recursal/Fanatic-Fandom huggingface dataset:
Mestils Acid Sheath

Caster Level(s): Shaman 5

Innate Level: 5

School: Conjuration

Descriptor(s): Acid

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 round / level

Additional Cost: Shaman - 3 CON

Save: No

Spell Resistance: No

This spell creates an acid shield around your person. Any creature striking you with its body does normal damage, but at the same time the attacker takes 1d4 points +2 points per 3 caster levels of acid damage.
Entropic Shield

Caster Level(s): Shaman 1

Innate Level: 1

School: Abjuration

Descriptor(s):

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 turn / level

Additional Cost: Shaman - 1 CON

Save: None

Spell Resistance: No

A magical field appears around the caster, causing any nearby enemies a 20% chance to miss on ranged attacks.
Appraise

Number of Ranks: 0

Skill Modifier: 1

Skill Check: 1

Ability: Intelligence.

Requires Training: No

Classes: All

The higher the character's skill the better the price received when selling or purchasing good.

Check: The character makes an opposed roll against the merchant's Appraise skill. If the merchant wins, the characters pay more for the goods in the store. If the character wins, they pay less. The first time the player interacts with a merchant dictates, the prices in that store until their Appraise skill improves.

Use: Automatic in stores.
Perform

Number of Ranks: 0

Skill Modifier: 1

Skill Check: 1

Ability: Charisma

Requires Training: No

Classes: Bard

A bard using Perform can perform the bardsong, which improves their ability to fight in combat and withstand mind-affecting enemies. Perform is essential for any bard who wants to access to their bardsong.

Check: None required. The higher the rank in this skill, the better the bardsong.

Use: Select the skill to affect a 30-foot radius of allies around the singer.
Keen Edge

Caster Level(s): Shaman 3

Innate Level: 3

School: Transmutation

Descriptor(s): Weapon Enchantment

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Creature or Slashing Weapon

Duration: 1 Turn / Level

Additional Cost: Shaman - 2 DEX

Save: None

Spell Resistance: No

Adds the Keen property to the targeted melee weapon, increasing its critical threat range.
Playing the Trees

Caster Level(s): Bard 1

Innate Level: 1

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

The bard uses an echolocation technique with their instruments to flush out the bard's enemies granting a -1 penalty to hide and move silently for every 5 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Knockdown

**Type of Feat:** Standard Action.

**Required for:** Improved Knockdown.

**Specifics:** A character with this feat can attempt to knock his melee opponents to the ground. The character makes an attack roll at -4, and if successful the defender makes an opposed Discipline check against the character's attack roll. If the character wins, the defender is knocked to a prone position.

**Use:** Selected. Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon. A character can only make a Knockdown attempt on opponents that are one size category larger than himself, or smaller. The opponent gets a +4 bonus on his opposed check for every size category he is larger than the attacker, or a -4 penalty for every size category he is smaller. Monks receives this feat for free at level 6.
Psychology Specialisation

*Medics specialised in psychology are skilled at both protecting the minds of their allies and bringing enemies to a more agreeable disposition.*

**Specialisation Abilities and Bonus Slotted Abilities:**

The medic gains access to the following abilities at the specified ability level:

* 2: Persuade Person or Animal
* 3: Hypnotise Animal
* 4: Clarity
* 5: Hypnotise Person
* 6: Sustained Clarity
Control Shape

**Ability:** Wisdom.

**Requires Training:** No.

**Classes:** All.

Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) .

**Check:** An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost. The form shifted into when injured depends on the level and type of affliction. The DC for involuntary changes is 25. On a failed check, the character must remain in animal form until the next dawn, when he automatically returns to his base form. A character may make one attempt to return to humanoid form (see below), but if he fails, he remains in animal form until the next dawn. In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured. The DCs for voluntary changes are as follows (For game purposes, the full moon lasts three days every month):

DC 25 - Return to Human Form (under full moon).

DC 20 - Return to Human Form (not under full moon).

DC 15 - Assume Hybrid Form.

DC 15 - Voluntary change to animal form (under full moon).

DC 20 - Voluntary change to animal form (not under full moon).

**Use:** Automatic for involuntary changes and selected for voluntary.
Silence

Caster Level(s): Shaman 2, Veterinary 3

Innate Level: 2

School: Illusion

Descriptor(s):

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Large, Caster

Duration: 1 Round / Level

Additional Cost: Shaman - 1 INT

Save: Will Negates

Spell Resistance: Yes

Creates a zone of silence around the caster, preventing all within the area of effect from casting spells, using abilities, or performing with verbal components.
Tempo

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): None

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The bard focuses on the beat of a tune as to increase their movement granting a movement speed increase equal to 5% + 1% for every 2 points of perform they have.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Haste

Caster Level(s): Shaman 3

Innate Level: 3

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Cost: Shaman - 2 STR

Save: Harmless

Spell Resistance: No

The target of this spell gains, +4 bonus to dodge AC, 1 extra action per round (allowing an additional attack or spell to be cast) and has their movement increased by 50%.
Champion

*Champions come in all forms, shapes and sizes.  The defining trait of such a person is their dedication to a cause whether it is love, hatred or some other driving force.  Champions often take up arms to stand up for what they believe in and are hard to back down when their minds are made up.*

**Requirements:**

* Base Attack Bonus: +4.
* Special: Weapon focus in a melee weapon.

