recursal/Fanatic-Fandom huggingface dataset:
Summon Savior (Summoner Archetype)

**Summoner Archetype: Summon Savior (Unfettered Eidolon Racial Archetype)**

*Your severance from your summoner was not a loss, but a liberation, and you intend to liberate others as well.*

*Note: While not strictly necessary as you could say your eidolon is another that you have freed, it is recommended to take this archetype in tandem with the Synthesist as you can gain more control over your own form in this way. The broodmaster is another archetype that compliments this one well.*

**Liberation:** At first level, as a standard action, choose a summoned creature (but not an Eidolon) that is within 30 ft of you. If that creature was summoned by a creature, you make an opposed charisma check against them. If it was instead the result of a magic trap or brought into existence in some other way, it receives a will save DC 10+ 1/2 your level+Cha mod. If the opponent fails, the creature is no longer under their control. At 10th level, the creature is instead placed under your control if it fails instead of having no master (although you may choose to not control it). At 18th level, you may also affect eidolons with this, although they are never placed under your control (although attempts to influence them gain a +4 bonus). This functions similarly to the Unfetter spell with a permanent duration. The eidolon may decide to reforge its bond with its summoner if it wishes (and most usually do). Doing so requires a ritual that functions identically to the one used to summon the eidolon. **This replaces Cantrips, Aspect, and Greater Aspect.**

**Summoned Sentinels:** At 1st level, you gain Augment Summoning as a bonus feat. At 4th level, any creature affected by your Liberation feature also gains all of these benefits. At 7th level, you grant all creatures you summon the Advanced Simple Creature Template At 10th level, your summoned creatures gain an additional +2 hit points per hit die. At 13th level, they gain the Advanced Simple Creature Template again. At 16th level, they gain DR 10/-, or if they already have DR it is increased by 10. **This replaces Spellcasting.**

**Evolution Sacrifice:** You may choose to spend your evolution points from your eidolon to instead apply to a number of your summoned creatures (or creatures effected by your Liberation feature) equal to your Charisma Modifier.
Other Vampire Spells

This page lists other spells that are added to the list of Vampire spells, as well as the effective levels for those spells.

Spell name: Vampire HD (Spell level for full casters, spell level for half casters, spell level for quarter casters).

Accursed Glare: 6 (3, 3, 3)

Acute Senses: 4 (2, 2, 2)

Alpha Instinct: 4 (2, 2, 2)

Animate Dead: 10 (3, 3, 3)

Appearance of Life: 6 (3, 2, 2)

Ash Storm: 6 (3, 2, 1)

Aura of Cannibalism: 10 (3, 3, 3)

Avasculate: 15 (7, 5, 4)

Avascular Mass 20 (9, 6, --)

Extract Blood Elemental: 14 (6, 5, 4)

Protective Penumbra: 2 (2, 2, 1)

Vampiric Touch: 6 (3, 3, 3)
Light (T3)

## Item: Death Note

This is a *mummy papyrus* monster weapon that can be wielded by humanoids. While wielding it, you may add your relevant modifier to attack and damage rolls.

Once per day per 4 HD you have, as a Swift Action, target one creature. They must make a fortitude save (DC 10+½ your HD+ Cha mod) or drop to 0 HP if they have less than 250 hit points. If they have more than that, they instead lose 250 HP. If they critically fail the save and have 250 HP or less, they die outright. If they critically fail and have more than 250 HP, they are dropped to 0 HP.

If you know a creature's name, they have a -4 penalty to the save. If you can see the creature, they have an additional -4 penalty to the save.

If you know a creature's True Name, they do not get a save and are treated as critically failing. You may permanently decrease your Con score (or charisma if undead) by 1 per 4 HD a creature has to learn its True Name as part of the action to use this ability.

You may instead spend 1 minute to affect a creature with Geas before the primary effect takes place.

This is a Death Effect.

Finally, you gain the unique 6th level technique Gods or Death Love Apples, and may use it once per day without expending a technique slot (or the normal number of technique slots, if using the doubled effect). While it is in effect, you add either yours or the Shinigami's relevant modifier, whichever is higher, even if you are no longer wielding the weapon. The Shinigami gains this benefit as well.

## Technique: Gods of Death Love Apples

**6th level- Gods of Death Love Apples**

As a standard action, you summon an avatar of death to aid you for 1 round per level. It is a max level Shinigami monster class. Alternatively, you may spend an hour to have this last 1 hour per level or until dismissed or slain. Its weapon gains the Soul Bane, Vicious, and Impact special properties, and is made of Eternium. It has the evilities Death Whisper, Mind Reaper, and Soul Crush.

If you instead spend twice the technique slots, it additionally has the soul slaying, psycho, and resounding special abilities, has its weapon as an Eternium/Carbonium alloy, and has the Aggression Evility as well. It maintains the special abilities the Lesser Death possesses.

