recursal/Fanatic-Fandom huggingface dataset:
Hematic Bloodline

The magic of your blood is more literal than most sorcerer's, as you draw power from the raw potency of your blood.

**Class Skill**: Heal

**Bonus Spells**: Blood Money (3rd), Adhesive Blood (5th), Life Conduit (7th), Blood Crow Strike (9th), Blood Tentacles (11th), Expel Blood (13th), Avasculate (15th), Red Tide (17th), Avascular Mass (19th).

**Bonus Feats**: Toughness, Improved Toughness, Greater Toughness, Great Fortitude, Critical Fortitude, Blood Mage Apprentice, Spell Focus (Necromancy), Blood Magic

**Bloodline Arcana**: Whenever you deal hit point damage with a spell, you may choose to deal an additional 1 bleed damage.

**Bloodline Powers**: Your blood is inherently powerful, and you are able to control the blood of yourself and others better than most.

#### Blood Control (Su)

At 1st level, you are able to control the flow of blood in a creature by concentrating on them. Unwilling creatures are given a fortitude save (DC 10+1/2 sorcerer level+Cha modifier) to resist the effect. You can coagulate their blood, reducing any bleed damage they take by an amount equal to 1+1/2 your Caster Level. Alternatively, you may cause a creature already taking bleed damage to take an additional amount equal to your charisma modifier for the duration. You can use this ability a number of times equal to your Charisma modifier per day.

#### Vitality (Su)

At 3rd level, you gain a +1 natural armor bonus to AC and an additional 1 HP/HD. At 9th level, you gain an additional 1 HP/HD and your natural armor bonus increases to +2. At 15th level, you gain an additional 1 HP/HD and the natural armor bonus increases to +4.

#### Improved Blood Control (Su)

At 9th level, you may choose to bolster or hinder a creature further via their blood. You may choose to invigorate a creature when using blood control, granting them Fast Healing equal to 1/4th your Sorcerer level. Alternatively, you can cause them to become Nauseated (sickened on a successful save). You may combine this effect with a 3rd level Blood Control at the same time, requiring only one save if necessary.

#### Greater Blood Control (Su)

At 15th level, when using Blood Control you can grant a creature temporary HP equal to your caster level+ your Charisma modifier. You may transfer Temporary HP in this way. Alternatively, you can "Steal" temporary HP from a creature as if they had cast Life Conduit on you (fort negates), but only for temporary HP. You may have this effect combined with a 9th level and 3rd level blood control ability.

#### Blood Mastery (Su)

At 20th level, you are fully aware of the power that blood has, and have learned to harness it fully. You may sacrifice any of your actions in a round as an immediate action to grant additional actions to the target of your blood control, including allowing them to act out of turn. Alternatively, when using the Greater Blood Control ability to steal temporary HP from a creature, you are able to steal their normal HP as well, and there is no cap.
Eldregmian

**Eldregmian (23 RP)**

**Type (3 RP):** Aberration

**Ability Scores (2 RP):** +4 Con, -2 Dex, -2 Cha

**Size (0 RP):** Medium

**Speed (-1 RP):** 20 ft base speed

**Languages (-1 RP):** Eldregmians begin play speaking Aklo. Eldregmians with high Int may select Common,

**Darkvision**: Eldregmians possess Darkvision out to 60 ft.

**Claws (2 RP)**: Eldregmians possess two claw attacks that deal 1d4 damage each.

**Horrifying Visage (15 RP):** Eldregmians possesses a Gaze attack that functions as a Fear spell. Creatures that are immune to fear or mind effects are still effected, but blind creatures are not. An Eldregmian of at least 5 HD may instead cause this to Nauseate creatures (sickened on success). An Eldregmian of at least 10 HD may instead cause this to drive creatures Insane (or confusion on success). An Eldregmian of at least 15 HD may cause creatures to die of fright (or be staggered for 1d6 rounds on success).

**Sounds of Terror (2 RP):** Eldregmians may cast Ghost Sound at will.

**Frightener (1 RP):** Intimidate is always a class skill for Eldregmians, and they never takes a penalty on Intimidate checks due to being smaller than their target.

### Half-Breed Rules:

Dominant: Lose Claws, Sounds of Terror, and Frightener (-5 RP)

Non-Dominant: Gain Horrifying Visage, except it does not grant extra options at higher levels. (+5 RP)
Claudius's Violent Influence

**School:** Enchantment (compulsion) [language-dependent, mind effecting]; **Level** 10

CASTING

**Casting Time** 1 standard action

**Components** V

EFFECT

**Range** Close (25 ft. + 5 ft./level)

**Target** one creature

**Duration** instantaneous or one week per level; see text

**Saving Throw** None; **Spell Resistance** no

DESCRIPTION

When you cast this spell, you give your target a choice: follow your orders or be destroyed. If they choose to follow your orders, they are affected as if by Geas, except that its duration is one week per level, the penalty is -4 per day with a maximum of -16, and it requires a wish or miracle to remove.

If the target instead chooses to be destroyed, they take 20 damage/caster level, and if it kills them their body is destroyed. A wish or miracle is required to restore their body, and another to return their soul.
Ickthyperambuloid

**Ickthyperambuloid** **(6 RP)**

**Type (0 RP):** Magical Beast

**Ability Scores (0 RP):** +4 Dex, +2 Wis, -4 Str

**Size (4 RP):** Tiny, with a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Galvans have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Galvans cannot flank an enemy.

