recursal/Fanatic-Fandom huggingface dataset:
Bad Shot

## DESCRIPTION

The superhero has great difficulty with ranged weapons. Great difficulty. This Comp is incompatible with Amazing Accuracy.

* **Tier 1 (2 JP):** The superhero cannot take any proficiency or feats that pertain to ranged weapons, including firearms, non-ballistic projectiles, or thrown weapons. Because of this non-proficiency, the superhero takes a -4 penalty on all ranged attack rolls.
* **Tier 2 (4 JP):** His depth perception is really awful. The superhero takes an additional -2 penalty to all ranged attack rolls, for a total penalty of -6.
Archdemon

Considered the high class of demons, the Archdemons are very suave and powerful demons. They get about the mortal world with their immense knowledge, while getting about with demonkind with their status. Archdemons can hide themselves among the surface world, similar to Cubi, but they have trouble hiding their horns most of the time, making them less likely to travel among the surface.

## Stats

**STR** +0

**DEX** -5

**CON** +0

**INT** +5

**WIS** -3

**CHA** +3

## Racial Traits

### Type

Archdemons are Outsiders (Native, Demon).

### Age

Archdemons are considered adults at age 14. Archdemons are essentially immortal, living until they die.

### Size

Medium. The Archdemon grows to 4.5 to 5 ft tall. They weigh an average of 200 lbs.

### Speed

The Archdemon has a Land Movement Speed of 30 ft and a Flight Movement Speed of 25 ft.

### Language

The Archdemon can speak Common Equestrian and Tartaran.

### Culture

Archdemons are considered the second highest in the demon hierarchy tree, only beat by the Ifrit itself. In this regard, Archdemons are feared and worshiped by many other lesser demons, like Cubi and Fiends. Archdemons rarely leave Tartarus.

### Flight

Archdemons, having wings, are capable of flight.

### Darkvision

Archdemons can see in the dark up to 60 ft.

### Skill - Knowledge (Religion)

Due to being born of Ifrit, Archdemons have +4 bonus to Knowledge (Religion).

### Devil Affinity (Ex)

Archdemons have increased innate power when it comes to dark spells. They treat their Caster Level as 1 level higher when it comes to spells with the Evil or Fire descriptor. They also gain a +4 racial bonus to saving throws against these spells, and Fire Resistance 10 and Cold Resistance 10.

### Hell Commander (Ex and Sp)

Archdemons have power over the lesser demons of Tartarus. Archdemons have a +4 racial bonus to Charisma checks against other demons. At 5th level, they can cast *Command* as a spell-like ability on a demon of lower level or CR. After they use this ability on a target, they cannot use it on the same target again for 24 hours.

## Favored Class Bonuses

 Wizard | Every 2 levels, add +1 fire damage to spells that deal fire damage.
Amplified Rage

**Prerequisites**: Rage class feature.

**Benefit**: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).
Banished Stars

Do you like space travel? So do we! As such, this alternative rule system is based on space travel adventures!

More specifically, we took some inspiration from Borderlands to create this ruleset.

## Systems

The Edge Worlds

Deployments

Manufacturers

Body Shields

Oz Kits

Relics

Vices

Drives

PDA

Badass Point System

Badass Enemies

Loot System

Stars - Weapons

Stars - Feats

Stars - Bestiary

Stars - Vehicles

## Classes and Changes

First and foremost, every class is proficient with firearms and grenades. Due to the futuristic times, technology is the dominant method of combat. Magic is normally not as prevalent in such a setting, but still exists.

### Stars Classes

 Phasecaster | d8
 Sage | d10
Absorbing Inhalation

School: Transmutation [Air]

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft. + 5 ft./2 Levels)

Target: One Cloud-Like Effect, up to one 10 ft Cube/Level

Duration: 1 Round/Level; see text

Saving Throw: See text

Spell Resistance: No

You grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. If the targeted cloud is a magical effect, you must succeed at a caster level check (DC 11 + the effect’s caster level) to inhale it. Inhaling the cloud removes it from the area, leaving normal air in its place. If the cloud is too large for you to affect with a single casting of this spell, you may instead inhale a portion of the cloud, but you must inhale the portion of the cloud closest to you. This spell has no effect on gaseous creatures. It can only affect an instantaneous-duration cloud (such as a breath weapon) if you ready an action to cast the spell in response.