**Class Specifics:**

* Hit Die: d10.
* Armor proficiencies: Light and medium.
* Shield proficiencies: Small and large.
* Weapon proficiencies: All simple and martial weapons.
* Skill Points: 2 + Int Modifier.
* High Saves: Fortitude and Reflex.
* BAB progression: +1.
* Class Skills: Animal Empathy, Discipline, Knowledge - History/Nobility & Royalty/Politics/War, Listen, Parry, Ride, Speak Language, Spot, Taunt.

* 2: Bonus champion feat, Sacred Defense.
* 3: Chastise infidel.
* 4: Bonus champion feat.
* 5: Righteous Wrath.
* 6: Bonus champion feat.
* Sacred Defense: The character gains a +1 bonus to all saving throws for every 2 levels of champion
* Chastise infidel: This feat allows the character to make a special attack against creatures not of their own alignment. The character applies their charisma modifier to their attack roll, and their class level to the damage delivered.  The attack roll and damage is halved if the target shares an axis of alignment with the champion.
* Righteous Wrath: The champion is able to draw upon their conviction once per day, giving the champion a +3 bonus on attack rolls, damage, and saving throws for a number of turns equal to her charisma bonus. She also gains damage reduction of 5/+3.
Escape Artist

**Ability:** Dexterity.

**Requires Training:** No.

**Classes:** All.

Use this skill to slip out of bonds or manacles, wriggle through tight spaces, or escape the grip of a monster that grapples you.

**Check:** The following DCs are used when implementing this skill:

DC Binder's use rope check + 10 - Ropes.

DC Grappler's grapple check - Escape grapple.

DC 20 - Grappling Spells.

DC 30 - Manacles.

DC 35 - Masterwork Manacles.

**Use:** Automatic for spells, selected to escape bindings.
Siege Specialisation

*Medics specialised in siege weapons are able to call in siege crews to bring in various siege weapons to turn the tide of the battlefield.*

**Specialisation Abilities and Bonus Slotted Abilities:**

Medics with this specialisation can heal constructs with a reduced effect.

The medic gains access to the following abilities at the specified ability level:

* 1: Call for Ballista
* 3: Call for Catapult
* 5: Call for Trebuchet
Mantra

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): None

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The bard repeats their mantra over and over in their mind stealing themselves for the task ahead granting the caster a +1 to all saving throws.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Tuning

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): None

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The bard uses a breathing technique to focus on the sound around them granting the caster a +1 to spot and listen for every 10 points of perform they have.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Rogues

*Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop astonishing powers and skills as they master the arts of stealth, evasion, and sneak attacks.*

**Class Specifics:**

* Hit Die: d6.
* Armor proficiencies: Light.
* Shield proficiencies: None.
* Weapon proficiencies: Clubs, crossbows, daggers, darts, katars, sap, handaxes, maces, morningstars, quarterstaffs, rapiers, shortbows, short swords, and slings.
* Skill Points (Int Modifier \* 4 at 1st level): 8 + Int Modifier.
* High Save: Reflex.
* BAB progression: +3/4.
* Class Skills: Appraise, Bluff, Decipher Script, Disable Trap, Escape Artist, Hide, Intimidate, Knowledge - Architecture & Engineering/History, Listen, Move Silently, Open Lock, Parry, Perform, Persuade, Pick Pocket, Search, Sense Motive, Set Trap, Speak Language, Spot, Tumble, Use Rope

**Level by level breakdown:**

* 1: +1d6 Sneak attack.
* 2: Evasion.
* 3: +2d6 Sneak Attack, Trap Sense +1.
* 4: Uncanny Dodge.
* 5: 3d6 Sneak Attack.
* 6: Trap Sense +2.
* 7:+4d6 Sneak Attack.
* 8: Improved Uncanny Dodge.
* 9: +5d6 Sneak attack, Trap Sense +3.
* 10: Bonus Rogue feat.
* 11: +6d6 Sneak attack
Witches

*Witches at first glance seem to be rather mundane in nature. However, nothing could be further from the truth.  Sowing the souls of creatures and even the environment itself to inanimate objects, witches manipulate the world around them to suit their needs at a given point in time. Practice makes perfect could be a motto for those whom follow this path as they work to build upon the knowledge they possess.*

