recursal/Fanatic-Fandom huggingface dataset:
Rumslinger (Legendary Gunslinger Archetype)

Some gunslingers rely on a rugged sense of determination and duty to drive them through their battles. Others yet command a sense of charm and swagger that lends an air of mystery about them. But some gunslingers get by on a full tankard of ale and a wobbling swagger all their own. While few in number, those who have taken to the bottle and the bullet and come out stronger on the other side are a sight to behold.

The following are class features of the rumslinger archetype:

#### **Drunken Grit (Ex)**

At 1st level, a rumslinger can drink a tankard of ale or strong alcohol and gain one point of grit. The act of drinking is a standard action that does not provoke attacks of opportunity. The gunslinger can gain a maximum number of drunken grit points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). These drunken grit points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken grit point, the gunslinger can spend 1 point of drunken grit as a swift action to move 5 feet without provoking attacks of opportunity. The gunslinger only recovers grit by drinking.

This ability replaces grit.

#### **Drunken Deeds (Ex)**

A rumslinger gains access to a handful of unique deeds that replace some of the standard gunslinger deeds.

##### **Wobbling Shot**

At 7th level, a rumslinger can spend 1 point of drunken grit as a swift action to roll twice on an attack roll and choose the higher of the two results. At 12th level, the gunslinger may spend 2 drunken grit points to roll three times on an attack roll. At 17th level, the gunslinger may spend 4 drunken grit points to gain the benefit of true strike instead of rolling multiple times on the attack roll. The gunslinger must have at least 1 drunken grit point to use this ability.

This deed replaces dead shot.

##### **Drunken Courage**

At 11th level, a rumslinger may spend 1 point of drunken grit to become immune to fear effects for 1 hour.

This deed replaces expert loading.

Firewater (Su)

At 2nd level a rumslinger can imbibe the most volatile chemicals—and survive—in order to get drunk. The gunslinger may consume a flask of alchemist fire instead of alcohol to fuel his drunken grit. In addition, the rumslinger gains a +1 bonus on Fortitude saves to resist poison. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

This ability replaces nimble.

#### **Rain of Fire (Su)**

At 20th level, a rumslinger can hurl a bottle of alchemist’s fire into the air out to a maximum distance of thirty feet and cause it to explode in a fireball with a single shot. The explosion creates a column of fire ten feet high and ten feet wide that inflicts 20d6 points of fire damage. A successful Reflex saving throw (DC 10 + 1/2 the gunslinger’s level + the gunslinger’s Wis modifier) halves the damage. Using this ability is a full-round that consumes 4 drunken grit points. The gunslinger must be wielding a loaded firearm to use this ability.

This ability replaces true grit.
Robot,s n Humans

Robot n Humans is the fourth episode of fredless which revoles about dmitry comming to town as a new main charecter. and scary robots oh no :O

Charecters

Freddy

Fred

Dmitry

Robot

Music

Zambie Notice : Dmitry

Background Blues 8 : Dmitry,s Life Story

Scary Stuff 7 : Tea?

Dramatic Cue : Freddy Drops The Tea

Ghost Town : Dmitry Shots The Robot

Apm:Music Street Scene : Jumping

Dramatic Stab 4 : Trio Falling

Chansy Francy (Robot n Humans Version) : The Fight

Mr, Has A Lot of Rides Theme : Ending
Slavering Nightmare (Legendary Barbarian Archetype)

Terrible and terrifying, the slavering nightmare spreads fear like a plague.

This modified rage forms.

#### **Frightening (Ex)**

At 2nd level, whenever a slavering nightmare successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the slavering nightmare can instead decide to make the target frightened for 1 round.

This ability replaces uncanny dodge.

#### **Rage Powers (Ex)**

A Slavering nightmare may select the following feats instead of rage powers: Cornugon Smash, Dazzling Display, Dreadful Carnage, Enforcer, Gory Finish, and Shatter Defenses. She must meet the requirements for the feat.

This ability modified rage powers.

#### **Intimidating Bulk (Ex)**

At 3rd level, a slavering nightmare gains Intimidating Prowess as a bonus feat (or any other feat she qualifies for if she already possesses Intimidating Prowess). In addition, she gains a +1 bonus on Intimidation checks. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level).

This ability replaces danger sense.

#### **Moment of Terror (Ex)**

At 5th level, a slavering nightmare may use Intimidate to demoralize enemies as a move action. If she has Dazzling Display, she may use Dazzling Display as a standard action.

This ability replaces improved uncanny dodge.

#### **Horrifying Memories (Su)**

At 10th level, memories of the slavering nightmare haunt the dreams of her victims. When the slavering nightmare scores a critical hit on an opponent, the opponent must make a Will save (DC = 10 + slavering nightmare’s Charisma Modifier + 1/2 slavering nightmare’s level). If the opponent fails, that night he is afflicted by nightmares of the event. The nightmares prevent restful sleep and causes 1d10 points of damage. The nightmares leave the opponent fatigued and unable to regain arcane spells for the next 24 hours. This is a mind-affecting fear effect.