While inhaled, the cloud does not harm you. You may keep the cloud harmlessly contained within you for up to 1 round per level, but you must hold your breath to do so (even if you do not normally have to breathe). If the cloud has a duration, the time the cloud is contained within you counts toward that duration. As a standard action, you may release the stored cloud as a breath weapon, filling a 60-foot cone (or the cloud’s original area, if smaller than a 60-foot cone). Any creature in the breath’s area is subject to its normal effects, making saving throws and spell resistance checks as appropriate against the cloud’s original DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud ends this spell. If you do not exhale the cloud before this spell’s duration expires, you suffer the cloud’s effects and automatically fail any saving throw to resist it.

If you exhale the cloud before the spell’s duration expires, you can inhale another gas, mist, or cloud, including the same cloud you just exhaled. However, if you inhale and expel the same cloud more than once its potency is greatly reduced, with its remaining duration, area, and damage (if any) reduced by half and its save DC reduced by 4. These reductions stack each time you inhale and expel the same cloud. If you do not exhale the cloud before the spell’s duration expires, you are still entitled to any applicable saving throws.
Arcane Talent

Magic is in your blood, and at your fingertips.

Prerequisites: Cha 10, unicorn.

Benefit: Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster level is equal to your character level. The save DC is 10 + your Charisma modifier.
Align Weapon

School: Transmutation [see text]

Tier: 2

Components: V, S, DF

Casting Time: 1 Standard Action

Range: Touch

Target: weapon touched or 50 projectiles (all of which must be together at the time of casting)

Duration: 1 Minute/Level

Saving Throw: Will Negates (Harmless, object)

Spell Resistance: Yes (Harmless, object)

*Align weapon* makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.

You can’t cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, *align weapon* is a chaotic, evil, good, or lawful spell, respectively.
Metroid

**Metroichi** is a Bug/Electric-type Pokémon; though not based off of it directly, it is considered the Alter Forme of Jirachi.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Metroid obtained at level 1
* **Bold** indicates a move that gets STAB when used by Metroid
* *Italic* indicates a move that gets STAB only when used by an evolution of Metroid
* Moves in yellow cannot be learned by any previous evolutions of Metroid

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Zigzagrub
* *Italic* indicates a move that gets STAB only when used by an evolution of Zigzagrub
* Moves in yellow cannot be learned by any previous evolutions of Zigzagrub

## Trivia

### **Design origin**

Metroichi is based on the titular Metroid aliens, specifically in their larvae stage, from the Metroid series.
Basic Harmony

*Your performance interweaves with and enriches your ally’s skills.*

**Prerequisite(s)**: Performance Class Feature.

**Benefit(s)**: You can attempt a DC 10 Perform check to aid the Perform check of an ally who also has this feat. If you succeed, your ally gains a +1 bonus for each 5 points of your check result; a check result of 10 grants a +2 bonus, a result of 15 grants a +3 bonus, and so on. If you fail, the discord applies a –5 penalty on your ally’s check.
Backlash

Tier: 2

Biotic Tree: Adept/Sentinel/Vanguard

Casting Time: Immediate Action

Duration: 1 Round/Level

Range: Personal

Target: Self

Primes/Detonates: N/A

Saving Throw: N/A

Generate a frontal biotic aegis barrier with 15 hit points. If a creature you can see hits you with an attack while the aegis is active, including the triggering attack, split the damage equally between yourself and the aegis. If the attack is a ranged weapon attack from a non-siege weapon, the portion of the damage that would be dealt to you is dealt to the attacking creature instead.

If the damage is an odd number, you may choose where the extra 1 damage is dealt.

If damage that would be dealt to the aegis is greater than its remaining hit points, deal any remaining damage to yourself.

When the aegis drops to 0 hit points the power ends.

**At Higher Levels:** When you cast this power using a power slot of 3rd level or higher, the aegis's hit points increase by 10 for each slot level above the 2nd.

### Advancements

**Durable:** Increase the aegis's hit points to 30.

**Counterstrike:** If you cast Backlash as an immediate action against a melee attack, you can take a free attack of opportunity against the attacking creature immediately after it resolves. This attack of opportunity does not count against your normal attacks of opportunity per round.
Archon's Trumpet

School: Evocation [Good, Sonic]

Tier: 6

Components: V, S

Casting Time: 1 Standard Action

Range: 30 ft

Area: Cone

Duration: Instant

Saving Throw: Fort Negates

Spell Resistance: Yes

Upon hearing a booming report, as if from a trumpet archon’s mighty horn, all creatures in the area of the burst are paralyzed for 1d4 rounds.
Avatar

You’ll find no truer embodiment of a deity than an avatar. An avatar walks in the footsteps of her deity closer than any other mortal. Although she loses flexibility granted to other clerics, the avatar is rewarded for her commitment.

