recursal/Fanatic-Fandom huggingface dataset:
Disguise

Use **Disguise** to change your appearance. The effort requires at least a few props and some makeup. the disguise can include an apparent change of height or weight of no more than one tenth the original unless specially crafted prosthetics or costume are utilized.

You can also impersonate people, either individuals or types. For example, you might make yourself seem like a company employee with little or no actual disguise.

**:** Charisma File:Microphoneicon.png

**T:** No

**AP:** No

**:** Bodyguard, Charismatic Hero, and Infiltrator.

## Checks

**Table: Disguise Challenges**

A character's Disguise check result determines how good the disguise is. It is opposed by others' Spot check results. Make one Disguise check even if several people make Spot checks. The GM makes the character's Disguise check secretly so that the character is not sure how well his or her disguise holds up to scrutiny. If the character doesn't draw any attention to him or herself, however, others don't get to make Spot checks. If the character comes to the attention of people who are suspicious, the suspicious person gets to make a Spot check. (The GM can assume that such observers take 10 on their Spot checks.) The effectiveness of the character's disguise depends in part on how much the character is attempting to change his or her appearance.

If the character is impersonating a particular individual, those who know what that person looks like automatically get to make Spot checks. Furthermore, they get a bonus on their Spot checks.

**Table: Recognition**
 Intimate | +10

Usually, an individual makes a Spot check to detect a disguise immediately upon meeting the character and each hour thereafter. If the character casually meets many different people, each for a short time, the GM checks once per day or hour, using an average Spot modifier for the group (assuming they take 10).

**Special:**
.

Try Again
The disguise cannot be tried again, though the character can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if the character assumes the same disguise again.
Disguise Kit
A character without a disguise kit takes a -4 penalty on Disguise checks.
Assist Disguise
A character can help someone else create a disguise for him or her, treating it as an aid another attempt.
Time
A Disguise check requires 1d4 {{{2}}} x10 minutes of preparation. The GM makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter, depending on circumstances.

**Table: Feats**
Crocodile

**Type:** Animal

File:D20crocodile.jpg
**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*
* HD Range:
* Standard
* Advanced
Use the selections above this line to see a specific HD range

CR: 2

**HD:** 3
**Advancement HD:**
     4-5 HD; (Medium)
     6-7 HD; (Large)

## Combat

HP: **22**
**HD:** 3d8 {{{2}}} + 9
**Massive Damage:** 17
Hit DC: **15**
     (Dex): +1
     Size: +0     Natural Armor: 4
**Touch DC:** 11
**Flat-Footed DC:** 14
BAB: **+2**
**Grapple:** 6
     (Str): +4
      **Attack 1:** 6 melee (1d8+6, bite; bludgeoning)

Full Attacks
 General Stats
Initiative: **1**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **20 ft.**
     **Run:** x4 (80 ft.)     **Swim:** 30 ft.
**Light:** up to 174 lb.
**Medium:** 175-350 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.
**Skill Bonus:** Crocodiles gain a +12 species bonus on Hide checks when submerged.
## Special Qualities

* Aquatic - Crocodiles can move in water without making Swim checks and cannot drown in water.
* Improved Grab (Ex) - To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
* 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.

## Skills

* AP (Dex) +7 (+19 when submerged),

**Table: Crocodile Skills**

CR: 4

**HD:** 7
**Advancement HD:**
     8-16; (Huge)
     17-32; (Gargantuan)

## Combat

HP: **59**
**HD:** 7d8 {{{2}}} + 28
**Massive Damage:** 19
Hit DC: **16**
     (Dex): +1
     Size: -2     Natural Armor: +7
**Touch DC:** 9
**Flat-Footed DC:** 15
BAB: **+5**
**Grapple:** 21
     (Str): +8
      **Attack 1:** +11 melee (2d8+12, bite; bludgeoning)

Full Attacks
 General Stats
Initiative: **1**
**Fight Space:** 15 ft. X 15 ft.
**Reach:** 10 ft.
Base: **20 ft.**
     **Run:** x4 (80 ft.)     **Swim:** 30 ft.
**Light:** up to 2076 lb.
**Medium:** 2077-4158 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:** Crocodiles can move in water without making Swim checks and cannot drown in water.
**Improved Grab (Ex):** To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

## Skills

* AP (Dex) +0 (+4 while submerged)

**Skill Bonus:** Crocodiles gain a +12 species bonus on Hide checks when submerged.

**Table: Crocodile Skills**
Armor Proficiency (Light)

You are proficient with light armor.

## Benefit

When the character wears a type of armor with which the character is proficient, the character gets to add the armor's equipment bonus to his or her Defense. Also, the armor check penalty only applies to the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.

