recursal/Fanatic-Fandom huggingface dataset:
EXPRESION VOCAL Y CANTO

La expresión vocal es una de las áreas de expresión musical, junto con la expresión instrumental y la expresión por el movimiento corporal.

La capacidad auditiva condiciona la **expresión vocal**. Desarrollando el hábito de escuchar llegamos a hablar y a cantar.

El canto es un medio de expresión y comunicación a través de la música. Cantar es emitir sonidos de forma controlada, utilizando el aparato fonador humano, siguiendo una melodía o un ritmo.

Aparato de fonación

Es el conjunto de órganos corporales que intervienen en la producción de la voz.

Primero, necesitamos el **aparato respiratorio**: nariz, boca, tráquea y pulmones.

Segundo, necesitamos el **aparato laríngeo**: donde se alojan las cuerdas vocales.

Y por último, necesitamos el aparato resonador: paladar óseo, la faringe, senos frontal y esfenoidal, y la cavidad pulmonar.

***Mecanismo de la voz***

Está basado en la inspiración y la espiración.  La fonación se produce en la espiración.

Tenemos tres tipos de **respiración**:

* Costal superior o clavicular. Llenamos 1/3 de la capacidad pulmonar.
* Costal media o intercostal. Llenamos 2/3 de la capacidad pulmonar.
* Costal inferior o diafragmática. Llenamos 3/3 de la capacidad pulmonar.

Clasificación de las voces humanas (tesitura)

* **Voces masculinas**
	+ contratenor (voz más aguda)
	+ tenor
	+ barítono
	+ bajo (voz más grave)
* **Voces femeninas**
	+ soprano (voz más aguda)
	+ mezzosoprano
	+ contralto (voz más grave)
* **Voces infantiles**
	+ niños
	+ niñas

La **tesitura** es la gama de sonidos que comprende desde el más grave al más agudo en una voz. Por ejemplo, la tesitura de un contratenor y la de una mezzosoprano son la misma.

Las voces de mujer y niño se pueden llamar también voces blancas.

El cambio o muda de la voz

La muda de la voz es el crecimiento en la pubertad de las cuerdas vocales.

Las **cuerdas vocales** no crecen en la misma proporción que el resto del cuerpo con la edad. En la pubertad, las cuerdas vocales crecen más rápidamente, pasando en los chicos de 15 a 25 milímetros.

En las chicas el proceso es más suave, porque las cuerdas vocales pasan de 15 a 19 o 20 milímetros, por lo que el periodo de transición es más largo y menos brusco.

ODOS DE APRENDER Y TRABAJAR UNA CANCIÓN

1. Escuchar la canción en actividades de movimiento u otro tipo, e interiorizarla y dejar que surja espontáneamente e instintivamente, a la hora de cantarla.
2. Preparar una coreografía y bailar la canción antes de aprenderla.
3. Realizar ejercicios rítmicos corporales e instrumentales para acompañar la canción (memorizados)

1. Tumbarse relajado tras un ejercicio de movimiento con la canción  y escucharla y comentarla, su letra, su origen, etc.
2. Trabajar previamente el texto de la canción: prosodia rítmica, por frases con ecos.
3. Entonar la canción: se canta la canción por frases que se van uniendo hasta cantarla entera.
4. JUGAR CON LAS CANCIONES APRENDIDAS
APROPIACIÓN TEÓRICA DE LA NATURALEZA

**PROFA: ISIS F. TORRES,. AL FINAL TENDRÍAN UN CUESTIONARIO DE PREGUNTAS CONTESTARAN TOMANDO EN CUENTA ESTE TEXTO**

   Es el conocimiento que se obtiene por experiencia, por ejemplo: si las plantas no se riegan se marchitan; si no comemos nos enfermamos o nos morimos.

Este tipo de conocimiento fue muy útil al hombre ya que le ayudó a resolver algunas interrogantes de manera inmediata.

Este conocimiento se considera vulgar, porque se generalizó en todo y no se detalla en muchas cosas sobre todo en las causas por las que se originan las cosas.

**Apropiación de la naturaleza** es el término utilizado para el conjunto de prácticas que consisten en apoderarse de un inventario natural previamente nombrado y clasificado.

Las prácticas científicas llevadas a cabo vistas desde su carácter social permiten explicar cómo la ciencia en América hacía parte de intereses políticos, económicos y religiosos que fueron indispensables en el desarrollo de la taxonomía vegetal y la farmacia, hechos que reflejan el control que se poseía tanto de la naturaleza como de la sociedad. Sería un serio error pretender imaginar que el conocimiento de la naturaleza no es parte de un orden social y es importante tratar de evadir contraposiciones entre nociones como “sociedad”, “poder”, “política”, por una parte, y “conocimiento”, por otra.

La filosofía práctica es aquella filosofía que enfatiza las relaciones entre el pensamiento, la acción humana y sus efectos; principalmente, la ética y la filosofía política, es decir, designa al conjunto de disciplinas filosóficas que estudian la acción humana y sus fines.Se presta, además, a poner en práctica lo aprendido o lo estudiado, anteriormente, en la filosofía teórica, la cual se centra en el estudio teórico.La filosofía práctica puede tomar diferentes formas, incluyendo la práctica reflexiva de alguna técnica, el pensamiento filosófico personal o la consejería filosófica

SABER EMPÍRICO

Consiste en el conocimiento exacto y razonado de la realidad. La cien define como el conjunto de conocimientos fundados en la investigación y estudio de los fenómenos. Este conocimiento fue surgiendo a medida que avanzaba el hombre en el plano civilizado y va adquiriendo conciencia de que las cosas no surgen por causas sobrenatural, sino que están sujetas a métodos y leyes.