**Speed (-2 RP):** 10 ft base speed

**Languages (0 RP):** Ickthyperambuloid begin play speaking Common, Aquan, and Piscciss. Ickthyperambuloid with high Int may select Intergalactic,

**Amphibious (2 RP):** Ickthyperambuloid are amphibious and can breathe both air and water.

**Swim (2 RP):** Ickthyperambuloid have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

**Weak (-2 RP):** An Ickthyperambuloid ​adds only 1/2 their Str modifier on damage rolls, or their Str modifier on two handed damage rolls.

**Slippery (2 RP):** Ickthyperambuloids are naturally slippery, and have a +4 bonus to CMD against grapple checks.

### Half-Breed Rules:

Dominant: Lose Swim (-2 RP)

Non-Dominant: Gain Slippery (+2 RP)
Circlet of Defenses

**Circlet of Defenses, Minor**

**Aura:** faint conjuration; **CL** 7

**Slot:** Headband; **Price:** 3,000 (+1), 6,000 (+2), 12,000 (+3), 31,000 (+4)

**Description:** A *Minor Circlet of Defenses* enhances your understanding of fighting, and provides an Insight Bonus to AC of +1 to +4. For any purpose that specifically calls out light armor, a *Minor Circlet of Defenses* counts as light armor if you are not wearing armor (such as gaining a +1 bonus to AC if you are wearing light armor). The circlet is made of metal, and can be enchanted as if it was armor, with a maximum of a +5 enchantment bonus granted to AC. You cannot grant Armor Special Abilities in this way.

**Circlet of Defenses, Moderate**

**Aura:** moderate conjuration; **CL** 10

**Slot:** Headband; **Price:** 43,000 (+5), 58,000 (+6), 76,000 (+7), 97,000 (+8)

**Description:** A *Moderate Circlet of Defenses* functions as a *Minor Circlet of Defenses,* but the Insight Bonus to AC ranges from +5 to +8 and it counts only as Medium armor.

**Circlet of Defenses, Major**

**Aura:** strong conjuration; **CL** 14

**Slot:** Headband; **Price:** 131,000 (+9), 158,000 (+10), 188,000 (+11), 221,000 (+12)

**Description:** A *Major Circlet of Defenses* functions as a *Minor Circlet of Defenses,* but the Insight Bonus to AC ranges from +9 to +12 and it counts only as Heavy armor.
Gug

This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands.

**Gug CR 10**

**XP 9,600**

CE Large aberration

**Init** +1; **Senses** darkvision 60 ft.; Perception +27

**DEFENSE**

**AC** 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)

**hp** 127 (15d8+60)

**Fort** +9, **Ref** +6, **Will** +12

**Immune** disease, poison

**OFFENSE**

**Speed** 40 ft., climb 20 ft.

**Melee** bite +17 (1d8+7), 4 claws +17 (1d6+7)

**Space** 10 ft.; **Reach** 15 ft.

**Special Attacks** rend (2 claws, 1d6+10)

**STATISTICS**

**Str** 25, **Dex** 12, **Con** 18, **Int** 11, **Wis** 16, **Cha** 11

**Base Atk** +11; **CMB** +19; **CMD** 30

**Feats** Awesome Blow, Blind-Fight, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Lunge, Power Attack, Skill Focus (Perception)

**Skills** Climb +15, Escape Artist +13, Knowledge (dungeoneering) +10\*, Perception +27, Stealth +15, Survival +21; **Racial Modifiers** +8 Climb, +4 Escape Artist

**Languages** Undercommon

**SQ** compression

**ECOLOGY**

**Environment** any underground

**Organization** solitary, pair, or camp (3–10)

**Treasure** standard

Gugs are inhuman monstrosities that dwell in the deep places of the world. Whether they were banished to the dark lands by ancient gods or the light-loving races they terrorized, or perhaps were brought to the deep realms by dark powers from some even more inhuman nightmare realm, is unknown, but gugs are loathed by other races for their carnal rites of slaughter.

Gugs are 16 feet tall and weigh nearly 2,000 pounds, but they move with an eerie, unnatural gait as though their limbs contained far too many joints. They can contort and distend their limbs for greater reach or to wriggle easily through impossibly Small passages. Gugs may cling for long hours to cave walls or just within dark side-caverns, lying in wait for prey to stumble too close. Their senses are keen, however, and their joy in the bloody hunt is considerable and gugs who catch the scent of blood may stalk their prey for long days, even venturing at times beyond their caves to dare the bright lands of the surface in search of tasty meat to drag back for their horrific sacrifices.

Gugs are savage fighters when driven by a strong leader, but on their own may flee if brought to fewer than half their hit points, carrying off fresh meat for later feasting if they are able. They can subsist on fungi, slimes, and molds as well as carrion and even undead flesh—particularly that of ghouls.
Commune with Thrall

***Commune With Thrall***

**School:** Divination; **Level** Vampire 13 (6, 5, 4)

CASTING

**Casting Time** 3 rounds

**Components** V, S

EFFECT

**Range** Unlimited

**Target** Self and Target Vampire

**Duration** 1 round plus concentration up to 1 additional round/ level

**Saving Throw** Will negates; **Spell Resistance** no

DESCRIPTION

You force your will onto one of your created spawn that you are aware of the location of. The thrall receives a Will save to negate this effect. Failure means that you gain a number of abilities over your thrall that you may exert as a standard action, chosen from the list below.