###

A character who wears armor with which he or she is not proficient adds only the armor's nonproficient equipment bonus to her Defense. Also, she suffers its armor check penalty on attack rolls and on all skill checks that involve moving.

###

Armor Proficiency (Medium), Armor Proficiency (Heavy)

###

Bodyguard, Daredevil, Field Medic, Infiltrator, Negotiator, Soldier.
Fiend, Skinhusker

**Large Outsider**

**Hit Dice:** 7d8+21, hp 52

**Massive Damage Threshold:** 17

**Initiative:** -1

**Speed:** 30 ft.

**Defense:** 22, touch 8, flat-footed 22 (-1 size, -1 Dex, +14 natural)

**Base Attack/Grapple:** +7/+16

**Attack:** +11 melee (1d8+7/19-20, bone armblade)

**Full Attack:** +11 melee (1d8+5/19-20, 2 bone armblades), or +5 ranged

**Fighting Space/Reach:** 10 ft. by 10 ft./10 ft.

**Special Qualities:** improved critical (bone armblade), immune to fire and poison, electricity resistance 20, damage reduction 10/+1, telepathy, darkvision 60 ft.

**Saves:** Fort +8, Ref +4, Will +7

**Action Points:** 0

**Reputation:** +0

**Allegiances:** evil, chaos

**Abilities:** Str 21, Dex 8, Con 17, Int 13, Wis 14, Cha 14

**Skills:** Intimidate +11, Knowledge (any two) +10, Listen +11, Read/Write Abyssal, Read/Write Latin, Search +10, Speak Abyssal, Speak Latin, Spot +11, Survival +11

**Feats:** Cleave, Power Attack, Simple Weapons Proficiency

**Possessions:** None

**Challenge Rating:** 6

**Advancement:** None

**(Blade Fiend)**

A skinhusker resembles a frightfully gaunt, 9-foot-tall human with red skin. Two slender, white horns protrude from its elongated forehead, and each of its two arms ends in a wicked, 3-foot-long, serrated bone blade. A skinhusker revels in combat and enjoys inflicting pain.

**Improved Critical (Ex):** A skinhusker threatens a critical hit on a natural roll of 19 or 20.

**Death Explosion (Su):** When a skinhusker is reduced to -1 or fewer hit points, it explodes in a ball of flame. All creatures in adjacent squares take 2d6 points of fire damage. A successful Reflex save (DC 12) halves the damage.

**Immunities (Ex):** A skinhusker is immune to fire and poison.

**Electricity Resistance 20 (Ex):** A skinhusker ignores the first 20 points of damage from any attack that deals electricity damage.
Goblin, Standard

**Small Humanoid**

see also:Goblin, Hero

**Hit Dice:** 1d8, hp 4

**Massive Damage Threshold:** 11

**Initiative:** +1

**Speed:** 30 ft.

**Defense:** 13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 leather jacket)

**Base Attack/Grapple:** +0/-5

**Attack:** +0 melee (1d2-1, slam or 1d4-1, knife)

**Full Attack:** +0 melee (1d2-1, slam or 1d4-1, knife), or -2 ranged (2d6, Colt Python)

**Fighting Space/Reach:** 5 ft. by 5 ft./5 ft.

**Special Qualities:** darkvision 60 ft.

**Saves:** Fort +2, Ref +1, Will +0

**Action Points:** 0

**Reputation:** +0

**Allegiances:** evil, tribe

**Abilities:** Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8

**Skills:** Hide +6, Listen +3, Move Silently +4, Read/Write Goblin, Speak Goblin, Spot +3

**Feats:** Alertness, Simple Weapons Proficiency.

**Possessions:** Knife, Colt Python (.357 revolver), 25 rounds of .357 ammunition, hip holster, basic walkie-talkie

**Challenge Rating:** 1/4

**Advancement:** By character class

Goblins have the following traits:

**Skill Bonus:** Goblins gain a +4 species bonus on Move Silently checks. Bonus Feat: Goblins are keenly aware of their surroundings and receive the bonus feat Alertness.

**Automatic Language:** Goblins read, write, and speak Goblin.
Forgery

Use **Forgery** to fake a document from the governor instructing the warden to release prisoners, to create an authentic looking government document, to falsify a permit or license, or to detect forgeries that others try to pass off on you.

**:** Intelligence File:Lightbulb Icon.png

**T:** No

**AP:** No

**:** Bodyguard, Investigator, Occultist, and Smart Hero.

## Checks

Forgery requires materials appropriate to the document being forged, and some time. To forge a document the character needs to have seen a similar document before. The complexity of the document, the character's degree of familiarity with it, and whether the character needs to reproduce the signature or handwriting of a specific individual, provide modifiers to the Forgery check, as shown below.

