving throw, with an insight bonus equal to half his wizard level (minimum +1).

He must accept the results of the second roll. The celestial bodies guiding this action overlays his sight, giving him the dazzled condition for 1 hr. He may use this ability a number of times per day equal to 1 + 1 additional time for every 5 wizard levels he possesses. This ability replaces arcane bond.

### Strike from Above (Su)

At 5th level, an astromancer learns how to sing to the worlds beyond and rain destruction on enemies. Once per day, as a full-round action, he summons coalesced space debris, which strikes an enemy 2 rounds later. If he succeeds at a ranged touch attack, this material deals damage equal to 1d6 hp per his wizard level, split equally between bludgeoning and fire damage. This replaces Spell Specialist.

### Augury from the Heavens (Su)

At 10th level, an astromancer’s understanding of stellar patterns improves. He gains the ability to cast divination once per day using his astromancer level as his caster level.

### Read the Stars (Su)

Many charlatans claim to read the stars and portend weal or woe, but an astromancer truly has this ability. At 15th level, when the astromancer uses his augury from the heavens ability and the die roll succeeds, he and up to 10 allies gain a +1 insight bonus to ability checks, skill checks, saving throws, and attack rolls for 24 hrs. If the divination roll fails, he and his allies instead incur a –2 penalty on those rolls.

### The Heavens to Us (Su)

At 20th level, the astromancer has honed his ability to call material from the stars. When he uses his strike from above ability, he can target all creatures in a 30-ft. radius (making an individual touch attack for each creature). Alternately, he can fill an area equal to a 60-ft.-diameter sphere with the void of space, which deals 10d6 hp cold damage and immediately suffocates all creatures within the sphere (Fortitude save for half damage and staggered rather than suffocated). This replaces Ultima.
Analyze Ancestry

School: Divination

Tier: 2

Components: V, S, M (100g), DF

Casting Time: 24 Hours

Range: Touch

Target: Single Creature

Duration: Instant

Saving Throw: Will Negates (Harmless)

Spell Resistance: No

The target creature’s complete genealogy, going back ten generations, is instantly revealed to you. You know the name, race, and other identifying characteristics of each of the individual’s ancestors.
Battle Hymn

School: Abjuration

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: 30 ft

Target: All allies

Duration: 1 Round/Level

Saving Throw: Will Negates (Harmless)

Spell Resistance: Yes (Harmless)

You wave your hand as if a conductor and hum an uplifting tune under your breath. As the energy of the spell releases, you hear the air around you fill with the song you are humming, as if performed by a small troupe.
This song brings forth a stirring martial tune that inspires all creatures within the area who are friendly to you. These creatures can reroll one Will save that they have just made each round for the duration of the spells. The reroll must be made before the DM declares whether the roll results in success or failure, and the result of the second roll must be used, even if it is a lower result.
Arrowsong Minstrel

Arrowsong minstrels combine the elven traditions of archery, song, and spellcasting into a seamless harmony of dazzling magical effects.

## Abilities

### Diminished Spellcasting

An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level.

This alters the bard’s spellcasting.

### Arcane Archery

An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her.

At 1st level, she selects a number of spells from the Mage/Wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional Mage/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, *arrow eruption*, flame arrow, *gravity bow*, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and Mage/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them.

In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons).

This ability replaces Bardic Knowledge and Bardic Performances.

### Precise Minstrel (Ex)

At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.

This ability replaces the versatile performance gained at 2nd level and well-versed.

### Arrowsong Strike (Su)

At 5th level, an Arrowsong minstrel can use spellstrike (as per the Magus class feature) to cast a single-target ranged touch attack spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. She cannot use spellstrike with normal touch attacks or melee attacks.

At 17th level, an Arrowsong minstrel using a multiple-target spell with this ability can deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost.

This replaces Bard's Lore.
Abyssal Bloodline (Sorcerer)

*Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.*

While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

## Spells

 12th
 16th

## Feats

Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

## Arcana

Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your Sorcerer level (minimum 1). This does not stack with any DR the creature might have.