* You may cast suggestion on your thrall. They have a -4 penalty to the save.
* You may see through their senses as if they were a scrying sensor and speak through them. You may mantain
* You may transfer any amount of HP from your thrall to yourself. If you reduce your thrall to 0 hit points, it is destroyed as if being staked. It gains a fortitude save against this effect.
* You may cast spells as if you were standing in their position.
Hungry Grave

***Hungry Grave***

**School:** Transmutation; **Level** Vampire 6 (3, 3, 2)

CASTING

**Casting Time** Standard Action

**Components** V, S, M (a pinch of dirt and a humanoid fingerbone)

EFFECT

**Range** long (400 feet + 40 feet per level)

**Area** Dirt in area 6 feet squared and 6 feet deep

**Duration** 2 rounds/ level

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

The earth forms skeletal-looking arms that reach out to attack a single Medium size or smaller foe within 30 feet. Unless the foe succeeds at a grapple check (the animated earth is considered to have a CMB of +15 and a CMD of 25), the arms grab hold and begin to drag the victim into the earth. In the first round, the victim sinks to his waists and can no longer move and loses any Dexterity bonus to AC. On the second round, the victim is pulled completely underground to a depth of six feet. Other characters can help pull the victim free by winning an opposed grapple check. Starting on the third round, the victim must make Fortitude saves as per drowning. The animated earth can only attack one individual at a time, and once a victim is grappled it cannot turn its attention to another until its victim is either dead or has broken free. If cast within the confines of a graveyard, the spell’s duration lasts twice as long (4 rounds/level) and the animated ​earth is considered to have CMB of +20 and a CMD of 30.
Dogfolk

**Dogfolk (11 RP)**

The Dogfolk were created as the bane of Catfolk, whom have proven to be troublesome and mischievous. Dogfolk are strong and perceptive of the world around them, but not all that bright.

**Type (0 RP):** Humanoid (Dogfolk)

**Ability Scores (0 RP):** +2 Str, +2 Wis, and -2 Int

**Size (0 RP):** Medium

**Speed (1 RP):** 40 ft base speed.

**Language (0 RP):** Dogfolk begin play speaking Common and Dogfolk. Dogfolk with high intelligence scores may choose from the Terran, Dwarven, Goblin, Sylvan, Undercommon, or Draconic.

**Bite (1 RP):** Dogfolk have a bite attack that deals 1d3 damage.

**Ancient Foe (3 RP):** Dogfolk gain a +2 dodge bonus to AC against creatures with the Catfolk subtype as well as a +2 racial bonus on combat maneuver checks made to grapple creatures with the Catfolk subtype.