Some documents require security or authorization codes, whether authentic ones or additional forgeries. The GM makes the character's check secretly so the character is not sure how good his or her forgery is.

### Detecting Forgeries

The Forgery skill is also used to detect someone else's forgery. The result of the original Forgery check that created the document is opposed by a Forgery check by the person who examines the document to check its authenticity. If the examiner's check result is equal to or higher than the original Forgery check, the document is determined to be fraudulent. The examiner gains bonuses or penalties on his or her check as given in the table below.

 **1** - Cumulative with any of the first three conditions on the table. Apply this modifier along with one of the other three whenever appropriate.

A document that contradicts procedure, orders, or previous knowledge, or one that requires the examiner to relinquish a possession or a piece of information, can increase the examiner's suspicion (and thus create favorable circumstances for the examiner's opposed Forgery check).

### Special

* To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language-dependent.)
* A character without a forgery kit takes a -4 penalty on Forgery checks.

**:** A character can take 10 when making a Forgery check.

**:** No

**:** No, since the forger isn't sure of the quality of the original forgery.

###

Forging a short, simple document takes about 1 minute. Longer or more complex documents take 1d4 {{{2}}} minutes per page or longer.

**Table: Feats**
Invisible Stalker

**Type:** elemental

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

CR: 7

**HD:** 8
**Advancement HD:**
     9–16; (Huge)
     17–24; (Gargantuan)

## Combat

HP: **52**
**HD:** 8d8 {{{2}}} + 16
**Massive Damage:** -
Hit DC: **17**
     (Dex): +4
     Size: -1     Natural Armor: 4
**Touch DC:** 13
**Flat-Footed DC:** 13
BAB: **+6**
**Grapple:** 14
     (Str): +4
      **Attack 1:** +10 melee (1d8+6, ; )

Full Attacks
 General Stats
Initiative: **+8**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 200 lb.
**Medium:** 201-400 lb.

## Special Traits

;Elemental (Air): Invisible stalkers have the traits and immunities common to elementals.

Natural Invisibility (Su)
An invisible stalker remains invisible even when attacking. Creatures that correctly discern the stalker’s location despite being unable to see it have a 50% miss chance on melee and ranged attacks.
Improved Tracking (Ex)
Invisible stalkers are consummate trackers and make Spot checks instead of Survival checks to track a creature’s passage.
Automatic Language
Invisible stalkers speak (but neither read nor write) Auran. They understand (but do not speak, read, or write) two other languages.
Helix Warrior

**Helix Warrior** is an advanced class and a hero must have levels in basic classes before they are able to take this class.

## Requirements

To qualify to become a Helix Warrior, a character must fulfill the following criteria.

**:** +3.

**:** Knowledge (tactics) 3 ranks

**:** Endurance
## Class Information

**:** 1d10 {{{2}}}
**:** 6 + one-half character level, rounded down per level.
## Skills

**:** 3 + (Int) modifier.

 (Dex)
AP (Str)
 (Int)
 T (Int)
AP (Dex)
AP (Dex)
 (Cha)
AP (Str)
 (Wis)
AP (Dex)
 (Int)
 (Wis)
 (Wis)
AP (Str)

The starting  may provide additional class skills to choose from.

## Class Features

The following features pertain to the Helix Warrior advanced class.

The following class features pertain to the Helix Warrior advanced class.

 Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.

 Helix Warriors are light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Listen checks.)

 When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.

The range of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level.

At 3rd, 6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat must be selected from the following list, and the Helix Warrior must meet all the prerequisites of the feat to select it.

At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example).

Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.

At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks.

At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).
Defensive Martial Arts

You are skilled at avoiding harm in battle.

## Benefit

The character gains a +1 dodge bonus to Defense against melee attacks.

###

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

###

Combat Throw, Improved Combat Throw, Elusive Target, and Unbalance Opponent.

###

Fast Hero, Field Medic, Infiltrator, Investigator, and Personality.

###

Martial Artist.
Bear

**Type:** Animal

File:D20creature bear.png
**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 4

**HD:** 6
**Advancement HD:**
     7–10 HD; (Large)

## Combat

HP: **51**
**HD:** 6d8 {{{2}}} + 24
**Massive Damage:** 10
Hit DC: **15**
     (Dex): +1
     Size: -1     Natural Armor: 5
**Touch DC:** 10
**Flat-Footed DC:** 14
BAB: **+4**
**Grapple:** +16
     (Str): +8
      **Attack 1:** 11 melee (1d8+8, claw; bludgeoning)

Full Attacks
 General Stats
Initiative: **1**
**Fight Space:** 10 x 10 ft. X 10 x 10 ft.
**Reach:** 10 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 1038 lb.
**Medium:** 1039-2079 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.