If you expend an hour when you expend twice the technique slots, it also gains the Taste of Victory, Eclipse Power, and Violence evilities.
Mountain Stability

**School:** Abjuration; **Level** Sorcerer/Wizard 7

CASTING

**Casting Time** 1 hour

**Components** V, S, M (the bones of someone that was executed for a betrayal).

EFFECT

**Target** One mountain

**Duration** 1 century/ level

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

DESCRIPTION

If someone betrays your temple of magic by infiltrating your school in some sort of Dr. Strange-esque plot to drop your floating secret mountain onto your regular mountain by dispelling it or creating an antimagic zone, or even a dead magic zone, this spell is discharged instead and it destroys whatever or whoever tried to crumble your mountain.
MD Kickstart

**School** **Conjuration**; **Level** Mountain Dew Domain 1

CASTING

**Casting Time** 1 standard action

**Components** V, S, F/DF (an aluminum can)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Area** single creature

**Duration** 1 round per level

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

DESCRIPTION

A single creature within range is effected by the effects of the Kickstart. If the creature is effected by exhaustion or fatigue, it's effects are dropped by one step for the duration of this spell. In addition, they gain a +10 foot bonus to their land speed for the duration.
Tarkatan

**Tarkatan (19 RP)**

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

**Ability Scores (1 RP):** +2 Str, +2 Con, -2 Int

**Size (0 RP):** Medium

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

**Languages (-1 RP):** Tarkatans begin play speaking Tarkatan. Tarkatans with high Int may choose Common, Draconic,

**Darkvision:** Tarkatans have darkvision 60 ft.

**Frenzy (2 RP):** Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

**Bite (2 RP):** Tarkatans possess a bite attack that deals 1d4 damage.

**Arm Spikes (3 RP):** Tarkatans gain a +1 Natural Armor Bonus to AC. Additionally, they deal 1 damage per round they maintain a grapple as the small spikes dig into the flesh of the creature.

**Rending Wristblades (5 RP):** Tarkatan forearms contain retractable blades that can be extended as a free action. These function as Longswords in all ways, but are considered primary natural attacks (1d8 damage, 19-20 crit). This means they can benefit from feats such as Weapon Focus as well as Improved Natural Attack. Tarkatans that hit with both of the wristblades deal the base damage of that natural attack plus one and one half their Str modifier.

**Ferocity (4 RP):** If the hit points of a Tarkatan fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

**Super-Tarkatan (30 RP):** These Tarkatans are genetically modified to be superior versions of their regular counterparts. They gain everything above, plus the following:

**Scent (4 RP)**: Super-Tarkatans gain the Scent ability.

**Thicker Skin (3 RP)**: Super-Tarkatans gain an additional +2 bonus to natural armor

**Brutal Wristblades (4 RP)** Super-Tarkatans treat their wristblades as if they were one size category larger, and gain the Improved Natural Attack feat as a bonus feat for their Wristblades. This makes their damage with their wristblades 3d6+str mod.

**Half-Breed Rules: Tarkatan**

D: Lose Rending Wristblades (-5 RP)

N: Gain Arm Spikes, Bite (+5 RP)

**Half-Breed Rules: Super Tarkatans**

D: Lose Rending Wristblades, Brutal Wristblades (-9 RP)

N: Gain Arm Spikes, Bite, Carrion Sense, Thicker Skin (+9 RP)
Polar Manzardill

**Polar Manzardill (29 RP)**

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

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

**Size (0 RP):** Medium

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

**Languages (0 RP):** Polar Manzardill begin play speaking Common and Intergalactic. Polar Manzardill with high Int may select

**Cold Immunity (6 RP):** Polar Manzardill are immune to cold damage. Additionally, they are under a constant Endure Elements effect, but only for cold climates.

**Cold Acclimation (2 RP):** Polar Manzardill gain a +4 bonus to stealth checks while in Cold terrains (as the Ranger Favoured Terrain) and can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

**Bite (2 RP):** Polar Manzardill have a bite attack that deals 1d4+ Str modifier points of damage.

**Darkvision (2 RP)**: Polar Manzardill possess Darkvision out to 60 ft.

**Aquatic Nature (4 RP):** Polar Manzardill possess a swim speed of 30 feet (as well as a +8 bonus to swim checks) and may breathe in both air and water.

**Fire Vulnerability (-2 RP):** Polar Manzardill take 50% more damage from fire.

**Ice breath (15 RP):** Three times per day as a standard action, a Polar Manzardill may use a breath weapon in a 15-ft cone. This deals 3d6 cold damge (reflex negates).

### Half-Breed Rules:

Dominant: Lose Aquatic Nature and Bite (-6 RP)

Non-Dominant: Gain Cold Immunity (+6 RP)
Nephilim (5e)

Nephilim are the offspring of Aasimar and Tieflings, whose heritage is touched by celestial good as well as infernal evils.