EL SABER CIENTÍFICO

El saber científico es el conocimiento ordenado de carácter mediato, donde se pone en juego la razón, la especulación y la reflexión

El Nivel Sensible o Fenomenográfico del Conocimiento.

El Nivel Científico del Conocimiento.

Nivel Filosófico del Conocimiento.

**CONTESTARAN ESTAS PREGUNTAS TOMANDO EL TEXTO QUE ACABAN DE LEER, DÉCIMO GRADO SECCIÓN B**

1. **COMO SE OBTIENE EL CONOCIMIENTO?**
2. **EN QUE AYUDA EL CONOCIMIENTO AL HOMBRE?**
3. **QUE ES LA APROPIACIÓN DE LA NATURALEZA?**
4. **QUE PERMITEN OH EN QUE AYUDAN LAS PRACTICAS CIENTÍFICAS?**
5. **QUE ES LA FILOSOFÍA PRACTICA?**
6. **CUALES SON LAS FORMAS QUE PUEDEN TOMAR LA FILOSOFÍA PRACTICA?**
7. **EN QUE CONSISTE EL SABER EMPÍRICO?**
8. **EN QUE CONSISTE EL SABER CIENTÍFICO?**
LAS DIVISIONES DE LA HISTORIA

Muchas son las épocas que dividen la historia desde el origen de la misma hasta la actualidad, algo que se conoce como «periodización», de modo que vamos a hablaros de ello con detalle a continuación: cómo es la división de la historia: etapas y periodos. Cómo es la división de la historia: etapas y periodos

¿Qué se entiende por período histórico? La historia de la humanidad se ha dividido en períodos de tiempo más o menos largos llamados períodos históricos.

La división de la historia humana en períodos históricos también se llama periodización y dentro de cada uno de estos, puede tener varias etapas. De hecho, el paso de un período histórico a otro está marcado por un cambio o un hecho importante en una de esas etapas.

¿Es claro el paso de un período histórico a otro?

La transición de un período histórico a otro no siempre es tan clara y marcada, ya que los cambios suelen ocurrir lentamente a lo largo del tiempo.

¿En qué períodos podemos dividir la historia?

La principal división en períodos históricos es entre:

* Prehistoria
* Historia .

¿Qué diferencia la prehistoria de la historia?

El paso de la Prehistoria a la Historia está marcado por el descubrimiento de la escritura .

¿Cuándo comienza la Prehistoria y cuándo termina?

La Prehistoria comienza con la aparición del hombre en la Tierra , hace más de 3 millones de años y hasta hace aproximadamente 5000 años (es decir, hasta aproximadamente 3000 AC ).

¿Cómo se divide la Prehistoria?

A su vez, la Prehistoria se divide en estos periodos o etapas:

* Paleolítico o edad de piedra antigua, en la que el hombre aprende a construir las primeras herramientas de piedra;
* Edad de Piedra Mesolítica o Media ;
* Neolítico o edad de la piedra nueva o de la piedra pulida, en la que el hombre aprende a pulir la piedra;
* Edad de los metales .

¿Cómo se divide la historia?

La Historia se divide en cuatro períodos :

* La Edad antigua que va del 3000 a. C. al 476 d. C., año de la caída del Imperio Romano Occidental ;
* La Edad Media que va desde el 476 dC hasta 1492, año del descubrimiento de América ;
* La Edad moderna a partir de 1492 . En cuanto al año que marca su fin, no todos los historiadores están de acuerdo: según algunos es 1789 el año de la Revolución Francesa , otros marcan el fin de la Historia Moderna con el Congreso de Viena en 1815 y otros con los movimientos revolucionarios de 1848 ;
* La Época contemporánea que va desde el final de la historia moderna hasta nuestros días.
Black Powder Bloodline

Julius’ love of gunpowder manifests in your blood, and you become an embodiment of the gun. Your powers are unsubtle but spectacular, your heritage an explosive manifestation of arcane might.

Class Skill: Knowledge (Engineering)

Bonus Spells: Alchemical Tinkering (3rd), Bullet Ward (5th), Pellet Blast (7th), Named Bullet(9th), Energy Siege Shot (11th), Greater Named Bullet (13th), Arcane Cannon (15th), Power Word Stun (17th) Power Word Kill (19th)

Bonus Feats: Amateur Gunslinger, Rapid Reload, Lightning Reflexes, Dodge, Snap Shot, Improved Initiative, Deadly Aim, Point Blank Shot.

Bloodline Arcana: Whenever you reduce an enemy to zero hitpoints with a firearm or confirm a critical hit with a firearm, your effective caster level increases by 1 for 1 round. This effect does not apply more than once per round.

Bloodline Powers: Your powers are like the weapons that inspire them; extremely deadly, yet prone to blowing up in your face.

Bullets in the Blood (Ex): At 1st level you gain proficiency with both one-handed and two-handed firearms, thanks to your instinctive understanding of firearms.

Blast Dodger (Su): At 3rd level, you may add your Charisma modifier to all Reflex saves made to reduce damage from area effect damage.

Firearm Empathy (Su): At 9th level, you reduce the misfire value of a firearm by an amount equal to your Charisma modifier (minimum 0).