**Defensive Training, Lesser (1 RP):** Dogfolk gain a +4 dodge bonus to AC against creatures with the Catfolk subtype.

**Hatred (1 RP):** Dogfolk gain a +2 bonus on attack rolls against creatures with the Catfolk subtype

**Scent (4 RP):** Dogfolk gain the Scent ability

~~~~

**Notes:**

Normally, Hatred gives you a +1 attack bonus to two subtypes of humanoids. If you wish to use this rule instead, change this to a +1 bonus to attack rolls against creatures with the catfolk or goblin subtype, as goblins are known to hate dogs and thus dogfolk would likely harbor a similar hatred.

### Half-Breed Rules:

Dominant: Lose Hatred and Ancient Foe (-4 RP)

Non-Dominant: Gain Scent (+4 RP)
Calamity Ward

**School:** Abjuration; **Level** Sorcerer/Wizard 8

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Target** personal

**Duration** 1 round/level or until expended

**Saving Throw** see text; **Spell Resistance** no

DESCRIPTION

This spell is similar to Spell Turning. Upon casting, roll 4d6. Wen you would be effected by a spell, subtract the spell's level from the amount you rolled. If the amount remaining is more than or equal to zero, it immediately cancels the spell and the creature that used it takes 1d10 damage per level of the spell (save against the DC of the spell it used for half).  If the spell does not ordinarily possess a saving throw, it is a Will save.
Genasi, Storm (5e)

The storm genasi is a unique subrace of genasi descended from the djinn, a powerful genie from the Elemental Plane of Air. Unlike their close cousins, the air genasi, who try to control their sudden emotional outbursts, a storm genasi embraces its chaotic and tumultuous nature.

A storm genasi is always surrounded by crackling bursts of blue or yellow lightning, which can sometimes bounce off toward someone close if one isn't careful. More exotic storm genasi have translucent skin, showing off the veins underneath which seem to glow like circuits. A storm genasi's voice has a crackling quality which causes their voice to distort into static when angry or excited.

### Unfettered Disposition

A storm genasi revels in the powers it has received from its birthright. Much like their genie parents, they value their own personal freedoms and will look to protect it no matter the effect this would have on others. It’s therefore rare to see one as part of an adventuring group, as any form of hierarchy is seen as a restriction to said freedom.

### Transparent Emotions

To a storm genasi, nothing about oneself should be hidden away. To do so would be denying one's own true identity and such blatant self-deception isn’t received well by a race that values freedom of expression. As such, a storm genasi wears its feelings on its sleeve, showing no restraint in how it feels in that very moment. This effect is physically magnified with tiny bursts of lightning that spark from its body whenever it experiences such extreme emotions.

### Storm Genasi Traits

A storm genasi has the following traits.

***Creature Type.*** You are a Humanoid

***Age.*** Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

***Alignment.*** Independent and self-reliant, genasi tend toward a neutral alignment.

***Size.*** Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

***Speed.*** Your walking speed is 30 feet.

***Lightning Resistance.*** You have resistance to lightning damage.

***Tumultuous Proximity.*** You know the *lightning lure* cantrip. Starting at 3rd level, you can cast the *thunderwave* spell with this trait. Starting at 5th level, you can cast the *warding wind* spell with this trait. Once you cast *thunderwave* or *warding wind* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Deoxy

**Deoxy (24 RP)**

Deoxy are strange alien creatures that were mutated by cosmic rays, capable of restructuring their cells to fit specific needs.

**Type (3 RP):** Aberration

**Ability Scores (0 RP):** +2 Dex, +2 Int, -2 Con

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed.

**Languages (2 RP):** Deoxy begin play speaking Deox. Deoxy with high Int may select Common, Intergalactic, . Deoxy also gain telepathy out to a range of 30 feet. If they don't share a common language with a creature, they can only communicate basic ideas.

**Darkvision (0 RP):** Darkvision 60 ft

**Regeneration (5 RP):** Deoxy have Regen 1/Negative Energy

**Flight (4 RP):** Deoxy have a fly speed of 30 feet with clumsy maneuverability.

**Natural Armor (2 RP):** Gain +1 Natural armor

**Tendril-hands (4 RP):** A Deoxy's hands/arms can split into 2 tentacle attacks each (for 4 total). Shifting between these is a free action, but can only be done once per turn. Any items being held in a hand that is shifted into tentacles are dropped, as well as any shield held on that arm. These tentacle attacks that deal 1d4+str mod damage each.

**Own Two Feet (-1 RP)** Deoxy are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

**Form Shift (6 RP):** Deoxy can switch their Form as a move action on their turn, granting them the listed bonus until they shift back. They are assumed to be in their Balance Form unless otherwise noted, and revert to that form when unconscious or dead.

* Balance Form: Gain a +2 racial bonus to all saving throws and increase your telepathy by 30 feet.
* Speed Form: Increase your base speed by 30 feet.
* Attack Form: Increase reach by 5 ft, gain a +1 bonus to attack and damage rolls, and Tentacle attacks deal 1d6+str.
* Defense Form: Gain an additional +3 to natural armor.
* Boosted Form: You gain a +4 bonus to Dex and Int

**Shattered Soul (-1 RP)** Deoxy who are killed are exceptionally difficult to return to life. Those who attempt to return a Deoxy to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the member's Hit Dice. If this check fails, the spell fails and the caster can’t return the member of this race to life for the next 24 hours (though the caster can try again after this period).

### Half-Breed Rules:

Deoxy cannot be half breeds due to their physiology being incompatible with all other creatures. The rules included below are for use with the Gene Splicing feats.

Dominant: Lose Flight, Regeneration (-9 RP)

Non-Dominant: Gain Form Shift (+6 RP)
Buckminster's Alternate Embodiment

**School:** Transmutation; **Level** 10

CASTING