* **Ability Score Increase:** Your Charisma score increases by 2. Increase another ability score of your choice by 1.

* **Age:** Aasimar mature at the same rate as humans, but they can live up to 120 years.
* **Appearance**: choose 1d4+ 1 of the following features: small horns or feathers mixed into your hair; sharp teeth or teeth resembling pearls or opals; a forked tongue or a third eye; cat or goat-like eyes or pupil-less or silvered eyes; six fingers on one hand and seven fingers on the other; cloven hoofs or small wings on your ankles; a forked tail or a large birthmark shaped like a constellation; scaly skin or skin that shimmers in light; red or golden skin; cast no shadow or reflection; exude a smell of brimstone or honey.

* **Alignment:** Living in conflict, Nephilim find themselves leaning towards chaotic alignments.

* **Size:** Nephilim have the same range of height and weight as humans. Your size is Medium.

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

* **Darkvision:** Due to your mixed heritage, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

* **Two-fold Resistance:** You have resistance to fire damage and radiant damage.

* **Languages:** You can speak, read, and write Common, Celestial, and Infernal.
* **Extraplanar Protection:** You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Protection from Evil and Good spell. You must finish a long rest to cast this spell again with this trait.
* **Halo and Horns:** Starting at 3rd level, you can use your action to unleash the divine and profane energies within yourself, causing a glow to begin emanating from above your head and horns to grow from your forehead. Two wings sprout from your back, one leathery and bat-like and the other incorporeal and luminous.
	+ Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet.
	+ Once on each of your turns for the duration, you can deal extra radiant damage OR extra fire damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level.
	+ Once during this duration, you may cast Hellish Rebuke OR Healing Word as a 2nd level spell without expending a spell slot. Charisma is your spellcasting score for these spells.
	+ Once you use this trait, you can't use it again until you finish a long rest.
Planchaküle

**Planchaküle** **(27 RP)**

**Type (2 RP):** Fey

**Ability Scores (5 RP):** +4 Int, +4 Dex

**Size (0 RP):** Small, gaining a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

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

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

**Low-Light Vision:** Planchaküles have Low-Light Vision.

**Focused Study (4 RP):** At 1st, 8th, and 16th level, Planchaküles gain Skill Focus in a skill of their choice as a bonus feat.

**Master Tinkerer (2 RP):** Planchaküles gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are also treated as proficient with any weapon or armor they have personally crafted.

**Scavenger (2 RP)**: Planchaküles gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

**Skill Training (1 RP):** Planchaküles always treat Knowledge (Engineering) and Disable Device as class skills.

**Prehensile Tail (2 RP)**: Planchaküles have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

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

**Speedy Sabotage (2 RP):** Planchaküle are adept at disassembling machinery, reducing even complex devices to trash with shocking speed. When using the Disable Device skill, they treat all devices as being one category simpler for the purposes of determining how long it takes to use the skill. Thus, difficult devices count as tricky, tricky devices count as simple, and simple devices can be dismantled as a free action.

**Quick Construction (3 RP):** Planchaküle cut the time it takes for them to craft items in half.

**Craftsman (1 RP)**: Planchaküles gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone

**Greed (1 RP)**: Planchaküles gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

**False Repair (1 RP):** Planchaküles can ignore the broken condition of an item they are wielding or wearing. They may do this a number of rounds per day equal to their HD. These rounds need not be consecutive.

**Jury-Rig (2 RP):** Planchaküles may, once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Knowledge (Engineering) check with a DC of 10 plus the item’s cost in gold pieces to “happen” to have such an item on your person. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door.

### Half-Breed Rules:

Dominant: Lose Greed, False Repair, and Quick Construction (-5 RP)

Non-Dominant: Gain Jury-Rig and Master Tinkerer (+4 RP)
Volus

**Volus (9 RP)**

The Volus homeworld has an ammonia-based ecology, gravity nearly twice as much as earth's, and an atmospheric pressure nearly 10 times that of the earth's.

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

**Ability Scores (1 RP):** +2 Wis, +2 Cha, -2 Dex

**Size:** Small, gaining a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

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

**Languages (0 RP):** Volus begin play speaking Intergalactic and Volus. Volus with high Int may select .

**Pressurized Suit (2 RP):** While within their suits, Volus are immune to disease and poison. If they suffer a critical hit, their suit tears or their helmet cracks (see the High Pressure Dependency trait). They must make a DC 10 Knowledge Engineering check and spend one minute to repair it.

**High Pressure Dependency (-4 RP):** Most environments are unsuitable for Volus. If a Volus is outside its suit (or if its suit is damaged) in an environment that is not incredibly high pressure and/or whose atmosphere consists mostly of Oxygen or Nitrogen, they are at severe risk. They cannot breathe air and begin suffocating, and the lack of pressure causes their bodies to decompress rapidly. Every minute after the first spent in such an environment causes 1 point of Constitution drain. Conversely, Volus take no penalties from high pressure or high gravity environments.