**Class Specifics:**

* Hit Die: d4.
* Armor proficiencies: None.
* Shield proficiencies: None.
* Weapon proficiencies: Clubs, crossbows, daggers, katars, and quarterstaffs.
* Skill Points (Int Modifier \* 4 at 1st level): 2 + Int Modifier.
* High Save: Will.
* BAB progression: +1/2.
* Class Skills: Concentration, Decipher Script, Knowledge - All, Speak Language, Spellcraft

**- Note:** A witch must have an Intelligence of 10 + spell level to cast a specific spell.

**Level by level breakdown:**

* 1: Summon Familiar.
* 2-4:
* 5: Bonus witch feat.
* 6-9:
* 10: Bonus witch feat.
* 11:

**Note:** When a witch casts a spell, it consumes the item in their inventory appropriate for that spell.  If the witch does not have the appropriate item, the spell fizzles and the slot is wasted.  Level 0 spells do not incur any such cost to cast spells.  Witches learn 3 + intelligence modifier spells at level 1 and 2 additional spells every level there after.  These spells can be learned from any spell level they can cast.

**Disclaimer:** Spells for the warlock will also show up on the witch spell list, however, if selected, the PC will be de-leveled to ensure only witch spells are chosen.

**Spells per day:**
Pick Pocket

Number of Ranks: 0

Skill Modifier: 3

Skill Check: 0

Ability: Dexterity

Requires Training: Yes

Classes: All

Pick Pocket allows a character to remove items from anothers backpack.

Check: There are two parts to successfully picking a pocket. First, the item must be acquired, and then the targeted creature must not notice the theft. Stealing the item is a simple skill test against the targets DC. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by the armour check penalties. The targeted creature then makes an opposed Spot check against the characters Pick Pocket check. Hostile creatures have a + 10 bonus to their spot checks in this test. If the target creature succeeds at this opposed check, then the target has detected the theft attempt. An NPC who detects the attempt will turn hostile, and a PC will be informed that the character has attempted to use Pick Pocket on him. If the character is successful at both checks, then he steals the item without being detected.

Use: Select skill then select valid target.
Two-Weapon Fighting

**Type of Feat:** General

**Prerequisite:** Dex 15+.

**Required For:** Improved Two-Weapon Fighting, Two-Weapon Defense.

**Specifics:** A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10 to the off-hand becomes -4 for the primary hand and off-hand. Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2).

**Use:** This feat is used automatically during combat.
Uncanny Dodge, Improved

**Type of Feat:** Class

**Prerequisite:** Assassin level 6, barbarian level 5, defender Level 5, or rogue level 8.

**Specifics:** The character can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

**Use:** Automatic.
Necromancer

*A practitioner of vile and forbidden arts, the dreaded necromancer roots about in graveyards, searching out moldering components for his or her obscene spells. The necromancer calls upon restless, tormented spirits of the dead, seeking their occult secrets. They might be a consummate villain, or perhaps a tortured hero whose obsession with death leads them along questionable moral paths.*

**Requirements:**

* Class: Shaman, warlock, or witch.
* Spellcasting: Ability to cast 2nd level spells.
* Skills: 6 ranks Knowledge (Occult).
* Feats: Spell Focus Necromancy.

**Class Specifics:**

* Hit Die: d4.
* Armor proficiencies: None.
* Shield proficiencies: None.
* Weapon proficiencies: None.
* Skill Points: 2 + Int Modifier.
* High Saves: Fortitude and Will.
* BAB progression: +1/2.
* Class Skills: Bluff, Concentration, Decipher Script, Heal, Intimidate, Knowledge - Geography/History/Occult/Religion, Speak Language, Spellcraft.

**Level by level breakdown:**

* 1: Turn Undead.
* 2: Necromancy Cantrips.
* 3: 1st level Necromancy Spells.
* 4: 2nd level Necromancy Spells.
* 5: 3rd level Necromancy Spells
* 6: 4th level Necromancy Spells.
* 7: 5th level Necromancy Spells.
* 8: 6th level Necromancy Spells.

Bonus Spells:

Upon each level, the character gains new spells per day as if he or she had also gained a level in his or her chosen caster class (bard, medic, shaman, witch, and/or warlock). Spells learned are as indicated.

**Special Abilities:**

* Turn Undead: With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned.
* Necromancy Cantrips: The following spells are added to the qualifying classes spellbook: Inflict minor wounds.
* 1st Level Necromancy Spells: The following spells are added to the qualifying classes spellbook: Inflict light wounds.
* 2nd Level Necromancy Spells: The following spells are added to the qualifying classes spellbook: Ghoul Touch, Inflict moderate wounds, Negative Engery Ray.
* 3rd Level Necromancy Spells: The following spells are added to the qualifying classes spellbook: Animate dead, Infestation of maggots, Inflict serious wounds, Negative energy burst, Vampiric Touch.
* 4th Level Necromancy Spells: The following spells are added to the qualifying classes spellbook: Corpse Explosion, Inflict critical wounds, Mass inflict light wounds.
* 5th Level Necromancy Spells: The following spells are added to the qualifying classes spellbook: Circle of Doom, Slay Living, Unhallowed Soil.
* 6th Level Necromancy Spells: The following spells are added to the qualifying classes spellbook: Army of the Dead, Circle of Death, Create Undead, Harm, Mass Inflict Moderate Wounds.
The Triple Ancients Chant