## Abilities

### Claws (Su)

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become *flaming weapons*, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

### Demon Resistances (Ex)

At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

### Strength of the Abyss (Ex)

At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

### Added Summonings (Su)

At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a *summon creature* spell, you summon one additional creature of the same kind.

### Demonic Might (Su)

At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).
Batpony

The night-born ponies of Equestria, The Batponies were not very popular to the other ponies of Equestria, but to Princess Luna, they are her favorite. Many batponies ended up serving Luna with the Night Guard, but some tend to spend their lives among the night.

## Stats

**DEX** +3

**CON** -5

**WIS** +5

**CHA** -3

## Racial Traits

### Age

Batponies are considered adults at around age 18. They live about 85 years.

### Size

Medium. Batponies usually stand about 3 to 3.5 ft in height. They weigh around 120 lbs.

### Speed

The Batponies have a Land Movement Speed of 25 ft and a Flight Movement Speed of 30 ft.

### Language

The Batponies can speak Common Equestrian.

### Culture

Batponies tend to keep to themselves, and are most active during the nighttime. Due to being outcasts from society, they tend to stick around Princess Luna and tend to her as soldiers, guards, and servants.

### Flight

The Batponies are capable of flight. Their wings are typically 6 to 7 ft in wingspan. If the Batpony's clothing, armor, or other gear blocks their flight, they are unable to fly. They also cannot fly if they are over-encumbered or bound. If the Batpony is paralyzed, unconscious, or prone; they will fall to the ground.

### Darkvision

Batponies can see up to 120 ft in the dark.

### Echolocation

Batponies have Blindsight up to 60 ft, even if they cannot see. If they are deaf, they lose this ability.

### Light Sensitivity

Batponies are sensitive to light due to their nocturnal tendencies, and are dazzled in bright sunlight or similar lighting.

### Skill - Stealth

Batponies gain a +4 racial bonus to Stealth.

### Hanging (Ex)

Batponies can hang from the ceiling just from their hind legs. Batponies have a +10 racial bonus to Climb checks to hang from the ceiling. Since they can hang from the ceiling with their hind legs, they can perform attacks and combat maneuvers while doing so. They take no penalties to AC when hanging upside down.

### Silent Flight (Ex)

Batponies are experts of the darkness, so much that their wings don't even make noise when flapping. The Batpony has advantage on all Stealth checks made in dark lighting. They take no penalty to stealth for the noise of flapping wings.
Avenging Beast

Some vigilantes turn to natural traditions and supernatural forces to transform into beasts, unleashing a primal fury on their foes before returning to an ordinary guise.

## Abilities

### Animal Mask (Ex)

An avenging beast gains an ornate animal-headed mask that is a focus for his power and must be worn when assuming his vigilante identity. This mask symbolizes one specific animal, and the animal cannot be changed once chosen. Without this mask, an avenging beast cannot assume his vigilante identity. An avenging beast who loses his mask can replace it after 1 week through a specialized ritual that takes 8 hours to complete and costs 200 gp per avenging beast level.

This alters dual identity.

### Spellcasting

An avenging beast casts divine spells as a Druid of their level, up to 6th Tier.

This replaces the vigilante talents gained at 4th, 8th, 10th, 14th, and 16th level.

### Patron Spells

An avenging beast selects a patron from the witch patron list and adds the patron bonus spells to his spell list (up to 6th-level spells). Patron spells of 7th level or higher are not counted as being on the avenging beast’s spell list.

### Wild Shape (Su)

At 5th level, when in his vigilante identity, the avenging beast gains the ability to take on the shape of the animal represented by his animal mask. This ability functions identically to the druid’s wild shape ability, except the ability does not improve beyond functioning as beast shape I. The avenging beast treats his vigilante level as his druid level for the purposes of this ability. An avenging beast can use wild shape once per day at 5th level and one additional time per day at 7th level and every 2 levels thereafter, for a total of eight times per day at 19th level.