This replaces the rage form gained at 10th level.

#### **Frozen by Fear (Ex)**

At 14th level, a slavering nightmare’s terrifying aura becomes overwhelming. When raging, she may demoralize enemies even if they are normally immune to fear effects. When demoralizing enemies, if the target is shaken for 6 or more rounds, the slavering nightmare can instead decide to make the target panicked for 1 round. When a slavering nightmare makes a target panicked while raging, she may spend 2 rounds of rage to also make the target stunned for 1 round. This is a fear-effect.

This ability replaces indomitable will.
Legendary Barbarian New Feats

Prerequisite: Rage form class feature.

Benefit: You gain one additional rage form.

Special: You can gain Extra Rage Form multiple times. Its effects stack.

Prerequisite: Rage class feature.

Benefit: You can rage for 3 additional rounds per day.

Special: You can gain Extra Rage multiple times. Its effects stack.

Note: The Extra Rage feat normally grants 6 additional rounds per day. Because the legendary barbarian earns fewer rounds of rage, the legendary feat only provides 3 additional rounds per day.

#### **Throw Halfling**

You may toss your enemies about like javelins.

Prerequisites: Wield Halfling

Benefits: When you make a successful grapple check on an opponent at least two sizes smaller than yourself that you are already grappling, you may throw your opponent like a thrown splash weapon. Make an attack roll at your full BAB, treating the opponent as an two-handed improvised weapon of the same size as the grappled opponent. On a hit, any damage you deal to the target is also dealt to the grappled opponent. The grapple opponent is thrown to the square adjacent to the target that is closest to you and lands prone.

#### **Transferrable Improvisation**

Your training with other weapons carries over to your improvised attacks.

Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +6.

Benefit: If you possess any feats which require you to select a weapon (Such as Dazzling Display, Improved Critical or Weapon Focus), treat improvised weapons as if they are also the selected weapon as long as the improvised weapon could have been selected instead.

#### **Wield Big Halfling**

You can pick up creatures nearly your own size to and attack with them.

Prerequisites: Wield Halfling, base attack bonus +11.

Benefits: You may wield creatures smaller than yourself. If you have the Throw Halfling feat, you may throw any creatures smaller than yourself.

#### **Wield Halfling**

You may pick up and wield smaller enemies as a weapon.

Prerequisites: Str 15, base attack bonus +6.

Benefits: When you make a successful grapple check on an opponent at least two sizes smaller than yourself that you are already grappling, you may swing your opponent like a club. Make an attack roll at your full BAB, treating the opponent as a two-handed improvised weapon of the same size as the grappled opponent. On a hit, any damage you deal to the target is also dealt to the grappled opponent.
Penelope Katchadourian

> I don't care what any of you have to say. My impartiality will remain supreme. I, and I alone, will decide the fate of Lucy Stewart.
>
> Penelope addressing her court room.

Premier Justice **Penelope Katchadourian** is a minor character who gradually increases in major character status throughout the book trilogy. She is the Premier Justice of the Justice Faction in the Politics Division making her the supreme leader of the Justice Faction and all maters of justice in the courts. Her power narrowly matches that of Markus Conway, her former lover. As the series goes on, Penelope proves to be a valuable asset to Ava's group.

## Biography

### Early life

Not much is known about her early life, other than the fact she had a little sister who passed away. She told this story to Markus Conway in confidence, who unfortunately used it against her when she refused to abuse her power as Premier Justice for him. At some point, when she was nine years old, Penelope had been expelled to Dome 833 along with Markus and his older sister, Diana.

### The Dome

> For someone so small, you're really confident.
>
> Penelope making fun of Markus in their youth.
Savage (Legendary Barbarian Archetype)

The savage is one with the wilds, a stoic warrior and hunter without the need for rage.

**Skill Points:** The savage gains 6 + Int modifier skill points per level.

#### **Savage Survival (Ex)**

At 1st level, a savage gains a near-supernatural knowledge of survival in the wilderness. While in any terrain except for urban and non-native planes, the savage gains a +2 bonus on initiative checks and Knowledge (geography), Knowledge (nature), Perception, Stealth, and Survival skill checks. A savage traveling through these terrains normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

At 5th level and every five levels thereafter, these skill and initiative bonuses increase by +2.

At 11th level, the savage may take 10 on Knowledge (geography), Knowledge (nature), Perception, Stealth, and Survival skill checks while in any terrain except for urban and non-native planes.This ability replaces rage, greater rage, tireless rage, and mighty rage.

#### **Animal Companion (Ex)**

At 1st level, a savage form a close bond with an animal companion. A savage may begin play with any of the animals listed in a druid’s animal choices. This animal is a loyal companion that accompanies the savage on her adventures.Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the savage advances in level. If a character receives an animal companion from more than one source, her effective savage levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their savage reaches 4th or 7th level, depending on the companion. If a savage releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.This ability replaces all rage forms.