Caster Level(s): Bard 4

Innate Level: 4

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

This piece tells an epic of the wrath of the ancients and destruction of those who oppose them causing all enemies to take 10  +1 for every 3 points of perform the bard has damage, and granting them 1d2 penalty to constitution, dexterity, or strength chosen at random, a -1 penalty to damage rolls for every 7 points of perform the bard has and a -1 penalty to hide, move silently, concentration, discipline, and sense motive for every 3 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting Inspiration do affect the duration of this ability.
Mass Bulls Strength

Caster Level(s): Shaman 6

Innate Level: 6

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Friendly Creatures in a 20' radius burst

Duration: 1 Hour / Level

Additional Cost: Shaman - 3 DEX

Save: Harmless

Spell Resistance: No

All friendly creatures in the area of effect have their Strength increased by 1d4+1.
Witch Hunter

*Where the Templar holds all magic to be evil and thus vows not to use such vile abilities, the witch hunter sees that the ends justify the means. Vigilantes in their own right, witch hunters use the abilities of the corrupted to bring them to “justice”.  However, the name is rather misleading as not all witch hunters seek to bring other casters to justice instead being hunters of those who would do such things.*

**Requirements:**

* Base Attack Bonus: +4.
* Skills: 4 ranks Spellcraft, 7 ranks Taunt.
* Feats: Power Attack, Weapon focus in any melee weapon.

**Class Specifics:**

* Hit Die: d8.
* Armor proficiencies: Light and Medium.
* Shield proficiencies: None.
* Weapon proficiencies: All simple and martial weapons.
* Skill Points: 4 + Int Modifier.
* High Saves: Fortitude and Will.
* BAB progression: +1.
* Class Skills: Concentration, Hide, Knowledge - Geography/Occult/Religion/War, Listen, Move Silently, Parry, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Taunt.

**Level by level breakdown:**

* 1: Turn Undead.
* 2:
* 3: Mettle.
* 4:
* 5: Bonus feat.
* 6:.
* 7: Taunting Presence.

**Bonus Slots:**

At 1st, 4th, and 7th levels, the character gains new castings per day as if he or she had also gained a level in his or her chosen class (bard, medic, shaman, warlock, and/or witch).

**Special Abilities:**

* Turn Undead: With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned.
* Mettle: Whenever a Fortitude or Will save is allowed for half or partial damage, the character instead takes no damage if he succeeds at the save.
* Taunting Presence: the character gain +10 on all taunt checks.
Darkwood Forest

Caster Level(s): Bard 2

Innate Level: 2

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

This piece is designed to instill fear into the bard's enemies granting them  a 10% penalty to movement speed plus an additional +1% for every 5 points of perform the bard has and a -1 penalty to hide and move silently for every 4 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Black Wolf's Inn

Caster Level(s): Bard 2

Innate Level: 2

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The tune inspires those that hear it to think more like that of a wolf granting all that hear it the feat improved knockdown and a +1 bonus to attack rolls for every 10 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Dark of the Hillsberry Wood

Caster Level(s): Bard 4

Innate Level: 4

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

This piece depicts the dark and brooding environment of the Hillsberry Wood granting all enemies a 20% penalty to movement speed plus an additional +1% for every 3 points of perform the bard has, a -1 penalty to AC and all saving throws for every 7 points of perform the bard has and a -1 penalty to spot, listen, and survival for every 3 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Survival

**Ability:** Wisdom.

**Requires Training:** No.

**Classes:** All.

Use this skill to follow tracks, hunt wild game, guide a party safely through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

**Check:** You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require Survival checks. The following DCs are used when using the survival skill:

DC 15 - Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.

DC 15 - Keep from getting lost or avoid natural hazards, such as quicksand.

DC Varies - Follow tracks (see Track Feat).

**Use:** Selected.
Spot

Number of Ranks: 0

Skill Modifier: 2

Skill Check: 2

Ability: Wisdom

Requires Training: No

Classes: All

A successful Spot check reveals a hidden creature.

Check: The DC is determined by the Hide check of a hidden creature.

Special: The Alertness feat grants a +2 bonus on Spot checks. Rangers receive a bonus on Spot checks against their facored enemy. Elves fain a +2 bonus on Spot checks, and half-elves gain a +1 bonus.

Use: Spot is part of the Detect modal action, In Passive Detect mode, checks are made automatically every round. Active Detect mode is a modal action that reduces the normal movement rate and makes the character perform an Active Spot, as well as Search and Listen checks.
Defender

*The defender is oft the front-liner on many a battlefield. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of defenders is a far better defense than a 10-foot-thick wall of stones, and much more dangerous.*

**Requirements:**

* Base Attack Bonus: +4.
* Feats: Dodge, Toughness.