This replaces startling appearance, frightening appearance, and stunning appearance.
Artificial Surge

### **Wild Surge and Psychic Enervation**

The artificial wilder learns to channel her emotions into psionic items, allowing her to increase the power of items as well as her own powers. The artificial wilder may wild surge while manifesting a power from a power completion or power trigger item and treat the power being manifested as if it was augmented by her wild surge. The wilder must be capable of activating the item normally to apply her wild surge to the item. The item surged must make a Fortitude save (DC 10 + the wild surge bonus added) or lose one charge if a charged item, lose an additional daily use if an item restricted by daily uses, or its psionic power is suppressed for 24 hours if it is not restricted by charged or daily uses, and the artificial wilder suffers a 30% chance of psychic enervation. This method of wild surging functions in all other ways identically to a standard wild surge. An artificial wilder overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost).

### **Surge Bond**

You gain one Item Creation feat as a bonus feat. You must still meet the prerequisites of the feat.

### **Improved Surge Bond**

At 5th level, the artificial wilder gain one Item Creation feat as a bonus feat at 5th level and every four levels thereafter (9th, 13th, etc). She must still meet the prerequisites of the feat.
Antique (Heavy Crossbow)

*"Would be worth a hefty sum if it was never used."*

The Antique is a legendary Solum Heavy Crossbow. It's damage die is increased by 2 steps and it has a +10 bonus to attack. It is worth x4 the normal amount of a legendary weapon. Upon firing the weapon once, it loses the bonuses and gains negatives instead: it's damage is instead reduced by 2 steps, it has a -10 penalty to attack, and it is worth only 10 credits.
Abyssal Globule

School: Conjuration (Creation) [Acid, Evil, Poison]

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

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

Effect: one poisonous globule

Duration: Instant and 6 rounds (see below)

Saving Throw: Fort negates (see below)

Spell Resistance: no

You create a poisonous glob of disgusting and pulsating green flesh that thrums with the power of Abyssal corruption, and you lob it at your enemy.

With a successful touch attack, the globule deals 1d4 hp acid damage per caster level (maximum 10d4), and the target must succeed on a Fortitude save or become poisoned. This poison deals 1d3 points of Constitution damage for 6 rounds. Poisoned creatures can make a Fortitude save each round to end the affliction, but they become sickened for the remaining duration.
Barkskin

School: Transmutation

Tier: 2

Components: V, S, DF

Casting Time: 1 Standard Action

Range: Touch

Target: Living Creature Touch

Duration: 10 Minutes/Level

Saving Throw: None

Spell Resistance: Yes (Harmless)

*Barkskin* toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by *barkskin* stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

### Mythic

The target also gains DR/magic equal to the double the enhancement bonus the spell provides to the target’s natural armor bonus.
Arakling

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

CR 11

XP 0

TN Tiny Vermin

HP 44+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 4 Natural Armor, 2 Size)

**Land Movement Speed** 40 ft

Fort +7

Ref +3

Will +3

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Abilities

### Weak Spot (Ex)

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

In most campaign settings, banks — in the modern sense — are still in their infancy. Complex lending instruments and investment banking remain centuries in the future, yet individuals and businesses alike still turn to banks for loans to get them through a difficult farming season and to provide a more secure location for their money than inside of a mattress or behind a loose stone in the bedroom wall. Banks use active and passive means to safeguard their customers’ enormous stockpiles of coins. Thick stone walls, complicated locking devices, armed guards and magical wards are the most-common security measures. Large institutions often employ networks of spies and ex-thieves to gather intelligence about the activities of local criminals and identify potential vulnerabilities in the bank’s defenses. In spite of these formidable obstacles, the enormous rewards outweigh the tremendous risks. To carry out such a daring escapade, the typical bank robber recruits others to assist him in the risky endeavor. His team usually consists of other bank robbers and rogues but the leader may also add hired muscle to his ragtag gang. An experienced bank robber knows that the devil lies in the details. He may spend months casing his target searching for weaknesses that he can exploit. Subterfuge, coordination and speed are the main ingredients in a successful robbery.