Bombardment (Sp): At 15th level, you are able to bombard enemies with a rain of magically summoned cannon balls. This 30ft radius does 1d10 points of physical damage per 3 sorcerer levels, which ignores the hardness of objects, and a successful Reflex save halves this damage. The DC of this save is equal to 10 plus half your sorcerer level plus your Charisma modifier. You may use this ability a number of times per day equal to your Charisma modifier. It has a minimum range of 50ft and a maximum range of 200ft. For the purposes of overcoming damage resistance, these magical cannon balls count as being cold iron and silver, and at 17th level count as being adamantium.

Master of Powder (Sp): At 20th level, your mastery of gunpowder is supreme. You may choose to detonate any black powder that you are aware of within a 70ft radius; if this powder is being used or carried by a creature, they may resist with a Will save, with the DC equal to 10 plus your half your sorcerer level plus your Charisma modifier. If the powder is loaded into a simple firearm, then treat it as if it has misfired whilst having the Broken condition. You can select which sources of black powder will and will not detonate.
Anime man, researcher with a caved in skull, and the preserved troll penis

#### [Troll Showdown with Anime Man!]

Local crazed Researcher (yes that was his name) got his head smashed inwards. Nothing was left but a headless stump. the human warriors ran with piss in their pants.

#### Character actions during the first combat

* Baal is reckless, rushing right in and slashing at the trolls
* Vala attacks, using bridge as chokehold
* Virdelri uses slumber to makes enemies sleep (3 trolls)
* Gurden and Woodlore provide ranged support. Gurden used strong lightning and he with fuse grenades and blinding flashbangs.
* Enemies killed by fire grenades from Woodlore ( and he got blood samples)

#### Moved from researcher's hut witches hut spotted

* Baal and Vala were trying to eat pigs, the witch comes out and gets murdered by Virdelri, who seemingly dislikes other witches
* Oozes come out of the house,they get demolished, but explode in acid clouds (got ooze fluid samples)
* Pigs got caught by Vala and Baal, tied up
* In house found wands and spell books, as well as a preserved troll penis in her sex dungeon, who knew this witch loved a little troll sex 🤔 (with enchantment for infinite “fluids”)
Autoloader Magazine

**Aura** weak conjuration and evocation; **CL** 1st

**Slot** none; **Price** 3,500 gp (Least), 7,000 gp (Lesser), 14,000 gp (Greater); **Weight** 2 lbs

**Description**

This box magazine looks like it belongs on a repeating crossbow. In reality, it can fit onto any crossbow at all, resizing itself to accommodate. When attached as a full-round action, a small slot appears near the top, and the magazine itself appears to hover a fraction of an inch over the path of the crossbow’s systems. It can be removed by the wielder as a move action.

This has several effects. First, the inside is much larger than the outside, holding up to 20 bolts. Second, it slowly generates new mundane ammunition. Least generates one per turn, lesser two, and greater three. Third, it assists when the user recocks and reloads the crossbow, reducing the action required by one type (full-round to move to free).

It has one more capability. If a crossbow bolt is inserted into the slot as a full-round action, all ammunition currently in the magazine and the new ammunition produced from that point on becomes copies of it instead of their default state. This includes all mundane, material, alchemical, and magical properties (but not temporary magical effects, such as magic weapon or named bullet). This lasts for 24 hours, or until a new bolt is inserted.

No bolt can be removed from the autoloader magazine without destroying it, other than by firing. Bolts fired from it disappear after use and cannot be retrieved.

**Construction**

**Requirements** Craft Wondrous Item, *mage hand*, *abundant ammunition*; **Cost** 1,750 gp (Least), 3,500 gp (Lesser), 7,000 gp (Greater)
Ali Abadi

> "If I can't become someone you can depend on, then I have no purpose."
>
>

Ali is a main character in True Aspirations. She's mainly associated with the color plum. She is a student in 8th grade along with Nagisa, Min-Jun, Rudy, Melanie, and Dennis.

## Background

Ali is the daughter of a prestigious family, receiving a lot of pressure along with her siblings. She grew up with her younger sister Nita and has an unknown older sister who she greatly looks up to.

## Personality

Due to being born in a family with a perfectionist attitude, she despises it when things that are done sloppily. She tends to be quite the worrywart and is constantly concerned for others' health, but is poor at expressing her true feelings, wishing to connect with others and turn into someone who can be relied on. Though she scolds her sister, it's due to her feelings of cautiousness and not wanting her to pressure herself too much. And because of this, Ali acts like a natural leader under peer pressure. She can get stressed easily.

## Hobbies

Her specialty is quilting and crafts, and can adapt to just about anything the members of her family admire doing, which also includes sewing and baking.

## Character Interactions

* Serena
* Ray
* Nita
* Reese
* Nagisa

## Trivia

* Her favorite foods to cook are lamb and chicken, which are foods essential to Arab cuisine.
* The name Ali means **"champion,"** and the surname Abadi means **"endless, eternal,"** which is also of Arabic origin.
Epic Class Progression (Rules)

Back to Epic Portal

Many class features continue to grow after 20th level, but always make sure to consult the relevant class entry for details. Provided below are the guidelines that describe how epic class progression generally works—and can be used to plan epic progressions for prestige classes or other classes not included in this handbook—but the information in an individual class entry always supersedes what is presented here:

* Hit Dice and hit points continue to accrue as normal. Your Hit Die type never increases or decreases as a result of achieving epic levels.
* Skill points are gained as normal. Your base skill points per level and class skills remain unchanged.
* The bonuses for leveling in your favored class continue to accrue as normal.
* Your base attack bonus and base saving throws no longer increase automatically.
* Class features that use your class level as part of a mathematical formula, such as the duration of a barbarian's rage or the size of a monk's ki pool, continue to improve at their regular rate.
* The DC of abilities based on character level, such as a monk's stunning fist or witch's hex, continue to increase at the normal rate.
* The caster level of spellcasting classes continues to increase, as do spells per day and spells known for spontaneous casters. Slots above 9th level are often filled with spells modified by metamagic feats or used to cast lower-level spells (i.e., casting a 7th -level spell with an 11th -level slot). Characters can develop spells of 10th level and higher by following the rules in Chapter 7: Epic Spellcasting.
* The powers of eidolons, familiars, special mounts, and animal companions continue to increase with level.
* Any class feature that increases or accumulates as part of a repeated pattern, such as an alchemist's bomb damage or a rogue's sneak attack, continues to grow at the same rate.
* Regularly accruing new abilities such as a ranger's favored enemies or a rogue's rogue talents are no longer gained automatically. It should be noted that non-epic feats are already available that grant many of these class features and can still be taken at epic levels.
* Most classes gain new features specific to that class beyond 20th level. These are often iterative improvements to nonepic class features, allowing them to scale up with the class regardless of the level which the character achieves.
Debris Wall (Homebrew Spell)

**School** conjuration (creation) [earth]; **Level** Gravitational Marauder 1

Casting

**Casting Time** 1 immediate action

**Components** V, S, DF

Effect

**Range** 0 ft.

**Effect** stone wall whose area is one 5-ft. square

**Duration** 1 round

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

Description

You use small gravity wells to cause a 1-inch-thick slab of stone and other debris to springs up from the ground, interposing itself between you and an opponent of your choice. The debris provides you with cover from that enemy until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent’s attack misses you by 4 or less, the attack strikes the shield instead. The debris wall has hardness 8 and 15 hit points. If the wall is destroyed, the spell ends and the wall crumbles away into nothingness. Spells and effects that damage an area deal damage to the wall.

You cannot use this spell if you are not adjacent to a large area to draw debris from.
Cleric, Epic (Epic Class)

The epic cleric stands as one of his deity's most elite servants, an inspiration to churches and the guiding light to whole systems of belief. He is also the solid center of an adventuring party, providing aid and comfort to his fellows.

**Spells:** A cleric's epic levels are included when determining his caster level. He continues to gain more spells per day as he increases in level. See here for the number of spell levels per day they get per level.

**Domain:** A cleric includes his epic levels when calculating the effects of his domain powers.
**Channel Energy (Su):** An epic cleric's channel energy power continues to increase by +1d6 damage at 21st level and every odd-numbered level thereafter.

**Bonus Class Feat:** The epic cleric gains a bonus class feat as described in the Universal Class Features section of this chapter at 22nd level and an additional bonus class feat every three levels (25th, 28th, 31st, etc.). These class feats can be selected from Channeling, Item Creation, Magic, and Metamagic feats.

**Epic Aura (Su):** Beginning a 22nd level, an epic cleric's closeness to his deity provides him and his allies with a degree of protection. This manifests itself as an aura that radiates out 30 feet from the cleric and grants a +1 bonus to AC and saving throws in certain circumstances. These bonuses increase by an additional +1 at every even-numbered level.

Clerics who channel positive energy treat this as a holy bonus against attacks or spells with the evil descriptor or by evil outsiders, creatures with an aura of evil, or undead. Good or neutral allies within their aura also gain these benefits.

Clerics who channel negative energy treat this as an unholy bonus against attacks or spells with the good descriptor or by good outsiders or creatures with an aura of good. Evil or neutral allies within their aura also gain these benefits.
Extra Hero Power

You’ve plunged deep into the depths of your transformation trinket, and emerged with newfound power.

**Prerequisites:** Hero power class feature.

**Benefit:** You gain one additional hero power. You must meet all of the prerequisites for this hero power.

**Special:** You may take this feat multiple times, each time you take it, you may select another hero power.
Gloves of the Coryphée

**Aura** faint Illusion; **CL** 9th

**Slot** Hands; **Price** 10000 gp; **Weight** - lb

These appear to be a pair of stylish black leather gloves that confer a constant +10 competence bonus to Profession:Dancer checks. Since many performances vary in aesthetics and design these gloves also have the added effect of glamoring themselves to appear as what the wearer wishes at the time, changing the material and weight of the gloves to match the required article of clothing needed. When taken off these gloves return to their original form after two hours. (The typical time for a performance to end.)

Credits to Phantom on discord, he doesn't know how to make wikis so I made it for him.

Referance here

### Construction

**Requirements** Craft Wondrous Item, *cat’s grace,major creation, fabricate*; **Cost** 5000 gp
Angou (Fenar God)

**Angou is currently not a deity anymore, as he lost his divinity by kicking a resurrected Typhon's ass so hard, the entire plane of Hell pisses itself whenever he sneezes in their direction. He'll be a deity soon again, "Like a year, year-and-a-half tops" (His words)**

# *The Sage of Violence*

### Details

**Alignment** LN

**Pantheon** Empyreal Lords

**Areas of Concern** Brawling, Brewing, The Elements, Kineticists

**Domains**  Destruction, Strength, War

**Subdomains** Catastrophe, Fist

**Favored Weapon** Unarmed strike

**Symbol** Eight differently colored dots surrounding a closed fist

**Sacred Animal(s)** deer

**Sacred Color(s)** purple, orange

### Obedience

Prepare a serving of your favorite drink - this may be anything from a shot of whiskey, a glass of carbonated soda, or even a cup of fresh spring water - and drink half of it. Place the container on a flat surface close to you and then, over the course of ten minutes, practice straight punches. After the ten minutes have elapsed, finish the drink and bow before the empty container. Gain a +4 sacred bonus to acrobatics and you never forget Angou and his temple's location when drunk.