## Abilities

### Class Proficiency

The Avatar is only proficient with their deity's favored weapon.

An Avatar may only wear armor if a follower of a deity that is involved with armor (Alexander, Athena, Bahamut, Bastet, Celestia, Freya, Hikari, Horus, Ifrit, Ingram, Luna, Osiris, Raum, Shinigami, and Sobek).

They have a -4 penalty on any other weapon other than their deity's favored weapon. This stacks with the penalty of not being proficient in a weapon.

### Devotion

The Avatar must be the same alignment as their deity.

They cannot cast spells of the opposite alignment of their deity.

If the Avatar does not obey the strictures of their deity, they lose their powers.

### Domains

The Avatar gains all 4 domains that are available for their deity. This alters domains.

### Divine Intervention (Su)

At 10th Level, as a swift action once per day, they can call upon their deity for help when in a terrible situation. So long as they have stayed on the path of the Avatar, their deity will intervene in the way they see fit that will give the Avatar an advantage of some sort over the situation. The exact details are up to the GM.
Argent Bloodline

## Spells

 4th
 6th
 8th
 10th
 12th
 14th
 16th
 18th

## Arcana

Whenever you cast a damaging spell with the [force] descriptor, add +1 to each die of damage (or just +1 if it deals damage without using dice).

## Abilities

### Extra Missile (Su)

Whenever you cast Magic Missile, you create an extra missile, even if this creates more than the normal maximum of five. At level 9, you create another extra missile, for a total maximum of seven.

### Force Specialization (Ex)

At level 3, you gain a +2 competence bonus on attack rolls made for spells with the [force] descriptor, and force spells that generate an AC bonus add +2 to that bonus.

### Instant Shield (Sp)

At level 9, you gain Shield as a spell-like ability that you may use once per day as an immediate action.

### Enduring Force (Su)

At level 15, all force spells you cast last twice as long, as though cast with the Extend Spell feat, though their spell level and casting time remain unchanged. This increase stacks with application of the Extend Spell feat. In addition, you add +4 to the DC to counter, dispel, or disrupt your force spells.

### Reflective Shield (Su)

At level 20, you are constantly under the effects of Spell Turning for the purposes of spells with the [force] descriptor.
Baby Drifter

*Drifters are giant, 6 legged spider-like creatures that traverse Cronus's surface. They resemble a granddaddy longleg. They are very passive and ignore any other creature unless they or their children are provoked.*

**CR** 5

**XP** 0

TN Medium Vermin

**HP** 45

**AC** 14 (FF 12/TAC 12) (2 Dex, 2 Natural Armor)

**Land Movement Speed** 50 ft

**Fort** +5

**Ref** +2

**Will** +1

## Statistics

**STR** 14

**DEX** 12

**CON** 12

**INT** X

**WIS** 10

**CHA** 5

## Abilities

### Weird Limbs (Ex)

Drifters are susceptible to trip combat maneuvers, taking a -20 penalty to CMD against them.
Artificial Alicorn (Purple)

Level 22

XP ???

TN Medium Magic Beast

HP 223

AC 30 (Touch 19, Flat-Footed 21)

Land Movement Speed 40 ft

Flight Movement Speed 60 ft

**Immunity** Mind Effects, Radiation

**Resistant** Poison, Fire, Earth

## Stats

**STR** 26 (+8)

**DEX** 28 (+9)

**CON** 30 (+10)

**INT**  24 (+7)

**WIS** 27 (+8)

**CHA** 5 (-3)

### Saving Throw

**Fort**+10

**Ref**+6

**Will +8**

**Init 10**

## Abilities

**Ranged** Piercing Blast +7 (3d12 +10 Piercing)

**Melee** Horn +10 (2d10 +8 Piercing)(Bleeding)

**Teleportation** Instant 100 ft movement (counts as movement turn)
Army's Paeon I

School: Conjuration (Healing)

Tier: 1

Components: V

Casting Time: 1 Standard Action

Range: Small (25 ft + 5 ft/2 levels)

Target: Single Creature

Duration: 1 Round/Level

Saving Throw: Will Negates (Harmless)

Spell Resistance: Yes (Harmless)