**Power Armor Proficiency (4 RP):** Volus are proficient with all armor and never decrease their movement speed because of armor they are wearing.

**Business Savy (6 RP):** Volus gain a +2 bonus on Appraise, Bluff, Craft, Diplomacy, and Profession checks. They gain an additional +2 bonus on Appraise, Craft, and Profession checks used to identify, determine the value of, or create an object made of stone, metal, or containing precious gems

### Half-Breed Rules:

Dominant: Lose Business Savy (-6 RP)

Non-Dominant: Gain Power Armor Proficiency (+4 RP)
Kirha Contou

**Kirha Contou** (*pronounced: K-ah-ruh Con-too*) is a Wolven and mother to Kieran and Vonetta Contou.

## Physical Description

Poppy describes Kirha to be the spitting image of her daughter, with narrow rows of small tight braids swept up and pinned back from her face, deep, rich brown skin and broad cheekbones and a full mouth that seems to hint at a laugh.

## References

1. ↑ Pronunciation Guide in *The War of Two Queens*
Testudinite

**Testudinite (32 RP)**

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

**Ability Scores (-1 RP):** Testudinites do not gain any bonuses or penalties to ability scores based on their race.

**Size (0 RP):** Medium

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

**Languages (-1 RP):** Testudinites begin play speaking Serpentfolk. Testudinites with high int may select

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

**Sturdy Shell (38 RP):** Testudinites are immune to critical hits and have DR 10/-.

**Resilient Shell (3 RP):** Testudinites have Spell Resistance equal to 11+their HD.

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

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

**Frightful (-1 RP)** Members of this race take a -2 penalty on saves against fear effects.

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

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

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

### Half-Breed Rules:

Dominant: Immunity to crits becomes 50% fortification (-18 RP)

Non-Dominant: Gain 25% fortification and +2 natural armor (+7 RP)
Tyvian

Tyvians are excellent craftsmen and culinary masters. They gain a +2 bonus to Intelligence.

Tyvians gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone, as well as a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Tyvians also gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are treated as proficient with any weapon they have personally crafted. Finally, they gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Tetramand

**Tetramand (27 RP)**

Large, strong, red, and four-armed, the Tetramands are a force to be reckoned with.

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

**Ability Scores (9 RP):** +10 Str, -2 Dex, -2 Int, -2 Wis, -2 Cha

**Size (7 RP):** Large, with a –1 size penalty to AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to CMD, and a –4 size penalty on Stealth checks.

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

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

**Four Arms (8 RP):** Tetramands have four arms. One arm is their primary hand, and the other three are off hands.

**Frenzy (2 RP):** Once per day, whenever a Tetramand takes damage, it can fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

**Slams (2 RP):** Tetramands have two natural slam attacks, each of which does 1d6 damage+Str modifier.

### Half-Breed Rules:

Dominant: Lose Frenzy and are medium sized (-9 RP)

Non-Dominant: Gain Four Arms (+8 RP)
Sci-fi Handgun: Lightyear Railgun

Level: Sci-fi Handgun 9

Use: Standard Action

Duration: instantaneous

Make a ranged touch attack against an opponent. If it hits, it deals the weapon's critical damage +1d6 per 10 feet the attack traveled. The target must also make a fort save or be staggered for one round (DC 19+ relevant modifier).

Alternatively, this technique can be used to replicate any teleportation spell.
Void Adept (Marked Archetype)

**Void Adept (Marked Archetype)**

Void Adepts truly understand the nature of the power they draw upon, and are able to access that power more readily than other Marked.

**One With the Void**

At 1st level, whenever you would gain an Outsider Gift, you may instead gain 2 Gift feats. You may not select the Extra Outsider Gift feat in this way. You treat your level as 2 higher for the purposes of selecting any gifts or gift enhancements. At 10th level, you add your Con mod to the max mana in your mana pool. **This alters Outsider Gifts and Mana Pool.**

**Void Meditation**

At first level, the Void Adept gains the ability to spend Mana as a swift action to enhance their focus during a battle. They gain a bonus to all d20 rolls for 1 round per level equal to the amount of Mana they spend (max bonus equal to their level).

**The Void is With Me**

At 1st level, 3rd level, 5th level, 9th level, 11th level, 13th level, and 17th level, the Void Adept gains an additional Outsider Gift. **This replaces Evasion, Improved Evasion, and Bonus Feats. Void Adepts gain the Blade Clash feature at 7th level instead of 3rd.**

**The Void Will Free Me**

At 10th level, you select a single 1st tier mythic ability from the Voidwalker mythic path (except Mana Fountain). If it requires spending mythic power, you may instead spend 4x the amount of mana to use it. You are treated as Mythic Rank 2 for the purposes of power and duration of this path ability. At 19th level, you may select an additional mythic ability from the Voidwalker mythic path. This may be from the list requiring Mythic rank 3. You are treated as Mythic Rank 4 for the purposes of power and duration of this path ability.