#### **Savage Powers (Ex)**

At 2nd level and every 2 levels thereafter, the savage gains a savage power drawn from the legendary barbarian’s list of rage powers. Unlike normal rage powers, a savage can use these powers at any time as if she were raging. At any time, she may choose which of her rage powers to activate. Unless otherwise stated, activating a rage power is a move action, and the power remains until the savage dismisses it as a move action. She cannot use rage powers that require the expenditure of rounds of rage.

This ability modifies rage powers.
Black Flag Bandit (Legendary Gunslinger Archetype)

The life of adventure takes legendary gunslingers to all sorts of places, but some seem to only find their home on the high seas. Black flag bandits are those that crave travel and excitement, rallying others and leading raids on opposing ships, masters of the seas.

#### **Weapon and Armor Proficiencies**

A black flag bandit is proficient with all light and one-handed swords but not two-handed firearms.

This ability alters a legendary gunslinger’s normal weapon proficiencies.

#### **Gunsmith (Ex)**

A black flag bandit must select a pistol for her starting weapon, although she may treat any flag attached to a one-handed firearm as though it was displayed for her raise the flag class feature.

This ability alters gunsmith.

#### **Pirate Deeds (Ex)**

A black powder bandit gains the following deeds:

##### **Blade and Pistol**

At 1st level, as long as the black powder bandit has 1 grit point, she treats all one-handed firearms as light weapons for the purpose of dual wielding penalties. In addition, she can reload a one-handed firearm without requiring a free hand.

##### **Cannoneer**

At 7th level, as long as the black powder bandit has 1 grit point, she treats herself as 1 additional person for the purposes of the crew needed to operate a cannon and reduces the number of rounds needed to load a cannon by 1 (minimum 0). A black flag bandit can spend 1 grit point as a standard action to grant this deed to all creatures benefiting from her raise the flag class feature for 1 hour.This ability replaces the dead eye and interrogation shot deeds.

#### **Port Royalty (Ex)**

At 2nd level, a black flag bandit gains the living legend gun mastery. While in a port town (or other coastal area as determined by the GM), a black flag bandit only needs to spend 1 night in a tavern to change her area of renown to that area.

This ability replaces the 2nd level gun mastery.

#### **Raise the Flag (Ex)**

At 5th level, a black flag bandit can proudly display her flag, granting all allies who can see it a +2 circumstance bonus on Acrobatics and Profession (sailor) skill checks; this bonus increases by +2 while aboard a ship. In addition, while her flag is displayed, a black flag bandit can spend 1 grit point to grant all allies who can see her flag a +1 morale bonus to attack rolls for 1 minute; if she uses this ability while on board a ship, this bonus increases by 1. At 10th level and every five levels afterwards, all these bonuses increase by 1.

This ability replaces gritty offense.
Vengeful Bruiser (Legendary Barbarian Archetype)

The vengeful bruiser walks a fine line between technique and brutality, channeling her unbridled hatred into savage display of skilled violence.

**Hit Dice:** A vengeful bruiser has a hit die of d10. This alters the barbarian’s hit die.

#### **Weapon and Armor Proficiency**

A vengeful bruiser is proficient with all simple weapons and with all armor (heavy, light, and medium) and shields.

#### **Unarmed Strike (Ex)**

At 1st level, a vengeful bruiser gains Improved Unarmed Strike as a bonus feat. A vengeful bruiser’s attacks can be with fists, elbows, knees, and feet. This means that a vengeful bruiser can make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a vengeful bruiser striking unarmed. A vengeful bruiser can apply her full Strength bonus on damage rolls for all her unarmed strikes. A vengeful bruiser’s unarmed strikes deal lethal damage, although she can choose to deal nonlethal damage with no penalty on her attack roll. She can make this choice while grappling as well.

A vengeful bruiser’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.The damage dealt by a vengeful bruiser’s unarmed strike is equal to the damage of an unchained monk of the same level.

#### **Raging Flurry (Ex)**

Starting at 2nd level, a vengeful bruiser can make a raging flurry as a full-attack action while raging. When doing so, a vengeful bruiser has the Two-Weapon Fighting feat when attacking with unarmed strikes. She does not need to use two different weapons to use this ability.

A vengeful bruiser applies her full Strength modifier to her damage rolls for all attacks made with raging flurry. A vengeful bruiser can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a raging flurry.

At 8th level, the vengeful bruiser gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 16th level, she gains use of the Greater Two-Weapon Fighting feat when using raging flurry.

This replaces the rage powers gained at 2nd level, 8th, and 16th levels.

#### **Otherworldly Strikes (Ex)**

At 6th level, while raging, a vengeful bruiser’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 14th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good vengeful bruiser choosing evil strikes.) At 18th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

This replaces the rage powers gained at 6th and 14th level.
Spirit Warrior (Legendary Fighter Archetype)

A spirit warrior forges a mystical bond with a favored weapon, allowing him to unlock its spiritual power. The spirit warrior is able to draw out his weapon’s true magical potential in combat.