You play a soft-spoken song of healing, bestowing one ally with HP regeneration. Each round this song is in effect, the target gains Fast Healing 2.
Augment Poison

School: Transmutation

Tier: 2

Components: V, S, DF

Casting Time: 1 Standard Action

Range: Touch

Target: 1 Non-Magical Poison Dose/3 Levels

Duration: 10 Minutes/Level

Saving Throw: Will Negates (Harmless, object)

Spell Resistance: Yes (Harmless, object)

This spell makes poison more potent and toxic. Any dose of poison affected by the spell has its Fortitude DC changed to (10 + 1/2 caster level + spellcasting ability modifier). Furthermore, any ability damage caused by the poison does one additional point of damage each round and its duration is increased by 1 round. For example, if you had one dose of standard wyvern poison; injury; save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves; and it were augmented by an 11-th level wizard with a Intelligence score of 22, it would become augmented wyvern poison; injury; save DC 21; frequency 1/round for 7 rounds; effect 1d4+1 Constitution damage; cure 2 consecutive saves. If the duration of the spell expires, the augmented effect ends immediately. Thus, if a person has suffered 6 rounds of the augmented wyvern poison and the spell ends before the 7th round it would not deal damage on the seventh round.

This spell only affects discrete doses of poison, though they may already be placed on a weapon, trap, or other item. Thus, if the spell were cast on a 10-gallon vat of wyvern poison, it would have no effect. A dose of poison under the effect of this spell is considered a magically modified poison and does radiate magic.
Nefario

**Dr. Nefario** is a Dark/Poison-type Pokémon; the Alter Forme of Gru.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Nefario
* *Italic* indicates a move that gets STAB only when used by an evolution of Nefario
* Moves in yellow cannot be learned by any previous evolutions of Nefario
Arcane Enforcer

There are those called to enforce the ancient laws of magic, protecting those who would become the victims of indiscriminate spellcasters, and bringing justice to those who would abuse their magic. Arcane wardens are both respected and feared for their ability to face powerful casters and be the ones to walk away.

## Abilities

### Weapon and Armor Proficiency

Arcane wardens do not gain proficiency with heavy armor or shields.

### Diminished Spellcasting

Due to a heavier focus on the martial aspect of their training, arcane wardens cast one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if her Intelligence allows bonus spells of that level. This alters the magus’ normal allotment of spells per day.

### Blademaster

Due to an increased emphasis on understanding and mastering their blade, the arcane warden gains Weapon Focus (longsword) as a bonus feat at 1st level.

### Arcane Pool (Su)

At 5th level, the bonuses to the arcane warden’s arcane pool can be used to add any of the following weapon properties: dancing, dispelling, dispelling burst, distracting, greater distracting, keen, nullifying, phase locking, spell stealing, or vorpal, but not flaming, flaming burst, frost, icy burst, shock, shocking burst, or speed.

This modifies the magus’ arcane pool.

### Disruptive

The arcane warden gains Disruptive as a bonus feat at 6th level. This replaces the arcana gained at that level.

#### Spellbreaker

The arcane warden gains Spellbreaker as a bonus feat at 12th level. This replaces the arcana gained at that level.

### Magic Eater (Su)

At 13th level, an arcane warden can absorb the raw arcane energy of spells she resists. Once per day, when attacked with a spell that allows a save, the arcane warden can consume the energy of the spell. Upon a successful save, the warden devours the spell energy, using it to replenish her arcane pool. This absorption restores one arcane pool point per level of the spell absorbed. If the spell would normally do partial damage or have some other partial effect on a successful save, it has no negative effect on the arcane warden when absorbed. This ability can be used an additional time per day at 16th level and 19th level.

This replaces Greater Arcane Armor.
Apathetic Aura

**Discipline** telepathy (compulsion) [mind-affecting]

**Level** 2

**Manifesting Time** 1 standard action

**Display** Visual

**Range** 20 ft.

**Area** 20 ft. radius centered on you

**Duration 1** round/level

**Saving Throw** Will negates

**Power Resistance** Yes

**Power Points** 3

You emit an aura that causes creatures to be uninterested in you or those accompanying you. The affected creatures are aware of your presence, but simply find your presence unworthy of their attention. Creatures accompanying you must be within 10 feet of you to be similarly ignored. Any action that would directly harm the affected creature allows it to make an additional save against this power with a +4 circumstance bonus to negate this effect.