## Abilities

### Mastermind (Ex)

At 4th level, a bank robber receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. By spending 1 minute, the bank robber can grant the use of a teamwork feat that he knows to one of his allies. The ally does not need to meet the prerequisites of these bonus feats. The ally retains the use of this feat for 3 rounds plus 1 round for every two levels the rogue possesses. The ally must be able to see and hear the rogue. If the rogue falls unconscious or cannot be seen and heard, the ally loses the benefit of the granted feat until the condition is remedied. The rogue can use this ability once per day at 4th level, plus one additional time per day at 8th level and every four levels thereafter.

This ability replaces Always Ready and Counter-Flank.
Arcane School Spirit

**Prerequisites**: Bluff +5, arcane school class feature, unicorn.

**Benefit**: As a full-round action, you extol the virtues of your school of magic to one creature within 30 feet. Make a Bluff check opposed by a target’s Sense Motive check; if you win the check, the target takes a –2 penalty on saving throws made to resist the next spell of this school that you cast. If your chosen school is universalist, choose a specific school each time you use this ability. If your Bluff check succeeds, however, your lack of true commitment to the school means the target takes only a –1 penalty on its saving throw.
Artificial Alicorn (Blue)

Level 21

XP ???

TN Medium Magic Beast

HP 214

AC 26 (Touch 16, Flat-Footed 20)

Land Movement Speed 40 ft

Flight Movement Speed 60 ft

**Immunity**Mind Effects, Radiation

**Resistance** Electricity, Water, Ice

**STR** 25 (+7)

**DEX** 22 (+6)

**CON** 25 (+7)

**INT** 30 (+10)

**WIS** 30 (+10)

**CHA** 6 (-2)

**Ref**+6

**Will +**10

**Init**+15

**Stealth** +30

## Abilities

**Ranged** Piercing Blast +13 (4d12 +15 Piercing)

**Melee** Horn +5 (1d10 +5 Piercing) (Bleeding)

**Invisibility** Cannot be target by S.A.T.S, +100 to stealth (lasts 3 turns or until attacking)
Battle Aspergillum

An Aspergillum is a rod designed to hold holy water. This combat variant is used similar to a mace.

**Holy:** Upon a successful hit while holding Holy Water, a splash of Holy Water splashes on the opponent and deals 1 fire damage. After 5 hits, the Aspergillum runs out of Holy Water and must be refilled.
Banish Shadows

School: Abjuration [Light]

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

Range: 30 ft

Area: Radius emanation, centered on you

Duration: 10 Minutes/Level (D)

Saving Throw: None

Spell Resistance: No

A field of brilliant light emanates from you and follows you, removing all darkness within the area. The lighting within the spell’s area becomes bright light, as a *daylight* spell, regardless of existing lighting conditions. Supernatural abilities that create darkness, spells with the darkness or shadow descriptor, and spells of the shadow subschool are suppressed within the area of the spell, as an *antimagic field*. Creatures within the area of the spell do not cast a shadow. If an object or creature is hidden away within a creature’s shadow, such as a nightblade’s shadow bond ability or an object hidden by a *shadow courier* spell, the hidden object or creature cannot be accessed or utilized while in the area of this spell. Negative energy effects in the area deal only half their normal damage to living creatures and heal half their normal hit points to undead creatures.

*Banish shadows* can be used to counter or dispel a spell of the shadow subschool or a spell with the shadow or darkness descriptor of any level, even those with a higher level than *banish shadows*.
Banshee

Where most learn to internalize their raging emotions, there are those that master it another way, expressing it through a terrible wail that brings people to their knees and breaks the sturdiest wood. Banshees are dangerous individuals, capable of melding their anger with the emotional tide of the wilder.