**Casting Time** 1 round

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** one minute plus one round/ level

**Saving Throw** Will negates (harmless); **Spell Resistance** no

DESCRIPTION

This spell harnesses the power of all possible choices the caster has ever made. When you learn this spell, you must make all the below choices immediately and they cannot be changed. When using this spell, you embody an alternate version of yourself that could have been.

These all revert to normal after the duration ends.

* You may rearrange all of your ability scores as you see fit.
* You may gain new class features or even new class levels.

* Any items you have that grant a bonus to an ability score may grant it to another ability score instead (but the limits on bonus types stacking still applies).
* If you have mythic tiers, you may choose new path abilities or a new mythic path.
* If you possess any templates you may gain new ones as long as the combined total of the CR increase is the same.

Essentially, you create an entirely new character of the same race and level and become them for the duration.

You are exhausted until you rest after this duration expires, even if you would be immune. This bypasses any ability that allows you to be immune even if something would bypass the immunity.
Future Displacement

**School:** Universal (Galactimancy) [Chronomancy]; **Level** Cleric/Oracle 7, Magus 5, Psychic 7, Sorcerer/Wizard 7

CASTING

**Casting Time** standard action

**Components** V, S, F (a timekeeping device worth at least 1,000 gold)

EFFECT

**Range** medium (100ft+ 10ft/ level)

**Effect** transport creature forward in time

**Target** One creature

**Duration** 1 round/ level (max 10 rounds)

**Saving Throw** Fortitude negates; **Spell Resistance** yes

DESCRIPTION

This powerful chronomancy spell sends a creature forward in time 1 round per level (maximum of 10 rounds). Upon failing the save, the creature simply disappears from its current location and reappears there after the duration expires. No magic or divination can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). No apparent time has passed for the target, they simply see the world around them change in an instant.

Casting Dispel Magic or higher level dispelling magic on the location the target previously was ends the spell prematurely.
Hurl

## Hurl I

**School:** Transmutation [Choromancy]; **Level** Bard 1, Medium 1, Occultist 1, Psychic 3, Sorcerer/Wizard 3, Witch 3

CASTING

**Casting Time** Swift Action

**Components** V, S

EFFECT

**Range** touch

**Target** creature touched

**Duration** 1 minute

**Saving Throw** Will negates (Harmless); **Spell Resistance** no

DESCRIPTION

While under the effects of Hurl I, a creature increases its range with thrown weapons (and the range at which it can throw objects) to be up to 25 ft per level (max 250 ft).

If you throw an object that is used to contain things, such as a flask or vial, and it is empty, you treat your level as 2 higher for the purposes of this spell's range.

## Hurl II/ Yaga

**School:** Transmutation [Choromancy]; **Level** Bard 2, Medium 2, Occultist 2, Psychic 4, Sorcerer/Wizard 4, Witch 4

DESCRIPTION

This spell functions as Hurl I, except the range is increased to 50 ft per level (max 500 ft). This spell can be undercast.

## Hurl III/ Yeet

**School:** Transmutation [Choromancy]; **Level** Bard 3, Medium 3, Occultist 3, Psychic 5, Sorcerer/Wizard 5, Witch 5

DESCRIPTION

This spell functions as Hurl I, except the range is increased to 100 ft per level (max 1,000 ft). This spell can be undercast.
Kingwrecker Gauntlet

This slim leather glove was created to take down all tyrants who would use their power to harm others.

It is a +1 Anarchic Holy Impact gauntlet. It is treated as having a reach of 10 feet, and functions as if it had the Bane property against any creature in a position of high political power, called Kingsbane.
Citrakayah

**Citrakayah** **(23 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (4 RP):** +2 Str, +2 Dex, +2 Con, +4 Wis, -2 Int

**Size (0 RP):** Medium

**Speed (6 RP):** 60 ft base speed

**Languages (-1 RP):** Citrakayah begin play speaking Citrakayah. Citrakayah with high Int may select Common, Intergalactic,

**Darkvision:** Citrakayah have Darkvision 60 ft.

**Fleet Footed (3 RP):** Citrakayah receive Run and Reactionary as bonus traits, as well as a +2 bonus to initiative

**Nimble Faller (1 RP)** Citrakayah have an amazing sense of balance and keen knowledge of their own center of gravity. They land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip maneuvers.

**Amazing Sprint (4 RP):** Once per hour, Citrakayahs may move ten times their normal speed (600 ft) when they run, charge, or withdrawal

**Bladed Fur (4 RP):** Citrakayah gain Improved Unarmed strike as a bonus feat, and may choose to deal slashing damage with their unarmed strikes in place of bludgeoning damage. Additionally, when charging, Citrakayah deal twice the number of damage dice when making an unarmed strike plus 1-1/2 times its Strength bonus.

**Own Two Feet (-1 RP)** Citrakayahs are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

### Half-Breed Rules:

Dominant: Lose Fleet Footed and Amazing Sprint (-7 RP)

Non-Dominant: Gain Bladed Fur and Nimble Faller (+5 RP)
Geochelone Aerio

**Geochelone Aerio** **(30 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (4 RP):** +2 Str, +2 Dex, +2 Con, +4 Int, -2 Wis

**Size (0 RP):** Medium

**Speed (-2 RP):** 10 ft base speed

**Languages (1 RP):** Geochelone Aerio begin play speaking Intergalactic and Aldabran. Geochelone Aerio with high Int may select any language.

**Flight (10 RP):** Geochelone Aerio have a fly speed of 60 feet with average maneuverability

**Magical Resistance (2 RP):** Geochelone Aerio have Spell Resistance 6+ their HD

**Strong Shell (5 RP):** Geochelone Aerio have a +3 Natural armor to AC

**Magical Philosophers (10 RP):** Geochelone Aerio gain a +1 bonus to their caster level for all spells and increase the DC of any spell they cast by +1. They may always use Intelligence as their casting modifier, no matter what class or ability they gain spellcasting from (including Kineticists).