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.
**Improved Grab (Ex)**: To use this ability, the bear must hit with a claw attack.
## Skills

* AP (Str): +18

**Table: Bear Skills**
Armor Proficiency (Heavy)

You are proficient with heavy armor.

Requirements
**:** Armor Proficiency (Light), Armor Proficiency (Medium).

## Benefit

When the character wears a type of armor with which the character is proficient, the character gets to add the armor's equipment bonus to his or her Defense. Also, the armor check penalty only applies to the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.

###

A character who wears armor with which he or she is not proficient adds only the armor's nonproficient equipment bonus to her Defense. Also, she suffers its armor check penalty on attack rolls and on all skill checks that involve moving.
Hail of Bullets

Your quick trigger finger can unleash a rain of fire.

Requirements
**:** Point Blank Shot, Double Tap

## Benefit

You can use semiautomatic firearms as if they are automatic firearms. You can make autofire attacks and use feats that require firearms with automatic settings, such as Burst Fire. You must meet all other requirements for these attacks (such as having 10 bullets in the weapon to use autofire).
Bull Rush

A character can attempt a **Bull Rush** as an Standard Action made during his or her move action, or as part of a charge. (In general, a character can’t make an Standard Action during a move action; this is an exception.) In either case, the character doesn’t get a 5-foot step before, during, or after the bull rush attempt. When the character bull rushes, he or she attempts to push an opponent straight back instead of attacking the opponent. A character can only bull rush an opponent who is one size category larger than the character, the same size, or smaller.

### Initiating a Bull Rush

First, the character moves into the target’s square. Moving in this way provokes an attack of opportunity from each foe that threatens the character, probably including the target.

Second, the character and the target make opposed Strength checks. If the character and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category. The character gets a +2 bonus if he or she was charging. The target gets a +4 stability bonus if he or she has more than two legs or is otherwise exceptionally stable.

### Bull Rush Results

If the character beats the target’s Strength check, the character pushes the opponent back 5 feet. The character can push the target back an additional 5 feet for every 5 points by which the character exceeded the target’s check result, provided the character moves with the target. A character can’t, however, exceed his or her normal movement for that action. (The target provokes attacks of opportunity if moved. So does the character, if he or she moves with the target. The target and the character do not provoke attacks of opportunity from each other as a result of this movement.)

If the character fails to beat the target’s Strength check, the character moves 5 feet straight back to where the character was before the character moved into the opponents square. If that square is occupied, the character falls prone in the square.
Knockout Punch

You are skilled at cold cocking unprepared opponents.

Requirements
**:** +3
**:** Brawl

## Benefit

When making the character's first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.

###

Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

###

Improved Knockout Punch

###

Tough Hero, Bodyguard, Daredevil, Investigator, and Soldier.
Blindsight

Special Ability/list
**Blindsight** (Ex): Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability.
Hawk

**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

**HD:** 1
**Advancement HD:** None

## Combat

HP: **4**
**HD:** 1d8 {{{2}}}
**Massive Damage:** 10
Hit DC: **17**
     (Dex): +3
     Size: +2
**Touch DC:** 15
**Flat-Footed DC:** 14
BAB: **+0**
**Grapple:** -10
     (Str): -2
      **Attack 1:** +5 melee (1d4–2, claw; bludgeoning)

Full Attacks
 General Stats
Initiative: **3**
**Fight Space:** 2.5 ft. X 2.5 ft.
**Reach:** 0 ft.
Base: **10 ft.**
     **Run:** x4 (40 ft.)     **Fly:** 60 ft. ()
**Light:** up to 10 lb.
**Medium:** 11-20 lb.

## Special Traits

\*Hawks gain a +8 species bonus on Spot checks in daylight.
Concentration

You are particularly good at focusing your mind.

**:** Constitution File:Hearticon Shiny.png

**T:** No

**AP:** No

**:** Acolyte, Battle Mind, Bodyguard, Daredevil, Field Medic, Mage, Shadow Slayer, Telepath, and Tough Hero.

## Checks

**Table: Concentration Skill Checks**

A character makes a Concentration check whenever they may potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires the character's full attention. Such actions include using skills that provoke Attacks of Opportunity while in a threatened square. In general, if an action would not normally incur an attack of opportunity, a character doesn't need to make a Concentration check to avoid being distracted.

If the check succeeds, the character may continue with the action. If the Concentration check fails, the action automatically fails. The check DC depends on the nature of the distraction. The character may try again, though a success doesn't cancel the effects of a previous failure, such as the disruption of an action that was being concentrated on.

**Table: Concentration Checks**
 **1** - Such as an activity that requires more than a single full-round action. Also from an attack of opportunity or readied attack made in response to the action being taken (for activities requiring no more than a full-round action).**2** - Such as from catching on fire.