#### **Spirit Weapon**

Each day, a spirit warrior designates a weapon he is proficient with. He gains the following abilities while wielding this spirit weapon.

#### **Eldritch Weapon (Su)**

At 1st level, a spirit warrior gains the Arcane Strike feat, but he can only use this feat on his spirit weapon. He does not need to meet this feat’s prerequisites. In addition, three times per day as a standard action a spirit warrior can grant his spirit weapon a +1 enhancement bonus for 1 minute. This ability replaces the spirit warrior’s 1st-level bonus feat.

#### **Spirit Weapon Training**

At 5th level, a spirit warrior gains access to the following advanced weapon training options.

##### ***Spirit Power***

For the purpose of the Arcane Strike feat, a spirit warrior’s caster level is equal to his class level. Additionally, he no longer needs to spend a swift action to use Arcane Strike—it is always in effect.

##### ***Warrior Spirit (Su)***

When a spirit warrior designates a spirit weapon he gains a number of points of spiritual energy equal to 1 + his weapon training bonus. As a standard action, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The spirit warrior can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. Alternatively, instead of granting a weapon special ability, the spirit warrior can reduce the granted enhancement bonus by 1 to temporarily gain any one combat feat that he meets the prerequisites for. This ability lasts for 1 minute.
Children of the Dome Wiki

Welcome to the **Children of the Dome Wiki**! This wiki is a community website dedicated to B.J Wingham's best-selling novel series *Children of the Dome*. Dedicated to the gathering of information surrounding the characters, events, histories, organizations, and for all things related to *Children of the Dome* trilogy.

Characters
**Ava****Markus****Lucy****Harry****Prakash****Wendy****Edward****Ashanti****Rand****Helena****Pierce****Penelope**
Click here to browse more characters!
Novels
**Children of the Dome****Children of the Outside****Children of the Rebellion**
Solemn Traveler (Legendary Gunslinger Archetype)

To some legendary gunslingers, it isn’t enough to simply exist, they must stand for something. Solemn travelers are those few who heed a higher calling, taking it upon themselves to act as mortal vessels for a greater purpose, whatever that may be.

#### **Traveler’s Path (Ex)**

A solemn traveler must choose one aspect of her alignment, using it to determine her class features. She may choose chaos, evil, good, or law, but not neutral. A true neutral character cannot select this archetype. A solemn traveler gains an aura as though she was a cleric of her solemn traveler level (see detect evil for details), detecting as her chosen alignment.

#### **Mount (Ex)**

At 1st level, the solemn traveler gains mount class feature of a cavalier of her level. At 11th level, a solemn traveler’s mount gains a template based on her chosen alignment:

**Chaos**: Entropic

**Evil:** Fiendish

**Good:** Celestial

**Lawful: Resolute**

At 15th level, the solemn traveler’s mount gains spell resistance equal to the solemn traveler’s level + 11 (the solemn traveler can choose to ignore this spell resistance when casting spells on her mount). This ability replaces the dead eye, bleeding shot, and perfect aim deeds, uncanny dodge, and improved uncanny dodge.

#### **Traveler’s Presence (Ex)**

At 2nd level, a solemn traveler gains a morale bonus to Intimidate checks equal to 1/2 her solemn traveler level.

This ability replaces eagle eyes.

#### **Focused Traveler (Sp)**

At 2nd level, a solemn traveler gains one of the following spell-like abilities at-will depending on her chosen alignment:

**Chaos:** detect law

**Evil:** detect good

**Good:** detect evil

**Lawful:** detect chaos

This ability replaces slinger’s quirk.

#### **Traveler’s Judgement(Su)**

At 3rd level, a solemn traveler gains the judgement ability as though she was an inquisitor of her solemn traveler level, although rather than having a specific amount of uses per day, she must spend 1 grit point to use this ability. At 11th level, whenever the solemn traveler uses her judgement ability, she selects two different judgements instead of one. Doing so still only cost 1 grit point. As a swift action, she can change one of these judgments to another type.

This ability replaces the ricochet shot, dead shot, and lighting reflexes deeds and the gritty offense gained at 10th and 20th level.

#### **Traveler’s Terror (Su)**

At 5th level, a solemn traveler radiates an aura which causes all creatures within 20 feet of him to take a -2 penalty to fear effects. In addition, all creatures within her aura lose any immunity to fear effects they possess. At 15th level, this penalty increases by 2 and the area of the solemn traveler’s aura increases to 50 feet.

This ability replaces the gritty offense gained at 5th and 15th level.
Lore Warden (Legendary Fighter Archetype)

#### **Scholastic (Ex)**

A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.

This ability replaces the fighter’s proficiency with medium armor, heavy armor, and shields.