### Divine Gift

Up to three times per day, Angou's followers are gifted with the ability to immediately counter one attack made against them.

### Boons - Deific Obedience

#### Evangelist

1: *Enduring (Sp)*: *endure elements* 3/day, *resist energy* 2/day or *protection from energy* 1/day

2: *Elemental Wisdom (Su)*: ???.

3: *The Eightfold Path (Su)*: ???.

#### Exalted

1: *Quietude (Sp)*: ???.

2: *Strike the Haughty (Su)*: ???.

3: *Elemental Wheel (Sp)*: ???.

#### Sentinel

1: *Ascetic (Sp)*: *???*

2: *Shattering Strike (Su)*: ???.

3: *May the Fists Protect the Weak (Ex)*: ???.

### Divine Fighting Technique

Mach Punch

???

This page will be updated by the time he regains his divinity.
Akitonian (Weapon Enchantment)

Akitonian

**Aura:** moderate transmutation; **CL:** 9th

**Slot:** weapon and armor quality; **Price:** +1 bonus; **Weight:** —

**Description:**

Inspired by the grace and agility of one born in the low gravity of the red planet Akiton, this weapon or armor helps it's user reproduce feats normally possible only in low gravity environment. When wielding the weapon or wearing the armor, the user triples the result of any Acrobatics checks to determine how far she can jump. In addition, a successful DC 15 Acrobatics check allows the user to negate any damage from the first 30 feet of falling damage and converts any damage from the second 30 feet to nonlethal damage.

**Construction:**

**Requirements:** Craft Magic Arms and Armor, spell feather fall, spell longstrider; Price —
Beast Render (Skinwalker Barbarian Archtype)

*Down the streets the Hunters flew fleet of foot, chasing one of their own who had turned to the Scourge. What lay before them was a sight gushing with crimson spray as a beast clad in Hunter’s garb pulled it’s axe out of the squirming body of the Leech. The beast render calls upon the skinwalker’s bestial instincts to assert itself as the true dominant predator in the Hunt using what the beasts' fear the most.*

### Hunter’s Training

Beast Renders are proficient in all simple and martial weapons, all Hunter Weapons and light armor.

*This alters the barbarian’s armor and weapon proficiencies*

### Hunter’s Transformation

A skinwalker may shapechange into her bestial form as a free action when she enter a rage. If she does so, the bestial form only lasts for the duration of the rage.

*This alters rage*

### Hunter’s Prowl

A beast render’s land speed is faster than the norm for her race by +5 feet. This benefit applies only when he is wearing no armor, or light armor, and not carrying a heavy load. Apply this bonus before modifying the beast render’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the beast render’s land speed.

This bonus increases to +10 feet at 7th level and further increases by another 5 feet every 3 levels thereafter (10th, 13th, 16th, 19th). At 7th level and every 3 levels thereafter, she gains a +1 dodge bonus to AC (10th, 13th, 16th, 19th).

*This alters Fast Movement and replaces Damage Reduction*

### Way of the Hunter

At 2nd level a Beast Render gains Old Hunter’s Style.

At 6th level, a Beast Render gains Old Hunter’s Strike.

At 10th level a Beast Render gains Old Hunter’s Rend.

A Beast Render need not meet the prerequisites for these feats (but must select the same weapon with each feat).

*This replaces the rage powers gained at 2nd, 6th and 10th level*
Amphisbaena Minded (Psychic Archetype)

Legends tell of a mystical two headed snake called the Amphisbaena. Some psychics draw their influence in training from the way these two seperate heads work together as one. Seeking to emulate these creatures an amphisbaena psychic undergoes rigorous training to gain power from not one but two seperate disciplines.

An Amphibaena minded selects two different disciplines. The psychic may gain access to the spells and some of the powers of both disciplines she has trained in.

**Phrenic Pool ability**

An Amphibaena minded may choose either of the two phrenic pool ability scores keyed to her discipline.

**Bonus Spells**

A Amphibaena minded may select her bonus spells from either of her disciplines. The psychic also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the psychic had learned them with the appropriate bonus spell.

**Discipline Powers**

At 1st, 3rd, 9th, 15th, and 20th levels, a Amphibaena minded gains one of the two new discipline powers available to her at that level. She may instead select a lower-level discipline power she did not choose in place of one of these higher-level powers.

**Cognitive block**

An Amphibaena minded has one fewer spell known at each level (including cantrips) than is presented on Table: Psychic Spells Known.

Furthermore, the conflicting urges created by the divergent nature of the Amphibaena minded’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A Amphibaena minded always takes a –2 penalty on Will saves.
Fleshwarper(EPIC)

Created by IK & Major Carnage, with special thanks to Chez the Paly Bro, the creator of the D&D 3.5 / Pathfinder Xenoalchemist class, upon which Fleshwarper was heavily based.

More Creature, than man the Epic Fleshwarper has bypassed the needs of the flesh by fusing with thy flesh, to be.... something more.....

#### Warper Link

A Flesh warper is forever link to the grafts they attach onto others. A Fleshwarper can with a quick look or stab with a knife can adjust the current level of power of the graft to any level with their power.

#### Adjust thy Flesh

Starting at level 24 and every 4 levels after the number of slots you can augment on yourself, every slot they have is +1.