**Class Specifics:**

* Hit Die: d12.
* Armor proficiencies: Light, medium, and Heavy.
* Shield proficiencies: Small, large, and tower.
* Weapon proficiencies: All simple and martial weapons.
* Skill Points: 2 + Int Modifier.
* High Saves: Fortitude and Will.
* BAB progression: +1.A
* Class Skills: Bluff, Concentration, Decipher Script, Discipline, Intimidate, Knowledge - War, Listen, Parry, Perform, Persuade, Sense Motive, Speak Language, Spot, Taunt.

**Level by level breakdown:**

* 1: Defensive stance.
* 2: Uncanny Dodge.
* 3:
* 4: Trap Sense +1.
* 5: Improved Uncanny Dodge.
* 6: Damage Reduction 3/-
Defensive Stance: When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains a +1 to armor class, +1 to all saves, and a +2 to discipline.  At defender level 4, the armor class increases to +2 and the bonus to discipline increases to +4 when using defensive stance.
Mass Cats grace

Caster Level(s): Shaman 6

Innate Level: 6

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Friendly Creatures in a 20' radius burst

Duration: 1 Hour / Level

Additional Cost: Shaman - 3 STR

Save: Harmless

Spell Resistance: No

All friendly creatures in the area of effect have their Dexterity increased by 1d4+1.
See Invisibility

Caster Level(s): Shaman 2

Innate Level: 2

School: Divination

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Cost: Shaman - 1 CHA

Save: Harmless

Spell Resistance: No

The target creature is able to see all invisible creatures within his line of sight.
Displacement

Caster Level(s): Shaman 3

Innate Level: 3

School: Illusion

Descriptor(s):

Component(s): Verbal

Range: Touch

Area of Effect / Target: Single

Duration: 1 round / level

Additional Cost: Shaman - 2 STR

Save: None

Spell Resistance: No

The target gains 30% concealment, displacing the caster's image several feet to the side, similar to the abilities of a displacer beast.
Mass Light

Caster Level(s): Shaman 2

Innate Level: 2

School: Evocation

Descriptor(s):

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 hour / level

Additional Cost: Shaman - 1 INT

Save: Harmless

Spell Resistance: No

All creatures within range of the caster (including the caster) become affected as per the Light spell.
Beauo

### Islands

**Main:** Misfit Isles, Bug Island, Toy Island, Dusk Island, Comboct's Quṣūr, Leiluke's Lagoon, Spunitune's Stratosphere

## Monster Attributes

### Elements

Bug, Toy, Dusk

**Beauo** is a Monster from the Misfit Isles. They are a member of the Misfit class.

## Bios

**Misfit Isles:** Beauo is actually just the stage name of this duo of monsters; the red one is called Naab while the bottom one is Ghulp. They both need to be together to perform, as Naab gives Ghulp the height it needs to be able to echo since Ghulp doesn't have a loud voice and Naab on its own is completely silent.

**Elemental Islands:** Whenever things grow differently, it can affect their relations, and Beauo is a great example of this. As Ghulp gets larger and larger, and Naab stays relatively the same size, it gets more difficult to lift it up. So instead Naab decides to rest Ghulp on its back, also allowing it to get some much-needed sleep.

**Comboct's Quṣūr:** The duo of Beauo is back once more to musically entertain in the weirdest of ways. While Naab has been enjoying its life of leisure and everlasting laziness, Ghulp has been practicing its singing skills to more efficiently perform in song. With a click of the throat, and training in voice-echoing via bouncing, it's earned its spot as a triple. This skill in voice-bouncing also means that Ghulp is an expert at ventriloquism, and often talks on Naab's behalf with it.

**Leiluke's Lagoon:** Unsurprisingly enough, neither of these two can really swim, so they more so just rest near the coast of the island. Some of the others wonder what exactly Ghulp looks like under the saddle; unfortunately, it's almost impossible to separate these two as Naab excretes a super-polymer from its body that sticks them together.

**Spunitune's Stratosphere:** Naab finds it hard to sleep while so far above the planet; not because of anxiety or anything, but simply because the sun is very bright and it can't find a decent quiet spot to sleep that's not blindingly bright. Ghulp barely notices anything different, and just goes with the flow as always.

## Trivia

* in Spunitune's Stratosphere, they can be seen to be split apart as Naab was on the top and Ghulp is on the bottom of the bed. This contradicts with how they are described in Leiluke's Lagoon, as their bio states that they cannot be pulled apart.
Caunduct

**Caunduct** is a Monster from Deific Island. They are the Deific of Abstract.

## Appearance

Caunduct has one giant eye with a purple pupil and 4 very curly purple eyelashes. He also has 2 strings connecting his eye to his mouth. His mouth has blue, dry looking lips. To his sides, he has what seems to be the sleeves of a Victorian Era coat with yellow hands coming out of them. Also, below Caunduct’s bottom lip are 4 curly “legs”(not really considering Caunduct probably never touches the ground).

