recursal/Fanatic-Fandom huggingface dataset:
Beastlord

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**Beastlord Prestige Class**

Beastlords have a special affinity for the beasts of nature, and gain a second animal companion. They live and train with their companions extensively, going so far as to gain improved magic abilities to work in tandem with their companions.

* - Hit Die: d6
* - Proficiencies: None
* - Skill Points: 4 + Int Modifier.
* - Base Attack Bonus: +3/4
* - Strong Saves: All

Note that the Beastlord PRC only has five levels.

**Requirements:**

* Feats: Animal Companion, Mend Companion, Skill Focus: Animal Empathy
* Skills: Animal Empathy 9 ranks

**Class Skills:**

* Same as Ranger

**Feats:**

* 1: Extra Companion - When you summon your animal companion, two animals answer the call now. The second companion is the same creature type as your original, but is always a fighter and uses one of the 6 henchman slots.
	+ Mass Mend Companion - As the Mend Companion feat, but affects both of your animal companions, and any summoned animals you currently have.
* 2: +2 Con
* 3: Enhanced Companion Spells - Spells that specifically enhance your animal companions gain improved effects.
* 4: +2 Wis
* 5: Imbue Companions - When you call your animal companions to your side, you automatically imbue all magic effects of your main hand weapon to your animal companion's natural weapons. Normally only Enhancement Bonus or Attack bonus is copied, but now all effects will copy over, such as damage bonuses, keen, on-hit effects, etc. This only takes place when summoning your companions. If you change your weapon after summoning them, you will need to resummon them for the changes to be reflected on them.

The following spells benefit from Enhanced Companion Spells:

* Magic Fang gains +1 to its effects
* Greater Magic Fang gains +(Beastlord Class Level) to its effects
* Awaken gains +50% to its effects
Alternate Advancement - Warlock

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**Warlock Class AAs:**

Eldritch Attack [Cost: 5]

* Requires invocation: Hideous Blow.
* Requires feat: Eldritch Mastery.
* When using Hideous Blow, the attack bonus is increased from +2 to +4.

Hastened Epic Invocations [Cost: 4, 5 tiers]

* Requires Epic Invocation: Vampiric Feast.
* Reduce the cooldown of Epic Invocations by 1 round per rank.

Hastened Invocation Metamagic [Cost: 3, 5 tiers]

* Requires Feat: Empower Invocation OR Maximize Invocation.
* Reduce the cooldown of Invocation Metamagics by 1 round per rank.

Heightened Blast Invocations [Cost: 6]

* Treats all non-epic Eldritch Blast shapes/essences as being level 9 spells for the purposes of calculating save DCs.

Horrendous Blow [Cost: 15]

* Requires invocation: Hideous Blow.
* This ability allows you to use your Hideous Blow ability more frequently, from once per round to 1.5 times per round (twice one round, then once then next, repeating).

Invocation Fury [Cost: 12]

* Increases your invocation critical blast chance by 5%. This stacks with similar effects from items or other AAs. This affects only invocations that are associated with a class. Not spells or custom weapon/item effects. Class-based invocations cast from an item or weapon are affected, however.

Pact: Boon of Power [Cost: 4, 2 tiers]

* Your patron grants you a boon. You gain 5 ranks of skill in Spellcraft per level. This bonus stacks with Advanced Spellcraft.
Alternate Advancement - Cleric

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**Cleric Class AAs:**

Divine Ressurection [Cost: 9]

* When you die, after 3 seconds you will automatically be ressurected and healed to full health. Additionally, you will be protected by a Greater Sanctuary effect for 12 seconds. When ressurected in this manner, you do not lose XP or gold, just like a normal ressurection. This effect has a cooldown of 10 minutes, which cannot be reset by resting.
* Note: This does not require you to know or be able to cast Ressurection or Greater Sanctuary.

Divine Retribution [Cost: 9]

* Requires feat: Divine Shield
* Your deity lashes out at those who would strike you when you are under protection of their shield. Your Divine Shield now also gives you a divine damage shield equal to 10 \* your Cha mod.

Divine Spell Power [Cost: 12]

* Requires feat: Divine Might
* Your Divine Might now also increases your Concentration, Heal, and Spellcraft skills by an amount equal to your Cha mod.

Healing Mastery [Cost: 12]

* Your heal spells gain an additional 5% crit chance.

Persistent Favor [Cost: 6]

* Requires spell: Divine Favor
* Your Divine Favor spell becomes an extraordinary effect (meaning it cannot be dispelled) and permanent until you die or rest.

Persistent Power [Cost: 9]

* Requires spell: Divine Power
* Your Divine Power spell becomes an extraordinary effect (meaning it cannot be dispelled) and permanent until you die or rest.
Alternate Advancement - Favored Soul

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**Favored Soul Class AAs:**

Contingency: Heal [Cost: 9]

* If you fall below 1/3rd of your max health, you will automatically be healed to full health. Additionally, you will gain regen every 3 seconds for 18 seconds equal to your Cha mod + your total Heal skill (minimum 1).
* This effect has a cooldown of 10 minutes.

Wing-Assisted Run Speed [Cost: 6]

* Requires: Level 17 Favored Soul
* You learn to use your wings to help you run +10% faster per AA level. Stacks with other movement speed increases, up to a maximum of 300% movement speed.
Force Mage

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**Force Mage Prestige Class**

Magic Missile spells, while not especially powerful, are very useful for reliable effect on almost any target. It follows that there are some mages that value specializing in such spells to maximum effect in lieu of a more balanced spellcasting approach. This is generally looked down upon by most arcane scholars. But the Force Mage sees the value in having near-universally applicable spells and seeks to impove that advantage - and protect themselves from the same.