By making a check against DC 15, a character can use Concentration to attempt an action defensively, so as to avoid attacks of opportunity altogether. This doesn't apply to other actions that might incur attacks of opportunity (such as moving). If the Concentration check succeeds, the character may attempt the action normally without incurring any attacks of opportunity. A successful Concentration check still doesn't allow a character to take 10 on a check when he of she is in a stressful situation; the character must roll the check as normal. If the Concentration check fails, the related action automatically fails (with any appropriate ramifications), and the action is wasted, just as if the character's concentration had been disrupted by a distraction.

**Table: Concentration Feats**
Craft/electronic

**:** Intelligence File:Lightbulb Icon.png

**T:** No

**AP:** No

## Checks

This skill allows a character to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices. When building an electronic device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides whether the device is simple, moderate, complex, or advanced compared to current technology.

 Moderate (radio direction finder, electronic lock)
 Complex (cell phone)
 Advanced (computer)

### Special

* A character without an electrical tool kit takes a -4 penalty on Craft (electronic) checks.

###

**Table: Feats**
Flyby Attack

The creature can attack on the wing.

Requirements
**:** Fly speed

## Benefit

When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

###

Without this feat, a creature can take a partial action either before or after its move.
Dog

**Type:** Animal

The statistics given here describe both large and medium dogs.

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*
* CR:
* 1/3
* 1
Use the selections above this line to see a specific CR

CR: 1/3

**HD:** 1
**Advancement HD:** None

## Combat

HP: **6**
**HD:** 1d8 {{{2}}}
**Massive Damage:** 15
Hit DC: **14**
     (Dex): +3
     Size: +1     Natural Armor: +
**Touch DC:** 14
**Flat-Footed DC:** 11
BAB: **+0**
**Grapple:** -3
     (Str): +1
      **Attack 1:** +2 melee melee (1d4+1, bite; bludgeoning)

Full Attacks
 General Stats
Initiative: **+3**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 50 lb.
**Medium:** 51-100 lb.

## Special Qualities

* **Skill Bonus** (Jump): Dogs gain a +2 species bonus on Jump checks.
* **Skill Bonus** (Survival): Dogs gain a +4 species bonus on Survival checks when tracking by scent.

## Skills

* AP (Str) +3
* (Wis) +1 (+5 when tracking by scent)
* AP (Str) +5

**Table: Dog Skills**

CR: 1

**HD:** 2
**Advancement HD:** None

## Combat

HP: **13**
**HD:** 2d4 {{{2}}} + 4
**Massive Damage:** 15
Hit DC: **13**
     (Dex): +2
     Size: +0     Natural Armor: +1
**Touch DC:** 12
**Flat-Footed DC:** 11
BAB: **+1**
**Grapple:** 3
     (Str): +2
      **Attack 1:** 3 melee (1d6+3, Vite; Piercing)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 99 lb.
**Medium:** 100-200 lb.

## Special Qualities

* **Skill Bonus** (Jump): Dogs gain a +2 species bonus on Jump checks.
* **Skill Bonus** (Survival): Dogs gain a +4 species bonus on Survival checks when tracking by scent.

## Skills

**Table: Dog Skills**
 AP (Str) | +5
Neutralizer Cuffs

*Hand Cuffs that keep the assailant subdued*
## Description

These simple metal hand cuffs do all the normal things that regular cuffs do (keep the detainees hands tied up) but also boast a small Stun Gun and Injector Unit (3 doses) built right into the frame. The operator with the remote can deliver a high charge to the cuffs at any time or inject the detainee with what ever the injector unit is supplied. For humanitarian reasons, this is limited to one, one second jolt every 6 seconds. If the jolt is given, the detainee takes 1d2 damage and must succeed a DC15 Fort save or be stunned for 1d3 rounds.

These also come in a hands-ankle-neck set up. The DC to save against the stun gun is increased to 18 and a Sonic Nauseater is added to the collar. The user can activate the nauseater any time once a round and it will stay on for 3 rounds. The detainee must save against a fortitude save DC 14+2 per round for 3 rounds. If they fail once, the character becomes nauseated for 2d6 rounds, and if they fail a second time while nauseated they become sickened for 2d6 rounds from the last round.

The cuffs go for a purchase DC of 13 (16 for full body with a restriction of Licensed (+1)). They have a hardness of 10 and 8 hit points. To break out of them requires a strength check of DC 30 or a disable device check of DC 35. The battery has 10 uses.
Breath Weapon

Special Ability/list
**Breath Weapon** (Su): A breath weapon attack usually causes damage and is often based on some type of energy. It allows a Reflex save for half damage with a DC equal to 10 + ½ breathing creature’s HD + breathing creature’s Constitution modifier (the exact DC is given in the creature’s Species Traits). A creature is immune to its own breath weapon and those of others of its kind unless noted otherwise.
Listen

Use **Listen** to hear approaching enemies, detect someone sneaking upon you from behind, or eavesdrop on a conversation.