#### Learned Professional(epic)

Add, class level to KN and heal checks, x1 per time time you gain learned professional you gain learned professional every 2 levels

#### Anatomical Familiarity (epic)

The amount of grafts you can get from, one body is +1 per time you gain Anatomical Familiarity you start at 23 and every three levels

#### Empowered Fleshwarp

Starting at level 21, and 4 levels thereafter you can empower your fleshwarping. Epic Fleshwarpers gain the ability to craft rank 6 grafts, while also become able to empower old grafts. The table below shows what grafts can be empowered.every time you gain empowered you can pick a graft and empower it, by doing so you can pick a new graft or empower and empowered one, by doing so you go up 1 extra step in its empowered list.

Bone Armor

Pounce
Dragoon Boots (Homebrew- Wondrous Item)

Aura faint transmutation; CL 15th; Slot feet; Price 50,000 gp; Weight 1 lb.

Description

Created by artisans to enhance the combat abilities of leaping dragoon warriors.

While wearing these boots, a character with the Deadly Lancer (Ex) class ability counts as being mounted for all beneficial purposes.

Construction Requirements

Feats Craft Wondrous Item; Deadly Lancer class feature; Cost 25,000 gp.
Beast blood Brooch

**Aura** moderate necromancy; **CL** 9th; **Slot** neck; **Price** 18,000; **Weight** -

**DESCRIPTION**

Pioneered by Vileblood mages who wished to gain some of the strength the Beasts without losing themselves, this brooch displays the heraldry of Cainhurst. When a sorcerer or warlock dons a *beast-blood brooch*, the iconography emblazoned on the brooch shifts to match the wearer’s particular sorcerer bloodline or warlock patron. If the wearer is a sorcerer, they treat their sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers they can use and their effects. If the wearer is a warlock, they treat their warlock level and caster level as 4 higher than normal for the purpose of patron invocations. This does not provide a warlock with extra or earlier invocations, merely increases the values associated with patron invocations.

**CONSTRUCTION REQUIREMENTS**

Craft Wondrous Item, *speak with dead*, creator must be a sorcerer or warlock; **Cost** 9,000 gp.
Exposed Vigilante (Vigilante Archetype)

While some hide behind the guise of another identity, exposed vigilante have tossed aside such cowardly tactics, instead standing proud with no fear of being unmasked. They are the warriors who know no fear, instead marching forward to stand against their foes with their own face.

### Lone Identity (Ex)

Rather than focusing on maintaining a second identity, an exposed vigilante instead prefers to focus on their skills. The vigilante gains 1 additional skill point for each vigilante level they possess as well as an additional social talent at 1st level.

This ability replaces dual identity and seamless guise.

### Social Talents (Ex)

An exposed vigilante cannot gain the following social talents: case the joint, everyman, feign innocence, immediate change, many guises, quick change, or any other that would rely on them possessing more than 1 identity, although they are always treated as though they were in their social identity for the effects of social talents.

### Special:

A vigilante who has had their identity exposed can spend 1 week to gain this archetype, trading out all social talents that require a second identity with new ones. A vigilante with this archetype can also spend 1 week to remove this archetype, losing the additional skill points and social talent gained with this archetype in the process. A vigilante can only gain or lose this archetype once in this fashion.
Exotic Weapon Master

You understand how to use All type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

**Prerequisite:** Base attack bonus +2, Exotic Weapon Proficiency (Combat), INT 13

**Benefit:** You make attack rolls with the weapon normally.Also you gain a +1 to hit and damage with said exotic weapon

**Normal:** A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Addition to the Artisan

Artisan's Crafter's Art and Craftsman Art Technique's that apply to Vancian Item creation feats and items also apply to their Spheres counterparts. (This may be an in practice unwritten rule but even if it is it should be written somewhere to prevent confusion.)

Class feats for Artisan (The first 2 are DDS's own creations, the latter 3 Are my own creation that had seen a level of successful playtesting elsewhere)

Extra Craftsman Technique

Prerequisite: Craftsman Technique class feature.

Benefit: You gain one additional craftsman technique. You must meet all the prerequisites of this technique.

You may gain Extra Craftsman Technique multiple times.

Extra Enhancement Pool

Prerequisite: Enhancement Pool class feature.

Benefit: Your enhancement pool increases by 2.

You may gain this feat multiple times. Its effects stack.

Extra Crafter's Art

Prerequisite: Crafter's Art class feature.

Benefit: You gain the level 1 ability/effect of another of the options from Artisan's Crafter's Arts feature. You use your Artisan class level to determine the effects of this feature.

You may gain Extra Crafter's Art multiple times.

Improved Crafter's Art

Prerequisite: Crafter's Art class feature, Extra Crafter's Art with the selected option, Level 9.

Benefit: You gain the level 9 ability/effect of the selected Crafter's Art. You use your Artisan class level to determine the effects of this feature.

You may gain Improved Crafter's Art multiple times.

Greater Crafter's Art

Prerequisite: Crafter's Art class feature, Improved Crafter's Art with the selected option, Level 17.

Benefit: You gain the level 17 ability/effect of the selected Crafter's Art. You use your Artisan class level to determine the effects of this feature.

You may gain Extra Crafter's Art multiple times.
Gravitic Reinforcement (Homebrew Spell)

**School** abjuration [force]; **Level** Gravitonic Marauder 1

Casting

**Casting Time** 1 standard action

**Components** V, S

Effect

**Range** touch

**Target** creature touched

**Duration** 1 minute/level (D) or until discharged

**Saving Throw** Will negates (harmless) and see text; **Spell Resistance** yes (harmless) and see text

Description

You use gravity to fortify the target. The next time a creature succeeds at a sunder combat maneuver against the target, the attacker’s weapon takes 1d6 points of damage per caster level (maximum 10d6). If the attacker used a natural weapon for the sunder, the attacker takes half this damage. Spell resistance applies to this damage. The attacker can attempt a Fortitude save to halve this damage.