* Hit Die: d4
* Proficiencies: None.
* Skill Points: 2 + Int Modifier
* Base Attack Bonus: +2/4
* Strong Saves: Will

Note that the Force Mage PRC only has five levels.

**Requirements:**

* Alignment: Any.
* Class: Wizard or Sorcerer.
* Arcane Spellcasting: At least level 4.
* Feats: Arcane Defense: Evocation.
* Skills: Spellcraft 11 ranks.

**Class Skills:**

Same as Wizard/Sorcerer

**Spellcasting:**

* Force Mage levels do not add to your caster level except for magic missile type spells, which add two times your Force Mage level.
* Force Mage does not learn new spells, but every Force Mage level you gain new spell slots as if you had leveled your highest arcane or divine casting class.

**Feats:**

* 1. Force Missile Specialist - Force Mage levels get counted twice when determining the number of damage dice for magic missile type spells. However, Force Mage levels do not count at all for other types of spells. Additionally, Force Mage class level is added to your spell crit chance for magic missile type spells.
	+ In addition, magic missile type spells strike +1 additional target. This bonus increases to +2 targets at Force Mage level 2 and +3 targets at Force Mage level 5.
* 2. Improved Shield - The Force Mage can cast an improved version of the Shield spell at will as a free action that gives +6 Deflection AC (up from +4 for the default version of the spell) and also grants immunity to Isaac's Lesser Missile Storm (in addition to Magic Missile).
* 3. Kinetic Impactors - Magic Missile type spells cast by the Force Mage now force a Reflex save on their target(s). Those that fail are knocked down by the force of the missile's impact.
* 4. Greater Shield - The Force Mage can cast a greater version of the Shield spell at will as a free action that gives +8 Deflection AC (up from +4 for the default version of the spell) and also grants immunity to Isaac's Greater Missile Storm and Isaac's Lesser Missile Storm (in addition to Magic Missile).
* 5. Missile Volley - Magic Missile type spells cast by the Force Mage now fire helix spiral missiles that do +50% damage.

**Special:**

The following spells benefit from Force Missile Specialist, Kinetic Impactors, and Missile Volley:

* Magic Missile
* Isaac's Lesser Missile Storm
* Isaac's Greater Missile Storm
Shocking Blast

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Dark Invocation

Effective Spell Level: 7

Alters your Eldritch Blast to do Electric damage. Targets are stunned for 1 round if they fail a Fort save vs. Electricity.

Blast modifiers are instant toggles and last until turned off or another blast modifier is turned on.
Stalwart Defender

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**Stalwart Defender Class Changes**

**Requirements:**

* Race: Any
* Alignment: Any Lawful
* Base Attack Bonus: +5
* Feats: Expertise, Toughness
* Skills: Discipline 7

**Class Skill Changes**:

* Added: Alchemy
* Added: Intimidate
* Added: Leadership
* Added: Taunt
* Added: Tumble

**Feat Changes:**

* Defensive Stance: This ability is now a toggle mode that goes on cooldown when turned off
	+ Base cooldown before you can re-activate the stance is 6 rounds
	+ While active, Defensive Stance dramatically slows your movement speed
	+ Bonuses scale with class level, see table below
* Physical Damage Resistance: You gain 3/- at class level 2 (improves by 3/- at levels 4, 6, 8, 10, 14, 18, 22, 26, 30) Max 30/-
* Elemental Damage Resistance: You gain 5/- resistance to Acid, Cold, Elec, Fire, and Sonic damage at class level 9 (improves by an additional 5/- at level 16, then improves by 10/- at level 23 and 40) Max 30/-
* Epic Bonus Feat list greatly expanded, including Great Constitution, Great Dexterity, and Great Strength

**Defensive Stance Progression:**
Alternate Advancement - Ranger

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**Ranger Class AAs:**

Advanced Empathy [Cost: 3, 5 tiers]

* You gain 4 ranks of skill in Animal Empathy per level.

Extended Entangling Attacks [Cost: 9]

* Extends the duration of the root effect on Entangling Attacks from 1 second to 2 seconds.

Frenzied Companion [Cost: 9]

* Your animal companion gains +5 Attack Bonus and +1 Attacks Per Round. NOTE: You must summon your animal companion after purchasing this ability for it to have an effect.

Lightning Strikes [Cost: 6, 5 tiers]

* Your attacks crackle with energy. You gain +3 Electrical Damage and +1 Attack Bonus per level.

Thorncoat [Cost: 3, 4 tiers]

* Requires class: Ranger, Druid, or Shifter.
* Cover your skin in thorns that do 25 piercing damage per AA level to enemies that strike you in melee.
Smiting Blast

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Epic Invocation

Effective Spell Level: 9

Requirements:

* Must be able to cast Dark Invocations
* 25 Spellcraft
* Feat: Smite Evil

Alters your Eldritch Blast to do Positive Energy damage. Evil targets take +50% damage.

Blast modifiers are instant toggles and last until turned off or another blast modifier is turned on.
Vitriolic Blast

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Greater Invocation

Effective Spell Level: 6

Alters your Eldritch Blast to do Acid damage. Targets take 2 blast dice (2d6 to 2d20 depending on Invoker level) + 1/2 your Spellcraft damage bonus in acid damage for one round per 5 Invoker levels. No save.

Special: This Blast Type ignores Spell Resistance.

Blast modifiers are instant toggles and last until turned off or another blast modifier is turned on.
Alternate Advancement - Red Dragon Disciple

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**Red Dragon Disciple Class AAs:**

Breath of the Great Wyrm [Cost: 6]

* Requires class: RDD (at least level 3)

* Calculates the DC and Damage Dice for your Fire Breath as if your Con was 10 points higher (+5 con mod).
* Additionally, the damage dice are one tier higher:
	+ d4 becomes d6
	+ d6 becomes d8
	+ d8 becomes d10
	+ d10 becomes d12
	+ d12 becomes d20

Hastened Fire Breath [Cost: 3, 2 tiers]

* Requires class: RDD (at least level 3)
* Reduces the cooldown of Fire Breath by 1 round per level.