## Abilities

### **Surge Blast**

The banshee’s surge blast is an empowered scream that is focused and targeted at a single creature and deals sonic damage instead of force damage. When the banshee makes a successful attack with her surge blast, the target must make a successful Fortitude save (DC 10+ 1/2 the banshee’s wilder level + the banshee’s Charisma modifier) or be dazed for 1 round and deafened for one minute. Once affected by this effect, a target cannot be affected by the daze effect again for one minute. The banshee cannot use this ability if she cannot speak, such as being in an area under the effects of *silence*.

### **Sonic Insight**

At 2nd level, any time the banshee takes either the Expanded Knowledge or Extra Power Known feat and chooses a power with the sonic descriptor, she can choose a second power with the sonic descriptor to learn at the same time. Powers like *energy ray* that can have the sonic descriptor count for this benefit, but if the second power chosen allows multiple energy types, such as *energy ray*, that power can only be manifested with the sonic option selected. The banshee gains the following augment option for any power with the sonic descriptor:

* **Augment:** By spending 2 additional power points, the target of the power must make a Fortitude save or be dazed for 1 round. If the power does not normally allow a save, calculate the save DC based upon the level of the power.

This ability replaces elude attack.

### **Banshee’s Wail**

At 4th level, the banshee gains a +1 bonus on attack rolls made with sonic powers and a +1 bonus to the save DC of powers that she manifests with the sonic descriptor. These bonuses also apply to the banshee’s surge blast. The bonus increases +2 at 12th level and +3 at 20th level.

This ability replaces surging euphoria.
Aquatic Bloodline (Bloodrager)

*The anger in your blood rises from the ocean depths, seeded by descent from undersea empires, creeping ichthyic infiltrators into remote seaside villages, or something deeper still.*

## Abilities

#### Underwater Attacks (Su)

At 1st level, your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties.

#### Aquatic Adaptation (Ex)

At 4th level, you gain a swim speed of 30 feet and the ability to breathe both underwater and in air. At 8th level, you gain cold resistance 5. At 12th level, your swim speed increases to 60 feet, and you have the 4thlevel benefits of aquatic adaptation constantly, even when not in bloodrage (but not the 8th- and 12th-level benefits).

#### Watersense (Ex)

At 8th level, you gain tremorsense with a range of 30 feet in water. At 12th level, you instead gain tremorsense with a range of 60 feet when in water.

#### Wavedarter (Sp, Su)

At 12th level, your bloodrage directs the flow of water to assist you in battle. While underwater, your reach increases by 5 feet and you gain the effects of haste.

#### Currentcaller (Su)

At 16th level, as a swift action up to three times per day when underwater, at the start of your turn you can call up a current with a speed up to 20 feet in the direction of your choice in your space (moving with you) that lasts until the end of your turn.

#### Deep Fury (Su)

At 20th level, you gain tremorsense 120 feet in water, as well as evasionand immunity to cold and pressure damage. You have these benefits constantly, even when not in bloodrage.
Badger's Ferocity

School: Transmutation

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

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

Target: Single Weapon/3 Levels

Duration: Concentration

Saving Throw: Will Negates (Harmless)

Spell Resistance: Yes (Harmless)

This functions like keen edge, except it affects multiple weapons and requires your concentration. You select the weapons to be affected, and can only affect one weapon per creature. If a creature’s weapon exceeds the spell’s range, the spell ends for that weapon.
Bandit Bruiser

Bandit Bruisers are tough Bandits that usually attack more directly and use cover less often. They tank a lot of hits and march close to get good hits at their enemies.