**:** Wisdom File:ScalesIcon.png

**T:** No

**AP:** No

**:** Acolyte, Bodyguard, Field Medic, Infiltrator, Investigator, Shadow Slayer. Soldier, and Dedicated Hero.

## Checks

Make a Listen check against a DC that reflects how quiet the noise is that a character might hear or against an opposed Move Silently check. The GM may call for a Listen check by a character who is in a position to hear something. A character can also make a Listen check voluntarily if he or she wants to try to hear something in the character's vicinity. The GM may make the Listen check in secret so that the character doesn't know whether not hearing anything means that nothing is there or that the character failed the check. A successful Listen check when there isn't anything to hear results in the character hearing nothing. A character can make a Listen check every time he or she has the opportunity to hear something in a reactive manner. As a move action, the character may attempt to hear something that he or she failed (or believes he or she failed) to hear previously.

Special:
When several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for all the listeners' skill checks.

**Table: Listening Distance Penalties**
 Listener is Sleeping | -10

**Table: Listen Feats**
Advanced Combat Martial Arts

You are a master at unarmed fighting.

Requirements
**:** +8
**:** Combat Martial Arts, Improved Combat Martial Arts

## Benefit

When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.

###

An unarmed strike critical hit deals double damage.

###

Martial Artist and Shadow Slayer.
Gnoll, Standard

**Medium-size Humanoid**

**Hit Dice:** 2d8+2, hp 11

**Massive Damage Threshold:** 13

**Initiative:** +0

**Speed:** 30 ft.

**Defense:** 11, touch 10, flat-footed 11 (+1 natural)

**Base Attack/Grapple:** +1/+3

**Attack:** +3 melee (1d3+2, unarmed or 1d6+2/19-20, metal baton)

**Full Attack:** +3 melee (1d3+2, unarmed or 1d6+2/19-20, metal baton), or +1 ranged (2d6, TEC-9)

**Fighting Space/Reach:** 5 ft. by 5 ft./5 ft.

**Special Qualities:** darkvision 60 ft.

**Saves:** Fort +4, Ref +0, Will +0

**Action Points:** 0

**Reputation:** +0

**Allegiances:** chaos, evil

**Abilities:** Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8

**Skills:** Listen +3, Read/Write Gnoll, Speak Gnoll, Spot +3

**Feats:** Personal Firearms Proficiency, Simple Weapons Proficiency

**Possessions:** Metal baton, TEC-9 (9mm machine pistol), 50 rounds of 9mm ammunition, fatigues, fatigue jacket

**Challenge Rating:** 1

**Advancement:** By character class

Gnolls have the following traits:

**Bonus Feat:** Gnolls receive the bonus feat Simple Weapons Proficiency.

**Automatic Language:** Gnolls read, write, and speak Gnoll.
Educated

You are especially skilled at certain fields of study.

## Benefit

Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.

###

A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.

###

Smart Hero, Dedicated Hero, Field Medic, Field Scientist, Investigator, Negotiator, and Techie.
Combat Expertise

You are skilled at using your combat training for defense as well as offense.

Requirements
**:** Intelligence 13.

## Benefit

When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to -5 on his or her attack roll and add the same number (up to +5) to the character's Defense. This number may not exceed the character's Base Attack Bonus. The changes to attack rolls and Defense last until the character's next action. The bonus to the character's Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have).

###

A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Defense.

###

Improved Disarm, Improved Trip and Whirlwind Attack.

###

Fast Hero, Smart Hero, Bodyguard, Field Scientist, Personality, and Techie.
Marlon

**Marlon**, or more commonly known by his stage name **Marlon the Magical Mystery Magician**, was a street performer who ran The Magical Mystery Magician Show. During one of his performances in Venice, Spider-Man accused him of being Mysterio. While both Marlon and the crowd pleaded of Marlon's innocence, the Venice PD arrived and helped Spider-Man assault Marlon. Barely able to move, Spider-Man then threw him into Nova, causing both Marlon and Nova to be killed in the insinuating explosion.

Two years later, Marlon was one of the many people that Batman saw in The Afterlife after Wayne's death.

## Gallery

Marlon amongst other deceased in The Afterlife with a new top hat,
Experience

**Experience** is a reward given to a character for completing tasks and fending off foes.

Experience drives character development. Unlike other d20 systems, there are no levels in this system. there are, however, benchmarks known as "Power Level" used to gauge how strong a group of characters are so the GM can determine what enemies and encounter difficulty to put before them. This is rolled up in one number and can change based on the number of characters in a single encounter and their equipment.