Hellfire Breath [Cost: 9]

* Requires feat: Breath of the Ancient Dragon
* Your fire breath now does hellfire damage, making it unresistable even to enemies normally immune or resistant to fire.

Wing-Assisted Run Speed [Cost: 6]

* Requires: Level 9 Red Dragon Disciple
* You learn to use your wings to help you run +10% faster per AA level. Stacks with other movement speed increases, up to a maximum of 300% movement speed.
Cosmetics

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**Cosmetic Systems**

**Alternate Combat Animations:**

* A truly excellent mod by Ragnarok\_mr4, this mod adds 11 combat animation styles. You can pick the style you want to use from the Crafting Skills menu. Some enemies will use these styles, too, for more visual flavor.
	+ Kensei
	+ Assassin
	+ Fencing
	+ Barbarian
	+ Ars Magna
	+ Demon Blade
	+ Warrior
	+ Tiger Fang
	+ Sun Fist
	+ Dragon Palm
	+ Bear's Claw
* You do not need to download the mod, it is included in the custom haks for the module. Link included above to give credit.

**Visibility Toggle Options:**

* You can, at will, toggle the following to be visible or not at no cost from the Crafting Skills menu:
	+ Helmet
	+ Cloak
	+ Armor (Warforged race only)

**Armor Dye Shop:**

* A lovely addition made by RansomBoT, this dye shop has three vendors that sell dozens of cloth/leather/metal dyes, respectively. The shop is located in the Sarum Docks (south in the starting city).
Super Epic Xtravagansa

## Run time

***Super Epic Xtravagansa*** is an animated American reality TV viewer-voting web series created by Lilac's Drawings, also known as just Lilac. The series is about a competition between inanimate, anthropomorphic objects. It premiered on January 20, 2021.

## Episodes

*See: List of Super Epic Xtravagansa episodes*

## Trivia

* The series is a joke show, including memes (such as the Rap Kid)

## See also

* List of Super Epic Xtravagansa characters
* List of Super Epic Xtravagansa episodes
Shou Disciple

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**Shou Disciple Prestige Class**

Shou disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style. Focusing more on the martial aspects of a monk's training, they sacrifice the enlightenment and supernatural abilities of the true ascetic. Shou disciples fight with martial weapons and often wear armor, instantly marking them as different from monks.

* Hit Die: d10
* Proficiencies: Martial and Monk Weapons, Light Armor Proficiency.
* Skill Points: 4 + Int Modifier.

**Requirements:**

* Feats: Dodge, Improved Unarmed Strike, Weapon Focus (Any)
* Base Attack Bonus: +7
* Skills: Tumble 7 ranks

**Class Skills:**

* Alchemy
* Bluff
* Craft Weapon
* Craft Armor
* Craft Trap
* Concentration
* Discipline
* Heal
* Intimidate
* Leadership
* Listen
* Lore
* Parry
* Spellcraft
* Taunt
* Tumble

**Feats:**

* 1: Shou Disciple Dodge Bonus +1 (replaces the normal +1 dodge feat bonus).
	+ Unarmed Strike - The character deals 1d6 of unarmed damage. A Shou disciple with levels in the monk class will use the better of the two damage ranges, or the unarmed damage calculated by combining his Shou disciple and monk levels and using the unarmed damage of a monk of the resulting level if it produces a better result.
	+ Wearing light armor does not interfere with any of the Shou disciple's class abilities, but shields and medium or heavy armor do.
* 2: Unarmed Strike - The character deals 1d8 of unarmed damage.
	+ Shou Disciple Dodge Bonus +2
	+ Bonus Feat - Chosen from the Fighter bonus feat list.
* 3: Unarmed Strike - The character deals 1d10 of unarmed damage.
	+ Martial Flurry (light) - The character gains the ability to use any light melee weapon for his flurry of blows.
* 4: Shou Disciple Dodge Bonus +3
	+ Bonus Feat - Chosen from the Fighter bonus feat list.
* 5: Unarmed Strike - The character deals 2d6 of unarmed damage.
	+ Martial Flurry (any) - The character gains the ability to use any melee weapon for his flurry of blows.
Alternate Advancement - Monk

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**Monk Class AAs:**

Hastened Wholeness of Body [Cost: 3, 5 tiers]

* Requires feat: Wholeness of Body.
* Reduces the cooldown on Wholeness of Body by 1 round per level.

Ki-Charged Fists [Cost: 4, 4 tiers]

* When you use Stunning Fist, you do your Wisdom modifier \* AA level in extra damage to the target based on your alignment.
	+ Good = Positive damage
	+ Neutral = Magic damage
	+ Evil = Negative damage
* This stacks with similar effects from items.

Technique of the Master [Cost: 12]

* While Flurry of Blows is activated, you gain +1 Attack Per Round.
* Special: Note that there is a hard cap of +5 Attacks Per Round (not including Haste or combat modes like Rapid Shot or Flurry of Blows). The base additional attack from Flurry still does not count towards this cap, but the additional attack from this AA does count towards the cap.
Alternate Advancement - Hellfire Warlock

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**Hellfire Warlock Class AAs:**

Empowered Hellfire Shield [Cost: 6, 3 tiers]

* Increase the damage of Hellfire Shield by 25 per AA level.

Focused Hellfire [Cost: 5, 1 tier]

* Your Hellfire Blast now uses all of your Spellcraft skill instead of one half.

Hellfire Weapon [Cost: 6, 2 tiers]

* Your physical attacks deal +5 hellfire damage per AA level. Unlike normal fire, this damage cannot be resisted even by creatures immune to fire.