If you already have one or more mythic ranks when you gain this feature, you treat your mythic tier as 2 higher at 10th level and as 4 higher at 19th level, and the path ability you may select is from the list available to you based on your mythic tier, if it is higher.

**This replaces Signature Gift and Improved Signature Gift.**
Red Tide/ Crimson Tide

**School:** Evocation (water); **Level** Druid 8, Necromancer 8

CASTING

**Casting Time** standard action

**Components** V, S F/DF

EFFECT

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

**Area** burst in the shape of a circular disk, 10 ft. wide/level, 5 ft. high

**Duration** instantaneous

**Saving Throw** Fortitude partial, see text; **Spell Resistance** yes

DESCRIPTION

*\*Red Tide and Crimson Tide are different names for what is essentially the same spell, with the only difference being the "flavor". Red Tide is the druid name, Crimson Tide is the Necromancer name.\**

This visually impressive spell causes a surging, frothing wave of thick, red seawater (if cast by a Druid) or blood (if cast by a Necromancer) that washes over everything in the area. All creatures in the area of a red/crimson tide are immediately knocked prone and must make a Fortitude saving throw. Flying or swimming creatures in the area aren't knocked prone, but they take a -4 penalty on the Fortitude save.

A living creature who makes its Fortitude save against a red/crimson tide is sickened for 1 minute and takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for that time. A creature who fails this saving throw feels the full effect of the tide. Such creatures are immediately nauseated for 1 minute (unable to attack, cast spells, or concentrate), and they take 3d6 points of Strength damage. After the nausea ends, the creature must make a second Fortitude saving throw or take an extra 1d6 points of Strength damage. Creatures immune to poison are immune to these effects of a red tide. The tainted water or blood evoked by this spell vanishes after a few seconds of turbulence, and any objects or creatures in the area do not emerge wet.

All open flames in the area are nevertheless extinguished and all creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6; Fort save half).
Protection from Deities

**School:** Abjuration; **Level** Cleric /Oracle 9, Druid 9, Psychic 9, Shaman 9, Sorcerer/Wizard 9. Witch 9

CASTING

**Casting Time** 1 standard action

**Components** V, S, F/DF

EFFECT

**Range** touch

**Target** Creature touched

**Duration** 1 min./ level

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

DESCRIPTION

Similar to the protection from alignment spells, Protection from Deities does just that. This warding protects against any creature that can grant spells to its followers.

It grants an untyped +2 bonus to AC and all saves. Additionally, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. Finally, the spell prevents bodily contact by Deities. This causes the natural weapon attacks of such creatures to fail and the deity to recoil if such attacks require touching the warded creature. The protection against contact by deities ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a deity to overcome this protection and touch the warded creature.
Ark Holbrook

Ark is the Chef, Vice Captain, and first member to be recruited of The Winged Pirates. He is a short but powerful Fishman who is skilled in both armament haki and Fishman karate. He is something of a local legend in certain parts of The Grand Line in a similar way to our worlds Bigfoot. A sort of cryptid.

## **Backstory**

**Early Life:**

Ark Holbrook was born to his two parents Maria and Rhys Holbrook on May 13th. Maria (Munoz) Holbrook was a world renowned traveling along with her husband Rhys Holbrook. The two had travelled the world together for many years cooking for who ever needed it until Maria got pregnant and they moved back to Fishman island to give birth to Ark. the first 2 years of arks life were spent on Fishman island with others of his race but as soon as Ark could walk and talk his parents scooped him up and started traveling the world again. Ark was raised on the Grand Line and the other seas up until when he was 10 when they decided to go to Sabaody Archipelago where they were quickly captured and sold into slavery under the Celestial Dragons.

**Life as a Slave:**

Ark and his parents were sold as a package in the auction house for 2,500,000 berry to the Ronchemtal family. Maria and Rhys were quickly put into back breaking labor in coal mines on an undisclosed island. Whereas Ark operated as a toy for Saint Ronchemtal Gaines the youngest son of the Ronchemtal's. after a few months of labor Maria died of a heart attack which caused Rhys to go into a manic delusional state until he was buried in mine collapse. Ark was never notified of this.

Clown Stuff

How he escaped

He meets the giant

Giant dies

He secludes himself

How he and Cupid met

Try and make the timeline clear, like his age and everything

## **Fun Facts**

* Arks epithet of "Man Eater" is a reference to the song of the same name by Daryl Hall and John Oats

* Arks bounty poster is hand drawn by The World Government, similar to Sanjis original bounty poster. This is due to Ark often eating the photographers.
Spell-born Titan (Kaiju Archetype)

Whether  born of restless spirits becoming a singular beast, a sorceress transforming into a hideous creature, or a primal magic leyline given sentience, a Spellborn Titan is a force of primal magic power.