**Aerokinesis (8 RP):** Geochelone Aerio gain a +2 racial bonus to AC against nonmagical ranged attacks due to the air they blast from their shells. They can calm or renew these winds as a swift action. Once per day per 2 HD, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. This is a supernatural ability.

**Weak (-2 RP)** Members of this race add only 1/2 their Str modifier on damage rolls, or their Str modifier on two handed damage rolls

**No hands (-4 RP)** Members of this race have no hands and thus cannot maneuver small objects well. They are considered to not be proficient with any weapon other than natural attacks and unarmed strikes, and may not be able to use some weapons at all. In addition, they cannot cast spells with somatic components and they have a -4 penalty on Disable Device checks and any checks that require fine motor skills.

**Forward Facing (-4 RP)** All creatures gain an additional +2 bonus when flanking members of this race, and the race takes a -10 penalty on sight based perception checks to notice things behind them.

**Own Two Feet (-1 RP)** Members of this race are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

### Half-Breed Rules:

Dominant: Lose Magical Resistance and natural armor is reduced by 1 (-4 RP)

Non-Dominant: Gain Aerokinesis and Forward Facing (+4 RP)
Goblin (Redone)

**Goblin (10 RP)**

**Type (0 RP):** Humanoid (Goblin)

**Ability Scores (2 RP):** +4 Dex, -2 Str, -2 Cha

**Size (0 RP):** Small

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Goblins begin play speaking Goblin, and may choose Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.

**Darkvision (2 RP):** Goblins have Dark vision 60 ft

**Frightener (1 RP):** Intimidate is always a class skill for Goblins, and they never take a penalty on Intimidate checks due to being smaller than their target.

**Sneaky Rider (6 RP):** Goblins gain a +4 racial bonus on Ride and Stealth checks.

**Pyromaniac (3 RP):** Goblins are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give them early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.

**Despised (-3 RP):** Goblins take a -4 penalty on Diplomacy checks and treat creatures as one step less friendly upon meeting them.

### Half-Breed Rules:

Dominant: Lose Pyromaniac (-3 RP)

Non-Dominant: Gain Darkvision and Frightener (+3 RP)
Flux's Paradox Prevention

**School:** Universal (Galactimancy); **Level** 10

CASTING

**Casting Time** full-round action

**Components** V, S

EFFECT

**Target** one paradox

**Duration** permanent

**Effect** Stabilize one paradox

DESCRIPTION

Casting this spell causes a magical seal to hold over a Paradox of spacetime, so that the universe simply "overlooks" that it happened. No ill effects result from the paradox.

Each instance of this spell in a universe, no matter the caster, lowers the chance of this spell functioning again by 10%. If the spell fails because of this, the paradox resolves as normal.

This spell, while immensely powerful, is a band aid on a leaking Dam. If the chance of failure hits 0% (from having 10 successful instances of this spell active in the world), the next attempt at casting this spell ends all instances, causing every paradox currently being prevented to attempt to correct itself immediately,
Gristollian

From the Isle of Gristol, these people are hearty and hard working. They gain a +2 bonus to Con.

​​Gristollians gain a +2 bonus to saving throws against fear. They also gain a +6 bonus to saving throws against disease and poison, and a +2 bonus against being sickened or nauseated. Finally, they ​have a ​+4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Boogaloo Bombs

A Boogaloo Bomb is a thrown Grenade like weapon. Creatures must make a ranged touch attack as a standard action against a creature within 30 feet. If it hits, First roll to see which book it will be.

Then after finding out which book it is, roll to see what spell list you'll be rolling from.

 1
 2
 3
 4
 5
 6

At this point, roll for spell level. d4 if max of 4 spell levels, d6 if max of 6, d10 if max of 9 spells. From there, I don't have any tables. You'll need to look up the list of spells in that section, count up how many there are, and roll for it to determine the spell. The save DC is whatever the normal spell's save DC is with the creator's relevant modifier being the modifier. If the spell doesn't normally have a Save DC it's got a fortitude save.
Frenzied Feeder

***Frenzied Feeder***

**School:** Transmutation; **Level** Vampire 1 (1, 1, 1)

CASTING

**Casting Time** Standard Action

**Components** V

EFFECT

**Range** touch

**Target** one vampire

**Duration** see text

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

You allow the target vampire to drain blood from its victims much more rapidly than is otherwise possible, invaluable when it’s not possible to find a secure, secluded place to feed. Though the vampires teeth do grow marginally larger (providing +1 to Bite attacks), the ability to drain blood faster is largely a matter of magically expanded throat and tissue (where the blood is stored prior to “digestion”) capacity. A vampire under the effects of frenzied feeding drains 2d4 points of Constitution damage each round, instead of 1d4. This spell lasts for 1 hour per level of the caster, or until such time as the vampire feeds. Once the vampire begins to drain blood, the spell remains in effect for 1 round for every 2 levels of the caster.
Kineceleran

**Kineceleran** **(30 RP)**

**Type (0 RP):** Humanoid (Kineceleran)

**Ability Scores (0 RP):** +2 Dex, +2 Int, -2 Str

**Size (0 RP):** Medium

**Speed (21 RP):** 90 ft base speed

**Languages (-1 RP):** Kinecelerans begin play speaking Kineceleran. Kineceleran with high Int may select Common, Intergalactic,

**Greater Defensive Training (4 RP):** Kinecelerans gain a +2 dodge bonus to AC

**Desert Runner (2 RP):** Kinecelerans receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

**Fleet Footed (3 RP):** Kinecelerans receive Run and Reactionary as bonus traits, as well as a +2 bonus to initiative

**Sprinter (1 RP):** Kinecelerans increase their base land speed by 10 ft when they charge, run, or withdrawal

**Amazing Sprint (4 RP):** Once per hour, Kinecelerans may move ten times their normal speed (1,000 ft) when they run, charge, or withdrawal

**Weak (-2 RP):** Kinecelerans add only 1/2 their Str modifier on damage rolls, or their Str modifier on two handed damage rolls.

**Frightful (-1 RP):** Kinecelerans take a -2 penalty against fear effects.

**Own Two Feet (-1 RP)** Kinecelerans are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

### Half-Breed Rules:

Dominant: Lose Greater Defensive Training, Sprinter, and Desert Runner (-7 RP)