Improved Hellfire Blast [Cost: 1, 3 tiers]

* Improves the base damage of your Hellfire Blast by an additional 2d6 per AA level.
Alternate Advancement - Wizard/Sorcerer

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**Wizard/Sorcerer Class AAs:**

Contingency: Greater Stoneskin [Cost: 9]

* Instantly and automatically cast Greater Stoneskin on yourself if you are damaged to below half of your max health. This will not work if you are reduced from above half health to death in a single hit. This effect has a cooldown of 10 minutes, which cannot be reset by resting.
* Note: This does not require you to know or be able to cast Greater Stoneskin.

Spell Casting Fury Mastery [Cost: 12]

* Requires: Spell Casting Fury
* Further increases your spell critical blast chance by 5%. This stacks with similar effects from items or other AAs. This affects only spells that are associated with a class. Not invocations or custom weapon/item effects. Class-based spells cast from an item or weapon are affected, however.

Spellcraft Mastery [Cost: 3, 5 tiers]

* You gain 4 ranks of skill in Spellcraft per level. This bonus stacks with Advanced Spellcraft.

Void Weapon [Cost: 3]

* Requires spell: Blackstaff
* Instead of only applying to Magic Staffs and Quarterstaffs, you empower the target's equipped weapon(s) (mainhand and offhand, if applicable). This applies to melee or ranged weapons, and will apply to gauntlet (if applicable) if no weapons are equipped, or directly to the target if they have no weapons or gauntlets equipped (damage only).
Alternate Advancement - Cryomancer

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**Cryomancer Class AAs**

Deep Freeze [Cost: 9, 1 tier]

* Requires Feat: Extreme Cold
* Doubles the duration of the freeze solid effect (from 1 second to 2 seconds).
* Doubles the duration of the slow effect (from 1 minute to 2 minutes).

Heighten Ice Magic [Cost: 9, 1 tier]

* Increase the effective spell level of ice spells by 1 for the purposes of DC and damage calculation.
* Increase the DC by 1 and the damage die to the next tier for ice invocation damage calculation.

Penetrating Cold [Cost: 6, 2tiers]

* Requires Feat: Piercing Cold
* Increases the amount of cold vulnerability applied by your ice spells by 10% per rank. From the default 30% to a maximum of 50%.
Frenzied Berserker

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**Frenzied Berserker Prestige Class**

Fearsome warriors, Frenzied Berserkers are barbarians who gives themselves over to their rage and just try to swing their weapon as hard as possible. Truly blunt instruments, what they lack in finesse and adaptability they make up for in sheer brute force. It is common for frenzied beserkers to win fights against multiple opponents simultaneously due to their overwhelming ferocity in combat.

* Hit Die: d12
* Proficiencies: None
* Skill Points: 2 + Int Mod
* Base Attack Bonus: Full (4/4)
* Strong Save: Fort

Note that the Frenzied Berserker PRC only has five levels.

**Requirements:**

* Alignment: Non lawful.
* Feats: Rage, Power Attack, Cleave, Special Attack: Heavy Attack

**Class Skills:**

* Alchemy
* Craft Weapon
* Craft Armor
* Craft Trap
* Discipline
* Heal
* Intimidate
* Leadership
* Listen
* Lore
* Parry
* Persuade
* Spellcraft
* Taunt
* Tumble

**Feats:**

* Level 1: Great Cleave, Improved Power Attack, Rising Fury: The cooldown on your Heavy Attack is reduced by 2 + (2 per Frenzied Berserker class level). Max 12 second (2 round) reduction.
* Level 2: +2 Strength
* Level 3: Supreme Power Attack: You gain an additional +5 damage when using Power Attack or +10 damage when using Improved Power Attack.
* Level 4: +2 Constitution, Inspire Frenzy: When you Rage, all allies within a colossal (10m) radius receive 1/2 the benefits that you do.
* Level 5: Frenzied Heavy Attack: While raging, you strike each enemy in range twice when using Heavy Attack (default once).

The damage bonus granted by all types of Supreme Power Attack is "Supreme Power Attack" damage, a unique damage type only to Supreme Power Attack, ensuring there are no stacking issues with any other damage type. In the combat log, this damage is added to the base Physical damage of your attacks.
Monk

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**Monk Class Changes**

**Class Skill Changes:**

* Added: Alchemy
* Added: Leadership

**Base Attack Bonus:**

* Changed to Full BAB (from 3/4)

**Feat Changes:**

* Gains active skill feats at level 1 (Area Taunt, Demoralize Opponents, Feint, Set Trap)
* Gains Weapon Finesse at level 1
* Gains Uncanny Dodge at class level 1
* Gains a level of Ki Strike every 3 class levels (3, 6, 9, 12 15)
* Gains a level of Improved Stunning Fist every 4 class levels (4, 8, 12, 16, 20, 24, 28, 32, 36, 40)
* Wholeness of Body now heals for (monk class level + wis mod)\*10 initially, and half that amount every 3 seconds for 18 seconds.
	+ Wholeness of Body is now a free action (instant cast)
	+ Wholeness of Body has a default cooldown of 20 rounds
* Gains a level of Improved Spell Resistance every 3 class levels beginning at 13 (13, 16, 19, 22, 25, 28, 31, 34, 37, 40)
* Gains Blinding Speed at class level 21
* Epic Bonus Feat list greatly expanded, including Great Constitution, Great Dexterity, Great Strength, and Great Wisdom
Magitek Engineer

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**Magitek Engineer Prestige Class**

Magitek engineers seek to benefit from the magic as well as the mundane. They combine engineering and alchemical knowledge to enhance their abilities, and prefer to use crossbows as those weapons leave a lot of room to be enhanced by their particular skillsets.