**Augment:** If you spend an additional 4 power points, the duration becomes 10 minutes/level.
Banished Tactics (Alternate Ruleset)

Banished Tactics is an alternative ruleset made for Banished Dungeons. This ruleset takes some inspiration from large-scale tactic games, like Fire Emblem and XCOM.

## Player Characters

The Players may be able to play multiple characters throughout the campaign. They will be able to switch between characters between missions, sending out one of their characters each for a specific mission.

## Preparation

Between missions, PCs will be able to equip their characters with gear and items they may need on this mission. PCs will usually have a home base they use to store items between missions.

## Missions

They bulk of Banished Tactics are the missions. These act like normal battles, but take longer as they do more than just fight during missions.

The rules vary as follows:

PCs will roll initiative at the start of a mission, determining the order they move in.

Depending on the conditions the PCs start in, their enemies may be unaware of their presence (usually in BT settings where the PCs are performing stealth missions and guerrilla warfare). In this scenario, the field will be set as "Quiet". All enemy characters will act after all PCs, until the enemies spot the PCs or the PCs are revealed in some way, setting the field as "Alert".

If the field is in the "Alert" state, enemies will roll initiative as well. This will continue battle as usual.

Missions usually have a goal that must be complete. Depending on the setting, the PCs might have to defeat all enemies or escape after completing the task.
Barbaric Bloodline

*The rage of your ancestors burns within you, and the taint of savage blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.*

You are heir to the bestial power of the great warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.

## Spells

*burning hands* (3rd), *bull’s strength* (5th), *rage* (7th), *wall of fire* (9th), *cloudkill* (11th), *transformation* (13th), *delayed blast fireball* (15th), *iron body* (17th), *meteor swarm* (19th).

## Feats

Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.

## Arcana

You gain darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

## Abilities

### Touch of Rage (Sp)

At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

### Fearless (Ex)

At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

### Strength of the Beast (Ex)

At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

### Power of Giants (Sp)

At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

### Warlord Reborn (Su)

At 20th level, you become a true warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast *transformation* as a spell-like ability using your sorcerer level as your caster level.
Ash Bloodline

Hailing from a volcanic homeland, those of the Ash bloodline find their natural attunement for concealment and quiet movement amongst the flames a great boon.

## Spells

A legendary bloodrager with this bloodline gains vanish (5th), fiery shuriken (8th), ash storm (11th), volcanic storm (14th)

## Abilities

### Ash Cloud (Su)

At 1st level, you may spend a round of rage as a swift action to create a cloud of fog and ash. This functions as fog cloud, filling a contiguous area equal to one 10-foot cube, plus one 10-foot cube per 5 levels for a number of rounds equal to your Constitution modifier. When you use this ability, you may choose one of the following effects to affect any creature ending their turn in the cloud:

* They become staggered as the ash induces coughing fits (Fort negates). This does not affect creatures that do not breathe.
* They take 2d6 fire damage, plus 1d6 at 4th level and every 3 levels thereafter (Reflex half). You never suffer these effects for being in your ash cloud.

### Sneak Attack (Su)

At 4th level, you gain sneak attack 1d4, as the rogue ability. At 4th level, and every 4 levels thereafter, your sneak attack increases by 1d4.

### Flame’s Shadow (Su)

At 8th level you gain mistsight. You also gain hide in plain sight, but only within your smoke clouds. As long as you are within one of your clouds, you can hide yourself from view in the open without having anything to actually hide behind and even while being observed. At 11th level you can use this ability as long as you are within 10 feet of some sort of shadow, cloud of smoke, or fire of at least large size. You cannot, however, hide in your own shadow.

### Smoke Double (Su)

At 12th level, as a standard action you may spend teleport up to 10 feet per 2 legendary bloodrager levels, leaving behind an insubstantial cloud that mimics your appearance perfectly. You may immediately attempt to use your hide in plain sight ability in your new location. Any creature that attacks your double is immediately exposed to an invidious gas and takes a -2 penalty to armor class and saving throws against your attacks and abilities until the end of your next turn. At 16th level, you may use this ability as a move action.

This ability can be used 3 + Charisma modifier times per day.

### Living Ashes (Su)

At 16th level, whenever you cast a spell, you gain the effects of *Displacement* until the end of your turn.