As a character gains experience, they will need to occasionally apply new stats. each stat will delineate their progression rate on their page.

## Abilities

A player may add one point to one ability score every 1000 experience.
Brawl

You deal more damage in a fist fight.

## Benefit

When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.

###

Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

###

Improved Brawl, Knockout Punch, Improved Knockout Punch, Streetfighting, Improved Feint.

###

Strong Hero, Tough Hero, Daredevil, Infiltrator, and Soldier.
Grappled

When grappled, a hero can't undertake any action other than attacking with his or her bare hands, attacking with a light weapon, or attempting to break free from his or her opponent. The character loses his or her Dexterity bonus to Defense, except on attacks from characters with whom he or she is grappling.
Advanced Two-Weapon Fighting

You are a master of fighting with a weapon in each hand. Unlike the two-weapon fighting feat, this feat allows you to use mixed weapon types.

Requirements
**:** Dexterity 13
**:** +11
**:** Two-Weapon Fighting, Improved Two-Weapon Fighting

## Benefit

The character gets a third attack with their offhand weapon, albeit at a -10 penalty. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other.

###

See Attacking with Two Weapons for normal penalties.
Exotic Melee Weapons Proficiency

Choose one exotic melee weapon from the Exotic Weapons Table. The character is proficient with that melee weapon in combat.

## Benefit

The character makes attack rolls with the chosen weapon normally.

###

A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.

###

A character can gain this feat multiple times. Each time the character takes the feat, he or she selects a different exotic melee weapon.

###

Battle Mind, Martial Artist, Shadow Slayer, and Soldier
Deinonychus

**Type:** Animal

File:Deinonychus.pngDeinonychus

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

CR: 3

**HD:** 4
**Advancement HD:**
     5-8; (Large)

## Combat

HP: **30**
**HD:** 4d8 {{{2}}} + 12
**Massive Damage:** 17
Hit DC: **16**
     (Dex): +2
     Size: -1     Natural Armor: +5
**Touch DC:** 11
**Flat-Footed DC:** 14
BAB: **+3**
**Grapple:** +11
     (Str): +4
      **Attack 1:** +6 melee (2d6+4, rake; bludgeoning)

Full Attacks
     **Full Attack 1:**:+6 melee (2d6+4, rake),

+1 melee (1d3+2, 2 foreclaws),
Initiative: **+2**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **60 ft.**
     **Run:** x4 (240 ft.)
**Light:** up to 232 lb.
**Medium:** 233-466 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.

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.
\*
## Skills

* AP (Dex) +7
* AP (Str) +13
* (Wis) +9

**Table: Deinonychus Skills**
Horse

**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

**HD:** 3
**Advancement HD:** None

## Combat

HP: **19**
**HD:** 3d8 {{{2}}} + 6
**Massive Damage:** 15
Hit DC: **13**
     (Dex): +1
     Size: -1     Natural Armor: 3
**Touch DC:** 10
**Flat-Footed DC:** 12
BAB: **+2**
**Grapple:** 7
     (Str): +1
 General Stats
Initiative: **+1**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 5 ft.
Base: **60 ft.**
     **Run:** x4 (240 ft.)
**Light:** up to 150 lb.
**Medium:** 151-300 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.

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.
A horse cannot fight while carrying a rider.
Intimidate

File:D20intimidateskill.jpgUse **Intimidate** to get someone to do something he doesn't want to do by means of verbal threats, force of will, and imposing body language.

**:** Charisma File:Microphoneicon.png

**T:** No

**AP:** No

**:** Tough Hero, Charismatic Hero, Investigator, Negotiator, and Soldier.

## Checks

With a successful check, a character can forcibly persuade another character to perform some task or behave in a certain way.

A character's Intimidate check is opposed by the target's level check (1d20 + the target's character level or Hit Dice). Any modifiers that a target may have on Will saving throws against fear effects apply to this level check. If the character succeeds, he or she may treat the target as friendly for 10 minutes, but only for purposes of actions taken while in the character's presence. (That is, the target retains his or her normal attitude, but will chat, advise, offer limited help, or advocate on the character's behalf while intimidated.) Circumstances dramatically affect the effectiveness of an Intimidate check.

There are limits to what a successful Intimidate check can do. The character can't force someone to obey his or her every command or do something that endangers that person's life. If the character fails by more than 5, the target may actually do the opposite of what the character wishes.

Special:

**Try Again?**
No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again doesn't help. If the initial check fails, the other character has become more firmly resolved to resist the intimidator, and trying again is futile.
Creatures immune to fear effects
A creature that is immune to fear effects can't be intimidated.
Bigger Sizes
A character may add a +2 bonus to his or her Intimidate check for every size category the character is larger than his or her target. Conversely, the character takes a -2 penalty to his or her check for every size category the character is smaller than his or her target.