**Spellborn Specialization (Su)**

You must select a spellcasting class as your specialization, and you must select ability alteration as your first mutation, changing one of your ability scores selected to that of the spellcasting score for the class selected (for example, charisma for a sorcerer). **This replaces Your Kaiju Specialization at 1st, 2nd, 5th, 6th, 9th, 10th, 14th, and 15th levels.**

**Spellsworn Titan (Su)**

At 1st level, The Kaiju has such a powerful bond with magic that it can easily weave said magic into it's daily activities. When a Spellborn Titan selects the Minor Magic Mutation, it costs 1 point less for it to do so and there is no level requirement. In addition the spells cast with this use the Kaiju's relevant spellcasting modifier from it's specialization and do not suffer from the -2 penalty. When selecting Major Magic, it costs 1 point less, and the level requirement becomes 5th. Finally when selecting Ultimate Magic it costs 1 point less, and the level requirement becomes 8th. This ability only has effects if you select these mutations, if you do not you gain no abilities from this. **This replaces Kaiju Toughness.**

**Spell Minded (Su)**

At 3rd level, the Kaiju's ability to cast spells and weave magic improves. They gain a +1 bonus to their caster level when casting spells from their specialization class. This increases by another +1 for every 4 levels afterward that they possess to a maximum of +4. **This replaces Ferocity.**

**Thaumaturgic Weapon (Su)**

At 4th level, you gain a beam weapon like all other Kaiju, however the Beam Weapon is treated as a spell and allows for spell resistance and uses your relevant spellcasting ability score instead of constitution to determine it's saving throw. When you gain the Beam Weapon, you don't gain the secondary ability applied to it like most do. Instead you can select a single spell of 1st level or lower that you can cast that deals no hit point damage and requires a touch or ranged touch attack to cast. When using your breath weapon, you apply this spell to the Beam Attack. This spell is treated as a secondary effect and as such it's effects are negated on a successful saving throw.

At 16th and 19th level you can select one of the following as an improvement to your Beam Weapon.

* Increase the spell to 3rd level and it no longer needs to be a touch or ranged touch spell, nor a non damage dealing spell.
* Apply an additional 1st level spell to the beam weapon.
* Bypass spell resistance with the  beam weapon.
* Increase the save DC of the beam weapon by +4.
* Apply a Spellblight to the beam weapon with an additional Will saving throw at the same DC.

**This ability alters Beam Weapon.**
Yesterday's Mysteries

**Kanen:** Increase your critical multiplier by 1 for all weapons.

**Taylor:** Gain 6 evolution points to spend on yourself.

**Ashley:** Roll twice for will saves and take the better result.

**Talyn:** Gain a toughness feat.

**Warren:** Gain any template of CR+1 or less.

**Hunter:** You deal an additional 2d6 of one energy type on all attacks.

**Parker:** Once per day you may gain an additional turn on your turn.

**Ryan:** You add your highest mental modifier to AC as a dodge bonus.
Psywave (5e)

**Psywave**

*5th-level evocation*

**Casting Time:** 1 action

**Range:** self (30 ft radius)

**Components:** V

**Duration:** Instantaneous

You release a pulse of psychic force that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 force damage as well as 5d6 psychic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Omnitrix Wielder Feats

***Extra Omnitrix Command:***

Prerequisites: Omnitrix Command class feature

Benefit: You gain an additional Omnitrix Command you meet the prerequisites for.

Special: You may select this feat multiple times.

***Omnitrix Tinkering:***

Prerequisites: Omnitrix Wielder level 10

Benefit: Whenever you first select this feat, roll a d10 on the following chart to see which random effect you get.

Special: The effects of this feat lasts for 1d10+your level days, after which they revert (Unless otherwise noted). You may tinker with your Omnitrix at any time to roll again on this table. Generally, the DM should roll for you and keep the results secret until it becomes relevant.

***Omnitrix Creation:***

Prerequisites: Omnitrix Wielder level 15 OR Omnitrix Master Rank 5, Omnitrix TInkering, Must have used omnitrix tinkering at least 5 times.

Benefit: You are able to craft a new prototype Omnitrix. You must spend 100,000 gold and 30 days of work to create your new prototype Omnitrix.

***Slimebiote Bond:***

Prerequisites: At least 20 transformations

Benefit: You gain the aid of a Slimebiote, a creature that feeds on DNA and can partly replicate it. While you are transformed, you may spend the action to transform again to activate the slimebiote's aid. This applies racial traits from one of your other transformations to the one you are currently in, to a maximum amount of RP equal to your con modifier. The Slimbiote is sentient and can communicate verbally with you, or any others.