## Description

Have you ever wondered how some monsters can seemingly float around with no sense of attachment to the mortal plane? All of that is thanks to Caunduct, the Deific of abstract ideas and thoughts. Caunduct is always the first one to play and is always the leading monster whenever the Deifics play; it leads the charge, then dips out to let the others express their songs. It is a true conductor.

## Trivia

* Caunduct is one of the many creations of Mr. Zamboni with one singular massive eye dealing as and eye and a body.
* Caunduct’s name and bio suggest that it will be the first to play in the defic song(song prediction makers, I think we got ‘em).
Clyka

Clyka is a monster from the Misfit Isles. They are a member of the Misfit Class.

## Clyka

### Islands

Original Island, Misfit Isles, Bug Island, Strange Island, Junkbeat's Junkyard, Saulana's Citadel, Comboct's Quṣūr, Dynasalg's Den

## Appearance

Clyka is a brown monster with two legs and an exosqueleton, wich contains two arms, a tail that is burried in the ground, three horns, and one orbit.

## Bios

**Original Island:** What looks like something right out of a horror film is nothing more than a quiet clicker. Using its two long slender arms for light clicking and its back hooves for clopping it performs a unique percussive style that only it really uses. While it may be mistaken for a fossil or a cyclops eating a satyr it tries its hardest to fit in, but it may be harder then it thinks.

**Misfit Isles:** A young Clyka has a very hard timing fitting in, and it is already surrounded by misfits. While it may look a little spooky to the other monsters it is none the less very gentle and happy. It can sometimes scare itself if it looks in a mirror.

**Misfit Elemental Islands:** No one really knows what the deal is with a Clyka's tail. Is sticking into the ground? and if so how far down does it go? Either way, its impressive strength allows the adult version to utilize its hooves when playing.

**Junkbeat's Junkyard:** Sometimes Clyka gets flack for not looking very 'bug' for a bug elemental, but here's the thing. Those aren't bones, it's the exoskeleton. Clyka is like if you smashed a horse and a mantis together. Nobody really knows why Clyka even has back legs since they pretty much never touch the ground but I mean, how else is it supposed to clop?

**Saulana's Citadel:** Fun fact about Clyka is that it actually has two eyes underneath its chitinous carapace but for some reason the both funnel down the single hole. If you somehow managed to remove the heads shell you'd be very surprised at how it really looks.

**Comboct's Quṣūr:** Clyka is very cool, one of the cooler monsters to exist in general. Not in like a popularity sense, but in a literal body temperature sense. This makes living near the Quṣūr since the sun is super strong and blinding. It wouldn't be a problem if it could find a well-fitting pair of sunglasses, but nobody has any cycloptic ones.

**Dynasalg's Den:** Clyka can hide really easily among the various decorations of this area, it's ghastly figure fits right in with these weird carvings and statues! Its front legs are completely made of bone, so they actually don't have any sort of nerves and frankly, it's a complete mystery how it is even able to move them as it does.
Pinchaphone

Pinchaphone is a monster from the Misfit Isles. It is a member of the Misfit Class

## Pinchaphone

### Islands

Original Island, Misfit Isles, Bug Island, Toy Island, Junkbeat's Junkyard, Saulana's Citadel, Comboct's Quṣūr, Leiluke's Lagoon, Spunitune's Stratosphere

## Bios

**Original Island:** The phrase "lose your head' can be taken quite literally for the Pinchaphone. Its head has no nerve attachments or anything to its main body and can fall off if it loosens the grip of its pincer. This can be especially difficult when it is performing its triumphant bellowing song, and the vibrations have been known to cause its head to fly off its body. A headless pinchaphone should not be approached lest you get terrible pinches from its pincer.

**Misfit Isles:** With a much less sturdy pincher a baby Pinchaphone actually can't prop itself up like its adult counterpart. Luckily for it, the pincher is so tiny that it can simply rest its head on top of its body. They don't care for games that require a lot of looking unless its cloud watching.

**Misfit Elemental Islands:** A Pinchaphones legs are thin and spindly, almost like those of a spider. They are surprisingly durable, however, allowing it to bellow out its song with no worries of both falling over and sending earthquakes throughout the islands.

**Junkbeat's Junkyard:** Watching Pinchaphone run is like watching a flailing firehose dance, they just kind of flail around and somehow get to where they need to go. Their long legs are really useful for climbing the various mountains of waste in the junkyard, they make it look almost effortless. Basically anything about Pinchaphones legs is very interesting simply because of how long they are.

**Saulana's Citadel:** Pinchaphone isn't a fan of very tall structures since if it drops its head from too high a height the ending result could be very brutal. On the Citadel it mostly tries to stay at ground level since it has a large fear of heights. Fun fact about Pinchaphone: when it gets the hiccups it sounds like a staccato.