* Hit Die: d4
* Proficiencies: None
* Skill Points: 8 + Int Mod
* Base Attack Bonus: Full (4/4)
* Strong Save: Will

Note that the Magitek Engineer PRC only has five levels.

**Requirements:**

* Feats: Weapon Focus: Light Crossbow OR Weapon Focus: Heavy Crossbow, Point Blank Shot, Rapid Reload, Special Attack: Snipe.
* Skills: Alchemy 8, Craft Weapon 8, Lore 7.

**Class Skills:**

* Same as Rogue

**Feats:**

* Level 1: Electromagnetic Rail: Add your total Craft Weapon skill to your Snipe base damage, and increase the critical chance of Snipe by 10% (additive with other effects that increase Snipe's crit chance).
* Level 2: +2 Int, Engineer's Eye: You receive a +2 saving throw bonus vs. traps.
* Level 3: Alchemical Bolts: Add one fourth of your total Alchemy skill to your damage when using a Light Crossbow or Heavy Crossbow. This is magic damage.
* Level 4: +2 Int, Scientist's Mind: You receive a +2 saving throw bonus against mind-affecting spells.
	+ Smoke Bomb: To facilitate a quick escape or a tactical resposition, you can throw an alchemical flask at your feet which releases a cloud of vapor that will render you invisible for a short while. This invisibility only lasts 30 seconds. Cooldown: 1 minute.

* Level 5: Grenade Launcher: You craft an underslung grenade launcher for your crossbow. When attacking, you will occasionally automatically fire an alchemical grenade at your target that will damage them and all enemies in a large radius. Damage scales with your Alchemy skill.
Hemomancer

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**Hemomancer Prestige Class**

Hemomancy, often called blood magic, is a rare form of transmutation that allows the caster to convert blood into spell power. This is a potent source of concentrated power, but with the obvious downside of causing damage to the caster. This type of magic is fairly rare, even among transmuters. The knowledge is lost in modern times, but it could conceivably be found in ancient tomes, or via deals with extraplanar entities. Though unconfirmed, there are rumors of individuals re-inventing this type of magic after being brought back from the dead. In any case, hemomancy is not, itself, evil. If the caster sticks to using their own blood. But, as so often happens, power corrupts, and the temptation to use and control the blood of enemies - and even allies - leads down a slippery slope.

* Hit Die: d8
* Proficiencies: None.
* Skill Points: 2 + Int Modifier
* Base Attack Bonus: +2/4
* Strong Saves: Fort

Note that the Hemomancer PRC only has five levels.

**Requirements:**

* Alignment: Any.
* Feats: Great Fortitude, Toughness, Greater Spell Focus: Transmutation OR Greater Invocation Focus.
* Skills: Concentration 7 ranks, Lore 7 ranks, Spellcraft 12 ranks.

**Class Skills:**

Same as Wizard/Sorcerer

**Spellcasting:**

* Every Hemomancer level adds to your arcane or divine caster level. For Transmutation spells, you gain double your Hemomancer level.
* Hemomancer does not learn new spells, but every Hemomancer level you gain new spell slots as if you had leveled your highest arcane or divine casting class.
* Every Hemomancer level adds to your invoker level.

**Feats:**

* 1. Blood Magic - When enabled, your spells gain DC equal to your Hemomancy class level. Additionally, damage spells gain a bonus to damage equal to your Con mod times twice your Hemomancer class level. Whenever you cast any spell or use any magic ability while Blood Magic is enabled, you take damage equal to your Con mod times your Hemomancer class level.
	+ Blood Bolts - Transmute your lifeforce directly into spellfire, hitting your target 1 to 3 times. Each bolt does damage equal to one half of a level 1 spell.
* 2. +2 Con.
	+ Skill Focus: Concentration - +3 to Concentration skill.
* 3. Blood Sacrifice - Target one of your cohorts/henchmen/summons to siphon life from them. This ability requires a living target (not construct, elemental, or undead). Damage the selected ally for 75% of their maximum health and heal yourself for an amount equal to half of the damage dealt plus your total Heal skill every 3 seconds for 18 seconds. 1 minute cooldown.
* 4. +2 Con.
	+ Epic Skill Focus: Concentration - +10 to Concentration skill.
* 5. Bloodfire - When using Blood Magic to cast damage spells, gain spell crit chance equal to your Con mod.
	+ Blood Control - Take control of a living target (not construct, elemental, or undead) if they fail their save, as per a Dominate spell. 18 second cooldown.
Paladin

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**Paladin Class Changes**

**Class Skill Changes:**

* Added: Alchemy
* Added: Intimidate
* Added: Leadership
* Added: Tumble

**Feat Changes:**

* Gains active skill feats at level 1 (Area Taunt, Demoralize Opponents, Feint, Set Trap)
* Gains Weapon Finesse at level 1
* Lay Hands now heals for (paladin class level + cha mod)\*10 initially, and half that amount every 3 seconds for 18 seconds. Or does that amount of damage to undead.
	+ Lay Hands is now a free action (instant cast)
	+ Lay Hands has a default cooldown of 20 rounds
* Gains cantrip feats at level 2 (Cure Minor Wounds, Light, Resistance)
* Gains Toggle Holy Steed at level 5
	+ Toggle Holy Steed is a free action (instant cast)
	+ The default Holy Steed is a white horse
	+ While mounted, you gain +2 AB and +2 Dodge AC
	+ Mounts cannot be used indoors
* Epic Bonus Feat list greatly expanded, including Great Charisma, Great Constitution, Great Dexterity, Great Strength, and Great Wisdom

**Spell List Changes**

Level 0:

* Added Cure Minor Wounds
* Added Light
* Added Resistance

Level 1:

* Removed Deafening Clang

Level 2:

* Added Cat's Grace
* Added Cure Moderate Wounds
* Added Darkfire
* Added Owl's Wisdom

Level 3:

* Removed Cure Moderate Wounds
* Added Cure Serious Wounds
* Added Restoration

Level 4:

* Removed Cure Serious Wounds
* Added Cure Critical Wounds
* Added Raise Dead
Weapon Changes

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**Design Philosophy:**

I saw two big problems with the weapon stats in vanilla NWN:

1. A handful of weapons were objectively the best for their roles.
2. It was almost never worth going two-handed or dual wield (except sometimes for scythe) as the minor damage increase wasn't worth the massive defensive loss of a shield in challenging content.