Non-Dominant: Gain +20 ft speed and amazing sprint (+7 RP)
Extract Blood Elemental

**School:** Transmutation (water); **Level** Alchemist 5, Antipaladin 4, Sorcerer/Wizard 6, Necromancer 6

Vampire 14 (6, 5, 4)

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Range** close

**Target** one living creature

**Duration** instantaneous

**Saving Throw** Fortitude half; **Spell Resistance** yes

DESCRIPTION

This brutal spell causes the targeted creature to dehydrate horribly as the blood in its body is forcibly extracted

through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per caster level (maximum 20d6) and 1d4+1 con damage, or half damage on a successful Fortitude save. A succesful save also negates the con damage. If the targeted creature is slain by this spell, the extracted moisture is transformed into a blood elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute. Blood Elementals use the stats for Water elementals with the following changes:

* It loses the Water Mastery, Vortex, and Drench traits, and instead gains Blood Combatant. Bloody Revelry: Blood Elementals are disgusting creatures that enjoy disturbing other creatures. When a blood elemental confirms a critical hit against a creature, that creature must make a fortitude save (DC 10+half the creature's HD+ the creature's Con modifier) or become sickened for 1 minute. Blood Elementals gain a +4 bonus to attack and damage rolls against creatures that are sickened or nauseated.

This spell has no effect on living creatures with the fire subtype.
Incursean

**Incursean** **(27 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (5 RP):** +2 Str, +4 Dex, +2 Con, +2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft. base speed

**Languages (0 RP):** Incurseans begin play speaking Common and Incursean. Incurseans with high Int may select .

**Darkvision**: Incurseans possess Darkvision 60 ft.

**Hold Breath (4 RP)**: Incurseans can hold their breath for a number of rounds equal to 10 times their Constitution score before risking drowning or suffocating.

**Nimble Faller (2 RP):** Incurseans land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

**Natural Athletes (7 RP):** Incurseans gain a +2 racial bonus to Athletics and Acrobatics checks, and always treat these skills as class skills. Finally, they are always considered to have a running start when making Athletics checks to jump.

**Powerful Sticky Tongue (5 RP):** Incurseans can make melee attacks with their long, sticky tongues. This is a secondary attack that has 10 feet of reach and deals 1d8+str mod damage. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature's hit points). A member of this race cannot move more than 15 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time. Incurseans gain the ability to pull a creature attached to their tongue 5 feet toward them as a swift action.

**Delicious (-1 RP):** Incurseans take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.

**Scent Weakness (-1 RP):** Incurseans take a -2 penalty to saves against Stench effects and inhaled poisons.

**Special:** Incurseans can qualify for the Agile Tongue Grippli feat.

**Warrior Race (3 RP)** Incurseans gain a +1 bonus to attack and damage rolls.

### Half-Breed Rules:

Dominant: lose Natural Athlete (-7 RP)

Non-Dominant: Gain Powerful Natural Tongue and hold breath (4x con) (+6 RP)
Devil Combination

**School:** Transmutation; **Level** Psychic 7, Sorcerer/Wizard 7

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Range** 100 ft

**Effect** fuse two creatures

**Target** Two creatures

**Duration** 1 round/2 levels

**Saving Throw** Will negates; **Spell Resistance** no

DESCRIPTION

With the spell devil combination, you can use your magic powers to imbue a person with the powers of demons or other spiritual magical beings. As a standard action, you can target any 2 creatures that you can see within 100 feet. If the target is unwilling they make a will saving throw to resist. This works as the monster fusion ability and has all of the same rules, save for both creatures do not need to possess the monster subtype, and it lasts 1 round per 2 levels. When you do this, you select a creature to be the base, and then bind the other one into them. If done with 2 monsters, it still increases their size category by 1 step, however if done with any combination of humanoid or monster, it does not increase their size category. If both parties are in agreement and willing, they decide who controls the body. if the targets are unwilling, whichever has the highest Charisma is in charge, however they can spend time making charisma checks to switch places if they wish to assert control. This can be used to buff allies, or to hinder enemies, as many of them will not react well to being combined with another creature. Once this ends the creature is exhausted just as with the normal ability.
Blood Clot

***Blood Clot***

**School:** Necromancy; **Level** Vampire 11 (6, 4, 3)

CASTING

**Casting Time** Standard Action

**Components** V, S, M (a vial of congealed blood)

EFFECT

**Range** touch

**Target** living creature bitten

**Duration** see text

**Saving Throw** Fortitude (see text); **Spell Resistance** yes

DESCRIPTION

After casting this spell, you must successfully drink blood from a target within 2 rounds/per level or it dissipates. Your blood drain attack deals damage as normal, but in addition your saliva contaminates the victims’ veins, causing blood to rapidly coagulate in its heart. Creatures of HD less than the vampire’s caster level must succeed at a Fortitude save or die instantly. On a successful save, the victim takes 2d6 damage +1d6 per level (Max 12d6). Creatures of HD greater than the caster level take no damage on a successful save, but take 2d6 damage +1d6 per level (max 12d6), on a failed save. This spell ends after it is used.