#### **Skillful Expertise (Ex)**

At 2nd level, a lore warden qualifies for feats and other abilities as though she had the Combat Expertise feat. At 10th level, she gains Combat Expertise as a bonus feat, even if she would not normally qualify for the feat. If she already has Combat Expertise, she instead gains any one combat feat that includes Combat Expertise as a prerequisite (and for which she otherwise qualifies).

This ability replaces determination.

#### **Maneuver Mastery (Ex)**

At 3rd level, a lore warden adds his weapon training bonus on all CMB checks and to his CMD. This ability replaces the advanced armor training options gained at 3rd level and 7th level and the prowess options gained at 4th level and 8th level.

#### **Enemy Assessment**

At 7th level a lore warden gains access to the know thy enemy advanced weapon training option (see below). At 9th level if the lore warden has the know thy enemy ability he can replace an advanced armor training option to use his know thy enemy ability as a move action, and at 11th level he can replace a second advanced armor training option to also be able to use it as a swift action.

##### ***Know Thy Enemy (Ex)***

When the lore warden succeeds at a Knowledge check to identify a creature’s abilities and weaknesses, he can also use a standard action to grant himself a +2 insight bonus on all attack and weapon damage rolls made against that enemy. This bonus lasts for a number of rounds equal to half his class level, or until the lore warden uses this ability against a different creature.

#### **Crucial Avoidance**

At 12th level, a lore warden gains access to the following prowess option:

##### ***Hair’s Breadth (Ex)***

When subject to a critical hit, the lore warden can attempt an Acrobatics check to reduce the damage as an immediate action. If the result of this Acrobatics check is greater than the opponent’s confirmation roll then the lore warden negates the critical hit; the attack still hits and deals normal damage.

#### **Know Weakness (Ex)**

At 19th level, a lore warden can automatically confirm a critical hit once per round when he threatens a critical hit.

This ability replaces armor mastery.
Duchess Francesca Cordova

Francesca Cordova is the first duchess and second Duke of Koper City. She is the primary ruler along with her Council that governs both the City itself and the Koper Conclave. Currently she is engaged to an elven magistrate from Orok Biradolom. She has ruled for over two centuries while many approve, but many don't, given she is Sen'Viris and of the family that founded Koper officially. She is seen as pale with dark eyes and raven black hair though her demeanor is polite but aloof. She was the progenitor of the Veridian Treaty of which Sovereignty signed that allowed for any remaining Sen'Galas to be given land and domain adjacent to Koper's territories but given recent events it has become clear action must be taken to prevent further conflict from occuring.

While many vampires are known for their magical potential, Cordova is no exception. There are tales in her youth becoming a master ferromancer capable of bending most metallic substances with ease.
Firearm Striker (Legendary Gunslinger Archetype)

Despite the large number of legendary gunslingers which prefer to stay out of melee combat, firearm strikers prefer the roar of close range battles. Fueled by adrenaline, these thrill seekers engage foes as closely as possible, living for those fleeting moments of gunfire combined with the crash of fists colliding with foes.

#### **Weapon and Armor Proficiencies**

Firearm strikers are not proficient with light armor.

This replaces the legendary gunslinger’s normal armor proficiencies.

#### **AC Bonus (Ex)**

When unarmored and unencumbered, the firearm striker adds her Wisdom bonus (if any) to her AC and her CMD. These bonuses to AC apply even against touch attacks or when the firearm striker is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

#### **Martial Grit (Ex)**

A firearm striker treats her unarmed strikes as firearms for the purpose of being able to regain grit.Strike Deeds (Ex): A firearm striker gains the following deeds:

##### **Iron Knuckle**

At 1st level, as long as a firearm striker has at least 1 grit point, she gains the Improved Unarmed Strike feat and may use her Dexterity modifier in place of her Strength while making attack rolls with unarmed attacks.

##### **Close Combat**

At 3rd level as long as a firearm striker has at least 1 grit point and one free hand, her unarmed strikes gain the enhancement bonus to attack and damage of a single firearm she is wielding.

##### **Steel Fist**

At 3rd level, as long as a firearm striker has at least 1 grit point, her unarmed strikes deal damage as though she was a monk of her class level.

##### **Gun Flurry**

At 7th level, whenever the firearm striker deals damage to a creature with a firearm, she can spend 1 grit point as an immediate action to make an attack with her unarmed strike. If there are no targets within her natural reach, she can move up to half her speed (this movement provokes attacks of opportunity), making an attack with her unarmed strike at the end of her movement. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

##### **Empowered Firearm**

At 11th level, a firearm striker can spend 1 grit point as a free action to have any firearm she wields deal damage equal to her unarmed strike for 1 minute. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

This ability replaces deadeye, ricochet shot, utility shot, dead shot, and lightning reflexes.

#### **Light Hands (Ex)**

At 5th level, a firearms striker may choose to use her Dexterity modifier in place of her Strength to determine how much damage she deals with her unarmed strikes.

This ability replaces the 5th level gun mastery.