To remedy these problems, all weapons of a similar type and size are the same, or different-but-roughly-equal (to try and provide *SOME* personal choice).

In some cases, weapons were adjusted outside of that scope due to unique circumstances (like Kama is worse now due it's APR cheese, or crossbows are slightly better than bows since they can't use Arcane Archer or Rapid Shot).

Additionally, two weapon types from the CEP have been added, both with stats changed to fit the overall design of weapons in this module:

* Maul
* Mercurial Greatsword

The tables below show the current base stats of weapons (their descriptions in-game have been updated as well).

Note that many weapons have had their size category changed. Small or lower melee can be dual-wielded without penalty, but Weapon Finesse still only works with the same weapons it worked with in vanilla (can't change that without NWNX which I don't use).

This is also a good place to mention that all weapons can be used as a Weapon Master Weapon of Choice, even ranged weapons. The only thing you can't use is Unarmed. Again, I can't change that or I would.

The following weapons are now also monk weapons (gain monk attack schedule and work with Flurry of Blows):

* Quarterstaff
* All weapons in the Small category
* All weapons in the Tiny category
Cleric

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**Cleric Class Changes**

**Class Skill Changes:**

* Added: Alchemy
* Added: Leadership

**Feat Changes:**

* Gains active skill feats at level 1 (Area Taunt, Demoralize Opponents, Feint, Set Trap)
* Gains Weapon Finesse at level 1
* Gains cantrip feats at level 1 (Guiding Bolt, Cure Minor Wounds, Inflict Minor Wounds, Virtue, Light, Resistance)
* Epic Bonus Feat list greatly expanded, including Great Charisma and Great Wisdom
* Death Domain Negative Plane Avatar now summons a permanent undead (henchman) that scales with character level, and is improved by Spell Focus: Necromancy feats

**Domain Changes:**

* Air Domain now grants the Electric Jolt cantrip feat at level 1, and the following spells: Gedlee's Electric Loop (2), Call Lightning (3), Ball Lightning (5), Chain Lightning (6).
* Earth Domain now grants the Acid Splash cantrip feat at level 1, and the following spells: Melf's Acid Arrow (2), Mestil's Acid Breath (3), Stoneskin (4), Mestil's Acid Sheath (5).
* Fire Domain now grants the Fire Dart cantrip feat at level 1, and the following spells: Burning Hands (1), Flame Arrow (3), Elemental Shield (4), Fire Storm (7).
* Strength Domain now grants the following spells: Divine Power (3), Greater Bull's Strength (6).
* Travel Domain now grants the following spells: Expeditious Retreat (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5).
* Water Domain now grants the Ray of Frost cantrip feat at level 1, and the following spells: Ice Dagger(1), Ice Storm (4), Cone of Cold (5), Drown (6).
Mounts

Back to Home

**Mount Support:**

* Mounts are an MMO-style instant toggle. Some mounts can be activated via "saddle" items that can be purchased from various stable masters in some cities/towns, and certain classes get specific mounts as class features:
	+ Paladin Level 5 gets a white horse, which can be upgraded to a white horse with chain barding with an Alternate Advancement (AA) ability once you're 40
	+ Blackguard Level 5 gets a black horse, which be upgraded to the fantastic Nightmare model (with the flaming mane/hooves/tail) with an AA ability once you're 40
	+ Pale Master Level 5 gets a zombie horse, which can be upgraded to an excellent looking skeletal horse model with an AA ability once you're 40
* Mounts increase movement speed by 50% (which stacks with Haste for a total of 200% movement speed while mounted).
* Mounts also grant +3 enhancement bonus to Strength (to simulate increased carrying capacity more than anything, really).
* Mounts cannot be used indoors, and you will automatically dismount when indoors.
* Warforged model doesn't support mounts, so they cannot use them.
* Monks cannot use mounts.
* Taking the Mounted Combat feat grants +2 Attack Bonus and +2 Shield Enhancement AC while mounted (in addition to the default +3 strength).
* The Cavalier prestige class grants bonuses while using any mount, including the ability to use mounts indoors.
Katalina

Katalina is a character introduced in Metal Slug Attack.

## Summary

Katalina serves as a scientist in the Rebel Army and is a member of ACE. She developed the Marinesk, a slug-like tank that utilizes energy particles and compressed air, combining both in order to generate energy-based attacks which can be turned into an orb or tornado, the latter of which is assisted with what appears to be a book she carries with her.
Eight Eight

**Eight Eight** is a character introduced in *Metal Slug Attack*.

## Summary

Originally a normal Di-Cokka, Eight Eight was born when it was used to transport Martian bacteria from the Metal Fusioner No.223 as a result of logistic problems. The Di-Cokka gained a form of sentience and massive strength in the process, albeit it acts childish. Despite being made from Martian bacteria, it has the voice of a parasitic Invader.

It picked an unnamed, low-ranking female mechanic from the Rebel Army as its caretaker. The mechanic gave it the name Eight Eight (in reference to the numbers on the side), addresses it as male and gives it emotional training.

In battle, Eight Eight usually fights with its mass and is capable of generating powerful tornadoes that can send enemies flying. If the battle becomes too dangerous, it reverses course and flees the scene crying. It primarily shows three expressions - happiness, sadness and anger.
T-2B Melty Honey

The **T-2B Melty Honey** is a Rebel Army vehicle in the *Metal Slug* series.