### Ashen Demise (Su)

At 20th level, upon taking damage of any kind, you may burst into flames, becoming invisible and leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer’s invisibility and his illusory remains last for a number of rounds equal to his constitution modifier or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 10 + Constitution modifier Will save to disbelieve the illusion, though this does not end the invisibility effect. This can be done once per day.
Baleful Polymorph

School: Transmutation (Polymorph)

Tier: 5

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: One Creature

Duration: Permanent

Saving Throw: Fortitude negates, Will partial, see text

Spell Resistance: Yes

As *Beast Shape III*, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of *baleful polymorph*, and as long as *baleful polymorph* remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to *baleful polymorph*, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

### Mythic

The saving throw changes to Fortitude (partial) and Will (partial). A creature that fails the Fortitude save automatically fails the Will save. A target with the shapechanger subtype that fails its save can’t use its shapechanging to shift out of its new form. A creature that succeeds at the Fortitude save is partially transformed into the intended animal. For 1 minute per level, it takes on cosmetic features appropriate to that animal and becomes one size category closer to the animal’s size.
Archon Subdomain

## Abilities

### Aura of Menace (Su)

At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

This replaces Holy Lance if you have the Good Domain.

This replaces Staff of Order if you have the Law Domain.
Arakne Bishop

*This large arachnid creatures resemble giant spiders. However, they have 2 frontal legs that are large and sharp, acting more like claws. They also have thick exoskeletons blocking a majority of their body, including their legs and front. They have bulbous backsides exposed to the elements.*

CR 18

XP 0

TN Medium Vermin

HP 72+Con

**AC** 10 (FF 10/TAC 10) (0 Dex, 8 Natural Armor)

**Land Movement Speed** 40 ft

Fort +11

Ref +6

Will +11

## Statistics

STR 0

DEX 0

CON 0

INT X

WIS 0

CHA 0

## Attacks

### Melee

Bite +13 (1d6)

2 Claws +13 (1d4)

## Abilities

### Weak Spot (Ex)

Flanking an Arakne gives both attackers an additional +2 to their flanking bonus. This stacks with any other effects.
Avalancher

Avalanchers attack from overhead cliffs and mesas like a landslide of arrows and blades.

## Abilities

### Falling Strike (Ex)

An avalancher excels at dropping onto opponents from higher ground. He gains a +1 bonus on Stealth checks and attack and damage rolls when he falls at least 10 feet before attacking an opponent. These bonuses stack with any bonuses the avalancher receives for charging or attacking from higher ground.

At 5th, 10th, 15th, and 20th levels, the bonuses from falling strike increase by 1.

This replaces Study.

### Cliff Jumper (Ex)

An avalancher adds half his level on Acrobatics checks to jump or soften a fall. Whenever he attempts an Acrobatics check to soften an intentional fall, he reduces the falling damage he takes by an additional 1d6 for every increment of 10 by which his Acrobatics check result exceeds the DC (a 2d6 reduction at DC 25, 3d6 at DC 35, and so on). At 7th level, the avalancher reduces the DC of his Acrobatics checks to soften a fall by 5.

This replaces Blood Sight.

### Falling Dodge (Ex)

At 7th level, an avalancher gains his bonus to AC from the falling strike ability when a jump or fall carries him through threatened squares. This bonus applies only when he’s jumping, not when he’s using Acrobatics to try to avoid attacks of opportunity from moving through threatened squares.

This replaces Sneak.

### Fall-By Attack (Ex)

At 14th level, if the avalancher makes a single jump of at least 20 feet in any direction and lands at an elevation at least 10 feet lower than his starting elevation, he can make ranged or melee attacks during his fall as if he were making a full-round attack. He can make any number of attacks in any combination of squares along this single jump, up to his maximum number of attacks, but he can attack a given creature once at most. If the avalancher attempts a jump but fails the Acrobatics check, he makes no attacks and suffers the consequences of his failed jump normally. At 19th level, he can add his extra damage from sneak attack against each creature he hits while using this ability, even if the targets have acted in combat or retain their Dexterity bonuses to AC.

This replaces Stalk.

### Death from Above (Ex)

At 20th level, an avalancher can take down his foe with a single attack. During a round, if he falls at least 10 feet (the action type depends on how he comes to be falling), he can make a single attack at his full base attack bonus as a standard action, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack hits, the target takes damage normally and must succeed at a Fortitude save or suffer the additional effect. The save DC is equal to 20 + 1 for every 10 feet the avalancher fell before making the attack (to a maximum of DC 30 for a fall of 100 feet or more). Whether or not the target succeeds, it can’t be targeted by this ability again (by any avalancher) for 24 hours.