#### **Martial Offense (Ex)**

At 5th level, firearm strike’s gritty offensive also affects her unarmed strikes.

This ability alters combat grit.
Righteous Berserker (Legendary Barbarian Archetype)

The righteous berserker is infuriated by evil and uses any means to cleanse it from the land.

**Alignment:** Any good. This alters the barbarian’s alignment restrictions.

#### **Righteous Rage (Ex)**

At 1st level, a righteous berserker selects the righteous rage form.

This replaces the rage form gained at 1st, 10th, and 20th level

#### **Righteous Rage (Ex)**

While in a rage, the righteous berserker gains a +3 bonus on attack rolls and damage rolls against evil targets. She ignores any DR the evil creature possesses.

##### **Greater Righteous Rage (Ex)**

At 11th level a righteous berserker’s bonus on attack and damage rolls increases to +4.

##### **Mighty Righteous Rage (Ex)**

At 20th level, a righteous berserker’s bonus on attack and damage rolls increases to +5.

#### **Cleansing Strike (Ex)**

At 5th level, while in a rage, the righteous berserker scours unnatural evil from the land. She deals an additional 1d6 damage on damage rolls made against outsiders with the evil subtype, evil-aligned dragons, undead creatures, evil-aligned clerics, and anti-paladins.

This replaces the rage form gained at 5th level.

#### **Divine Aura (Ex)**

At 15th level, while in a rage, the righteous berserker gains a +2 sacred bonus against attacks from evil aligned creatures.

This replaces the rage form gained at 15th level.

#### **Ex-Righteous Berserkers**

righteous berserker who ceases to be good loses the ability to rage. She regains her ability to rage and if she atones for her violations (see atonement), as appropriate.atonement), as appropriate
Children of the Dome

> The Dome is a paradise... for those looking to escape something.
>
> Tagline

***Children of the Dome*** is a teen, dystopian novel written by B.J. Wingham. It was originally published July 6th, 2022. The book is the first in *the Children of the Dome trilogy* followed by *Children of the Outside*, then *Children of the Rebellion*.

In the novel it follows sixteen-year-old Ava Kincaid as she navigates an escape with her co-conspirators from The Dome; a small, compact city that has been completely built, farmed, and run by children ages eight to nineteen. With five divisions to help sustain their 'society' a very firm pattern of processes have been established in the time it has been around, and a lot of people don't like how things are run around there.

## Synopsis

*Ava Kincaid has arrived at The Dome: a paradise for children without adults. But Ava already wants to escape. With the help of allies and friends, Ava plans for the bloodiest bust-out and answers to the truth of The Dome’s existence and why they were all there.*

## Plot

Ava Kincaid wakes up in a holding facility. After hours of interrogation and blood drawing, Ava is finally transported to the Tower of Providentia, where she awakens to find other companions her age all guided by the Electronic Virtual Escort (E.V.E. for short) to The Dome: a city under a transparent dome, surrounded by orange-rock, and functioned by large buildings.

## Characters

**Ava Kincaid** - the main protagonist and one of the main narrators of the story. A self-serving, determined, young woman, Ava is a new arrival at the Dome, enrolled at the Workshop & Machinery Division. Ava is quickly recruited by fellow citizens Lucy and Harry to help aid and come with them in their escape. However, it seems Lucy may have much bigger plans, where Ava only wants to save herself. She is a short, slim girl with raven-black hair up to her shoulders and translucent, pale skin. She is of Chinese descent.

**Markus Conway** - the main antagonist and one of the main narrators of the story, Markus is the cutthroat, mean, and charming Mayor of the Dome. Having served as the Mayor for a long time now, Markus has built up an array of supporters and loyal friends, all to serve the same ends he wants. Believed to have been at the Dome since the beginning, Markus believes in the power of the Dome and tries to thwart Ava and her allies' plans as they attempt to escape. He has dark, wavy hair, sharp, golden eyes
Just A Gaming Server Wiki

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## Important articles

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Unbreakable (Legendary Fighter Archetype)

This ability replaces the fighter’s 1st-level bonus feat.

#### **Unflinching (Ex)**

At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).

This ability replaces determination.

#### **Implacable (Ex)**

At 5th level, an unbreakable can gain perseverance options as advanced weapon training options.

#### **Unbreakable Mind (Ex)**

At 20th level, an unbreakable becomes nearly impossible to sway with honeyed words or magic. He gains immunity to mind-affecting effects.

This ability replaces weapon mastery.
Pierce Langdon

> If I'm going to die, it'd be nice to look into your eyes...
>
> Pierce's last words to Ava Kincaid.

**Pierce Langdon** is a minor character in the first book, who was then upgraded to a major character in the second. Belonging to the Law Enforcement Division, Pierce is immediately caught up on Ava. At the end of the first book, Pierce unwittingly gets caught up in Ava's escape plan while trying to protect her.