## Information

The Melty Honey is a light tank/tankette focused on speed. It is lightly armored, meaning a few rounds can take it out. Because of this, a hefty spiked plate is added to the chassis of the Melty Honey for additional frontal defense. It uses many similar components of the Di-Cokka which allowed it to be mass-produced. Its only armament is the frontal cannon that fires slow guided missiles.

This vehicle can be easily destroyed if an ordnance bypasses the armor, like a Shotgun blast, a flanking attack or a melee when the player is right in front of it. A well-thrown grenade can also take out the driver/tank if thrown over the shield.
Daylily Dragonfly

Backstory:

In the kingdom of Flowerhaven, Daylily had two parents and that was all she thought she needed. Until one day, an elder in the Kingdom Dander Riverson destroyed her family in one swoop. He took his shadow magic and killed her parents but missed killing her. Ever since then she has vowed to use her powers for good rather than evil. After her parents died she was raised by Dandelion Rock, her old school teacher who showed her the ways of the wild.
Landseek

The **Landseek** is a support truck from the Rebel Army that carries either Rebel troops or tanks.

## Information

The Landseek is a transport vehicle used to carry enemy troops to the battlefield. It also has the capability to transport heavy artillery, such as tanks, AA-Guns and other armored vehicles. They have no armament as they are only meant for support.
Beatriz

**Beatriz** is a character introduced in *Metal Slug Attack*.

## Summary

Like her older sister Abigail, she is an officer of the Rebel Army. She has a cuter dress, and is considered the "idol" of the Rebel Army. Despite her appearance, she is foul-mouthed and downright rude to almost everyone she converses with, barring the few lone exceptions, such as her sister and Vicky (though she can still be annoyed with her at times). Though protected by numerous bodyguards which she constantly abuses, they don't seem to mind it at all.

Most, if not all of the Rebel Army's frozen weaponry are inspired from her cold personality. Vicky and Dolores are her subordinates.

She enjoys apples, tropical drinks and snow cones, but dislikes carrots. Unlike her sister, she cannot swim, and she is also jealous of Trevor Spacey because of the attention he unintentionally takes away from her sister.

She originally had Norah under her command, but she was transferred to Grazia's Blaze Brigade during its inception. The two officers see each other as rivals, though they unknowingly get along when fighting together.
Bull Chan

The **Bull Chan** is an enemy in the *Metal Slug* series. It is a Rebel heavy tank. It is mostly seen falling from hills or waterfalls.

## Information

The Bull Chan is a heavy tank specially designed for combat on rugged terrains. Its wide tracks allow it to climb hills with ease, attacking the enemy from above. It is camouflaged, so it is almost invisible to aircraft and satellites, but can be easily spotted by foot soldiers. Its armour is reinforced, making it a tough and durable enemy. They also fall from high places to kill the player, though this is unknown if this was on purpose or an accidental fate. There are some rumors explaining this, that the Bull Chan has some mechanical problems, so they load fewer shells and discard the vehicle when it is out of ammunition.
Races

A species is qualified to be a race when it becomes sentient or can function in a civilization.

There are hundreds of races through out the planes. They can categorized based on there creature type or as other races view them.

## Categories

Common Races

Goblinoids

Monstrous Races

Beastfolk

Hybrid Races

## Listed by Rarity

### Common Races

* Humans
* Elves
* Dwarves
* Halflings

### Uncommon Races

* Genasi
* Tieflings
* Half-Elves
* Half-Orcs
* Goliaths
* Aasimar

### Rare Races

* Aarakocra
* Tortles
* Harengon
* Fairies
* Firbolg
* Satyr
* Tabaxi

### Goblinoids

* Hobgoblins
* Goblins
* Bugbears

### Monstrous Races

* Gnolls
* Orcs
* Lizardfolk
* Tortles
* Minotaur
* Kobold
* Lizardfolk
* Crocodilians
* Tabaxi
Abigail

**Abigail** is a character introduced in *Metal Slug Attack*.

## Summary

Abigail was born in the ice-covered land of the East Europe. After hearing that Donald Morden has led the Rebel Army's coup, she joined the Rebel Army when she grew up. Abigail was a graduate student of a military academy.

Abigail is a high-ranked female officer of the Rebel Army. At some point in the war between the Regular and Rebel armies, she developed a crush on Trevor Spacey - her face turns red when thinking about him. Despite being on opposing sides, she continues her duties to the Rebel Army. She has a younger sister, Beatriz, who also serves in the Rebel Army as an officer. The two are very close to each other and she affectionately calls her "Betty". She also helped Grazia form the Blaze Brigade by supplying her with funds and equipment.

Originally a cadet, she was tutored by Ariadna who she had feelings for, though she was unable to admit them since she ended up as one of the Professor's experiments. Despite not being the best in a specific category, she became well known for her decision-making and completion of her tasks, one which Rebel High Command eventually decided that she would serve by General Morden's side. Unlike most of the other officers in the Rebel Army, Abigail maintains a professional attitude when speaking to Morden, and is rather disturbed when others speak casually to him.

She specializes in long-ranged combat, using customized laser drones to attack her enemies from afar.

Along with her position as one of Morden's most loyal officers, Abigail is also in command of ACE, an elite fighting squad. Dion, Romy and Kriemhild are also members of this squad.
Vampiric Feast

Back to Invocations and Eldritch Blast

Epic Invocation

Effective Spell Level: 9

Requirements:

* Must be able to cast Dark Invocations
* 32 Spellcraft

All enemies in a Colossal radius of the caster must make a Fort save vs. Negative Energy or die. All targets take Negative Energy damage equal to twice your current Eldritch Blast damage, half on a successful save.

In addition, you are healed for half of the damage done to each target.