**Table: Feats**
Gargoyle, Standard

**Medium-size Magical Beast**

**Hit Dice:** 4d10+16, hp 38

**Massive Damage Threshold:** 18

**Initiative:** +2

**Speed:** 45 ft., fly 75 ft. (average)

**Defense:** 16, touch 14, flat-footed 12 (+2 Dex, +4 natural)

**Base Attack/Grapple:** +4/+4

**Attack:** +6 melee (1d4, claw)

**Full Attack:** +6 melee (1d4, 2 claws), +4 melee (1d6, bite), +4 melee (1d6, gore), or +6 ranged

**Fighting Space/Reach:** 5 ft by 5 ft./5 ft.

**Special Qualities:** freeze, keen sight, damage reduction 15/+1

**Saves:** Fort +8, Ref +6, Will +1

**Action Points:** 0

**Reputation:** +0

**Allegiances:** chaos, evil

**Abilities:** Str 11, Dex 14, Con 18, Int 6, Wis 11, Cha 7

**Skills:** Hide +9 (+17 when concealed against worked stone), Listen +4, Speak Terran, Spot +4

**Feats:** Multiattack, Weapon Finesse (bite), Weapon Finesse (claw), Weapon Finesse (gore)

**Possessions:** None

**Challenge Rating:** 4

**Advancement:** 5-6 HD (Medium-size), 7-12 HD (Large) or by character class

Gargoyles have the following traits:

**Keen Sight (Ex):** Gargoyles have darkvision with a range of 60 feet and low-light vision.

**Freeze (Ex):** A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a Spot check (DC 20) to notice the gargoyle is alive.

**Damage Reduction 15/+1 (Su):** In campaigns without magic weapons, the GM can either disregard the gargoyle's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).

**Skill Bonus:** A gargoyle receives a +8 species bonus on Hide checks when concealed against a background of worked stone.

**Bonus Feats:** Gargoyles receive the bonus feats Weapon Finesse (bite), Weapon Finesse (claw), and Weapon Finesse (gore).

**Automatic Language:** Gargoyles speak (but neither read nor write) Terran.
Move Silently

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

**:** Dexterity File:HandIcon3.png

**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**
Flesh Golem, Advanced

**Huge Construct**

**Hit Dice:** 20d10+40, hp 150

**Massive Damage Threshold:** -

**Initiative:** -2

**Speed:** 30 ft. (can't run)

**Defense:** 19, touch 6, flat-footed 19 (-2 size, -2 Dex, +13 natural)

**Base Attack/Grapple:** +15/+32

**Attack:** +22 melee (4d6+9, slam)

**Full Attack:** +22 melee (4d6+9, 2 slams), or +11 ranged

**Fighting Space/Reach:** 15 ft. by 15 ft./15 ft.

**Special Qualities:** Construct, berserk, magic immunity, damage reduction 15/+1

**Saves:** Fort +6, Ref +4, Will +6

**Action Points:** 0

**Reputation:** +0

**Allegiances:** none or owner

**Abilities:** Str 29, Dex 7, Con -, Int -, Wis 11, Cha 1

**Skills:** None

**Feats:** None

**Possessions:** None

**Challenge Rating:** 13

**Advancement:** None

Flesh Golems have the following traits:

**Construct:** Flesh golems have the traits and immunities common to constructs.

**Speed:** Flesh golems can't take run actions.

**Berserk (Ex):** When a flesh golem enters combat, there is a cumulative 1% chance each round it will go berserk. An uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). Following such a successful check, it takes 1 minute of rest by the golem to reset the golem's berserk chance to 0%.

**Magic Immunity (Ex):** A flesh golem is immune to all spells, psionic powers, spell-like abilities, and supernatural effects, except as follows. Attacks that deal fire or cold damage slow it for 2d6 rounds, with no saving throw (see the *slow* spell). A slowed golem can take only one move or attack action each turn. Additionally, the slowed golem takes a -2 penalty to Defense, melee attack rolls, melee damage rolls, and Reflex saves. Any amount of electricity damage dealt to the golem breaks the slow effect and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem rolls no saving throw against effects that deal electricity damage.

**Damage Reduction 15/+1 (Su):** In campaigns without magic weapons, the GM can either disregard the golem's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Arnold

**Arnold** is one of the founders of Arnold and Barnold Construction. Both him and Barnold were hired to supervise the construction of the Gotham Orphan Recreational Center on the corner of 45th and 42nd Street. However, after completion of the fifth floor, Batman succeeded in destroying the building in order to expand Wayne Manor. He and Barnold managed to escape Batman's wrath by being teleported onto the sidewalk by Lightning Sword Guy.