The reinforcement on the target counts as a magical trap and can be detected and disabled as such.
Gravitic Armor (Homebrew Spell)

**School** abjuration; **Level** Gravitonic Marauder 1

Casting

**Casting Time** 1 standard action

**Components** V, S

Effect

**Range** touch

**Target** creature touched

**Duration** 1 min./level

**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless)

Description

This spell creates a shimmering field of distorted gravity around the target that averts and deflects attacks. The spell grants the subject a +4 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +7 deflection bonus at 18th level).
Double Barreled Dragoon Piston (Homebrew Weapon- Firearm)

**(Early) One-handed Firearm**

**Cost**: 3,000 gp

**Weight**: 8 lb

**Damage**: 1d6 (S) 1d8 (M)

**Damage Type**: Bludgeoning and Piercing

**Critical range**: 20

**Critical multiplier**: x3

**Range increment**: 30 feet

**Misfire (firearms only)**: 1-2 (10 ft.)

**Capacity**: 2.

**Special**:

This pistol has two parallel barrels; each barrel can be shot independently as separate attacks, or both can be fired at once as a standard action (the attack action).

If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled dragon pistol uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.

Like the dragoon pistol this firearm is more precise than a typical pistol but slightly less deadly on a critical hit. It can fire only dragoon cartridges or specially modified mage shot.
Chikage

**Aura** strong necromancy; **CL** 9; **Weight** 6 lbs.; **Price** 20,580 gp

### DESCRIPTION

This weapon comes from a foreign land east of Yharnam but favored by [./https://fiendsreach.fandom.com/wiki/Annalise,\_Queen\_of\_the\_Vilebloods\_(Warlock\_Patron) nobility].  In its base state, it functions as a +1 keen katana.  By allowing one’s blood to flow into the intricate grooves of the blade, it becomes infused with the wielder’s essence at the cost of their health.  In this transformed state, the wielder’s blood continuously flows along the blade, increasing its size, and is treated as a +1 keen elven curved blade. While transformed, the chikage deals an additional 4d6 damage with every hit, but inflicts 2d6 damage on the wielder with every attack.  The wielder takes 2d6 damage every round in which they do not attack with the weapon, as their blood is required to fuel the malignant magic.  This transformed ability does not stack with the vicious property.

### CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, **Spells** enervation; **Cost** 10,580 gp
3rd Party Changes

## Races

All Allowed 3rd party races, alterations and racial paragon classes.

## Classes & arch-types

All Allowed Third party classes and archetypes, can also be used with the favored class bonus option they provide. Note that classes and archetypes from specific systems (FF, Spheres, Path of War) are instead on their Master Lists

## Epic Play

Additional and altered Epic Class options.

## Prestige Classes

Additional and altered Prestige Class options.

## Kineticist

Additional and altered Kineticist options.

Use http://spheresofpower.wikidot.com/other-options and all of its options and items

## Class Features

Additional and altered Class Features. Changes related to specific systems are located on their Master Lists

## 3rd Party Spells

3pp and Homebrew spells.

All spells are on this page
Dread, Epic (Homebrew Epic Class)

**Alignment**: Any.

**Hit Die**: d8

**Skill Ranks per Level**: 6 + Int modifier.

* increase the DC by 4
* numerical penalty dealt by said terror increases by 4

you can the same terror as many times as you wish. If so you can apply the same choice. Yes the effects stack.

### Wailing Will-o-wisp

starting at level 22, the damned souls of the creatures that the dread has killed, are forever tied to the dread as will-o-wisp. these will-o-wisp are indestructible and only be dismissed with a wish or wish like effect. A dread, can use these damned souls to his advantage. with the following

* send will-o-wisp out to any foe within sight and when you do the target's will save gets reduced by -5 per each will-o-wisp attached.
* reroll will saves per will-o-wisp take the highest
Custom maneuvers for Alloces

Rollwith it?, reflexive learning? Just Alloces

Discipline: The way of the madman (counter)

Level: 8

Initiation Action: 1 immediate action or free action out of turn ( once per round) (see text)

Range: Personal

Target: You

Duration: Instantaneous (see text)

You can initiate this counter in response to a maneuver (not a stance) being initiated by another creature you can see. You gain that maneuver as a readied maneuver, regardless of your available disciplines and initiator level. You can initiate that maneuver once before losing the knowledge needed to use it. If you recover or initiate this counter (such as with the warder’s extended defense ability) or ready new maneuvers before you initiate the copied maneuver, it is expended immediately and lost. In effect, you “trade” this maneuver for the copied one. You can only copy a maneuver of up to one level higher than the maximum maneuver level a character of your initiator level could learn (for example, if you are initiator level 9th, you can use this counter to copy a maneuver of up to 6th level).

Special if during this round alloces rolled a natural 20 this maneuver can be used a once per round free action.

Muscle memory???

Discipline: The way of the madman (stance)

Level: 9

initiation Action: swift action

Range: Personal

Target: You

Duration: Instantaneous (see text)

while in this stance, instead of forgetting maneuvers learned while using "just alloces" you add them to your known list this does not count against your normal maneuver progression.
Fenar City Dwarven District

The massive Dwarven district takes up the north central quadrant of the city.

The Dwarven District is currently run by Clans Speaker Jeremiah Rockwell a venerable Blacksmith who's been a fixture of the city for centuries.