Cooldown: 15 rounds
Templar

Back to Class Changes

**Templar Prestige Class**

Templars are highly focused divine warriors who specialize in dealing with magical threats. Usually this is in the form of necromancers or warlocks wanted by the local government, but their talents are just as useful for dealing with devils, demons, liches, and problematic dragons. Templars are highly resistant to magical effects and most forms of energy damage, and are particularly dangerous to any creature that strikes them with a magical attack such as a spell or breath weapon.

* Hit Die: d10
* Proficiencies: None.
* Skill Points: 2 + Int Modifier
* Base Attack Bonus: +4/4
* Strong Saves: All

Note that the Templar PRC only has five levels.

**Requirements:**

* Alignment: Any.
* Feats: Turn Undead, Power Attack, Divine Shield, Mage Bane, Special Attack: Shield Bash.
* Skills: Spellcraft 5 ranks, Taunt 7 ranks.

**Class Skills:**

Same as Paladin

**Spellcasting:**

* One half of Templar level is added to your divine caster level (rounded down).
* Templar does not learn new spells, but every other Templar level you gain new spell slots as if you had leveled your highest divine casting class (if any).

**Feats:**

* 1. Breaching Shield I: Your Shield Slam ability now removes one magical effect from the target and reduces their Spell Resistance by 5.
* 2. Energy Barrier: Your Divine Shield now protects you from all forms of elemental/energy damage except for divine. This protection is equal to 10\*(total Cha mod).
* 3. Breaching Shield II: Your Shield Slam ability now removes two magical effects from the target and reduces their Spell Resistance by 10.
	+ Strike of Judgement: Your next attack deals damage equal to 20\*(total Cha mod) + (your total Spellcraft skill), with 50% bonus to base damage (not including Spellcraft bonus) to aberrations, dragons, outsiders, or undead.
* 4. Command- Silence: Your Area Taunt ability now also silences enemies who fail their save for 1 round.
* 5. Breaching Shield III: Your Shield Slam ability now removes three magical effects from the target and reduces their Spell Resistance by 15.
	+ Retribution: When you take damage from spells or other magical abilities such as breath weapons, you instantly deal damage to the attacker equal to 10\*(total Cha mod) + (your total Spellcraft skill).
Romy

**Romy** is a character introduced in *Metal Slug Attack*.

## Summary

A member of ACE, she serves Abigail and Dion. Fitting of ACE's position, she pilots an experimental heavy vehicle. The vehicle is armed with four Vulcan cannons which are motion-operated, and its advanced capability allows her to choose targets at will. It is also equipped with a powerful laser capable of destroying armor with ease.

She takes great pride in maintaining her appearance and always thinks of methods for her cuticles. She also insists on getting a minimum of at least eight hours of sleep a day and seaweed soup.
Recycle Box

The **Recycle Box** (or **Recycling Box**) is a Rebel Army artillery introduced in *Metal Slug Attack*.

## Information

The Recycle Box is a metallic box on wheels created using leftover scraps developed by Emma. As part to cut down on budget, it is used to recycle scraps into ammunition. The Recycle Box can move on its own but cannot attack until the crank on its side is rotated. Like the Mystery Cranks it is modeled after, the Recycle Box's attacks are random, and the picked result is shown on the screen. There are four to five possible attacks depending on the variant used:
Rebel Van

The **Rebel Van** is a transport vehicle developed and used by the Rebel Army.

## Information

The Rebel Van was designed to give soldiers a temporal home, which is the reason why there are always a few of them inside. The Rebel Army eventually realized that this was expensive and ineffective, so the Rebel Van models were discontinued.

A larger model called the **Rebel Van+** was under development. For unknown reasons, it does not appear in any of the main games. An incomplete sprite of it is seen in the series' 10th anniversary website.
Iron Iso

The **Iron Iso** is one of the Rebel Army's tanks featured in the *Metal Slug* series.

## Information

The Iron Iso is a heavy tank designed mainly for defense. It is heavily armored, serving well as an armed roadblock and as cover for troops and other vehicles like the Girida-O. Its long-range cannon is powerful enough to demolish anything in its path. It fires its shells in an arc. Due to its high production cost, only a limited quantity of units were produced.
RA-TTT

The **RA-TTT** (short for **Regular Army Troop Transport Truck**), or simply the **Regular Army Truck**, is a vehicle introduced in *Metal Slug 4.*

## Information

The Regular Army Troop Transport Truck is a transport vehicle used by the Regular Army for transporting troops to battlefield.

It made its debut in *Metal Slug 4* in Mission 1 with Tarma in it, offering a little help to the players' characters by shooting his pistol. It also appears at the end of Mission 1 and Mission 3 to transition the characters to the next mission of the same game. In Mission 2, if the players get back in the vehicle right after gaining control of the characters, they will be awarded with 5,000 points.
Di-Cokka

The **Di-Cokka** is an enemy vehicle in the *Metal Slug* series. It is one of the Rebel Army's main tanks, being used in tough fights.

## History

The Di-Cokka's main weapon is a short-barreled cannon capable of rapid fire, but the turret is not usually seen rotating. This tank was mass-produced by the Rebel Army due to its low production cost, thus is seen the most in the battlefield.

A characteristic of the Di-Cokka is the presence of a driver. When destroyed, a Rebel comes out of a hatch with a rocket launcher, takes a single shot, and then flees. A player can shoot the Rebel before they can do anything. Once the Rebel is gone, the Di-Cokka fully destructs.
Mine Carts

The **Mine Carts** are vehicles used by the Rebel Army in Metal Slug 7 and XX. They serve the purpose of carrying explosives, coal and troops from and to inside the coal mine area of Garbage Island. Some of these carts were modified to attach themselves to other carts (in this case, the Slug Truck carts) and explode themselves.