This replaces master slayer.
Banish Soul

School: Abjuration

Tier: 8

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 Level)

Target: Single Spirit Creature

Duration: Instant

Saving Throw: Will Negates

Spell Resistance: Yes

Causes a Spirit to teleport to another dimension, removing them from the current plane they are on.
Agonizing Sphere

School: Evocation [Electricity]

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: Creature or object

Duration: Instant

Saving Throw: Fort partial

Spell Resistance: yes

A palm-sized translucent sphere with a black core shoots forward. You must succeed on a ranged touch attack to hit your target. If it hits, the sphere inflicts 2d6 hp electrical damage + 1d6 for every two caster levels beyond third.

A creature struck by the sphere is also stunned for 1 round plus an additional round per three caster levels as electricity courses through it. On a critical hit, the target is initially stunned for 2 rounds plus the additional round per three caster levels.

A successful Fortitude save negates the stunned condition, but it does not reduce the damage.
Barf Skrapper

**CR** 0

**XP** 0

TN Small Animal (Subtype)

**HP** 0

**AC** 0 (FF 0/TAC 0)

**Land Movement Speed** 0

**Swim Movement Speed** 0

**Fly Movement Speed** 0

**Fort** +0

**Ref** +0

**Will** +0

## Statistics

**STR** 0

**DEX** 0

**CON** 0

**INT** 0

**WIS** 0

**CHA** 0

## Abilities

### Rage (Ex)

When a Skrapper is dropped below 25% HP, it will rage as a free action on it's next turn.
Antagonize Wound

School: Necromancy

Tier: 0

Components: V, S

Casting Time: 1 Standard Action

Range: Touch

Target: Single living creature

Duration: 1 Round/Level (D); see text

Saving Throw: Fort Negates

Spell Resistance: Yes

With a touch, you cause an existing wound to deal 1 point of damage. Each round thereafter, the target must succeed on a Fortitude save or take an additional 1 point of damage. If the target succeeds on two consecutive saves or is subjected to a Conjuration (healing) spell, the effect ends.
Arcane Bloodline (Bloodrager)

*While others of your kin may be powerful wizards and mage, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.*

When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.

## Abilities

#### Disruptive Bloodrage (Su)

At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

#### Arcane Bloodrage (Sp)

At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.

#### Greater Arcane Bloodrage (Sp)

At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

#### Caster’s Scourge (Ex)

At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster’s bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this ability constantly, even while not bloodraging.

#### True Arcane Bloodrage (Sp)

At 16th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), *form of the dragon I*, or *transformation*. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities.

#### Caster’s Bane (Ex)

At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity within your threatenedarea, even when casting defensively. You have this ability constantly, even while not bloodraging.
Antiquarian

*Preferring firearms of the past, and making use of their unique quirks, antiquarians maintain, master and use firearms of the flintlock variety. They provide more utility in return for less… reliable firearms.*

## Abilities

### Antique Weapon Proficiency

Antiquarians are only proficient in early firearms, and no other form of firearms. They cannot use any other firearms with their Antiquarian Class features.

This ability modifies the gunner’s starting weapon proficiencies.

### Knowledge of the Past (Ex)

An antiquarian still rely on Grit, but he calculates all of his Gunner class features off of Intelligence instead of Wisdom.

This ability modifies grit.

### Deeds of the Past

The antiquarian can use the following deeds:

*Shredding Fire (Ex):* By loading shaped ammo specially designed for the barrel-loaded nature of older firearms, the antiquarian can cause lethal, hard to heal wounds. The gunner deals an additional 1d4 of bleed damage, at the cost of 1 grit. The target gains 50% less healing from any internal (such as fast healing) source until the gunner’s next turn, if the attack hits. Shredding fire must be declared and the grit point spent before the attack is rolled.

This deed replaces deadeye.

*Kickback (Ex):* By over-priming his antique firearm with more black powder, the antiquarian can use it as a means of keeping distance while still outputting attacks. By spending one grit point as part of an attack, the antiquarian can move himself back 5 feet for every 15 feet in his firearm’s range increment, up to double his movement. This is not without its drawbacks, however. For the attack that the Kickback deed is used with, the misfire chance is doubled. This deed can only be used with two handed early firearms. A blunderbuss has an effective range increment of 60 feet for the purposes of Kickback’s movement only.