CR 10

XP 9,600

CN Medium Ponykin (Equine) (Darksiders, Dunerunners, Happy Gang, Moonwatchers, Ocean Lords, Sand Slavers, Savages, Sewer Dwellers, and The Enders)

CN Small Ponykin (Equine) (Garden Gnomes)

CN Medium Ponykin (Avian) (Slum Deckers)

CN Medium Monstrous Ponykin (Meaters)

HP 100

**AC** 17 (FF 14/TAC 13) (3 Dex, 4 Armor)

**DR** 5/-

**Land Movement Speed** 30 ft

Fort +12

Ref +6

Will +7

Init +3

## Statistics

STR 20

DEX 16

CON 20

INT 14

WIS 18

CHA 14

## Attacks

### Ranged

+3 Maner Boomstick +10/+5 (1d6+6) (x4) (9 Magazine Capacity)

+3 Maner Gat +10 (1d4+6) (x2) (75 Magazine Capacity)

(Happy Gang Variant) +3 Happy Inc Glee +10/+5 (1d8+3) (10 Magazine Size)

(Happy Gang Variant) +3 Happy Inc Glee Thrown (4d6)

## Abilities

### Rage (Ex)

When below 25% HP (25 HP), a Bandit Bruiser can enter a Rage as a free action. They gain a +4 bonus to Attack, Damage, and all saving throws.

### [Children of Blood] Blood Drinker (Su)

Upon damaging an enemy within 5 feet, a Children of Blood Bruiser gains Temporary HP equal to double their Con modifier.

### [Darksiders] Greater Invisibility (Sp)

A Darksider Bruiser can cast Greater Invisibility once per day.

### [Dunerunners] Deadly Charge (Ex)

A Dunerunner Bruiser's charge gains a +6 bonus to attack and deals 1.5x damage.

### [Garden Gnomes] Tripping Attacks (Ex)

A Garden Gnome Bruiser's melee attacks have the Trip property.

### [Happy Gang] Self-Detonation (Ex)

Upon death, a Happy Gang Bruiser explodes, dealing damage equal to his weapon's explosive damage.

### [Meaters] Cannibalize (Ex)

As a full-round action, a Meater Bruiser can eat part of an adjacent corpse. They will restore HP equal to the dead creature's Constitution + their level.

### [Moonwatcher] Jetpack (Ex)

A Moonwatcher Bruiser has a jetpack, allowing them to fly at a rate of 30 ft per round with poor maneuverability.

### [Ocean Lords] Water Breathing (Ex)

An Ocean Lord Bruiser has the ability to breathe underwater.

### [Savages] Storm Caller (Sp)

3/day each, a Savage Bruiser can cast *Call Lightning* and *Dust Storm*.

### [Sand Slaver] Slave Shield (Ex)

A Sand Slaver Blaster has a 10 HP slave as a body shield. Any missed attacks against the Sand Slaver will hit the slave. A creature can perform a steal maneuver against the Sand Slaver Blaster to free the slave, who will then attack the Sand Slaver Blaster.

### [Sewer Dwellers] Acidic Weapons (Ex)

A Sewer Dweller Bruiser's attacks deal an additional +1d6 acid damage.

### [Slum Deckers] Freedom of Movement (Sp)

A Slum Decker Bruiser has a permanent freedom of movement effect.

### [The Enders] Warp (Sp)

An Ender Bruiser can teleport 30 feet as a move action.
Arakne Knight

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

CR 18

XP 0

TN Medium Vermin

HP 72+Con

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

**Land Movement Speed** 40 ft

Fort +11

Ref +6

Will +6

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +13 (1d6)

2 Claws +13 (1d4)

## Abilities

### Weak Spot (Ex)

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

Ancient guardians revere nature and draw power from its divine energies, but also protect the customs, histories, and lore of their tribe and race. They act as ambassadors and protectors of the old ways, nurturing their tribe’s growth and holding back civilization’s corruptive influence.

## Abilities

### Ancient Arms

An ancient guardian can’t wield weapons made primarily of metal. She is proficient with only the club, dart, quarterstaff, shortspear, sling, and spear. She is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape. Using a prohibited weapon renders her unable to cast druid spells or use any of her druid supernatural or spell-like class abilities while wielding the weapon and for 24 hours after ceasing to wield it. This alters the druid’s normal weapon proficiencies.