While this spell is powerful, it is used only selectively by vampires as it kills many creatures and thus makes them inadequate for feeding.
Feats

All Feats

## Alterations

* List of Alterations to existing feats and traits

## General Feats

* General Feats

* Kaiju Feats
* Blood Magic Feats
* Item Slot Feats
* Madness Feats
* Optional Rule Feats
* Sharingan Feats
* Variant Leadership Feats

## Combat Feats

* Combat feats
* Coup De Grace feats
* Style Feats
* Toughness Feats
* Two Weapon Fighting Feats

## Class and Race Specific Feats

* Marked Feats
* Mageslayer Feats
* Necromancer Feats
* Omnitrix Wielder Feats
* Racial Feats
* Summoner Feats
* Warlock Feats
Доска Уиджи

**Доска Уиджи** (англ. *Ouija Board*) — 1 из 7 проклятых предметов. Позволяет общаться с призраками ценой рассудка. Доска Уиджи находится в определённом месте на каждой карте.

## Как это работает

Чтобы использовать доску Уиджи, необходимо активировать её щелчком ЛКМ, после чего на неё будет положена планшетка. Если активна опция push-to-talk, следует зажать клавишу V *(по умолчанию)* и задавать вопросы через локальный чат. Также работает и общение через рацию.

Чтобы «выключить» доску Уиджи, надо сказать ей: «До свидания» («Goodbye» на английском). С доски будет убрана планшетка (если этого не сделать и отойти от доски, она сломается и начнется проклятая охота).

Можно сфотографировать доску в обычном состоянии (как включенную, так и выключенную), получив за это деньги.

## Риски

### Потеря рассудка

Если призрак отвечает на вопрос, вокруг доски создаются искажения ЭМП, а игрок, задавший вопрос, теряет определённое количество рассудка.

### Возможная охота

Если задать доске вопрос, на который игроку не хватает рассудка, то доска мгновенно начнёт гореть и начнётся проклятая охота.

### Прятки

Чтобы начать прятки с призраком, нужно включить доску Уиджи и сказать «Давай сыграем в прятки» или просто «Прятки». После этого призрак начнет отчёт от 5 до 0, после чего доска сгорит и начнётся проклятая охота.

## Связанные задачи

* Получить ответ по доске Уиджи (ежедневное)
Crystalsapien

**Crystalsapien** **(28 RP)**

**Type (3 RP):** Outsider (Native, Earth)

**Ability Scores (0 RP):** +2 Con, +2 Wis, -2 Dex

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Crystalsapiens begin play speaking Petrosapien. Crystalsapiens with high Int may select Common, Intergalactic, Terran,

**Darkvision:** Crystalsapiens have Darkvision out to 60 ft.

**Enhanced Crystalline Form (5 RP):** Crystalsapiens have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day per HD they possess, they can capture and redirect a single ray attack targeted at them as if they were using the Snatch Arrows feat.

**Natural Armor (12 RP):** Crystalsapiens gain a +5 bonus to natural armor.

**Severe Sonic Vulnerability (-4 RP):** Crystalsapiens take 100% more (double) damage from sonic.

**Regeneration (5 RP):** Crystalsapiens have Regeneration 1/ sonic.

**Spell Resistance, Greater (3 RP):** Crystalsapiens gain spell resistance equal to 11 + their character level.

**Energy Negation (5 RP):** Crystalsapiens may cast Dispel Magic at will, but only to affect spells that do energy damage or create energy fields (such as a wall of force)

### Half-Breed Rules:

Dominant: Natural armor decreased by 2 (-7 RP)

Non-Dominant: Gain Energy Negation and Crystalline form (1/day deflect arrows on a ray) (+7 RP)
Chibi

**Chibi (17 RP)**

These creatures are incredibly small. Many assume this to mean that they are weak, often to fatal ends. They take any comments even remotely related to their size as a deep insult, and will often fight to the death over such an occurence.

**Type (2 RP):** Fey

**Ability scores (23 RP):** +8 Str, +6 Dex, +4 Con, +6 to one mental ability score of choice

**Size (4 RP):** Tiny, and suffer a -2 penalty to CMB and CMD, but gain a +2 bonus to AC and attack, and a +8 bonus to stealth

**Speed (-1 RP):** 20 ft base speed

​**Languages (-1 RP):** Chibis begin play speaking Sylvan. Chibis with high Int may choose Common, Elven, Gnome, or

​**Low-Light Vision:** Chibis have low-light vision

**Frenzy (2 RP):** Once per day for one consecutive minute when a Chibi takes damage, they may choose to Frenzy. This gives them a +2 bonus to Str and Con, but a -2 penalty to AC

**Insult Intolerant (-1 RP):** If another creature makes a remark about the Chibi's size, it must make a DC 15 will save or attack the creature immediately. If the Chibi has not already used its Frenzy ability for the day, it automatically activates.

**Frightful (-1 RP):** Chibis take a -2 penalty on saves against fear effects.

**Sensitive Breath (-1 RP):** Members of this race take a -2 penalty on saves against disease and inhaled poisons.

**Nubbins (-1 RP):** Chibis take a -4 penalty to Acrobatics checks due to their small arms and legs.

**Primal Weakness (-8 RP):** Chibis are vulnerable to fire, cold, acid, and electric damage, and thus take 50% more damage from all of those sources.

### Half-Breed Rules:

D: lose bonus to mental ability score (-6 RP)

N: gain Frenzy and +2 Str (+6 RP)
Dark Shockwave

***Dark Shockwave***

**School:** Evocation [Dark]; **Level** Vampire 8 (4, 3, 2)

CASTING

**Casting Time** Standard Action

**Components** V, S, M (a piece of sackcloth)

EFFECT

**Area** 30-ft radius burst

**Duration** instantaneous

**Saving Throw** Will partial; **Spell Resistance** yes

DESCRIPTION

Releasing a burst of energy, you floor your enemies and break their will. Creatures within a 30 foot burst centered on the vampire must make a Will saving throw or take 1d6 damage per level (Max 10d6) as well as be knocked prone and shaken for 1 round. Creatures that succeed take 1/2 damage and negate the shaken and prone conditions.

***Dark Shockwave, Greater***

**School:** Evocation [Dark]; **Level** Vampire 16 (8, 6, 4)

CASTING

**Casting Time** Standard Action

**Components** V, S, M (a raw jet worth 250 gold)

EFFECT

**Area** 60-ft radius burst

**Duration** instantaneous

**Saving Throw** Will partial; **Spell Resistance** yes

DESCRIPTION

This functions as Dark Shockwave, except as noted above. Additionally, the damage is 1d8 per level (Max 20d8) and the shaken condition lasts one minute. If already effected by a fear effect, this instead pushes the fear to the next step.