This deed replaces Dodger.
Arrow of Vengeance

School: Transmutation

Tier: 4

Components: V, S, M (A non-magical masterwork arrow)

Casting Time: 1 Standard Action

Range: Long (400 ft + 40 ft/level)

Target: Single Creature

Duration: 1 Day

Saving Throw: Will Negates

Spell Resistance: Yes

The somatic components of this spell involve firing a masterwork (but not magical) arrow from a bow. The magic of the spell increases the range of the fired arrow to the range listed above, and imparts an enhancement bonus to the attack roll equal to your level divided by four, minimum +1. If this arrow hits the target, it causes normal arrow damage.

If the creature struck has ever knowingly and willingly caused you harm (meaning that you have suffered damage from an attack launched by that creature or have ever been affected by a magical effect from that creature), the arrow automatically scores a critical hit. Additionally, the target must make a Will saving throw or become fully affected by the power of this spell. Such a creature suffers a –4 morale penalty to all attack rolls made against you, and you gain a +4 bonus to all saving throws incurred by attacks from this victim. By concentrating for a minute, you can divine the location of a creature under the effects of this spell as per the spell locate creature. All of your attacks that threaten critical hits against the target automatically confirm as critical hits. Finally, as a standard action you may prematurely end the effects of this spell at any time you have line of sight to the victim and he is within a range of 5 ft. per caster level. Doing so envelops the target in a blast of sacred (or profane, for evil casters) energy that deals 1d6 points of damage per caster level (maximum 10d6). A successful Will saving throw halves the damage done from this final act of revenge.

This spell is normally only granted by deities of war or vengeance.
Ape Shaman

A shaman with this totem calls upon the mighty ape, a peaceful but powerful simian whose strength is beyond compare. An ape shaman is a friendly protector of the forest, but will crush those enemies who rouse her anger.

## Abilities

### Animal Companion

An ape shaman must select an ape or related primate as their Animal Companion.

### Wild Empathy (Ex)

An ape shaman can use wild empathy with apes and other primates as a full-round action with a +4 bonus.

### Totem Transformation (Su)

At 2nd level, an ape shaman may adopt an aspect of the ape while retaining her normal form. She gains one of the following bonuses:

* movement (climb speed 20 ft., +4 racial bonus on Climb checks)
* senses (low-light vision, scent)
* natural weapons (2 slams [1d6 for a Medium shaman], +2 on combat maneuver checks to grapple)
* toughness (+2 natural armor bonus to AC, Endurance feat)

While using totem transformation, the ape shaman may speak normally and can cast speak with animals (primates only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The ape shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

This ability replaces woodland stride.

### Totemic Summons (Su)

At 5th level, an ape shaman may cast *summon nature’s ally* as a standard action when summoning primates, and these summoned creatures gain temporary hit points equal to her druid level. She can apply the young template to any primate to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.

This ability replaces a thousand faces.

### Wild Shape (Su)

At 6th level, an ape shaman’s wild shape ability functions at her druid level –2. If she takes on the form of an ape, she instead uses her druid level +2.

### Bonus Feat

At 9th level and every four levels thereafter, an ape shaman gains one of the following bonus feats: Diehard, Endurance, Great Fortitude, Improved Bull Rush, and Toughness. She must meet the prerequisites for these bonus feats.

This ability replaces venom immunity.
Attraction

Discipline: Telepathy (Charm) [Mind-Affecting]

Tier: 1

Display: Auditory

Manifesting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: Single Creature

Duration: 1 Hour/Level

Saving Throw: Will Negates

Power Resistance: Yes

Psi Points: 1

You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).

**Augment:** For every 2 additional power points you spend, this power’s save DC increases by 1 and the bonus on interaction checks increases by 1.
Battle Singer

*Your battle songs can drive your fellow kirins to new heights.*

Prerequisite: Kirin, performance class feature.

Benefit: When using bardic performance to inspire courage in allies, you can choose to sing to only Kirin—allies who are not Kirin gain no benefits from this performance. Allied Kirin who hear your battle songs become more energetic and brave, and thus increase the bonuses gained from the performance by +2.
Banner of Doom

*The mere sight of your fiendish banner is enough to send ripples of fear through your enemies.*

Prerequisites: Base attack bonus +8, banner class feature, fiend.

Benefit: As long your banner is clearly visible, all enemies within 60 feet take a –2 penalty on saving throws against fear. This penalty does not stack with other effects that provide enemies with penalties on saving throws against fear.
Ash Subdomain

## Abilities

### Wall of Ashes (Su)

At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive. This replaces Fire Resistance.