***Ultimate Self (Mythic):***

Prerequisites: Ultimatrix Model Upgrade mythic ability

Benefit: You unlock an Ultimate form of your base self. When transformed into your Ultimate Self, you gain the advanced creature template and no longer transform physically into your other forms, allowing you a heightened level of secrecy since you can conceal if and what you are transformed into. Your size still changes to match the form you select.
Mountain Dew's White-Out

**School** **Abjuration**; **Level** 10
CASTING

**Casting Time** 1 full round action

**Components** V, S, F/DF (an aluminum can)

EFFECT

**Range** Self

**Duration** permanent

**Saving Throw** will partial; **Spell Resistance** no

DESCRIPTION

You white yourself out of existence with the power of Mountain Dew. You are affected by Greater Invisibility, Nondetection, and Pass without Trace. You may shift to or from the ethereal plane as a swift action. Finally, you gain an Unspeakable Presence Effect.

Any creature that sees you for the first time must make a will save. Failure means they are stunned for one round and blinded permanently. Success means they are staggered for 1d6 rounds and blinded for 1 day per caster level. You may suppress this effect if you wish, doing so is not an action.
MD Mini Six Pack

**School** evocation [force]; **Level** Mountain Dew Domain 0

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

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

**Targets** up to six creatures, no two of which can be more than 15 ft. apart

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes

DESCRIPTION

You quickly crack a mini can off a six-pack and open it, releasing a blast at a creature within range. Make a ranged touch attack against a target. If you hit, this deals 1d4 damage. You may make an additional attack per two caster levels, up to 6 attacks at 11th level, as you are quicker at opening the cans. These may target the same or different creatures.
Zeppeli

## Titles

**The Free:** You toiled under a tyrant for over a century, but now your destiny is your own. Once per day you can expend this title to replicate the effects of a Freedom of Movement spell for 1 round per level. Otherwise, while equipped, you gain a +4 bonus to resist attempt to trap you (CMD for grapple, will save to resist Hold Person, etc. Just ask if it applies and I'll tell you)

## Techniques

**Weak Spot (Zepelli 3)**

*You have learned that defeating an opponent doesn't always require death, a swordsman with no sword is equally as defeated as the dead one.*

Make an sunder attempt against one object and/or item, if successful lower the object's hardness equal to how much you succeed by. (min 1)

This technique only requires a standard action and the hardness reduction us applied before damage and last for a number of rounds equal to your level. If the object is repaired in anyway, shape, or form this ability is also negated.

**Right to the Source (Zepelli 6)**

*You can destroy as many swords, bows, and arrows as you want but they can get more. It's much harder to get a new hand though.*

As a full round action make a called shot as per the action, replacing the attack roll with a sunder attempt instead, applying all the same penalties that targeting that body part would normally give. If successful you double damage to the target. If an item occupies the slot the action targeted, instead deal double damage to the object first then body part. Any feats that Improve called shots but don't lower the action cost apply to this action.

**Shards of new life (Zepelli 9)**

*Like the flowers that grow from the ground, metals and stone all come from where all life does. Only when it's man made form is destroyed can it be it's true self.*

As a full round action, make a single sunder attempt on a object. If successful and destroys the object, you can combine the remnants of the object leaving no scrap behind, to summon a single creature as per the "Summon Monster" spell with the Foo Creature template 5ft adjacent to location where it was destroyed. The creature stays for 1 round per level before being reduced back to a ball of raw material of whatever the original object was made from. If the object was magical, the creature receives an enchantment bonus on all it's attack and damage rolls equal to 1/4 the item's caster level. (Max +5)

The list in which you can summon from is based off the highest possible summon monster spell available to a character of your level. (1:1, 3:2, 5:3, etc)
Na'vi

**Na'vi** **(12 RP)**

**Type (0 RP):** Humanoid (na'vi)

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

**Size (0 RP):** Medium

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

**Languages (-1 RP):** Na'vi begin play speaking Na'vi. Na'vi with high Int may choose Common,

**Prehensile Tail (2 RP):** Na'vi have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

**Darkvision (2 RP):** Darkvision 60 ft

**Jungle Stride (1 RP):** Na'vi can move through natural difficult terrain at their normal speed while within a Jungle. Magically altered terrain affects them normally.

**Neural Queue (4 RP):** Na'vi with a wisdom score of at least 13 gain the following as spell-like abilities: At will-Charm animal, Detect Animals or Plants, 1/day- Calm Animals, Share Memory

### Half-Breed Rules:

Dominant: Lose Jungle Stride, Darkvision becomes low-light vision (-2 RP)

Non-Dominant: Gain Prehensile Tail (+2 RP)
Thep Khufan

**Thep Khufan (29 RP)**

**Type (16 RP):** Undead

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

**Size (0 RP):** Medium

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

**Languages (-1 RP):** Thep Khufan begin play speaking Anur. Thep Khufan with high Int may choose

**Darkvision:** Thep Khufan have Darkvision out to 60 ft.

**Undead:** Thep Khufan have all the traits of an Undead creature.

**Regeneration (5 RP):** Thep Khufan have regeneration 1/Fire

**Lashing Wraps (2 RP):** Thep Khufan have two natural tentacle attacks that deal 1d4 damage each

**Prehensile Wraps (2 RP):** Thep Khufan have a single wrap that is longer and stronger that can be used to carry objects. They cannot wield weapons with this wrap, but they can retrieve small, stowed objects carried on their persons as a swift action. This functions as a prehensile tail.