**Comboct's Quṣūr:** Pinchaphone can be quite the jokester some times. With the cramped corners and tight crawls the landscape of the Quṣūr presents it's super easy for it to just hide and surprise people with a bellowing trumpet. Usually, after doing so it'll do a little dance where it just shifts left to right. It calls this the "get pinchaphone'd" dance.

**Leiluke's Lagoon:**

**Spunitune's Stratosphere:** While the others are excited to see the Dusk Colossal, Pinchaphone is more curious about the moon itself. The celestial body is full of wonder and whimsy, and it's an opportunity nobody would ever pass up! Plus the zero-gravity makes it so Pinchophone doesn't really need its Pincher, and sometimes it goes around as just a head and that's really funny.

**Trihlat's Tavern:** TBA
Caulkule

Caulkule is a monster in the Misfit Isles. He is a member of the Misfits.

## Appearance

Caulkule has a flat head with a giant hole in it to keep his acid. This flat head also has 2 tiny beady eyes. The eyes are iris-less and pupil-less. Caulkule’s body is a long thin strand that looks similar to a pill. He also has 4 legs which look almost as thin as the hairs coming from Phooky’s head.

```
The Rest is TBA

```
Castfear

**Castfear** is a Monster from Deific Island. They are the Deific of Phantasmal.

## Description

Some say Castfear was born of the first shadow cast upon the universe, others say it's a twisted form of life's first creature, but the only thing truly known about it is that nothing is known about it. Castfear seems to want for nothing, nor does it have the drive to do anything of note. Instead, it just sits back and watches the universe grow before it, never interfering or making itself known. With its steady heartbeat, it keeps life going forward, even after it's ended...
Schlurk

Schlurk is a Monster from the Horrorie Continent. They are a member of the Horrories Class.

## Bios

**Horror Island:** The long lithe legs of the Schlurk are offset by its tiny nubby little arms. On the one hand, it takes only two steps to win a race but on the other, it can't scratch its head. The spines all over its body can clank and clash together, especially around the tail, sending metallic sounds throughout the island.

**Cultic Island:** Horrythma was an oppressive force back on Horror Island, so Schlurk to this day is one of the most unexplored monsters. Now that it's free to do more on this song it has a sense of anxiousness about it since it never really had to achieve anything before. Not only that but it's the representative for Horror Island, a really important song for building the foundation of the Horrories as a whole. Schlurks enigmatic nature and just how little is actually known about it is very important for this ritual.
Wacky

**Wacky** is an element that makes up part of the Horrories class. It manifests itself in Jackaball and Jitters, and is represented by Carnival Island.

It is the first element sequentially.

## Monsters

JackaballClavepodAbububaFrogorfHurmytNoseveltJackxelSchlurk16-BiteStelytheSiwhailBabringHorrythmaAttest
## Other Monsters

* Scayp
* Jitters
Theoreed

**Theoreed** is a Monster from Deific Island. They are the Deific of Intellect.

## Description

Theoreed is a thoughtful creature who does most of the thinking among the Deifics. Any idea or suggestion is first brought to Theoreed before becoming a reality. When the world was torn apart and the lands shifted, it was Theoreed who created the idea of the colossal guardians the four classes have. All in all, no other Deific has the level of sheer intelligence that this monster possesses.
Opricord

Opricord is a Monster from the Misfit Isles. They are a member of the Misfit Class.

## Opricord

### Islands

**Main:** Misfit Isles, Pure Island, Dusk Island, Phooky's Plane, Cyrean's Chateau, Flibble's Fen, Grumphet's Glade, Spunitune's Stratosphere

## Appearance

Opricord is a dark red cloak with a white plague doctor mask. The cloak seems to have space inside of it, and it has three brown claws, each with two strings.

## Bios

**Misfit Isles:** The infantile Opricords hold strings of unknown origins. No one really knows how they play said strings since they don't appear to be able to move anything else with the same methods used on them. What appears to be a mask is actually just it's actual body, everything else around it is more akin to a cloak.

**Misfit Elemental Islands:** While the Opricord would want you to believe it's nothing but a mystery that no one can answer, it has very little to actually hide. Come to think of it, it doesn't even seem to have a body to hide, and underneath the 'cloak' is just empty space. What used to be it's physical body has been regressed into nothing less than a mask, and it got a third arm somewhere? Maybe there ARE some secrets it has been able to keep after all...

**Phooky's Plane:** Opricord is said to have the world's secrets hidden within. Some monsters think it's just trying to build off of it's "air of enigmatic mystery" that it SO desperately wants everyone to agree with. Opricord just wants people to think it's cool and honestly? It's kinda working...

**Cyrean's Chateau:** Now THIS is where Opricord belongs. Danger, Fright, ATMOSPHERE, this pace has it all. Opricord tries to get others as invested in the structure as it is but usually that ends up being it scaring others. Cyrean has chastised Opricord probably hundreds of times to stop but for some reason, it just never registers. All in all, Opricord loves that Chateau and only wishes to make others love it just as much as itself.