Right in the center of the district sits a temple of Torag, crafting God of the dwarves. Right outside the main gate sits a large golden castle, the centerpiece of high end commerce in Fenar, Stravos' Everystuff.

While the district is called the "Dwarven District", this district has a very mixed population. The name comes from the original population of dwarves that built the original structures in this area of the city.

While dwarves aren't even half of the population of the district, they do still make up the majority. Unlike some tribal areas in the world however, the dwarves are welcoming to all and encourage people to come down to dwarf town! Have a massive mug of dwarven ale and take a load off.

While there is no tavern anymore, there are a bunch of smaller alehouses that are interspaced around the district. Every third building is either an alehouse or a shop of some kind.
Final Fantasy d20 rules & changes

### Items

Due to tech levels in Fenar, the following weapons, vehicles and cybertech are unavailable.

**Simple Firearms**

Machina Rifle, Machina Pistol, Machina Shotgun are not allowed.

**Advanced Firearms**:

All weapons on this list are not allowed.

**Artillery Firearms**:

All weapons on this list are not allowed.

**Explosives**:

All weapons on this list except for dynamite are not allowed.

**Weapon Accessories**:

All items on this list are not allowed.

**Vehicles**:

All items on this list are not allowed.

**Cybertech**:

All items on this list are not allowed.

**Materia**:

Expertise Materia (Changed to provide the following feats):

Level 1: This grants the user the Deft Maneuvers Feat.

Level 2: This grants the user the Powerful Maneuvers Feat.

Level 3: This grants the user the Combat Reflexes Feat.

Dodge Materia (Changed to provide the following feats):

Level 1: This grants the user the Dodge feat.

Level 2: This grants the user the Lighting Reflexes feat

Level 3: This grants the user the Spring Attack feat

**Wonderous Items:**

The following wonderous items are banned: Ribbon, Super Ribbon, Goddess's Amulet, Escort Bracelet, Dragon Bracelet, Wizard Bracelet.

### Classes

Currently all core, base, hybrid and miscellaneous classes are allowed. Prestige classes are currently not allowed.

Ki Warrior: Ki Barrage line has been reverted to:

Ki Barrage\* (Su): When this ability is learnt, the ki warrior may fire as many ki balls with his ki blast ability as he has of a number of attacks from his base attack bonus, and power points to supply. Each ki blast fired requires ki points to be spent on them as normal and each ki blast fired must be at the same target. Prerequisite: A ki warrior must be at least 6th level before selecting this ki power.

Improved Ki Barrage\* (Su): As ki barrage ability, but the ki warrior may now use ki barrage in conjunction with the flurry of blows ability, and may also target a separate opponent for each attack roll made, taking no penalty to their attack rolls for targeting as many different opponents as they would like, even interchangeably. They may also still fire all ki blasts at the same target. Prerequisites: A ki warrior must be at least 10th level and have the ki barrage ki power before selecting this ki power.

Advanced Ki Barrage is removed

### GM Rulings

 Consolidated Damage Types
Cold and FFd20 Ice -> Cold
 Freelancer ruling
 Freelancer rules
 This list also other classes that are restricted
 Dragoon FCB
 Combo Finishers
 Infinite Spirit (KI warrior LB)
 [enhancing (divination)]
A heroic send-off, the living pinball lives in us all, some more than others....

## Characters

* Alloces
* Elyromo Burntfirre
* Kai Son
* Storm
* Elaine
* Gor
* And his sister

## Part 1 a farewell to a long time hero

The doctor gathered the heroes of this town, sadness loomed over everyone, dread, a sense of unending dread. The last of the old guard gor, was dying, not in the heat of battle but something we all fear. Age, the natural killer. He landed there in his bed melody at the other end of the room sobbing. Elaine gave gor, one last ultra drink. His favorite was enriching, encouraging words from elmo, Alloces not ever talking to him ever was kinda awkward same with kai and storm, never the less they wished him well.

Suddenly, the wall down the hallway explodes. Ranting raving and being heard, a ball of red fur, charged down the hallway. Is it the dog? Yes, the triple-headed dog, at the tavern gor, always hangs out in. But less in an animalistic form, some would say hybrid form perhaps.

Leering down at gor, one last time as if the shackles of old age, were broken he sprung to his feet, “Come on show me a good time dog”(paraphrased of course) “dog” laughed and Coup - de graced him gor was sent bouncing having to use his last of his heroic resolve, bouncing off the wall, after wall, after wall finally ending up outside at the time his soul has been marked trying to pass by dog the Chaotic neutral head seeing an opportunity bit him in mid-air. Killing him, gor’s dead body bouncing out of reflex gives dog a last middle finger. Kai saying “Is this normal” his sister laughed “yeah…..” Thus ended the living pinball he bounced and he bounced, till his spine gave up, then he bounced some more. For that we honor him, a statue will be made in his honor. About to leave she says "Bye beta bitch" towards alloces, he said ayo wait "Throw hands" she says "ok" throws clown hands, it hits alloces.

Kai at the end of all that, asked the dog women, whats her name, she smiled a dissapeared, "man thats annoying" kai's quote Alloces in the background "Yeah..." but alloces did get a whisper on the end, saying "you weren't really that much of a beta male...."

## Part 2 A looming dread awaits us, it is time to prepare

In the middle of a wooded area. A meeting between two people, two wounded warriors, meet. Colin: The new moon and Elaine, have a discussion about snowflake, discovering he went back home to overtake standpoint, it’s only a matter of time till he overtakes all of glorian then its us.

Elaine agrees, in time we will be fighting together.

## Weird Quotes

"You fuck with the Alpha. That's biology"- Hejtan