### Community Bond (Ex)

At 1st level, an ancient guardian must select from the following domains: Community, Healing, Knowledge, Protection, or Repose.

This ability replaces Animal Companion.

### Patience of Nature (Ex)

An ancient guardian does not gain wild empathy at 1st level. Instead, at 2nd level, an ancient guardian gains an insight bonus equal to half her druid level on Diplomacy, Perform (oratory), and Sense Motive.

This ability replaces wild empathy.

### Ancient Ways (Ex)

At 4th level, an ancient guardian increases any climb, fly, or swim speeds she has or gains via her wild shape ability by 10 feet.

This ability replaces woodland stride.

### Dispel Hostility (Su)

An ancient guardian doesn’t gain spontaneous casting at 1st level. Instead, at 3rd level, she can channel stored spell energy into a spell capable of dispelling hostile thoughts and strong emotions. She can “lose” a prepared spell in order to cast calm emotions.

Instead of the normal Will saving throw for that spell, the DC of a calm emotions spell cast with this ability is 10 + 1/2 the ancient guardian’s druid level + her Wisdom modifier.

This ability replaces spontaneous casting.

### Unimpeachable (Ex)

At 9th level, an ancient guardian gains a +4 bonus on saves against enchantments.

This ability replaces resist nature’s lure.

### Undo Artifice (Sp)

At 18th level, an ancient guardian gains the ability to reduce a nonliving item to its component raw materials. This acts as the spell polymorph any object, but works on magical or non-magical nonliving objects. The duration is always permanent. Unlike polymorph any object, this ability can’t be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect (DC = 10 + 1/2 the ancient guardian’s druid level + her Wisdom modifier). Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp of the item’s value.

An ancient guardian can use undo artifice a number of times per day equal to her Wisdom modifier.

This ability replaces a thousand faces.
Antimagic Field

School: Abjuration

Tier: 6

Components: V, S, DF

Casting Time: 1 Standard Action

Range: 10 ft

Target: 10 ft radius, centered on you

Duration: 10 Minutes/Level (D)

Saving Throw: None

Spell Resistance: See text

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An *antimagic field* suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an *antimagic field* counts against the suppressed spell’s duration.

Summoned creatures of any type wink out if they enter an *antimagic field*. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast *antimagic field* in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an *antimagic field* because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsider are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities may be temporarily nullified by the field. *Dispel* does not remove the field.

Two or more *antimagic fields* sharing any of the same space have no effect on each other. Certain spells, such as *Wall of Force*, Prismatic Sphere, and *Prismatic Wall*, remain unaffected by *antimagic field*. Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

### Mythic

Select a number of spell schools equal to 1/4th your level. Spells and effects of the chosen schools are unaffected by the antimagic field.
Appearance of Life

School: Illusion (Glamer) [Evil]

Tier: 3

Components: V, S, M (One tiny or larger living creature)

Casting Time: 1 Round

Range: Long (400 ft + 40 ft/level)

Target: One or more undead creatures

Duration: 10 Minutes/Level (D)

Saving Throw: Will Disbelief or Will Negates (see text)

Spell Resistance: No

The illusion makes undead creatures of Medium size or smaller appear as if they were living humanoid creatures. You can target a number of undead creatures whose total number of Hit Dice is no greater than twice your caster level. When you create the illusion, you choose the races, genders, and attire for the undead creatures. Additionally, the illusion makes the undead creatures’ movements appear lifelike (two shuffling zombies could be made to appear as two strolling lovers). The illusion doesn’t create smell, sound, texture, or temperature. Undead with Intelligence scores can attempt a saving throw to negate the effect of the spell, but mindless undead do not. Any creatures interacting with the illusion receive a saving throw to disbelieve the illusion.

The illusion interferes with detect undead, requiring the caster to succeed at a caster check (DC = 11 + your caster level) for the spell to determine the creatures are undead.

*Appearance of life* can be made permanent with a permanency spell by a caster of 12th level or higher for the cost of 10,000 gp.