## Biography

### Early life

Not much is known about Pierce's life before the Dome except that he had a father who was a war veteran as well as a hunter. Pierce was ruthlessly beaten by his father and that was what caused him to toughen up. As he grew up in the mountains, Pierce perfected his arm, boxing skills, as well as survival traits.

### The Dome

#### Meeting Ava Kincaid

While not much is known about his arrival or his beginnings in the Dome, Pierce was first spotted when he got into a heated conversation with fellow Law Enforcement Maximo Boyle and Meredith that almost resulted in a brawl. Pierce claims he caught Ava staring at him and was immediately struck by her.
Incredible Bulk (Legendary Barbarian Archetype)

The incredible bulk lords her size over smaller creatures, stomping them to dust or wielding them like weapons.

#### **Rage Forms (Ex)**

At 1st level, an incredible bulk must select the enlarging rage form.This modifies rage forms.

##### **Rage Powers**

The incredible bulk may select Wield Halfling, or any feat that requires Wield Halfling as a prerequisite instead of selecting a rage power. She does not need to meet the Strength or BAB requirements for these feats.

This modifies rage powers.

#### **Advantageous Reaction (Ex)**

At 2nd level, the incredible bulk learns to best protect her personal area. She gains a +4 bonus to attack rolls on all attacks of opportunity against creatures smaller than herself.This replaces uncanny dodge.

#### **Heavy Stomper (Ex)**

At 5th, the incredible bulk gains a +2 bonus to attack and damage rolls against creatures smaller than her occupying her same space.

This replace improved uncanny dodge.
Legendary Rogue Avoidances

At 3rd level and every 3 levels thereafter, the rogue either selects a new avoidance from the list below or selects one of her existing avoidances and increases her benefits from it by the amount(s) listed in the avoidance.

### *Defensive Agility (Ex)*

She gains a +1 dodge bonus to AC when fighting defensively or taking the total defense action.

### *Elusive Moves (Ex)*

A rogue nimbly darts out of a foe’s clutches. She gains a +1 dodge bonus to AC against attacks of opportunity and a +1 dodge bonus to her CMD to resist grapples.

### *Missile Avoidance (Ex)*

A rogue eludes ranged attacks. She gains a +1 dodge bonus to AC against ranged attacks.

### *Poison Resistance (Ex)*

A rogue becomes inured to toxic substances, gaining a +2 bonus on all saving throws against poison. The fourth time a rogue selects this avoidance, she becomes completely immune to poison.

### *Shrewd Countermeasures (Ex)*

A rogue knows how to thwart devious tricks and underhanded tactics. She gains a +1 dodge bonus to her CMD against dirty tricks, disarms, and steal combat maneuvers, and she adds 1 to the DC of feints and Sleight of Hand checks made against her.

### *Stable Balance (Ex)*

A rogue maintains her equilibrium and steady poise. She gains a +1 bonus on Reflex saves against falls or effects that would knock her prone, a +1 bonus on Climb checks to catch herself when falling, and +1 dodge bonus to her CMD to resist trips.

### *Trap Sense (Ex)*

A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

### *Unflinching (Ex)*

A rogue steels herself with steadfast determination. She gains a +1 bonus on saving throws against fear and mind-affecting effects.
Koper City

Sovereignty began to push their influence around the southern border of Koper Conclave many years ago, prior to Koper’s industrialization; whilst The Elves of Orok Biradolom brokered trade with the newly formed Koper City. Koper, having seen a recent uptick in industrialization and realization of natural resources, quickly became a prize jewel in the eyes of the world. However, tensions ran high between Biradolom and Sovereignty; Koper tried to remain neutral at first, going as far as to accept refugees from Sen'Galas, a portion of the sovereignty recently lost to forest fires. Though it became clear, after the events of Brokkenjic, that sides needed to be taken.

Reluctantly, Koper decided it was best for their newly formed country to ally with Biradolom as war seemed to be brewing between the two behemoths. With Elven aid, Koper became what it is today, a bastion of innovation and potential. After many long years of bloodshed and battle, an armistice was signed between Duke Emile Cordova of Koper City and the Southern Monarchs known as the Meridian Treaty. This treaty allocated land and regions to each side of the River Thess but also recognized Koper City as its own independent country.

Centuries have passed and Koper has announced a renewed allegiance with Biradolom, thus ending the armistice. This was partially in response to a group from Old Sen’Galas who call themselves The Verdancy, being offered refuge by Sovereignty after decades of continued raids on Koper’s industrial complex. The current Duchess, Francesca Cordova, has solidified her position with Biradolom, after a strained political marriage, that was nearly ended by three separate assassination attempts.

Tensions are nearing a peak, as Koper turns its eyes toward potentially being the staging ground for a new proxy war.
Мантикорант

Худ. Тима Аумала

**Мантикорант** (лат. *Echinornithoides protervus*) - вид мелких индийских теропод из проекта "Спек - рассказ о современных динозаврах".