**Flibble's Fen:** Sometimes Opricord can just be too cool for the others to handle. Like come on it's got SPACE in its hood nobody else has that. Everyone else is clearly just jealous which is why they don't talk to it often. While Opricord clearly knows how cool it is and knows everyone else knows how cool it is, sometimes it'd be nice if someone else could say it for once...

**Grumphet's Glade:** Opricord is kind of shocked everyone is so calm when a giant flipping creature just showed up and knocked everyone away so easily, it doesn't really make sense. It really just doesn't like meaningless idol banter or playing, it moreso watches on in curiosity rather then actively participating.

**Spunitune's Stratosphere:** Opricord obviously is excited about finding the Dusk Colossal, but it is not excited that it means going to space. As much as it'd hate to admit it, Opricord has a fear of heights, and this is just taking that to a whole new extreme.

**Celean's Cyclorama:** TBA
Melake

Chaos

**Melake** is a Monster from the Horrorie Continent. They are a member of the Horrories Class.

## Appearance

Melake has a light-green head and dark-green body with teary eyes; one is shown, while the other is hidden by their wet blue-green hair. They carry a brown bowl filled with their tears with 3 strings attached to it (which makes their sound).

They have small nubby legs, but they are not shown in the official artwork due to them being hidden behind Melake's bowl. The only way they can be seen is in some of their concept art.

## Bios

**Improbable Island:** For some unknown reason these monsters are just in a constant state of absolute melancholy. Their constant tears stream down like a waterfall into these special baths they carry around. At some point, the monsters realized that all you gotta do is string some wires across the pool and then you got a pretty decent improvised instrument! This new sense of usefulness is uplifting, but Melake is still abysmally sad.

**Insanity Island:** The fact that Melake is only on two islands on this entire planet and THIS is one of them is part of the reasons it's always so sad. The colossal loves picking on Melake because it's easy and it's defenseless, and the only thing that keeps it even remotely at peace is constantly singing its favourite poem.
" One bad gloop and she do what I yoinky.

two big splurgs and a big doink Gloopy.

three more yoinks then buy me a smoothie.

Poured up a gloop that’s a gloop and a splurgy."

## Trivia

* Melake is among the few Monsters that appeared in a full Island thumbnail; the others are Lilelulick, Abububa, Attest, Gourgurn, Opla, Klunkerjunk, and Shokawe.
* According to a Discord QnA, Melake actually has legs that are hidden behind its bowl.
* Their hair does not grow at all.

## Gallery

Melake artworkMelake in the Improbable Island ThumbnailMelake Without It's Bowl
Borghan

### Islands

Misfit Isles, Bug Island, Pure Island, Dusk Island, Flibble's Fen, Spunitune's Stratosphere, Celean's Cyclorama

## Monster Attributes

### instrument

Electronic Organ

**Borghan** is a Monster from the Misfit Isles. They are a member of the Misfit Class.

## Bios

**Misfit Isles:** A Borghan is always looking for ways to add to the sound of the Isles, often adopting other monsters strategies to do so. Because of this nature, it is said that an entire island could be filled with nothing but Borghans and still be recognizable.

**Misfit Elemental Islands:** No one really knows how Borghans keep their organs in the air while playing. Some theories say that the organ is also a monster that levitates but it hasn't shown any confirmation of this.

Borghans get a little talky, and drone on and on about how masterful one needs to be to use the piano.

**Flibble's Fen:** Borghan is a bit upset that it took THIS LONG for it to finally reappear in the Misfit world. This amazing new piece of work it built has been rusting in a corner for so long and genuinely it felt like this day would never come. That being said, Borghan feels like this island has some major, major stuff happening, so it's almost like a blessing in disguise that its debut island is also a really important one.

**Spunitune's Stratosphere:** Stratosphere is a hugely complex structure, and Borghan has explored a lot of it during its stay here. A lot of it is what you'd expect, being engine rooms and maintenance chambers, but there are some cool things like a giant map area and a charting screen. Borghan doesn't really know how any of it works, but Spunitune is advanced enough to work all of it alone.

**Celean's Cyclorama:** Borghan is kind of shocked that it's already on its last island, it feels like just yesterday it debuted on the Fen! Never one to skimp out on music, Borghan is making sure it leaves with an impact, making its final performance a good note. It's also fun that Borghan is ending things off on an island it's never explored, being one on the Strange Island!

## Trivia

* Borghan is the last triple-element Misfit to appear.
* Borghan's Encore Island design can remove the instrument from its body (as seen in the thumbnail of Flibble's Fen). this came truter in the Stratosphere as it can be seen without it's organ
* According to the comments from its baby video, they are confirmed to be cousins with Beetola.
* Borghan has the biggest redesign of any Misfit so far.