**Binding Wraps (6 RP):** Thep Khufan have  a small group of wraps that are useful for little more than to aid in grappling. They gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.

**Desert Stride (1 RP):**  Thep Khufan can move through natural difficult terrain at their normal speed while within a Desert. Magically altered terrain affects them normally.

**Severe Fire Weakness (-4 RP):** Thep Khufan take 100% more damage from fire.

**Frailty (-2 RP):** As Thep Khufan wraps are not very durable, they add only 1/2 their Str modifier on damage rolls, or their Str modifier on two handed damage rolls.

### Half-Breed Rules:

Dominant: Lose Binding Wraps (-6 RP)

Non-Dominant: Gain Lashing wraps and Prehensile Wrap (+4 RP)
MD Amp

**School** **Conjuration**; **Level** Mountain Dew Domain 6

CASTING

**Casting Time** 1 standard action

**Components** V, S, F/DF (an aluminum can)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Area** 1 creature

**Duration** 1 round per level

**Saving Throw** N/A; **Spell Resistance** no

DESCRIPTION

You can amp up a creature's attacking and damage capability as well as their physical speed. The creature gains a +3d6 bonus to all weapon damage dealt for the duration of this spell. The damage dealt is sonic damage. In addition the creature gains a +20 foot bonus to it's land speed. All other damage the creature deals to hit points is increased by +1d6 instead, and ability damage the creature deals or negative levels the creature deals are increased by +1.
Toss (Word of Power)

Toss
School: evocation [force]; level 2

Duration: instantaneous
Saving throw: fort negates; SR: yes

The target is thrown directly away from the center of the effect. They move 5 feet/ level away (max 30 feet), taking falling damage if they strike a surface.

Boost: This effect can be boosted to increase the maximum distance to be 60 feet. This increases the level by 1.

Boost: This effect can be boosted to increase the maximum to be 200 feet. This increases the level by 3.
Thought Echo (5e)

**Thought Echo**

*1st-level enchantment*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** 8 hours

The target of the spell pre-prepares a thought, up to 25 words. This thought plays in the back of their mind on repeat. The creature is unable to forget this phrase for the duration except by magical means. Any creature that attempts to read the target's thoughts is only able to read the echoing thought, and spells that change or alter a creature's memory must first remove this thought before modifying or changing any others.
Time Gem

**Time Gem**

**Aura** strong ; **CL** 25th

**Slot** none; **Weight** --

The Time Gem is one of eight Infinity Stones. It is green in colour. While in the possession of a creature and carried on their person, it grants the following abilities. Any save DCs are 10+1/2 your level+ your Constitution modifier.

* +8 bonus to Constitution
* Cast at will: haste, slow, timely inspiration, elude time, permanency, and sands of time
* You are immune to aging affects and do not die from old age
* You gain two initiative turns in combat
* You may cast time stop three times per day, or mythic time stop if you are able to cast mythic spells. Both are maximized and empowered.
* You are under the constant affects of a foresight spell
* You may re-roll or force another creature to re-roll any d20 roll once per minute. (Will negates)
Necrofriggian

**Necrofriggian** **(30 RP)**

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

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

**Size (0 RP):** Medium

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

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

**Dissolution's Child (5 RP):** Once per day, a Necrofriggian may become Invisible and Incorporeal for one round per level (maximum of five rounds)

**Light Blindness (–2 RP)**: Necrofriggians have Darkvision out to 60 ft. Abrupt exposure to bright light blinds them for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

**Negative Energy Affinity (–1 RP)**: Necrofriggians are alive, but react to positive and negative energy as if they were undead—positive energy harms them, while negative energy heals them.

**Flight (6 RP):** Necrofriggians have a fly speed of 40 feet with average maneuverability.

**Cold Subtype (1 RP):** Necrofriggians are immune to cold damage and take 100% more damage from fire. Additionally, Necrofriggians suffer no effects from extreme temperatures, whether hot or cold.

**Freezing Breath (20 RP):** Necrofriggians possess a breath weapon that deals 1d6 Cold damage per level to all creatures within a 30 ft cone. A successful reflex save halves the damage. The breath weapon may be used once every 1d6 rounds.

### Half-Breed Rules:

Dominant: Freezing breath becomes 1/day and deals 3d6 cold damage (-10 RP)

Non-Dominant: Gain Cold subtype, Dissolution's child, and 1/day 3d6 cold damage in 15 ft cone (Ref half) (+10 RP)