## Биологическое описание

Тёплые тропические леса Индии поражают своими интересными и красочными обитателями, аналогов которым нет больше нигде в мире. И среди всего этого пестреющего разнообразия творений природы выделяется один из самых загадочных хищников планеты с плохо изученной историей - индийский мантикорант.

Размеры у этого динозавра не очень большие: он достигает длины земного дымчатого леопарда (примерно 1,3 метра), а вес составляет 16 - 18 кг, хотя у особо крупных экземпляров он достигает отметки в 21,3 кг. Это легко сложенный хищник подтянутого телосложения с небольшим туловищем. Ноги довольно крупные и мощные, с маленькими кератиновыми пластинками. Передние конечности имеют по три длинных пальца с когтями среднего размера. Хвост длинный. Примечательно, что несколько последних позвонков в хвосте мантикоранта слились и образуют некое подобие пигостиля для того, чтобы поддержать густой веер из перьев. Шея короткая, а морда вытянутая и чем-то похожа на череп давно вымерших целофизов.

## Питание

Мантикорант, хоть и принадлежит к типичным хищным тероподам, демонстрирует довольно разнообразный и богатый рацион. Основу питания составляют мелкие млекопитающие, ящерицы и змеи. Можно утверждать, что от числа и доступности таких существ в значительной мере зависит состояние популяции этого хищника. Птицы менее значимы в питании этого ящера, но плотоядное животное всё равно не упустит возможности схватить сидящую на земле птицу - вплоть до средних по размерам ксенорнисов. Редко мантикоранты занимаются некрофагией (поеданием падали), а также не упускают возможности съесть кладку яиц, принадлежащих гнездящимся внизу птицам или наземным динозаврам. В случаях отсутствия корма эти хищники могут поедать грибы.

## Систематика

Попытки классифицировать этого, на первый взгляд, нечем не примечательного динозавра обернулись для биологов Спека массой сложностей. Стоит отметить, что в скелете мантикоранта присутствуют как черты продвинутых манирапторов (к которым его первоначально отнесли), так и очень примитивных динозавров. Поэтому выяснилось, что различные верминаторы, коранты, ягуляры, драки и другие ни как не могут быть его близкими родственниками. Это подтвердилось в результате анализа ДНК, который поместил этого ящера за пределы инфраотряда манирапторы, что сподвигло учёных выделить для мантикоранта и его африканского собрата отдельную кладу *Древнепёрые (Archaeoplumia)*. Это было сделано по причине того, что у этих динозавров очень примитивное оперение, даже более архаичное, чем у эррозаврид.
Stamina Adherent (Legendary Fighter Archetype)

#### **Fighting Stamina (Ex)**

The stamina adherent gains a stamina pool with a maximum number of stamina points equal to his fighter level + his Constitution modifier. The stamina adherent can spend stamina points to use any combat tricks associated with combat feats he possesses. If the stamina adherent gains the Combat Stamina feat, he also gains the Extra Stamina feat as a bonus feat, even if he doesn’t meet that feat’s prerequisites. Gaining the Combat Stamina feat doesn’t grant the fighter second stamina pool, but does grant him the benefits of that feat and allows him to use his total HD + Constitution modifier to determine the size of his stamina pool. A stamina adherent chooses two less skills than normal to become class skills with the bonus skills class feature.

This ability modifies bonus skills.
Weapon Master (Legendary Fighter Archetype)

#### **Chosen Weapon (Ex)**

The weapon master selects a single type of weapon (such as longsword or shortbow). He gains the Weapon Focus feat with this chosen weapon and deals +1 damage with it.

This ability replaces the fighter’s 1st-level bonus feat and sharp reflexes +1.

#### **Weapon Group (Ex)**

At 3rd level, a weapon master gains the weapon group advanced weapon training class feature with a weapon group that contains his chosen weapon.

This ability replaces weapon training 1.

#### **Weapon Training (Ex)**

At 5th level, a weapon master gains weapon training 1.

This ability replaces the advanced weapon training option gained at 5th level.

#### **Weapon Specialist Training**

At 5th level, a weapon master gains access to the following advanced weapon training options.

##### ***Reliable Strike (Ex)***

When attacking with his chosen weapon, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action after the roll is made but before the result is determined. He must accept the second roll even if it is worse. He can use this ability a number of times per day equal to his weapon training bonus.

##### ***Mirror Mastery (Ex)***

A weapon master gains his weapon training bonus as an insight bonus to AC when attacked by any weapon in a weapon group he possesses, as long as that weapon group contains his chosen weapon. The weapon master must be 9th level to select this option.

##### **Unstoppable Strike (Ex)**

A weapon master can take a standard action to make one attack with his chosen weapon as a touch attack that ignores damage reduction (or hardness, if attacking an object). The weapon master must be 11th level to select this option.

##### ***Deadly Critical (Ex)***

When a weapon master confirms a critical hit with his chosen weapon, he can increase the weapon’s damage multiplier by +1 as an immediate action. He can use this ability a number of times per day equal to half his weapon training bonus. The weapon master must be 13th level to select this option.